[public] Tokido talks about his retirement

Harada's Bar・はらだのばぁー
18 Sept 202424:19

Summary

TLDRIn this engaging discussion, producer Harada reveals the decision behind not releasing an arcade version for TEKKEN 8, citing company restructuring and the shift to project-based management. He discusses the challenges of developing for arcades, including rising costs and the need for profitability. The conversation also explores the potential for PlayStation 2 games like 'Urban Reign' to be ported to newer platforms, the complexities of large company operations, and the importance of customer feedback over internal evaluations. Additionally, the chat delves into the evolution of fighting games, the impact of game design on player experience, and the future of arcade gaming.

Takeaways

  • 🎮 The TEKKEN series is notable for its absence of an arcade version in TEKKEN 8, a first for the franchise.
  • 👥 The gaming demographic at arcades is diversifying, with more young people, including women, showing interest in games like Street Fighter.
  • 🏢 The decision not to release an arcade version of TEKKEN 8 is tied to internal company restructuring and the shift towards project-based operations.
  • 💵 Arcade game development is becoming less viable due to rising costs and the difficulty of recouping investments, especially with limited development budgets.
  • 💻 There's a trend towards testing games on platforms like Steam before considering arcade adaptations, influenced by the need for profitability.
  • 📊 A worldwide survey conducted for TEKKEN 4 led to many changes based on player feedback, but it also resulted in a game that was too different from the series' identity.
  • 📈 TEKKEN Tag Tournament was born out of a joke idea but became a massive success, challenging initial expectations.
  • 👴 Ageing can affect professional gamers' performance, with factors like reduced focus time and eyesight issues becoming more prevalent.
  • 👓 The use of eye drops like Rohto Z is common among older gamers to alleviate presbyopia and maintain their gameplay.
  • 🎯 TEKKEN 8 and Street Fighter 6 are designed to allow less experienced players to compete effectively against higher-ranked opponents, which is seen as a positive change.
  • 🕹️ Pro gamers sometimes play different genres to take a break from their main competitive games, such as sound novels or roguelikes.

Q & A

  • Why is there no arcade version planned for TEKKEN 8?

    -The producer, Harada, explains that it's the first time they're not releasing an arcade version for the TEKKEN series due to various reasons including ownership of arcades, company structure changes, and the decline in the number of arcades.

  • How has the popularity of TEKKEN in arcades changed over the past 20 years?

    -Harada mentions that TEKKEN has been the most popular fighting game in arcades for the past 20 years, but the number of arcades is decreasing, and the company's structure has changed, affecting the development and release of arcade versions.

  • What is the current business model for arcade games in the context of TEKKEN?

    -The amusement arcade team is now a different company, and they have to make profits on their own. Development costs are rising, and it's challenging to recover costs with a limited development budget for arcade games.

  • Why is it difficult for large companies to release arcade versions of their games?

    -Large companies face high operating expenses, and it's costly to develop arcade versions themselves. It's more profitable for them to commission smaller companies to do the work, as seen with the arcade archives on Switch.

  • What is the current approach to releasing games for different platforms according to the producer?

    -The producer discusses the idea of lending the Steam version of games to arcades for a limited time and mentions receiving offers from other companies to create arcade versions of their games.

  • What is the significance of Urban Reign in the conversation?

    -Urban Reign is highlighted as a game that didn't sell well but is highly praised by hardcore gamers. It's an example of a game that could potentially be released on modern consoles like the Switch through emulation.

  • How does the producer of TEKKEN view the feedback from customers and the market?

    -The producer believes that internal evaluations don't matter as much as receiving good feedback from customers and the market, emphasizing that the customer always comes first.

  • What was the initial concept for TEKKEN Tag Tournament, and how did it come about?

    -The initial concept for TEKKEN Tag Tournament was a joke idea from Harada about a game where characters would disappear for a moment during a tag change. Surprisingly, this idea was accepted and became the basis for the game.

