Carnage Heart EXA – Q & A With Natsume’s Graham Markay

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CHEXAWith Carnage Heart EXA gone gold and headed to PSN March 19th for the PSP and Vita, I figured I’d shoot a few quick questions over to Natsume about the upcoming highly challenging strategy game. For the uninitiated, the game is divided into two modes: Plot sections, which introduce characters and advance the game’s story, and Briefing sections, where goals are established and enemies fought using OKEs (Overkill Engines), the highly customizable, programmable mechs that players will need to learn how to get up and running properly in order to succeed and survive some pretty tough missions.

Graham Markay, VP of Operations at Natsume got back to me fairly quickly with some answers, so here you go:

GW: How would you describe Carnage Heart EXA to new players as well as those older ones who remember the original PlayStation game hoping this is just as challenging?

GM: Carnage Heart EXA is a mech battling game with a twist — instead of simply controlling a giant robot, you can program your mech to do the fighting while you watch the action unfold! (Think of the old “Robot Wars” show that used to air on TV.) However, not only can you program your robot: You can also take control of your robo-battler manually, and take on the baddies that way. Therefore, if you’re a Carnage Heart veteran, or just getting into the series, Carnage Heart EXA offers something new for everyone!

GW: Other than the English localization Natsume is handling, are there any new features coming to the game?

GM: There aren’t any differences between the Japanese and the North American version. However, North American players will also have access to the SATLOKE server, which will allow players to download and upload their own OKE designs, teams, and match data. The Japanese and North American data is 100% compatible, so you can trade with other Carnage Heart EXA players, both foreign and domestic!

GW: From what I’ve seen so far, there are some fantastic mech designs in so many varieties here. Do you have a favorite robot or robot type that’s in the game?

Personally, I like the four-legged, jumping mechs, like the Grasshopper mech. Their quick jumping ability allows you dodge faster, and the weapons they can equip are relatively strong. Therefore, they’re probably the most balanced of the mechs, in my opinion.

GW: The original Carnage Heart was definitely not for more casual gamers looking for a quick action experience. However, EXA offers a Manual Control combat option that may appeal to certain players. What advice would you give to those new users who buy this or are interested in buying it in terms of starting out?

GM: Carnage Heart EXA has extensive, easy-to-understand tutorials in the Story Mode of the game, so even if you’ve never played Carnage Heart, the game explains everything in a simple, straightforward way. And if you’re still having trouble, there are example programs you can use and look at to try to figure out how to write at the perfect program!

GW: The series has continued in Japan in a few iterations (such as the two Zeus games and the later PSP entries). If EXA does well, would it be possible for those older titles to be brought to North America as updated versions?

GM: Never say never! Obviously, like you say, a lot of it would depend on how well Carnage Heart EXA does, but if it does well, nothing’s off the table!

GW: Silly question time! If you had your own robot in real life, what sort of design would it be and what tasks would you program it for?

GM: Since I’m not usually trying to fight off evil-doers, I think my own robot would be more domestic… I could have it make my meals, clean my apartment, and take out the garbage. That way, I’d have more time to focus on other things… Like playing Carnage Heart EXA, coming to the PSP this March!

Disney Epic Mickey 2: The Power of Two Update: A Little Bit About Storytelling…

Here’s a new look at more on Disney Epic Mickey 2’s production, this time a quick peek at what it takes to put together the game’s story elements. This one’s on course to be even better than the first game in every aspect, so I can’t wait to see how it’s turned out. Hopefully, all these videos will appear on the retail disc so people can see that it takes a great deal of work to get a game like this into out hot little hands. As i always say, it’s all about respect, people…

Sleeping Dogs Voice Talent Video: It’s A Casting Cornucopia!

United Front Games isn’t skimping on the voice casting in their upcoming (and eagerly awaited) action game. Take a look at a veritable who’s who of familiar faces (and voices). Even the people you haven’t heard of are doing a fine job from my perspective. It doesn’t hurt at all that the game is looking quite good as well. That August 7 release date is rolling up fast, isn’t it?

XCOM: Enemy Unknown Deep Dive # 2: Know Your Enemy (Which Would Make Them LESS Unknown, Right?)

