Genji

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Genji is a beautifully cinematic, sword-wielding Samurai adventure based on the popular Japanese legend of the same name. Acting as the historic hero Genkuro Yoshitsune or his trusted companion Benkei, the warrior monk, you set out on a mission to release the oppressed from the evil forces of the warlord Kiyomori and restore the Genji dynasty to power.

Format: PlayStation 2
Release 21 Oct 2005
Developer: Game Republic
Publisher: SCEE
Players: 1
PEGI Rating: 16
Editor Score: 0 User Score: 5
Genji boxshot on TotalVideoGames.com

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Genji Q&A Feature

Derek dela Fuente

14/10/2005

Derek dela Fuente

TVG chats to the Executive Producer of this Samurai title from Game Republic...


Based loosely on an historical Japanese novel this beautifully crafted game is nearing its release date. Our man, Derek dela Fuente, spoke with the Executive Producer, Bill Ritch at Sony Computer Entertainment Japan, about this Samurai fest!

Can you give us an insight into Game Republic, how many will be working on Genji, what the vision of the team has been for the game and do they believe this has been achieved? Could the game be compared to Dynasty Wars?

The Game Republic Genji team consists of approximately 50 people, but if we include the CG team, Motion Capture team, Musicians, etc. the Genji team reached a number of approximately 250 people.

The vision of the Genji team has been to create a game where each person who purchased the game will be able to reach the ending. We believe that the majority of the action games out in the market are being designed for the hardcore gamers, and it is becoming difficult for the non-hardcore gamers to reach the ending of a game. In the same way that you would not leave a great movie in the middle of the screening or stop reading a wonderful book before the ending, we wanted the audience to reach the ending of the game so that they may enjoy the whole gaming experience. We could have made the game easy so that everyone would be able to reach the ending but an easy game would not have been a satisfactory experience for the audience. We designed the game so that the hardcore gamers will be satisfied but also included game mechanics to help the non-hardcore get to the ending of the game.

We believe that we were successful in creating a game that everyone will enjoy. Though the game has an Asian historical theme, as does Dynasty Wars, the games have totally different game mechanics.

What kind of progression does the game offer in character building through battle and purchases?

One of the game mechanics that we included in Genji to help the non-hardcore gamers is the aspect of RPG. Every time the player defeats an enemy they will receive experience points. As in a RPG game, when the character collects a certain amount of experience points the character will level-up and the parameters, such as hit points and strength, will increase. So even if the player is not a great action gamer, by continuing to play the game they will eventually be able to get to the ending of the game. Another aspect of the game is the ability to purchase, create, or find new and powerful weapons and armour. The players will be able to create rare and powerful weapons by combining items they find throughout the game. The players will not be able to complete the weapon set on their first time through the game, so both hardcore and non-hardcore gamers will be motivated to continue playing the game. We have also included other special features to give the audience replay value and many hours of gaming fun.

What ongoing involvement does Yoshiki Okamoto have with the design and direction of the game? Does he for instance have the final say and what of his qualities will gamers see within Genji?

As the Executive Director of the title, Okamoto-san was involved in all aspects of the development. He gave direction on everything from artwork to the positioning of the enemy characters within the stages.

Can you please tell us about the setting for the game and the kind of research the team has undertaken to ensure realism and plausibility with the story/actions?

The game is based on a major battle that took place in Japanese history in the year 1159. The 2 major clans of Heishi and Genji fought for the control of ancient Kyoto. The team went to Kyoto many times to do extensive research on the buildings and history of the time setting for the game. We also received permission to use historical data from the Kyoto Museum of History within the game. We received advice from a Japanese sword master, Mitsuhiko Seike, on the fighting style of the samurai back in 1159. We tried to be authentic to the time setting of the game in all aspects.

Would you expand on the 'Mind's Eye' feature, how it works and adds to the overall game experience and pleasure?