  • What was the response to TEKKEN 4 when it was first released?

    -TEKKEN 4 received mixed responses. About 80% of players felt it wasn't really TEKKEN, while 20% appreciated its innovative approach. Over time, some players have come to view it as a masterpiece.

  • How does Tokido, a professional player, feel about the increasing number of competitive players and his potential retirement?

    -Tokido plans to retire when he's no longer needed as a competitive player. He acknowledges the rise of younger players and the increased competition but intends to continue playing games even if he retires from professional gaming.

  • What are Tokido's thoughts on the current state of fighting games and the impact on players?

    -Tokido appreciates the current state of fighting games, noting that they allow younger players to defeat higher-ranked players, which boosts their motivation. He also mentions that games like Street Fighter 6 and TEKKEN 8 have fast-paced gameplay that appeals to players.

Outlines

00:00

🎮 TEKKEN Series and Arcades: Challenges and Changes

The producer, Harada, discusses the current state of arcade gaming, noting a rise in female and younger players. Despite the popularity of TEKKEN in arcades, there are no plans for an arcade version of TEKKEN 8 due to various reasons. The company owns arcades but has experienced a decline in their number and frequent structural changes. The TEKKEN IP is involved in multiple projects, and the amusement arcade team has become a separate entity, focusing on profitability. The development costs for arcade games are high, and there's a legal issue with sharing profits between companies. The company is now exploring lending Steam versions to arcades and receiving offers from other companies for arcade adaptations.

05:02

🕹️ PlayStation 2 Classics on Modern Platforms

The conversation shifts to the possibility of PlayStation 2 games like 'Urban Reign' being released on platforms like the Switch. While technically feasible with modern emulation, the process involves complexities related to company scale and operational costs. Large companies often commission smaller entities to handle such projects due to cost-effectiveness. The discussion highlights the niche but dedicated fanbase of 'Urban Reign' and the game's innovative features, which were not well-received at the time but are now appreciated by the gaming community.

10:04

📊 TEKKEN 4: A Turning Point and Learning Experience

Harada reflects on the development of TEKKEN 4, which was a significant turning point marked by a canceled project and a rushed successor, TEKKEN Tag Tournament. The latter was initially a joke idea but turned out to be a massive success. TEKKEN 4, on the other hand, was filled with regrets for Harada, as it deviated from the series' essence based on a misguided survey that led to numerous negative feedback incorporations. This experience shaped the direction of future TEKKEN games.

15:07

👴 Aging in Gaming: Challenges and Adaptations

The discussion turns to the impact of aging on professional gaming, with players like Tokido considering retirement when they feel they are no longer needed or can no longer compete. The conversation explores the physical signs of aging, such as reduced focus and eyesight issues, and how players adapt by using products like eye drops. There's a mutual agreement on the importance of maintaining the ability to play games, even if it means transitioning from professional to casual play.

20:09

🎉 Evolution of Fighting Games and Player Dynamics

The final paragraph delves into the evolution of fighting games, with a focus on how newer titles like Street Fighter 6 and TEKKEN 8 have made the games more accessible to younger and less experienced players. This has led to a dynamic where new players can challenge and sometimes defeat higher-ranked opponents. The conversation also touches on the importance of variety in gaming, with players occasionally switching to different genres to avoid burnout. The segment concludes with a light-hearted discussion about the longevity of players and commentators in the gaming industry.

Mindmap

Keywords

💡Arcade

An arcade refers to a public place where coin-operated entertainment machines such as video games are kept. In the context of the video, arcades are places where people, including young individuals and high school students, spend their time playing games like Street Fighter. The script mentions the observation of more young people frequenting arcades, indicating a cultural shift and a continued interest in arcade gaming.

💡TEKKEN 8

TEKKEN 8 is a reference to the eighth main installment in the TEKKEN fighting game series. The script discusses the decision not to release an arcade version of TEKKEN 8, which is a departure from the series' history. This decision is tied to various business and structural changes within the company, highlighting the challenges faced by traditional gaming platforms in the modern gaming landscape.

