{"id":715,"date":"2021-07-13T04:50:09","date_gmt":"2021-07-13T04:50:09","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=715"},"modified":"2021-07-13T04:50:10","modified_gmt":"2021-07-13T04:50:10","slug":"20200730-715","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/playism\/20200730-715\/","title":{"rendered":"Interview with Fight Crab creator. \u201cPeople are less strict with how you animate a crab\u201d"},"content":{"rendered":"\n<p><em>Publication date of the <a href=\"https:\/\/automaton-media.com\/articles\/interviewsjp\/20200730-132254\/\" target=\"_blank\" rel=\"noreferrer noopener\">original Japanese article<\/a>: 2020-07-30 17:34 (JST)<br>Translated by. Nick Mosier<\/em><\/p>\n\n\n\n<p><br>In <em><strong>Fight Crab<\/strong>,<\/em> you become a crab and fight other crabs. The crab battles are depicted like a physics simulation with weapon damage being calculated based on the kinetic energy of how the weapon is swung. There\u2019s also a lot of detail poured into the crabs that you won\u2019t see at first glance. We had the pleasure of interviewing Nusso, the creator behind <em>Fight Crab, <\/em>so let\u2019s jump into it.<\/p>\n\n\n\n<p><strong>*Disclosure: The Steam version of Fight Crab is published by PLAYISM. PLAYISM is part of Active Gaming Media, which is also the owner of this website.<\/strong><br><\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"Fight Crab Launch Trailer\" width=\"1160\" height=\"653\" src=\"https:\/\/www.youtube.com\/embed\/k_Fdx4EDgKY?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p><strong>\u2014Congratulations on the release of Fight Crab on Steam and the Nintendo Switch. Could you give us an introduction to the game?<\/strong><\/p>\n\n\n\n<p>Fight Crab is a new take on 3D action games where you control a crab and fight other crabs. While it\u2019s a physics simulation, crabs are tough and can withstand even the most intense sword fights. You can move your crab\u2019s pincers as you please to create your own crab combat style. You have a lot of freedom so you can fight to the bitter end. But don\u2019t worry, crabs are tough so they can take it.<\/p>\n\n\n\n<p><strong>\u2014For this interview, I want to focus on you. Since releasing Neo Aquarium when you were a student, this is the third game you\u2019ve released about sea creatures. What was it that got you started in game development in the first place?<\/strong><\/p>\n\n\n\n<p>Neo Aquarium was originally a graduation project for school. I wasn\u2019t enrolled in a game development program so I couldn\u2019t just simply make a game for the project. I went with the concept of showing the special characteristics of these creatures through a game as art. In order to do that, I really focused on working the construction of the creatures into the gameplay and the water simulation.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1280\" height=\"720\" src=\"http:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/07\/20200730-132254-001.jpg\" alt=\"\" class=\"wp-image-719\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/07\/20200730-132254-001.jpg 1280w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/07\/20200730-132254-001-600x338.jpg 600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/07\/20200730-132254-001-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/07\/20200730-132254-001-768x432.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/07\/20200730-132254-001-150x84.jpg 150w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/07\/20200730-132254-001-300x169.jpg 300w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/07\/20200730-132254-001-696x392.jpg 696w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/07\/20200730-132254-001-1068x601.jpg 1068w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/07\/20200730-132254-001-747x420.jpg 747w\" sizes=\"auto, (max-width: 1280px) 100vw, 1280px\" \/><figcaption>NEO AQUARIUM<\/figcaption><\/figure>\n\n\n\n<p><br><strong>\u2014Could you tell us why you became so fixated on sea creatures? Is there a reason you like them?<\/strong><\/p>\n\n\n\n<p>I guess it came from researching various things for Neo Aquarium and starting to think sea creatures were really interesting. A big reason is that sea creatures are mostly seen in daily life as food. As a kid I was always more interested in monsters than I was in superheroes, but growing up in Tokyo I never even saw as much as a lizard. I did see a lot fish and crabs at the market though. Besides dogs, cats, and birds, they were the largest and the wildest creatures I could find in daily life.<\/p>\n\n\n\n<p><strong>\u2014And is there something about crustaceans in particular that drew you in?<\/strong><\/p>\n\n\n\n<p>Those hard shells. Bugs are good too, but their legs are slender and they don\u2019t seem very tasty so crustaceans won out.