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Messages - Yukimura

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Shootin' the Breeze / Re: Any Recommendations??
« on: July 16, 2005, 11:59:15 AM »
Gantz. Its has more gore then berserk.

Creation Station / Re: Drake rider
« on: July 15, 2005, 05:53:36 AM »
Nice, but are you planing to make a Doujinshi, or is this just sketch drawings

Site & Forum News / Re: New Theme: Testing Grounds
« on: July 14, 2005, 07:38:06 PM »
We're still working on that problem. I don't think its the userinfo box, but that COULD be it. I think it's the way width is calculated on some threads with images. But thanks for the possible cure.

EDIT: I messed with the userinfo width, and it's not that. But I did I remember why I have the userinfo box so huge. Users with very wide avatars need the extra space, so it doesnt push the other content right (or off the screen). Still trying to isolate the problem...
I think its the news box. If you look at SMF Default Theme , theres no news box at the top-right. I would say the userinfo box is only an inch away from the board index.

Site & Forum News / Re: New Theme: Testing Grounds
« on: July 14, 2005, 06:38:00 PM »
Words cannot even express how cool this is.
:serpico: :guts: :void: :griff: :miura: :judo: :zodd: :puck: :beast: :carcus: :SK: :casca: :schierke: :isidro: :badbone: :???: :troll:
I also found out, if you highlight them, they change, like this one :SK:

Uriel designed this and I coded it. We both spent quite a bit of time on it. Enjoy:
You made the "user info" box to big, so if you scroll right, theres just a big gray space.

Current Episodes / Re: Episode 259
« on: July 14, 2005, 04:34:51 AM »
Remind you of something?
After all The Guin Saga is a major influence.

Current Episodes / Episode 259
« on: July 14, 2005, 04:19:52 AM »

Shootin' the Breeze / Re: Darkhorse brings us Vampire Hunter D
« on: July 02, 2005, 11:22:49 PM »
Nice link but it does not tell me anything. ANN says there are three books, aother site says 12, and other crazy numbers(17, 7, 10 ect)
I would just follow DH's site ;)

Shootin' the Breeze / Re: Darkhorse brings us Vampire Hunter D
« on: July 02, 2005, 11:12:59 PM »
I did
The series is comprised of 13 novels. Written in 1983, this is the first English language edition ever published.

Shootin' the Breeze / Re: Darkhorse brings us Vampire Hunter D
« on: July 02, 2005, 07:21:18 PM »
Here's a place to get reviews and plot info from 15 of 16 volumes:
There is only 13 books *amem*

Shootin' the Breeze / Re: Do we have to remain so loyal to Berserk?
« on: June 13, 2005, 10:10:13 PM »
And this fellow is better than a poster HOW?
I find this rude, seeing how I am a member of both sites, and most of there post are just like post on

Fine, Kick me out asshole!
You be doing me a favor.
Doing people a favor since 1892. 8)
Aazealh this post made me think, why havnt you banned me? XD :-\
Back to the topic.
Eddie, 99.9% of people on this fourm are berserk fans, BIG berserk fans. Its like goingto a Naruto fan site, seeing people post pictues of there room, thats full of naruto stuff, people posting
"OMFG!!! I SOOOOOOOOOO LOVE NARUTO!!!!" and then ask them
"Do we have to remain so loyal to naruto" we all know why, because they're naruto fans.

Shootin' the Breeze / Re: Do we have to remain so loyal to Berserk?
« on: June 12, 2005, 01:30:58 AM »
Do we have to remain so loyal to Berserk? Nealy anytime I see any opinion I see "but it's still no Berserk" and such. I mean are people afraid that if they put Berserk second that this site's foundation will crumble?
People might hate me for this but i dont care.
Personally, I think Death Note, Bleach, and Blade of the Immortal are better books then Berserk.

Shootin' the Breeze / Re: I want a PSP!
« on: June 12, 2005, 01:24:53 AM »
ZeroGraveVII,The blind black guy who believed to be white member of the KKK was funny as hell, my favorite part was when those withe people when up to Dave and say "we dont want you here niggar" and Dave gets out of car and yells "GET THAT NIGGAR!!!" (and stuff like that) Just so funny

Shootin' the Breeze / Re: one liners you love
« on: May 24, 2005, 02:08:13 AM »


I think Silicon Knights( With Konami) Might bring it back but i dont think it will be on ps2 (if Silicon Knights make it)
Anyway found an Q&A thingy

Hideo Kojima is one of those rare game designers who need no introduction. The mastermind behind Metal Gear sat down with us for an exclusive chat about his new development studio, Kojima Productions, and the future of its projects.

GameSpot: How did Kojima Productions come about? Why did you decide it was time to go in that direction?