💡Amusement Arcade Team

The Amusement Arcade Team is mentioned as a separate entity that has become a different company. This change signifies a shift in the company's focus and resources, where the development and management of arcade games are now handled independently from the main company. This separation is part of the broader narrative about the evolution of gaming businesses and the challenges of maintaining traditional gaming formats.

💡Development Costs

Development costs refer to the expenses incurred in creating a video game. The script discusses how rising development costs and the need for profitability have influenced the decision-making process for game development, particularly for arcade games. This economic factor is crucial in understanding why certain games or versions may not be produced, as it's harder to recoup the investment in the current gaming market.

💡Profitability

Profitability is the ability of a business or a project to generate income that is greater than its expenses. In the script, the discussion around profitability is central to understanding why certain games are not developed for arcades or why certain business decisions are made. The need for each project to be profitable on its own, rather than relying on the success of other projects, is a key factor in the gaming industry's financial strategies.

💡Urban Reign

Urban Reign is a video game title mentioned in the script, known for its unique gameplay mechanics such as smashing enemies into obstacles. The game is highlighted as an example of a well-regarded title that did not sell well initially but has since gained a cult following, particularly among hardcore gamers. This illustrates the complex relationship between critical reception, player preferences, and commercial success in the gaming industry.

💡TEKKEN 4

TEKKEN 4 is a main entry in the TEKKEN series that is discussed in the script as a turning point for the series' creator. It was initially met with mixed reactions due to its departure from the series' traditional formula, but over time, it has been reevaluated and considered a masterpiece by some. This keyword is significant as it reflects the evolution of gaming design philosophy and the impact of player feedback on game development.

💡Tag Tournament

Tag Tournament refers to a specific game mode introduced in TEKKEN Tag Tournament, where two characters can switch during a match. The script describes how this concept was born out of a joke but became a successful and innovative feature. This keyword is important as it demonstrates the serendipity in game design and how sometimes unconventional ideas can lead to successful game mechanics.

💡Rohto Eye Drops

Rohto Eye Drops are mentioned as a product used by gamers to alleviate eye strain, particularly those suffering from presbyopia. The script uses this as a humorous example of how even professional gamers require certain aids to maintain their performance as they age. This keyword is relevant as it touches on the physical aspects of gaming and the need for self-care among players.

💡Presbyopia

Presbyopia is a condition that affects the ability to focus on near objects, commonly associated with aging. In the script, it is mentioned as an issue that affects some gamers, leading them to use eye drops to alleviate the symptoms. This keyword is significant as it highlights the challenges that come with age and how they can impact a gamer's performance and experience.

💡Sound Novel Games

Sound novel games are a genre of video games that primarily focus on narrative and character development, often featuring minimal gameplay mechanics. The script mentions that the interviewee enjoys playing sound novel games as a break from fighting games, indicating the importance of variety in gaming and the need for different types of games to cater to different moods and preferences.

Highlights

Street Fighter Type Arcade is now available, attracting a diverse demographic including young people.

TEKKEN 8 will not have an arcade version, marking a first for the series.

The decline of arcades and internal company restructuring have influenced the decision to skip an arcade release for TEKKEN 8.

The TEKKEN IP has diversified into various projects including overseas ventures, animation, and merchandise.

The amusement arcade team of the company has become a separate entity, affecting the development process for arcade games.

Rising development costs and the need for profitability have made it challenging to develop fighting games for arcades first.

Arcade game development budgets are more limited compared to home console games, impacting the quality and scope of arcade releases.

Profits from home games cannot be used to fund arcade versions due to tax regulations and company structure.

The company is exploring lending Steam versions of games to arcades for a limited time as a new strategy.

Decision-making for arcade versions has shifted to a different company, indicating a change in the development approach.

