2009 [13th] Japan Media Arts Festival Award-winning Works

Entertainment Division

NARUTO: Ultimate Ninja STORM
© NARUTO™ : Ultimate Ninja(R) : STORM software © 2004-2008 NAMCO BANDAI Games Inc. NARUTO artwork and elements © MASASHI KISHIMOTO. All Rights Reserved.
Excellence Prize

NARUTO: Ultimate Ninja STORM

Game

Artist : MATSUYAMA Hiroshi representing NARUTO: Ultimate Ninja STORM development team

(Japan)

MOVIE

Terms and Conditions

Summary

Taking the concept of the “amazing fusion of anime and game,” this work explores the techniques of limited animation, for which Japan is ultimately world renowned for. The work has successfully established an expressive technique for real-time CG and has realized amazing super cinematic graphics that nobody has ever seen before. This makes us feel like as though we are moving animation ourselves.

Profiles

MATSUYAMA Hiroshi representing NARUTO: Ultimate Ninja STORM development team

MATSUYAMA Hiroshi representing NARUTO: Ultimate Ninja STORM development team

He is currently president of the game production company CyberConnect2 Co., Ltd., based in Hakata. His past works include .hack series (sold total of 2.7 million copies internationally) and NARUTO: Ultimate series (sold total of 6.2 million copies internationally). He loves manga to the extent that he reads 60 manga magazines every month. His devotion extends widely to animations, films, and of course games and manga.

Comment

Primarily, we creators are backroom boys. We can indirectly hear the evaluations of customers after a game is completed and sold, but basically we are not usually praised by anybody; more frankly speaking, we may have opportunities to “be praised by children” but rarely to “be praised by adults.” All of the staff are heartily delighted by the winning of this award. I think that the game software, and the video game industry itself, is still underdeveloped, but at the same time, it is an industry that is growing towards the future without end. Being in this industry for 15 years, I still cannot see the bottom of it; it is the biggest form of entertainment and has infinite and ever expanding potential. I would like to use the encouragement of being awarded this great prize to contribute to the development, cultivation, and progress of the video game industry more and more. Japanese people tend to regard “having fun/playing” same as “truancy,” but I believe that, essentially, “fun things are good things.” Experiences make people grow. In my opinion, even if we live in the same time, the “para experience” provided by software content allows people to grow another step; it can be said that enjoying such content is another life experience for us. I intend to strive to make not only the game industry, but also the endlessly varied entertainment industry, more pregnant and productive. Thank you very much again for this fantastic prize at this time.

Reason for Award

The main reason why this work received an award is due to the excellence of its graphics, movement, and presentation. That “the graphics are beautiful” is not necessarily a universal compliment for games, as we can see from the fact that text oriented adventure games and puzzle games that lack graphics have never died out. However, this piece not only has beautiful imagery, but intuitive controllability that successfully draws players in without relying on characters and stories. The combination of all these features has resulted in an exciting interaction—a very game-like merit. It is relatively common for popular franchises to move from manga to animation, and then to games; but many of them tend to be commercially unsuccessful when they reach the third stage. This is because of the character of games “as media” literally. However, this work has not fallen into such a trap, and shows us an example of an integrated game that originated in manga.

8 Questions for Award-winners

Q1
What makes you create a work?
A1
It was in early 2006, when the hardware of console games was changing to the current version; I understood from my experience that the main battlefield for game content would be the international markets. I thought we could not succeed if we developed games similar to those that already sold well in America and Europe; we had to try selling to the wider world a work with features that utilize the unique strengths of the Japanese. This is the idea behind the production of this work.
Q2
What tools do you use the most at present?
A2
・Autodesk 3ds Max
・Adobe Photoshop
・Corel Painter
Q3
What do you place greatest value on in your work?
A3
I mostly value that the content of my work is easy to understand and that its attraction is effectively conveyed; they “look like a fun” and they actually are “fun.”
Q4
What personal concept runs through your creative activities?
A4
Game development is all about ideas and technology.
Q5
When you create a work, in what way do you think of a presentation using technologies or media as a means to communicate?
A5
I often hear the idea that technology and media are simply the means and tools to express the content. I think it could be true, but we believe that the technology itself is worth pursuing. There are many examples of technology making it possible to realize what it used to be impossible to express; I believe that pursuing technology is nothing more than the expansion of the choice for our creative activities. I think the same can be said about media; I have been impressed many times by the fact that one sort of content could strike a strong chord with the audience when conveyed by a different means. Along with the progress of the technology, we would like to continue to be entertainers and technical craftsmen who can display high-grade creativity.
Q6
Could you name a person, a work, or an event that has most influenced you?
A6
I love NARUTO, the story which this award-winning work is based on. I am an extreme manga lover myself and read more than 60 weekly manga magazines, back to front, every month. There are many amusing manga out there, but I found NARUTO the most amusing and exciting of all. I enjoy both the weekly magazine serialization and television animation without fail. I think it must have been my love and passion for this story that brought me the prize for my work.
Q7
What kind of work would you like to create in the future?
A7
I would like to create games that provide players with a deeply exciting experience, perhaps even making them feel glad to be alive, though not in an overblown way, and we should cleave strongly to our conception of what is “awesome” or “cool” all the way through the process of creation.
Q8
What is the meaning or importance of creating for you?
A8
To expand the potentiality of human kind.