<\/p>\n\n\n\n<p><strong>\u2014Let\u2019s move on to your career. According to <a href=\"https:\/\/store.steampowered.com\/news\/app\/1213750\/view\/2376159645224497365\" target=\"_blank\" rel=\"noreferrer noopener\">this article<\/a> on Steam, you worked on Sega\u2019s Yakuza team for 5 years as a programmer. What were you working on during that time?<\/strong><\/p>\n\n\n\n<p>I worked on things like implementing human character animations for Binary Domain, the dance battle minigame in Yakuza 5, using the Unity engine for Sanrio Fantasy Theater, and other projects that weren\u2019t released.<\/p>\n\n\n\n<p><strong>\u2014Was there any experience you gained on those projects that was particularly useful for making Fight Crab?<\/strong><\/p>\n\n\n\n<p>Binary Domain was a game with a lot of complicated animations with various reaction animations for what happens to the characters and inverse kinematics when grabbing objects. I wasn\u2019t in charge of it, but there was a boss named Spider that had multiple legs and things like that. It doesn\u2019t apply directly to Fight Crab, but it probably had an influence.<br><\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1280\" height=\"720\" src=\"http:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/07\/20200730-132254-002.jpg\" alt=\"\" class=\"wp-image-718\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/07\/20200730-132254-002.jpg 1280w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/07\/20200730-132254-002-600x338.jpg 600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/07\/20200730-132254-002-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/07\/20200730-132254-002-768x432.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/07\/20200730-132254-002-150x84.jpg 150w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/07\/20200730-132254-002-300x169.jpg 300w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/07\/20200730-132254-002-696x392.jpg 696w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/07\/20200730-132254-002-1068x601.jpg 1068w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/07\/20200730-132254-002-747x420.jpg 747w\" sizes=\"auto, (max-width: 1280px) 100vw, 1280px\" \/><\/figure>\n\n\n\n<p><br><strong>\u2014What brought you to developing Fight Crab? Would you not be satisfied working on human characters?<\/strong><\/p>\n\n\n\n<p>If I had to say, having worked on Yakuza and trying to make human characters, knowing how hard that is was a big reason. Humans are like a bottomless swamp and I thought, \u201cYeah, I\u2019d rather have something besides humans fight.\u201d We\u2019re all people so we\u2019re really critical of how human characters are animated and shown. I thought it would be best to avoid that for an indie action game. Even if I don\u2019t give the crab an expression, nobody will complain, right?<\/p>\n\n\n\n<p><strong>\u2014Yeah, we don\u2019t really understand crab expressions. I think having fights where you don\u2019t drain your opponent\u2019s HP bar, but have to flip them over to win is a unique mechanic. Why did you decide to do it this way?<\/strong><\/p>\n\n\n\n<p>It\u2019s this way in all games, but winning a fight by doing damage isn\u2019t very convincing to look at. Like the character is so lively for the entire fight but gets knocked out by a little kick? Super Smash Bros. is an obvious one, but Sekiro: Shadows Die Twice has finishers and stealth kills to try and solve this problem.<\/p>\n\n\n\n<p>It\u2019s hard to dodge the opponent\u2019s attacks in Fight Crab so a system where you have to be ready to take hits while attacking was necessary. As long as you aren\u2019t taking a direct blow to the body, you won\u2019t be knocked out.<\/p>\n\n\n\n<p><strong>\u2014If you did make a game where humans fought, what kind of game would it be?<\/strong><\/p>\n\n\n\n<p>Hmm\u2026 Having fights with proper animations would be really difficult, so I\u2019d probably have players fight with avatars using various weapons and gimmicks. Using tools is one of the major human characteristics after all.<br><\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1280\" height=\"720\" src=\"http:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/07\/20200730-132254-003.jpg\" alt=\"\" class=\"wp-image-717\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/07\/20200730-132254-003.jpg 1280w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/07\/20200730-132254-003-600x338.jpg 600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/07\/20200730-132254-003-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/07\/20200730-132254-003-768x432.