Internal company issues and business reasons often lead to the absence of certain game versions or platforms.

PS2 games could technically be released on modern consoles like Switch, but it involves complex business decisions.

Arcade archives on Switch are often handled by smaller companies due to the high costs for larger companies.

Urban Reign, a TEKKEN spin-off, was highly rated but suffered from poor marketing, leading to low sales.

TEKKEN 4 was a turning point, with a significant number of players feeling it didn't capture the TEKKEN essence.

The development of TEKKEN Tag Tournament was a quick decision made in response to sales pressures, leading to unexpected success.

A worldwide survey for TEKKEN 4 led to numerous negative responses, influencing the game's design in unintended ways.

TEKKEN 5 was a return to form, embracing a more playful and less serious approach to game design.

Tokido-san, a professional player, plans to retire when he feels he is no longer needed or relevant in the competitive scene.

The competitive gaming landscape is evolving with younger players and increased player numbers, affecting the dynamics for professional players.

Some players find it challenging to adapt to the new mechanics and pace introduced in games like Street Fighter 6 and TEKKEN 8.

Diversifying gameplay by playing different genres can help maintain interest and prevent burnout for professional players.

The legacy of TEKKEN 4 is reevaluated over time, with some players now considering it a masterpiece despite initial criticisms.

Transcripts

play00:03

We got many questions today. First, I'd like to ask Harada producer.

play00:08

Sure.

play00:09

Street Fighter Type Arcade is now avaliable.

play00:14

Since we love arcades, we go to play it for fun or for work sometimes.

play00:19

And I noticed how more young people are spending their time at arcades nowadays.

play00:23

Street Fighter has many male fans like us. But at the arcades, we see many girls in their 20s or highschool students.

play00:30

They even talk to us, "You guys are NO Motion, right!? We came here to play Street Fighter."

play00:34

I was wondering, is there any plan to release one for TEKKEN 8?

play00:45

Actually this is our first time not releasing arcade version for TEKKEN series.

play00:54

For many reasons.

play00:56

We own our own arcades.

play01:00

The most popular fighting game at arcades has been TEKKEN for the past 20 years.

play01:08

For 20 years. But...

play01:12

Becasue we are having less and less arcades these days,

play01:16

and this is an internal matter, but my company frequently changes its structure.

play01:26

Sometimes they want to change the core structure based on IP, or sometimes they change it based on projects.

play01:32

So my company keeps shifting its structure.

play01:37

That must be hard.

play01:38

Now it is based on projects.

play01:43

IPs like TEKKEN, have many projects going on, such as the ones overseas, animation, merchandises, and so on.

play01:55

Now the amusement arcade team now became a different company.

play01:59

I see.

play02:02

Until then, we were working on both. We ued to work on arcade version first and then develop home use version.

play02:10

We used to do everything on our own.

play02:11

But the arcade game department is not with us anymore.

play02:17

They have to make profits on their own

play02:22

and development costs are rising, too.

play02:27

So, there are hardly any fighting games that are developed for arcades first and then for home consoles.

play02:32

Another reason is that the development budget for arcade games is more limited compared to home console games.

play02:38

Since it's hard to recover the costs, we can't afford to use a high development budget.

play02:42

Some might suggest, if a home game is profitable, that profit could be used to create an arcade version.

play02:56

However between two companies, we cannot share profit, even they are in same group.

play03:02

It's illegal to do so in terms of tax.

play03:12

So each project has to make profits on their own.

play03:19

Given the size of our company, it's easier to manage smaller projects. For bigger projects, it doesn't go as smoothly as it used to.

play03:32

You know how some games on steam or PC also have arcade versions.

play03:38

We have started to try out some of our games as a test.

play03:43

We are trying to be able to lend the Steam version of our games to arcades for a limited time.

play03:53

We occasionally receive offers from other companies to turn our games into arcade versions.

play03:57

It used to be up to me in the past. However, now, the decision-making is up to someone else from a different company that is for arcade business.

