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  <id>urn:lj:livejournal.com:atom1:shapermc</id>
  <title>Shaper M.C.</title>
  <subtitle>The Life and Times</subtitle>
  <author>
    <name>shapermc</name>
  </author>
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  <updated>2038-01-19T03:14:07Z</updated>
  <lj:journal userid="3195615" username="shapermc" type="personal"/>
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  <entry>
    <id>urn:lj:livejournal.com:atom1:shapermc:124425</id>
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    <title>Rainy Woods (aka David Lynch Homage: The Game)</title>
    <published>2038-01-19T03:14:07Z</published>
    <updated>2038-01-19T03:14:07Z</updated>
    <content type="html">&lt;a href="http://www.shapermc.com/2008/02/01/rainy-woods-aka-david-lynch-homage-the-game/"&gt;Originally posted on my blog&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;p style="text-align: center"&gt;&lt;img src="http://www.shapermc.com/wp-content/uploads/2008/02/rainywoods.jpg" alt="Rainy Woods" style="float: none" hspace="5" vspace="5" /&gt;&lt;/p&gt;&lt;br /&gt;I was very recently turned onto the upcoming Xbox 360 and PS3 game &lt;em&gt;Rainy Woods&lt;/em&gt; (&lt;a href="http://www.gametrailers.com/game/5529.html" target="_blank"&gt;trailers here&lt;/a&gt;). Otherwise a fairly corny looking game that was debuted at TGS '07, the game has more than a couple striking similarities to David Lynch's work (most notably &lt;em&gt;Twin Peaks&lt;/em&gt;, with a bit of bit of &lt;em&gt;Mullholand Dr.&lt;/em&gt;/&lt;em&gt;Blue Velvet&lt;/em&gt; in the mix). Other similarities seem to be heavily rooted in &lt;em&gt;Silent Hill&lt;/em&gt; (particularly &lt;em&gt;SH4&lt;/em&gt;) and otherwise unmentionable b-games in the survival horror genre. Games like this tend to pique my interest in &lt;a href="http://www.shapermc.com/2005/02/02/since-the-ic-is-down-i-may-as-well-put-this-here/" target="_blank"&gt;sick ways&lt;/a&gt; so I started to poke around in the credits for &lt;em&gt;RW&lt;/em&gt; and came across something interesting.&lt;br /&gt;&lt;br /&gt;T&lt;span class="postbody"&gt;he Executive Producer of &lt;em&gt;Rainy Woods&lt;/em&gt; is Yasuhiro Wada--the man behind &lt;em&gt;Harvest Moon&lt;/em&gt;--which makes sense since the game's being published by Marvelous Entertainment. The director/lead designer is SWERY who also directed &lt;em&gt;Spy Fiction&lt;/em&gt; and &lt;em&gt;Extermination&lt;/em&gt; (PS2). I then made the connection that &lt;em&gt;Extermination &lt;/em&gt;was developed by Deep Space which was part of the team that broke up from Whoopee Camp.  &lt;/span&gt; Diving a bit deeper into the staff list it turns out that H&lt;span class="postbody"&gt;idetaka Suehiro, one of the writers for the game, also worked with Swery on &lt;em&gt;Spy Fiction&lt;/em&gt;. The other writer, Kenji Goda is responsible for the &lt;em&gt;Parasite Eve II&lt;/em&gt; story (unfortunately). &lt;/span&gt;&lt;span class="postbody"&gt;The character designer, level artist, level designer, writer, art director, and a few other carry over from Deep Space and most worked together on &lt;em&gt;Extermination&lt;/em&gt;. The only person who's a mystery is the art director, Hitoshi Okamoto. He could be the guy who I've found with the same name that previously worked on sound and audio for games like &lt;em&gt;Riviera&lt;/em&gt;, &lt;em&gt;Summon Night: Swordcraft Story&lt;/em&gt;, and (of all things) &lt;em&gt;Dragon Ball Z: Budokai&lt;/em&gt;.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;In the special thanks appears Yoshihisa Ohbuchi who was the producer of &lt;em&gt;King of Fighters EX2: Howling Blood&lt;/em&gt;, and also appeared on the special thanks of &lt;em&gt;Valhalla Knights&lt;/em&gt; (an XSEED published game). The other person in the special thanks is Eishin Sasaki, who I believe to be in &lt;em&gt;Killer 7&lt;/em&gt;'s special thanks as well.&lt;br /&gt;&lt;br /&gt;&lt;span class="postbody"&gt;At the very bottom of the credits--where I should have looked first--I find that the developer for &lt;em&gt;RW&lt;/em&gt; is Access Games, the combined staffing remains of Deep Space&lt;/span&gt; and Whoopee Camp. There is a long and interesting history behind the creation of Whoopee Camp which starts with Tokuro Fujiwara. &lt;em&gt;Ghosts ‘n Goblins&lt;/em&gt; was his first major undertaking, and as stated by Play Magazine, the greatest 8-bit platforming game ever (though I disagree with them). After &lt;em&gt;GnG&lt;/em&gt; he went on to create another Capcom legacy game, &lt;em&gt;Mega Man&lt;/em&gt; (aka &lt;em&gt;Rockman &lt;/em&gt;in Japan).&lt;br /&gt;&lt;br /&gt;After being the creative force for the first two games in the &lt;em&gt;Mega Man&lt;/em&gt; series, Fujiwara took the producers seat in which he sat through the Super Nintendo. Credited on all regular &lt;em&gt;MM &lt;/em&gt;games, and &lt;em&gt;Mega Man X&lt;/em&gt; games through &lt;em&gt;X3 &lt;/em&gt;(as well as the oddball &lt;em&gt;Mega Man Soccer&lt;/em&gt;) the series stayed quite faithful to its roots, and the worst you would hear about any of them is that they are “more of the same.”