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/07\/20200730-132254-003-150x84.jpg 150w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/07\/20200730-132254-003-300x169.jpg 300w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/07\/20200730-132254-003-696x392.jpg 696w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/07\/20200730-132254-003-1068x601.jpg 1068w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2021\/07\/20200730-132254-003-747x420.jpg 747w\" sizes=\"auto, (max-width: 1280px) 100vw, 1280px\" \/><\/figure>\n\n\n\n<p><br><strong>\u2014What\u2019s something you really focused on in Fight Crab?<\/strong><\/p>\n\n\n\n<p>I really tried to fuse the physics simulation elements with the gameplay. For example, weapon damage is calculated based on the kinetic energy of the attack. The result is a weapon like a Japanese sword delivers a lot of damage which makes sense given shape of the weapon.<\/p>\n\n\n\n<p><strong>\u2014That\u2019s interesting. One the other end, is there a weapon that isn\u2019t very effective?<\/strong><\/p>\n\n\n\n<p>The whip sword that often appears in anime (like Galient Sword). It looks really cool but if it doesn\u2019t have something like a flail on the end, it\u2019s hard to really give it a lot of force. In Fight Crab, I\u2019ve forcibly sped up these weapons, but chain or string type weapons are difficult to make in current physics engines.<\/p>\n\n\n\n<p><strong>\u2014The name Fight Crab is reminiscent of Fight Club which will be well received overseas and might even make Japanese players think it\u2019s an overseas game. How did you decide on the name?<\/strong><\/p>\n\n\n\n<p>It actually wasn\u2019t me\u2026<br><\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter\"><div class=\"wp-block-embed__wrapper\">\n<blockquote class=\"twitter-tweet\" data-width=\"550\" data-dnt=\"true\"><p lang=\"ja\" dir=\"ltr\">FightCrab(\u2260Fightclub)\u3060\u3068\u3001\u7d50\u69cb\u30b0\u30b0\u30e9\u30d3\u30ea\u30c6\u30a3\u9ad8\u305d\u3046\u3067\u3059\uff01<\/p>&mdash; izm (@izm) <a href=\"https:\/\/twitter.com\/izm\/status\/896545356481044480?ref_src=twsrc%5Etfw\">August 13, 2017<\/a><\/blockquote><script async src=\"https:\/\/platform.twitter.com\/widgets.js\" charset=\"utf-8\"><\/script>\n<\/div><figcaption><font size=\"2\"><strong>Tweet Translation:<br><\/strong>If you call it FightCrab (not Fightclub) it will probably have good googleability!<\/font><\/figcaption><\/figure>\n\n\n\n<p><\/p>\n\n\n\n<p><br><strong>\u2014As an indie game developer, you\u2019re regularly releasing unique games. What\u2019s your mindset when setting out to make a game?<\/strong><\/p>\n\n\n\n<p>When I start working on a game I\u2019m thinking, \u201cI just thought of the best game ever! I want to make a living working on this forever!\u201d And by the time it\u2019s done I\u2019m thinking, \u201cThat\u2019s about as interesting as I can make it. Now to move on to the next one!\u201d<\/p>\n\n\n\n<p>I don\u2019t really have a spiritual successor that I want to make or a dream project that I need to complete to feel satisfied. It\u2019s important for me to be curious and keep searching for things that don\u2019t already exist.<\/p>\n\n\n\n<p><strong>\u2014Speaking of which, have you already thought up what you\u2019re going to make next?<\/strong><\/p>\n\n\n\n<p>I have a lot of ideas. I kind of feel like I\u2019ve reached the limit of what I can do visually with these assets that I bought so I want to spend some time experimenting on visuals.<\/p>\n\n\n\n<p><strong>\u2014To wrap up, could you give a message to our readers?<\/strong><\/p>\n\n\n\n<p>With my previous games I didn\u2019t get all these interview opportunities so this is really great. This is a game I mostly made by myself and it\u2019s packed with a lot of fun that you can relax and enjoy. I\u2019d be really grateful if you try to master the way of the crab battle.<\/p>\n\n\n\n<p><br><strong>\u2014Thank you for interviewing with us today.<\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Interview with Fight Crab creator. \u201cPeople are less strict with how you animate a crab\u201d<\/p>\n","protected":false},"author":17,"featured_media":720,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[10,25],"tags":[34],"class_list":["post-715","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-interviews","category-playism","tag-playism"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.2 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Interview with Fight Crab creator. \u201cPeople are less strict with how you animate a crab\u201d - AUTOMATON WEST<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/automaton-media.com\/en\/playism\/20200730-715\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Interview with Fight Crab creator. \u201cPeople are less strict with how you animate a crab\u201d - 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