play04:09

They have to say yes to make it happen.

play04:14

Only thing we can do is ask, "Would you do it, please?"

play04:17

I see.

play04:19

To the customer, that sort of thing is irrelevant.

play04:22

When a particular version of a game isn't released, or when it's not released only for a certain platform, even though the series has been popular, it's usually due to internal company issues.

play04:39

It's usually because of complicated business reasons.

play04:42

I believe, internal evaluations don't matter. It's more important to receive good feedback from customers and the market.

play04:54

I think the customer always comes first. But...it has been difficult.

play04:59

Complicated issues...

play05:01

I have my own opinions that might be a bit childish.

play05:08

It's more complicated than it seems.

play05:10

Is it possible for PlayStation 2 games to be released on other platforms like Switch? For example, ”Urben Reign”?

play05:19

Great game!

play05:21

Games from the PlayStation 2 era can run on modern consoles in terms of their specs, and with advancements in emulation, it's possible for sure if someone decides to do it.

play05:39

But...

play05:42

This is kind of interesting, too. You know those arcade archives on switch?

play05:49

They are not released from their original, major company.

play05:52

They ask some other company to do it.

play05:57

It's possible because the company they comission isn't excessively large in scale.

play06:02

If a large company tries to handle it on its own, it can be very costly.

play06:09

For a large company, operating expenses such as salaries and utilities are high.

play06:17

When employees of that company are involved in a project, it becomes very expensive.

play06:24

That's why they ask other companies to do it, and that's why it's possible.

play06:27

Other companies do it because it's profitable for them. Big companies like us get only small amount of royalties but ask them to do the work. This is how it works.

play06:35

For big companies like Square Enix, Bandai Namco, Capcom, it's not profitable to do those work on our own.

play06:45

It's like bigger person needs more calories.

play06:49

Of course, it’s possible if the game can easily sell a million or two million copies. However, it's rare for older games to sell that much.

play06:57

So it's hard to do on our own.

play07:00

Do you have any specific titles in mind?

play07:03

I somhow like crashing into obstacles.

play07:07

Even when doing play-fighting, I like crashing into something like cardboard boxes.

play07:13

In Urban Reign, you could smash enemies into obstacles.

play07:17

It's amazing how you bring this game up.

play07:20

I can tell how much you two love games and fighting games.

play07:28

People who know about Urban Reign are hardcore gamers.

play07:35

Hardcore game fans overseas know about it too.

play07:41

Urban Reign's game system was great.

play07:46

An animator for TEKKEN,

play07:48

Paul and Law were in the game!

play07:52

Ishiguro-san, my senpai, we used to work together in the team, created that game as a spin-off.

play08:01

It was highly rated.

play08:04

Such a great game. But it didn't sell well because we didn't spend much on marketing. Even now, it's still praised as a great game, even overseas.

play08:13

It's rare for a Japanese person to talk about Urban Reign.

play08:19

-Really? -I didn't know that game.

play08:22

You have good taste.

play08:24

For TEKKEN 4, I loved how I could smash the opponent into the phone booth.

play08:29

You just looked like got smashed by something.

play08:34

I just love smashing opponents.

play08:38

For TEKKEN 4, the my first idea was that phone booth.

play08:41

It feels so good.

play08:45

I thought smashing opponents into that phone booth must be exhilarating. But it wasn't popular at that time.

play08:50

Really!?

play08:51

It really wasn't popular.

play08:53

-You really don't know Urban Reign? -No...

play08:57

It's Namco's one of the masterpieces.

play09:01

-PS 2 game? -Yes.

play09:02

Even now, it's highly praised by Japanese game-savvy people.

play09:09

-The only way to play it now is to get Play Station 2? -Yes.

play09:15

Back then, those who had high expectations for TEKKEN 4 complained.

play09:21

But people who complain tend to leave the game.

play09:23

As a result, people still play TEKKEN 4 started to say, "Maybe it was actually a masterpiece."