&lt;br /&gt;&lt;br /&gt;During his time as the caretaker of &lt;em&gt;Mega Man&lt;/em&gt; he was also involved in the creation of &lt;em&gt;Street Fighter&lt;/em&gt; (1), &lt;em&gt;Breath of Fire&lt;/em&gt;, &lt;em&gt;Strider, &lt;/em&gt;and &lt;em&gt;Resident Evil&lt;/em&gt; (&lt;em&gt;Biohazard &lt;/em&gt;in Japan). &lt;em&gt;Strider &lt;/em&gt;turned into a fan and cult favorite receiving many ports (some more faithful than others) which also continues to be ported as recently as 2006. &lt;em&gt;Resident Evil&lt;/em&gt; is the last game that Fujiwara worked on before he left Capcom. We all know what ended up happening with &lt;em&gt;Resident Evil&lt;/em&gt;: many sequels, multiple re-releases and re-prints, and has spawned three films (so far). While only the producer his creative hand could be felt in the game all over from the unique control scheme to the level of difficulty.&lt;br /&gt;&lt;br /&gt;In 1996 Fujiwara and Yoshiki Okamoto (Creator of the 194X series, &lt;em&gt;Time Pilot&lt;/em&gt;, &lt;em&gt;Street Fighter II&lt;/em&gt;, and also worked with Fujiwara on &lt;em&gt;Biohazard&lt;/em&gt;) created Whoopee Camp. While Fujiwara left Capcom, Okamoto stayed around and even picked up where Fujiwara left off on a few projects (&lt;em&gt;Mega Man&lt;/em&gt;, &lt;em&gt;Mega Man X&lt;/em&gt;, &lt;em&gt;Breath of Fire&lt;/em&gt;, &lt;em&gt;Super Ghouls ‘n Ghosts&lt;/em&gt; GBA, &lt;em&gt;Biohazard&lt;/em&gt;, and went as far as to produce the &lt;em&gt;Resident Evil &lt;/em&gt;films). Whoopee Camp was started with “the mission to create high quality games based on creative sense, experience and close calculation.”&lt;br /&gt;&lt;br /&gt;Aside from Fujiwara and Okamoto, Kenji Kaido has been associated with the forming of Whoopee Camp. He went on to be the production manager for &lt;em&gt;Ico&lt;/em&gt; and &lt;em&gt;Shadow of the Colossus&lt;/em&gt;. Kaido started his career at Taito arcade games and was project leader and lead game designer for &lt;em&gt;Cameltry &lt;/em&gt;and a few other games. Though, this information only comes from an IGN article, and I can't seem to find their source of information.&lt;br /&gt;&lt;br /&gt;The first game to be released by this new venture was &lt;em&gt;Tomba!&lt;/em&gt; which Fujiwara himself explains best in his own words: "I have designed a lot of different games in my career, and while &lt;em&gt;Tomba!&lt;/em&gt; may have been my biggest challenge, it is certainly my greatest personal achievement as I believe the character and the gameplay have the ability to attract and challenge gamers of every age and skill level. […] Nothing satisfies me more than imagining parents playing with their children as well as challenging those hard-core gamers who want to experience a whimsical fantasy world with extraordinary gameplay. Tomba! will capture the hearts of everyone."&lt;br /&gt;&lt;br /&gt;After &lt;em&gt;Tomba! 2&lt;/em&gt; Whoopee Camp seems to have fallen off of the face of the earth. At one point in mid-2001 Tomba! 3 was announced for the PS2 only to disappear along with the company. Backing up a bit, in 1998 Fujiwara was appointed to the Executive Producer spot of the Deep Space joint venture company between WC and Sony Computer Entertainment International with games published by SCEI. Deep Space created &lt;em&gt;Hungry Ghosts&lt;/em&gt; and &lt;em&gt;Extermination&lt;/em&gt; (which listed Whoopee Camp in the Special Thanks section of the credits). In early 2002 the remains of Whoopee Camp and Deep Space created Access Games (which has only really released one game, &lt;em&gt;Spy Fiction&lt;/em&gt;), while the original companies disappeared. According to Archive.org, the last time that WC’s website was updated was on August 8th 2003. The website has also since disappeared.&lt;br /&gt;&lt;br /&gt;But &lt;em&gt;Tomba! 2&lt;/em&gt; was released in 2000, and &lt;em&gt;Extermination &lt;/em&gt;was released in 2001, what happen to the rest of the team? &lt;em&gt;Mega Man Powered Up&lt;/em&gt;, the re-envisioning and re-creation of Mega Man 1, was absent of Fujiwara's name. Then, in late August of 2005, &lt;em&gt;Ultimate Ghosts ‘n Goblins&lt;/em&gt; is announced (then titled &lt;em&gt;Extreme GnG&lt;/em&gt; which is closer to the Japanese name) and Fujiwara is back in his old seat for the series, and completely removed from what's left of Whoopee Camp. The rest of Access Games has been in a state of limbo as well since 2001 and it's interesting to see that so may players have come back to work together with &lt;em&gt;Rainy Woods&lt;/em&gt;.&lt;br /&gt;&lt;br /&gt;While the company's track record hardly instills confidence (nor does the trailer) I'm still looking forward to &lt;em&gt;Rainy Woods&lt;/em&gt;' release as a curiosity of whether it will be a loving homage to auteur director David Lynch, or just an aping of his aesthetics.</content>
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