Hokay, kids… I’m still buried under a bunch of games and stuff, so here’s an XCOM developer diary to ogle. October 9, 2012 is the release date for Firaxis’ turn-based strategy game and yes, it’s looking cooler by the moment. Granted, trying to please EVERY fan of the classic game series (or any series) for that matter in a total impossibility, but as someone who was around for the original game, I’m happy with what I’m seeing here and elsewhere. And hey 2K! Keep that other XCOM game in the pot, cranky comments from elsewhere or not. You spent a ton of loot making it, so you may as well finish it and get it shipped, I say. As long as it’s FUN, I won’t mind anything else…

XCOM: Enemy Unknown Update: Art Direction, Directed Artistically…

Here’s a look at another “making of” featurette for Firaxis’ upcoming reboot of the classics tactical sci-fi RPG. I have to hand it to the team for not jumping on the retro bandwagon in terms of the visual style. As much of a fan of the original X-COM and a few of its spin-offs and sequels, the fact is going too old school would have been a bad idea unless the team was doing a portable version that implemented a rotating camera like Rifts: Promise of Power on the N-Gage (one of those games that needs to be redone for handhelds or consoles just so gamers could see that, yes, there were some great games on the much-berated device). I don’t think 2K has anything to worry about other than a few cranky fans who never even plan to buy the final version still going ape about stuff they don’t like (even if it’s well implemented and make the game more enjoyable)…

XCOM: Enemy Unknown Update: Classic To Current, Not Lost In Translation

Hey 2K! While this very cool progress update on the tactical version of XCOM is fantastic, let’s also hear about the other game as well. I’m actually one of those fans of the PC classic that’s NOT going bat crap crazy against the first-person origin story at all as I want to see how it turns out. Besides, it’s time that developers and publishers stood up a bit more steadfastly to the constant whining about every damn thing getting in the way of otherwise interesting design decisions.

Sure, keeping fans happy is ONE key to success, but it’s also important to have the freedom to take any IP in a different direction even if there’s some resistance. I think it’s time for some of these angry kids to shut it and eat their broccoli – hell, they may just find that it’s not as bad as they’ve been hearing…

Sleeping Dogs’ “Undercover: Hong Kong” Trailer: Square Enix Is Pitching Woo, Big Time

Clearly, the team at United Front Games has a lot to live up to, but it looks as if gamers fond of the True Crime series (warts and all), will have a completely new game experience from a different publisher and developer that just may make them forget about that series (or at least, make them stop comparing it to this new IP). Hey, as long as I don’t have to worry about having a rapper as an unlockable character or anything overtly silly like that, I’m a happy camper. As I say again and again, We. Shall. See… (but I DO think Square Enix is on quite the publishing roll these days)…

XCOM: Enemy Unknown Deep Dive #1 – The Best Stuff Always Comes From The Bottom…

Firaxis and 2K Games present an excellent look at the upcoming reboot of the classic sci-fi turn-based squad strategy game. I’m a huge fan of the original (as well as Gerry Anderson’s UFO TV series, the source material for that original XCOM), so I’m liking what I see here quite a lot. Of course, I’m also really intrigued by the upcoming XCOM shooter just to see how it deals with the beginnings of the franchise when the UFO threat was somewhat smaller (but no less deadly to humanity). Now, if ONLY those rabid haters of all things FPS in their XCOM could just get a nice brain wipe so they’d at LEAST accept the other game for what it gets right, we’d all be happier campers (the “we” in this case being me, 2K and the dev team busting their asses on both projects). It’s all about respect, people…

Making Halo 4: First Look Documentary: 343 Takes It To A New Beginning

With the latest entry in Microsoft’s seminal console FPS franchise headed to the Xbox 360 later this year from a “new” dev team, it’s nice NOT to see so much secrecy now that things are well under way. Then again, it’s pretty obvious that 343 has a great deal to live up to and wants to show that they KNOW what they’re doing now that Bungie’s no longer at the helm. From what I can see, I’d say even the most diehard fan has nothing pressing to worry about, but that won’t convince the non-Halo fans or others who should know better. Me, I just want a longer yet supremely written and paced campaign so that running around shooting other live players in the requisite multiplayer modes isn’t the ONLY thing the game gets noticed for (*yawn*).  Let’s hope we see MORE of these “making of” videos for the game as Halo 4 gets further along in development…

Journey Developer Diary: thatgamecompany WIll Make You A Believer

Not only are the folks at thatgamecompany some of the nicest you’ll ever meet, they really know how to make some truly engaging games. While you’re waiting for Journey to drop onto PSN later this month (early reviews are out and yes, the game is a must-buy), take a look behind the curtain and check out what members of the dev team have to say about their baby and the games industry in general. I still think they need to slap all of their games on a Blu-Ray with an art gallery (maybe an actual art book) a soundtrack CD or download with selections from their games and some behind the scenes videos like this one just to get a few more folks who might want to get hooked onto their work up to speed.