play09:30

Because of that, people now think it was a masterpiece.

play09:37

After 20 years from the release, people started to tell me such.

play09:40

People are like, "It was a innovative game!" I'm like....this again.

play09:45

I bet they don't know how people used to talk about me back then.

play09:48

Paul was so cool with long hair and stubble.

play09:53

-People hated that, too. -What!?

play09:56

Unlike Tag 2, Tekken 4 sold very well.

play10:01

It sold well?

play10:03

Since TEKKEN 3 and Tag sold extremely well, people bought TEKKEN 4 expecting the same.

play10:10

Then many felt like it wasn't really TEKKEN, about 80% of people.

play10:15

20% were like "This is innovative TEKKEN!" and kept playing. The rest left the game.

play10:21

So those 20% kept playing the game thinking the same thing.

play10:27

They are probably in their 40s or 50s.

play10:34

They tell me, "Harada-san, now that I think about it, wasn't TEKKEN 4 a masterpiece?"

play10:41

No!

play10:45

The producer himself says it was not.

play10:47

You are pretty harsh on TEKKEN 4.

play10:49

It was a turning point for me.

play10:52

That game is filled with regrets and many lessons learned.

play10:55

Because of that, we are where we are now.

play10:58

TEKKEN 1,2,3, and Tag had steady growth.

play11:05

Because of that, we got a bit scared how whatever we did sold so well.

play11:12

Also, the previous one, Tag sold extremely well, although we came up with its concept in just five minutes.

play11:17

We actually had another version of 4 which got canceled midway.

play11:24

It was a completely different game and it was for PC for the first time.

play11:30

with completely different concept, with very cool Paul.

play11:34

All the sudden, our bosses told us that TEKKEN 4 project got canceled.

play11:41

It was just like that. We were like, "canceled?"

play11:45

It was for Namco original PC, and that also got canceled.

play11:51

They said, "We are going to explain what we are going to do from now.

play11:56

Since the sales are not going well, we need to release a new game within six months."

play12:01

"It has to be on the same console for TEKKEN 3. Any idea? TEKKEN 3.5 is not an option."

play12:09

We were like, "Whaaaat!?"

play12:13

They sound like evil guys in movies or dramas.

play12:18

So I proposed an idea. "With memory capacity, we cannot have 4 characters but 2.

play12:25

With 2 characters, let's make it a tag game. By 1P and 2P pressing tag button at the same time, there will be a moment that there's no character in the game screen."

play12:35

”The world's first fighting game where characters disappear for a moment."

play12:41

"2 characters disappear from the game screen at the same time to change characters, then another characters appear for the battle."

play12:50

It was a joke. So my senpai in the team laughed so hard hearing my idea.

play12:57

Then my evil bosses said, "That' the one."

play13:03

That was what they wanted!?

play13:07

It's like when you give a joke answer in a quiz, but it turns out to be the correct one.

play13:15

They immediately called the sales department, "We got a new project!"

play13:21

That's how we made Tag tournament.

play13:23

I thought there was no way it would sell, but it sold incredibly well. The arcades also made huge profits.

play13:28

It was so popular.

play13:30

PlayStation 2 version sold really well, too.

play13:36

The salespeople doubted it would sell. But because it sold so well, they completely changed their tune and said, "You're a genius."

play13:45

Everyone was saying I was a legend, coming up with such an idea just in 5 minutes.

play13:50

Back then, we were all young. I started to feel scared a bit.

play13:56

Then we decided to work on TEKKEN 4 again. They gave us enough time, too.

play14:00

All the sudden, I got scared thinking, "Maybe I really need to think things through carefully."

play14:10

We decided to think it through carefully.

play14:15

After giving it a lot of thought, it was a silly idea, but we decided to do a survey.

play14:19

Worldwide survey.

play14:21

It's supposed to give you reliable results.

