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Hidetaka ‘SWERY’ Suehiro stands as a notable figure in the realm of game development, renowned for his unique approach and creative vision. With a remarkable career that includes the creation of the critically polarizing survival horror game Deadly Premonition, SWERY exemplifies the essence of an auteur in the gaming industry. Recently, I had the opportunity to engage in a conversation with him, exploring his journey from the beginnings of his career to his aspirations for the future, including his latest project, Hotel Barcelona.
The evolution of game development
Game development has undergone a tremendous transformation over the years. Reflecting on my early days in the industry, I recall a time when 16-bit titles reigned supreme, and 3D graphics were reserved for a select few high-end projects. Fast forward to today, and the landscape has shifted dramatically. With advancements in technology, anyone can create visually stunning games, fostering a diverse array of experiences for players. Despite this progress, the complexity of games has increased, making development more challenging than ever. The present era, I believe, is the toughest yet most exhilarating time to be involved in game creation.
Returning to roots with new ideas
After parting ways with my previous studio, I pondered various avenues for my new venture, including launching original intellectual properties and exploring crowdfunding options. During this period, an unexpected reunion with the producer of Deadly Premonition sparked a creative idea: sending Francis York Morgan on another adventure. This time, I aimed to capture the sweltering ambiance of the Southern United States, contrasting the original game’s setting, and I envisioned a narrative that would showcase York’s physical strength while highlighting his mental immaturity.
Our discussions led to a unique concept—creating a simultaneous prequel and sequel to Deadly Premonition. Additionally, I had the chance to voice a character named Kannushi-kun in a different project, which was developed by a talented team of fans who crafted a role that suited me perfectly. It was a refreshing experience, as I focused solely on performance rather than decision-making.
Challenges and innovations in VR development
Venturing into virtual reality was both exhilarating and daunting for my studio and me. With our project, Death Game Hotel, we encountered distinct challenges that set VR apart from traditional game development. One significant concern is motion sickness, a common issue for players when donning a VR headset. To counteract this, we had to design mechanics that minimize discomfort, ensuring an enjoyable experience.
Another fascinating aspect of VR is the increased agency players have. Their real-world movements are mirrored within the game, leading to unexpected interactions that can enhance or detract from the gaming experience. For instance, if players toss objects into a virtual pond, they should expect to see ripples, reinforcing the connection between the virtual and physical worlds. This level of detail required extensive deliberation, as we navigated the fine line between realism and gameplay enjoyment.
Creative beginnings and cherished projects
My journey into the game industry began during my university years, where I initially majored in film. A serendipitous encounter with computer graphics shifted my focus, leading me to explore video games as a medium that blended my passions. I applied to SNK, and just like that, my career in gaming was launched—something I had never anticipated.
Among my favorite stages of development, the initial conception of ideas stands out, along with the often-underrated phase of bug checking. While some may find quality assurance tedious, I relish the opportunity to witness a game come together and to spot those pesky glitches that need fixing. Just recently, I was engrossed in testing Hotel Barcelona, fine-tuning the experience for players.
A fresh mechanic in Hotel Barcelona
One of the most innovative features in Hotel Barcelona is the Slasher Phantom mechanic. This adds a unique twist to the roguelike genre. Each time players die, they not only retain items and experience but also carry over their real-world playtime. Upon restarting a mission, players encounter a Slasher Phantom representing their previous run, creating an engaging dynamic that encourages strategic gameplay. However, caution is necessary; if players make careless mistakes, they may summon a “Lazy Phantom,” which won’t be much help.
Looking ahead
Deadly Premonition is undoubtedly a highlight of my career, but The MISSING: J.J. Macfield and the Island of Memories holds immense sentimental value for me as well. It was the first project from my new studio, and the challenges we faced during its development make it unforgettable. As I continue my journey in game development, I hope to keep creating impactful works and sharpening my craft.
While I don’t own the rights to D4, I often daydream about the possibility of revisiting it someday. As for retirement, I’m not sure I fully grasp its meaning. As long as I have the resources and passion to create, I intend to keep developing games.
Looking forward, I’m particularly excited about upcoming releases, such as Fumito Ueda’s next title and the new Virtua Fighter and GTA VI. Yet, my all-time favorite remains Minecraft—a game that has left an indelible mark on my heart.
This conversation with Hidetaka ‘SWERY’ Suehiro not only highlights the evolution of gaming but also offers a glimpse into the mind of a visionary developer eager to shape the future of interactive entertainment.