Hideo Kojima: Well, for about 10 years, we had a kind of smaller company called Konami Japan, and in that there was the Kojima team, and we had, we were a publicly listed company, so we had responsibility, a different responsibility, and we had the feed on our own.

Well, in that era, we had a small team, which enabled us to maneuver very quickly, and that was quite good. But at the same time, I was burdened with management work and creative work 50/50. I had to split my time on both management and creativity.

Well, and then back in April, Konami Japan and all the other independent studios merged together by Konami HQ, and we formed Konami Group. And underneath that, we decided to start on Kojima Productions.

Well, since we're now under the Konami Group umbrella, that means we have lots of backup in terms of resources like human resources, or budgeting, costs, and development costs. Therefore, you know, I could totally concentrate on creating good things, or the things, the titles, that could be a hit.

So the main purpose actually going further down is that I will not, therefore, concentrate so much on the business side or the management side. Now I can concentrate totally on the creativity side to create good games, to create high-quality games.

So what, you know, for Kojima Productions, where I would like to aim is not just personally my name, Kojima Hideo by itself, but I decided to name it Kojima Productions because I have the staff working. So think of it like Pixar or maybe DreamWorks. We would like to be recognized in the very near future so that anything that comes out of Kojima Productions will be received as high-level, high-quality titles.

GS: So do you see Kojima Productions as being more of a Pixar, which is more known for a certain style, or DreamWorks, which is broader?

HK: Well, basically, in the past era of the initial game-creating era, there was an era where good games sold and were the hits and were not driven by license or marketing or PR. Of course, it's a hit business market we're in, so I could understand. However, I'm with a team, and most of them worked together for about 10 or so years. So what our goal is, is to maybe revive those good old days to prove that if you create a good game, it will sell. So in that sense, I think it's not for a broad audience maybe; it's maybe more known to more deeper, a very high-quality...we would like to be known as a deep, high-quality production staff.

GS: Once they decided to do Kojima Productions, how did you settle on the logo?

HK: So first when we set up Kojima Productions, you know, we were known worldwide with Metal Gear and Snake, so just like the, you know, the ET logo that they have, we thought of using the Snake as our identification logo.

And we actually thought about creating Snake with a gun silhouette, that kind of logo type, but it really didn't hit the bell to any of our staff. So that's when we thought, "OK, why not take the step a little bit backwards. Where does the Snake belong? Oh yeah, he belongs to [Foxhound], the fox group, so we should try to create a logo based on the fox."

Well a fox, the animal itself, probably has the same reputation worldwide. It's kind of like sneaky or deceiving to people or some animals. So we wanted to put that message in--in good terms actually. We wanted to surprise the people. We wanted to surprise the user, not to deceive but to surprise. So we had that meaning in the fox as well.

GS: How do you see Kojima Productions evolving?

HK: Well, Kojima Productions will keep on creating as many lines as possible. You saw the MGS series, like MGS4, MGS3, Subsistence. Also the [Acid] on the PSP platform. Also another line--that's called the MGS Series. And another series that Kojima Productions creates is the Bok-Tai series, which we will continue creating. And once MGS4 gets rolling, I would really like to start an original title, a totally original new concept title, and steadily I would like to stack up this series lineup in Kojima Productions with innovative and good games and new features.

Well, I don't want to go into a mass production line like, you know, the Hollywood movies these days. I really would like to prioritize the creativity of my staff and myself, including myself, so once we have crazy ideas, we'll see the market, and we'll find out if it fits, if it has room for that, and then we would like to pursue it, meaning we're not going to go after just the sales in creating a title. We would like to really, really prioritize creativity as number one.

If it was titled "Company," we're not allowed to do this, but since it's "Productions," now we're able to do it in this way.

 GS: Speaking of Boktai, how do you see the series evolving to fit either the DS or PSP?

HK: We are not thinking about PSP actually, but for DS, yes we already have this in the plan, and we have surprises that you can never imagine. And I can't tell you right now what the surprise is, but we do have a big trick up our sleeve, and you are sure to be surprised.

GS: Will we be surprised at TGS then?

HK: Probably so.

GS: How would you describe Metal Gear Solid 3: Subsistence? Is it a director's cut? Is it now everything that you ever wanted to put in the game, or is there still more?

HK: Well, actually, originally there was no plan to release Subsistence in the first place. The main purpose of Subsistence is two aspects: the camera (we are going to change the camera completely to 3D camera); and the second is the online aspect, meaning if we did not release Subsistence, that means we were going to put it in 4 anyways. We were experimenting both aspects even when we were creating MGS3, so because we had this Europe launch tour back in March for MGS3 and we heard from many European press and users that they want a game like Metal Gear 2: Substance.

Then, only after then, I decided to bring this Metal Gear 3: Subsistence out, and I thought it was the best timing to have the final touches of the experiment in terms of camera and in terms of online. So once we release this on Subsistence, we will be able to gather feedback from both issues from the users and then brush it up so that it evolves into MGSIV, and that is the main purpose actually.