When the power of the mystical stone âAmahaganeâ is full, the player (Yoshitsune or Benkei) will be able to use the âKamuiâ. By using the âKamuiâ, the player is able to turn the battle scene into slow motion so that they may be able to avoid the enemyâs attack and defeat the enemy in one blow. In a real sword fight, itâs not only about attacking but also about defending and counter attacking. We tried to create a realistic sword fighting situation in the game, so that the player will have an in depth gaming experience.

âUnique artificial intelligence, developed in conjunction with top Japanese fight director, Mitsuhiko Seike, constantly controls the action transforming each battle sequence into carefully choreographed kung-fu combatâ are aspects of the game youâve spoken about. Do you feel the attention to creating this will be appreciated by gamers and what aspects do you feel can be seen that are most discernable?

We believe that the âKamuiâ system combined with the advice we received from Seike-san will provide the player with a realistic sword fighting experience. The artificial intelligence of the game will take into account the distance the enemy character is from the player and the action that is taken by the player to decide how the enemy character will react. We received extensive advice from Seike-san regarding how the characters in a sword fight will react to each action. This action and reaction within a sword fight is known as âTa-teâ and this gives the fighting an almost dance-like look and feel.

Please tell us what you see as the games innovations and the overall main task for the player?

The âKamuiâ system which allows the player to attack, defend and counter attack, also rates the player according to how well they execute the manoeuvres during the battle. The non-hardcore gamers will be able enjoy the cool moves in the sword fight while the hardcore gamers can master the âKamuiâ system for a higher rating.

Can you expand a little for our readers on some of the moves on offer and a couple you feel will impress and excite gamers? To continue, how pertinent are some of the really lush and varied locations to the kind of actions and manoeuvres within each?

There are so many moves for both Yoshitsune and Benkei that it will take me hours to go over all the moves. All the player has to do is to press the attack button (Square button) and the character will execute different moves according to the distance the player is from the enemy. But the player will also be able to execute specific moves by inputting a direction on the analogue stick and pressing the attack button (as in a fighting game). There are also many combos and we hope the players will be able to enjoy the game and find a combo that best suits there style. An easy move that will come in useful in the game is to jump (X-button) and then press the special attack button (Triangle button). There are many locations and situations within the game where the player will probably find that it is more advantageous to use the nimble character of Yoshitsune and situations where the more powerful Benkei will come in handy.

Does the player assume Genkuro Yoshitsune or his trusted companion Benkei, the warrior monk, and how do the mechanics work between the two?

The player will be able to control both Yoshitsune and Benkei. Yoshitsune is a more agile character and will be able to more easily avoid the attacks of the enemy while Benkei is the powerful character and will be able to give more damage to the enemy. There are places within the game where the player will only be able to get to by using Yoshitsune because of his ability to jump to a higher location. There are also places where Benkei can get to because of his ability to break down walls and other objects.

How important a part does the story play in the game once you start playing and perhaps you could tell us about bit about it?

The story is based on Japanese history and we hope the audience will enjoy the story of the first samurai, since it was a very interesting time in Japanese history. After the defeat of the Genji clan by the Heishi clan, Yoshitsune a prince of the Genji clan is in hiding in a Temple in the mountains of Kurama. His past is kept hidden from him to protect him from the Heishi. The game starts from where the Heishi warriors find Yoshitsune in the mountain temple and he must fight his way out of this situation. The secret of his birth will be revealed to Yoshitsune on his journey. He will meet with his trusted vassal Benkei and together they must fight to defeat the Heishi and revenge his fatherâs death. Weâve included hours of in game cinematics so the players will be able to better enjoy this story.

TVG would like to thank Bill Ritch at SCEJ for his insight into Genji. The game will be released on PlayStation2 on October 21st. Weâll have more on the title shortlyâ¦
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Anonymous


Date Added:Sat 14th Jul 2007 10:47
Hello, my name is Michael and I have MA-degree in Japanese literature. I play this game in Japanese and I LOVE it. Good job!
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Game | Genji | PlayStation 2 | PS2 | Sony | Game Republic | Japan | SCEE | Action/Adventure | Released in 2005 |

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Editor Score: 0 User Score: 5