Harada Chooses Quitting Over Paid DLC

Long time Tekken producter Katsuhiro Harada has been extremely vocal over the past year against paid DLC. Harada has spoken up again on the matter and even said something surprising that may eventually result in him choosing to step away from Namco. Check out what he had to say below. Continue reading

Seth Killian Leaves Capcom

Seth Killian recently announced via his Capcom Unity blog that he will be leaving Capcom at the end of this week, resigning from his position of community manager for Capcom after occupying it for several years. This comes on the back of Street Fighter’s producer Yoshinori Ono revealing that he was hospitalized for being overworked by Capcom.

Here is Seth Killian’s farewell post on his Capcom Unity blog.

I’m posting today to say that Friday, June 22nd will be my last day at Capcom.

Writing this is incredibly difficult. In no uncertain terms, Capcomhas been a dream for me.

I have chosen a new path which will let me embrace a new dream, but to everyone that ever believed in this dream we shared together, let me say this final thanks. I will leave as I began–a Capcom fan for life, looking forward to all the great games still to come.

My brother Pete introduced me to Street Fighter II in 1991, and it was love at first sight. Even at the height of my early fan fever dreams, however, I could never have guessed that this game would take me around the world. From my first fumblings with the fireball, to battling for local arcade supremacy, and even on to competing in Japan, I still never let myself imagine I could someday meet, much less work alongside the people responsible for these games. To think back on the fact that it’s been my real life for these years is hard for me to believe, even now.

Lured by news of a new project that would eventually become Street Fighter IV, I gave up a happy little life to join Capcom in 2006 with the naive hope of playing some part–any part–in waking up the world to remember something I have known in my blood since the SF2 era: fighting games are amazing. At the time I came on, fighters were few and far between, and Street Fighter had been asleep for a long time. Through the combination of some great games and an incredible community, I’m happy to think that we’ve hit that early target–fighting games are strong again–perhaps stronger than they’ve ever been before.
Based around the early success of SFIV, we were able to create a small model internally to show that the positive impact community can have on our games. From there, the insights and passion from fans across our franchises have made Capcom a far more open, engaged place than the company I knew growing up. Fan-facing events and conversations have become a top priority, and even our typically reserved producers have opened up to the joys and challenges of talking directly to their players. Even as you give us hell and ask us to do better, remember the progress we’ve made together and know that this company is full of great individuals who share your love for the games, and that they are always trying to chart the path to make games that are worthy of your dedication.
To everyone that’s helped me along my path, I’m left only with words that seem hollow from overuse, but: Thank You.

Thank you to Ono-san, and to the now-passed Mark Beaumont, who trusted me with the game and believed in my passion from the very start.
To Niitsuma-san, who invited me on his journey to embrace the crazy heart beating inside the Versus series, and produced games that still thrill me even after thousands of hours.

To the many talented people throughout the fighting teams that gave me a literal schooling of the kind possible nowhere else in the world–I’m a proud graduate of “Capcom U” and have the scars to prove it 🙂

To everyone who has worked alongside me on our community teams, and to Christian Svensson who made it possible, through good times and bad, trying to fight the good fight and make sure our biggest fans had a voice at the decision-making table.

To my many other friends and colleagues at Capcom around the world, I’m proud to realize there are far too many of you to thank directly, so let me say simply “otsukare-sama desu,” and I hope we will meet again.

And finally, to the FGC: In no uncertain terms, you have been my reason for everything. A game can be incredible, but it’s the players and where they take it that elevate it into legend. Both as individuals and as a group, you have taught me more than I could have ever thought possible. Every hour on the road and every air mile towards my first million doesn’t begin to repay the debt I feel to all of you. You are a family to me. Today, the community is strong, and growing stronger. We fight, we make mistakes, we argue, and we compete but in the end we have each other. To you, I can only say “thank you.” You continue to electrify the world and show the power not just of a game, but of a living, breathing community. Strive to be your best selves, to share our magic with the next generation, and above all else, take care of each other. We are a family.


Does this bode well for Capcom? It wasn’t long ago that Mega Man creator Keiji Inafune stepped down as Capcom’s head of R&D as well global production and Resident Evil creator Shinji Mikami left to work with Vanquish and Tango Gameworks. With Seth Killian now suddenly departing Capcom and Yoshinori Ono openly expressing a hint of discontent himself, what does this all mean? Let’s not forget that a few months ago there was the whole fiasco involving a female Capcom employee who almost commit suicide due to being harassed to a frighteningly degree by her peers within the company.

Clearly all is not well at Capcom.

Terraria’s Blue To Create New RPG Maker

After the recent falling apart of Re-Logic which resulted in Terraria’s development being permanently halted, the staffers all went their own ways. Chief coder Redigit is taking time off to concentrate on family life, and graphics artist Tiy is working on an interesting new game, but there’s one other fellow we grew to knew the name of on Terraria Online as he frequented posted exciting updates. Former Terraria Production Manager Jeremy Guerrette (more commonly known as Blue) has made an interesting decision recently. What is that decision? He wants to make an RPG development engine that will require no coding knowledge to use.

Blue's mockup of how his maker's database may look.
Blue’s mockup of how his maker’s database may look.

Blue is currently searching for coders to assist him in bringing his vision to life. He has reached out to a site I frequent, RMN (RPG Maker Network), and has asked for assistance there. Click here to head on over to RMN and hear from the man himself.

Fanmade Tetris Movie Trailer

There have been a lot of amusing Tetris movie trailers made over the years, but the following one, which is brand spankin’ new and made by YouTube user Warialasky, is easily my favourite. Check it out.

Official Tetris Teaser Trailer. The invasion is beginning. It is inevitable. You created them, you can destroy them! I did not create Tetris, I was but the messenger. Tell me how to stop them. This is an extinction level event. No, don’t go! Let her go!

If Battleship gets its own movie, why not Tetris?

Why not indeed!

It’s probably inevitable that Tetris is given the Hollywood treatment though. As many say, it’s not a question of if but rather a question of when.