GS: Well, that all sounds very easy, but was it?

HK: Well, quite frankly--yes. It sounds very simple when we say it like this, but actually it is quite difficult; however, online is a very, it's a normal thing these days, and the gaming on online is not in the near future, it is right there--meaning we were doing experiments and research on online in the first place because we thought this future would come. But on a business aspect, the online did not have a good business model. Therefore, we were reluctant to release it, so it stayed as an experiment.

On the 3D view aspect, the new camera aspect, this is a trend these days, and many users are now used to this 3D camera. Therefore, we thought both of them are perfect timing to fit in MGS3, but the main purpose is actually to get real feedback from MGS3: Subsistence.

Well, frankly speaking, when we were thinking about testing online, we of course thought about Xbox Live. They have a better infrastructure. However, we have to start from the conversion stage from the PS2 MGS3 to converting to Xbox, meaning it will take up more time and it might cause a delay for MGS4. Therefore, I did not want to do that. Although I know that the PS2 online users are not so much Xbox Live users, I am still confident that I can get good feedback on the online aspect.

GS: Can you give us some insight into the sense of humor displayed in the Metal Gear trailers and the actual games?

HK: Well first of all, MGS is a stealth combat technician-type game where you have to sneak in on a mission, so the tension is really high, and when you get spotted, really the users are really surprised.

Well, since it is a game, you cannot keep from start to end It is going to take like tens and twenties of hours to clear the game, and you cannot keep this tension to the users from start to end, it will not last. I mean people can lapse with this tension.

So there needs to be a location where a laughter or "ease" stage were to come--ease from the tension needs to be there in order to actually ease the people on continuing to play the game. At the same time, start from scratch to bring up the tension level again. This is the same way that Hitchcock does it in the Hitchcock movies. So in scary movies, there is a scene of laughter so that everyone mellows down and then start to rise, the tension bar will start to rise again, and this is how we try to keep the gamers hooked to our game for 10 and 20 hours.

And also, all of my titles that I create, I really want people to feel something. I want people that play to feel sorrow, feel laughter, feel happy, feel fear--all of these real personal emotions I want the people to feel through my game, and that is one of the reasons.
GS: Now, obviously I don't think you can say much about 4, but maybe we can talk a little bit generally about what excites you about the new hardware and gameplay potential of the new system?

HK: I said in the Sony conference I would like to concentrate on what we cannot see.

Well up to the days of today of game creating, if you...if I give an example of movie creation, it's like everyone was trying to make a better, prettier set. If you compete to make that set bigger or maybe prettier, it still doesn't make a difference. A set is a set. Meaning, you know, the back side is hollow, or it's all fake. For instance, if you were to create a fake jungle, the trees necessarily don't have to be trees. They could be plastic.

And with the next gen coming up, I think that most of the creators are thinking, oh, why don't we expand the size of the set or make the set prettier or concentrate on the things that the players can see. This direction will probably be the trend even in the next-gen console. And I think that no one can win or no one can make a breakthrough doing this. Therefore I would like to take a different approach, and that's why I said I want to concentrate on the things we cannot see.

So an example is, I do not want to create a set anymore. I want to create the environment from scratch. So if I were to continue the example of a jungle, I don't want to create fake jungles anymore. I would like to plant a tree, put a life-form in there, life program in there, so that in the game, when you water the plant, it will grow. If you don't water the plant, it will die. What I would like to present to the user is now play our hide-and-seek game in this real world, not the set jungle that everyone competes on.

It's also up to the user's decision on the next-gen games, meaning they have a decision to make, if the creators create something, a larger set, a larger jungle, but only it looks like a jungle, it looks like the real thing with the visual graphics enhanced. The users can select that "yes, I would like to play in the fake world or the set." Or, it could be smaller since we put the machine specs on concentrating on what we cannot see, the whole playground itself might get smaller, but we will create the world, and you can play in this real world. It will be a decision to use this, which you like to play.

So that is kind of the key concept to MGS for the hide and seek in the real world, which I think probably answers most of your questions.

GS: A piece of the larger puzzle?

