Interview de Mikami par Famitsu
Traduction approximative du japonais à l'anglais par sub_o de Neogaf
http://www.neogaf.com/forum/showthread.php?t=800670&page=7
"Here's my very literal translation, take it with grain of salt.
First bullet point, basically Famitsu asks Mikami to give a brief history about himself. Mikami doesn't talk much about pre-tango, but he did say that when he was working with Clover Studios, he felt more like freelancer.
Then it goes into why he created Tango (because to him, Japan is the origin place of games), and not much about Zenimax, except that part of his job is to report back to Zenimax, typical executive job description.
Second part, he describes Psycho Break. If a horror movie is 'scary when you see it', then Psycho Break is 'scary when you play it'.
He said the game is classical style (not sure if he meant it's classical survival horror). It is developed so that core gamer would enjoy it, he's also prepared a lower difficulty mode dubbed 'Casual mode' for people who don't really play games. They are also aiming for a story and setting that people can enjoy.
Currently they are doing finishing touches, doing smaller details and some debugging. Everything seems to be in the final stage.
In the beginning of development of Psycho Break, Mikami wanted to develop the game in relaxing and free working atmosphere. However it didn't go that well when he loosen his reins, so at the beginning he worked hard to combine the vision of the creators. Thanks to staffs' 'Never give up' spirit, they managed to create a form from it.
When asked about being a team leader, and the center of conversational exchange, he said that he doesn't really have any specific team leader style yet. He views team leader as someone who lead to create quality product, not someone who gathers members.
On the 'charm' of Psycho Break, he said about the obsessive details on the graphic, the depiction of the characters. As for horror style, a small taste of psychological horror is peppered in
As for their first title, they want to create a game for the worldwide, and also to meet people's expectation of 'scariness'. He's also vexed by the "Casual mode", casual players are interested with what's going on on the screen, but might not be sure about how to play it. Boss battles for example, casual players might go "It's impossible for me" and pass the controller to other people.
Although the game has tensions from horror, from struggle to be alive, and from avoiding game over screen, mix with each other, Mikami thinks that it's more interesting to play alone, since that keeps some sense of realism.
He hopes that people will play it and have the feeling of "Ah this game is interesting"
I will try to translate the third part in the near future. Now having back pain from sitting all day long. Part three seems to be questions about how Mikami envisions his work 5 - 10 years in the future."
Le reste viendra après pour la trad