play14:24

We spent an enormous amount of money, and what we asked in the survey was, ”Please tell us what you dislike about TEKKEN and what should be improved."

play14:32

I didn't know you were doing somthing like that back then.

play14:36

No other manufacturer would do something like that. I was foolish back then.

play14:41

I thought it was the cutting-edge way to make games.

play14:45

We didn't have Twitter or anything like it back then.

play14:47

No. So we paid a research company to conduct the survey.

play14:51

Because I did such a new thing, within the company people were saying, "Harada is seriously thinking things through, impressive!'"

play15:01

But guess what happens if you do such a survey.

play15:06

If you do a survey, "Tell us what you don’t like about us and what we should improve,'" you’re only going to get negative responses, right?

play15:14

Resonses like, "I don't like your hair color." "I don't like your yellow shirt."

play15:20

By doing such survey, we got only negative responses.

play15:22

” Too much effect." "Too many characters." "Too much red and black color in the game, it looks dumb."

play15:30

With those responses, I thought, "Oh that's what everyone thinks."

play15:33

So I tried blue color for logo. The logo was different, right?

play15:38

Some complained how "K.O.," " Round 1!" sounded too powerful, so I changed those to softer tone.

play15:47

It was like that!

play15:48

Some said, "How come we don't get to move characters before "Round 1" sound?"

play15:52

"There are too many characters and combos. I can't memorize them." Ok, less characters and combos then.

play15:56

When you gather complaints and try to incorporate them, you end up creating a game like that.

play16:02

By stripping away too much, it ended up becoming too bland.

play16:06

Some said "TEKKEN 1, 2 and 3 are the same." So I changed the game to be very different from them.

play16:10

And then people said, "It's different but TEKKEN 4 isn't TEKKEN."

play16:15

I realized it after the release, but I thought, 'Yeah, they are right. This isn't TEKKEN."

play16:21

-For TEKKEN 5, we all became silly. -It was like the comeback of TEKKEN.

play16:30

"If a character gets launched, it loses 75% of health? That's fun. We'll go with that."

play16:46

Since I got to know you, Tokido-san, I started to learn more about players. I also started to watch tournaments like Tougeki.

play16:54

You've been an amazing player since back then.

play16:57

In your long competitive career, what would lead you to consider retirement?"

play17:03

Retiring...

play17:06

With more young players coming in, the overall number of competitive players has also increased.

play17:12

A while ago, we used to watch Tokido-san, Umehara-san. Now there are more. We also have more streamers.

play17:20

In a sense, you have more rivals now.

play17:23

With all that, what would make you consider retiring? Or do you ever think about it?

play17:31

I'll retire when I'm not needed.

play17:34

I see.

play17:36

But the demand for you would change.

play17:41

I intend to be flexible in that regard.

play17:45

Even if the demand for you becomes different, not your skills, there would be poeple who would love to watch you talk or play for fun. Would that be okay for you?

play17:53

I want to continue to play.

play17:57

But what I do now is work for me.

play18:03

I want to keep doing what I do as long as I can earn money as a pro.

play18:12

But I love playing games. So even if I retire from being a pro player, I want to continue to play.

play18:17

What makes you feel that you've gotten older?

play18:22

For us, since we are comedians,

play18:25

we feel we've aged when we can’t come up with a witty response right away. I just say like, "....it's that."

play18:35

It's horrible.

play18:38

We were like, "Oh no. This is not good."

play18:40

So what kind of things make you feel your age?

play18:44

The amount of time I can stay focused while playing has gotten shorter.

play18:49

Oh really?

play18:54

For me, it’s only to that extent, but for those a bit older than me, they start having issues with their eyesight.

play19:00

Oh eyes...

play19:02

Itabashi Zangief is 4 years older than me.

play19:05

He told me how his eyes get strained easily.

play19:09

Wouldn't Rohto eye drops help?

play19:12

I'm sure Rohto eye drops help but...

play19:15

Those kinds of issues start to appear as we get older.