HK: Yeah. Of course I'm not saying that I'm going to create jungles again. But I can say, if I created this real world, and it happens to be--so small garden or so--it looks so bad, even badder than a PS2 platform, then I might throw away this idea

Well at least your suppose to play as Solid Snake rather than Raiden.
I think you will have to play as both because Mgs4 takes place where Mgs2 left off.
It would be great to play as Raiden because you can get the story from both sides.
Anyway Subsistence will have an online mode that supports up to six players. The idea behind it is that it will still play roughly like the single-player game, but you'll be working in teams of three as you attempt to take out the opposing side in team battle mode. You can also play Snake vs. enemies, a one-against-five configuration, if you're feeling especially stealthy. Also The additional face paints that only ended up in the European release of MGS3 will be included.
Ps. Whats so bad about Raiden, i mean the whole "I dont want to kill" thing pissed me off but when you played has him he wasnt bad.
I got new info of This is the confirmed character list for now:

- Vamp
- Meryl Silverburgh
- Raiden
- Revolver Ocelot / Liquid Snake
- Solid Snake
- Hal "Otacon" Emmerich
- Big Boss
- Naomi Hunter
I dont see Liquid Snake there, and last time i checked he died of "Foxdie".  Anyway if you look at vamps picture closey, theres a buttle wound in his head, and jacks picture shows him with a baby.(rose's baby)

Shootin' the Breeze / Re: LEET!
« on: May 03, 2005, 07:42:09 PM »
for example, W4173R=Walter
Sorry, but your name made for a good example.
Just to put light on this topic, can someone list all these "number words" (like A=4 B=???)

Shootin' the Breeze / Re: How cruel life (fate) can be....
« on: April 30, 2005, 12:10:41 AM »
you think thats bad
They towed my dads lowrider and said they crushed it. He was so pissed, but my mother told him to check because they would not crush an antique car like that.(she's the smart one  ;D) well he called, someguy told him that there lieing to him so he went to the place and told this girl to check files for his car (she keap saying "they crushed it") so when she opens the file the first thing [we] see is a pink paper that says "DO NOT CRUSH
He had to play $900 to get it out (he worked full-time for three days) and when he got it, the left door was dented and the paint was removed. They he pissed away about 100 (dont know the price) to fix the door.

Creation Station / Re: Proj's colors
« on: April 28, 2005, 01:22:18 AM »
wow nice, guts looks cool, good job

New stuff:
Took too long becuz of all the stupid papers i've had to do for college...BARF!
what fonts do you use?

Creation Station / Re: Learn To Draw Manga
« on: April 27, 2005, 09:34:01 PM »
Then tell me this "SkyTraveller" did you know that Seven Seas Entertainment is making bootleg manga. on the cover of "No man's land" it the creater is A man named "jason deanglis."
LOL i wish
You dont have to be Kentarou Miura to make a comic. If you look at manga like Fooly Cooly, start small

Shootin' the Breeze / Re: What the hell?
« on: April 27, 2005, 08:50:31 PM »
I don't care whoever says Guts or what is right or wrong, I want to be able to say G a t t s.
and I want to be able to say i d i o t, but It turns into "rubbereruben" ;D

Shootin' the Breeze / Re: naruto on Cartoon network!!
« on: April 25, 2005, 12:18:45 AM »
didnt i make TWO naruto topics about this months back.  >:(

Though there are some rare cases where they do (Zatchbell).
those same people that worked on Zatchbell are working on "Naruto"  ;D
but I still condemn those money whores called cartoon network.
I have C.S.P.A.M. which is short for Chronic Syndrom of Pissing Away Money.
money whores?
but I noticed they started One Piece this weekend in a one hour block on Toonami so I decided to watch it. And it's pretty good, not much awful editing or anything so far; and the voices weren't too bad either.
yeah i seen it, what a good idea. but will 4kids make an uncut volume of OP like yu-gi-oh

Berserk Merchandise / Re: Griffith (Millennium Falcon) For Sale
« on: April 20, 2005, 09:55:13 PM »
welcome to the fourms. First of all i like this one better

but when i looked it wasnt there  :'(
also the price is $149.99 now. also will you be selling the statue when they run out???

Current Episodes / Re: Episode 255
« on: April 20, 2005, 09:45:30 PM »
Casca TOO!!! :o Maybe they g0t into a fight or sumthing and lost them!!??!119
I think
A) Miura forgot guts casca and Schierke's foot or
B) you just cant see them
ither way, I would really like to see that guard get killed.
as Aazealh said he wont get chopped to bits, the best you will see is a page (or three panels) of Isidor yelling at the guard to get in (because Isidor looks pissed  in the preview.)
OK. I'm done commenting then.
*also spams for more post*

Shootin' the Breeze / Re: Top anime
« on: April 20, 2005, 02:11:38 PM »
i have never heard of Naruto, what is it about?
When Naruto was newly born the spirit of a nine-tailed fox was imprisoned within him, rendering him the hate of the villagers from the ninja village of the Leaf who feared the demon within him. In defense against this hate he grew into the role of the clown, trying to attract attention by making a fool out of himself and his teachers. But within him dwells the dream of becoming Hokage, the strongest warrior of the village. When he graduates from the academy hes placed in the same group as Sakura, the technician and the girl he loves and Sasuke, the strong, quiet guy and his rival for Sakura. Leader and teacher of the group are Kakashi, the strange and always late, though powerful ninja.

Its up to volume 25 in japan

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