play19:19

I'm not sponsored by them but I always use Rohto eye drops for presbyopia.

play19:28

Brown-ish, gold color case one. It's quite pricy.

play19:32

I usually use it. It works quite well.

play19:38

-You got presbyopia already? -Yes.

play19:40

So I need those eye drops to play games.

play19:43

"It reboots your eyes," right?

play19:47

That's the commercial's line.

play19:49

Maybe you'll get Rohto's logo on your shirt soon.

play19:53

"Reboot your eyes, Rohto Z!"

play19:56

I had been using Rohto eye drops even before we were asked to appear in their commercial. Rohto Z pro.

play20:02

-That works really well. -I know!

play20:04

I like that one better than other kinds.

play20:09

With eye drops' help, we manage to play.

play20:12

But you feel like aging?

play20:14

Compared to the previous game, I feel younger players are doing better now.

play20:21

-Do you feel the younger players catching up? -Yes.

play20:24

One of the reasons is that developers did it so well.

play20:28

To be honest, the Street Fighter5 didn't have much flexibility compared to Street Fighter 6.

play20:32

It was a game that experienced players could enjoy.

play20:38

-Street Fighter 6 has a fast-paced gameplay. -Same as TEKKEN 8.

play20:42

With all that, I feel like young players are playing really well.

play20:47

Young players are doing really well.

play20:52

I think you talked about this before.

play20:57

In a good way, TEKKEN 8 allows players to defeat higher-ranked players with powerful moves.

play21:06

Higher-ranked players find it challenging,

play21:10

but for younger players and those currently playing, it boosts their motivation, so I think it's a good system.

play21:15

They can overthrow higher-ranked opponents.

play21:17

It's similar for Street Fighter.

play21:19

Players who can press buttons for drive impact are strong, right?

play21:22

Yes. It's hard for me.

play21:24

Even for Tokido-san!?

play21:25

It's not I can't. It seems not working even I press buttons lol

play21:29

I know what you mean!

play21:32

I also have a question.

play21:35

You’ve been playing the same game for a long time. Do you ever play other games to take a break from it?

play21:40

I used to play other fighting games.

play21:44

-But it's still fighting games? -Yes.

play21:47

When I keep playing only fighting games, sometimes I get frustrated. So I play games like Banshee's Last Cry.

play21:51

-Very different genre. -Sound novel.

play21:54

I love sound novel games.

play21:56

I love rouguelike games, so I often played them.

play22:00

When you feel stuck playing Street Fighter, what games do you play?

play22:03

World Heroes Jet?

play22:05

KOF, TEKKEN, or Soulcalibur.

play22:09

-TEKKEN feels very very different, right? -Yes.

play22:12

It's very refreshing.

play22:15

I won a lot for Street Fighter 5,

play22:19

but I didn't feel like my wins helped to expand the player's base.

play22:23

I'm not winning as much as I used to, but I like how it is now better.

play22:28

I bet you would still be a great player even after 40 years from now.

play22:33

"Master Tokido is doing it again!"

play22:35

If you say it like that, it sounds like Aru would be still commentating 40 years from now.

play22:41

If he's still a commentator 40 years from now, he’ll be struggling to find the right words.

play22:47

"That is doing ummm that." "Something great is going on."

play22:52

"This is that!" "Well...right?"

play22:55

"What do you think?"

play23:04

About Hameko, to begin with, his name is a bit inappropriate.

play23:10

There was this one time that felt like hell. Before Hameko became famous, he was primarily commentating for tournaments at arcades.

play23:16

Even his name, Hameko is kind of inappropriate. When he was commentating for a tournament, he said, "Henchin Pokoida Mukai(a name with dirty words) is moving forward!"

play23:26

The player's name was also inappropriate.

play23:29

I was like, "What is this...?"

play23:34

The guest this time was NO Motion。!

play23:38

Thank you very much! Please invite us to the show again!

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