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Source:
Core Gamers
In
the beginning, videogames were the ingenious
projects of a few electronics engineers who ushered
in a new era of game playing with the use of analog
and digital technology. It would take more than a
decade until the market could observe the coming of
new and far more inventive experiences, emanating
not only from the minds of the program code wizards,
but from artists, designers and musicians – people
with knowledge and prescience to make videogames
evolve towards the genesis of a new medium.
Joining forces with Konami in 1996, shortly after
graduating from the Tama Art University of Tokyo,
Takayoshi Sato belongs to this new generation of
videogame artists that have been exploring different
fields in the process of design. In spite of the
recognition and awards received for his
groundbreaking work in SILENT HILL, singlehandedly
creating all pre-rendered sequences, Sato’s
reputation as a luminary increased with the release
of Fun TV’s short Making-Of documentary, included as
a bonus in the European release of SILENT HILL 2.
Expressing a wisdom rarely heard from a videogame
maker, his profound vision made clear who had the
most influence in the final result: a superlative
example of the complexity and depth videogames can
present.
The relevance of Sato’s contribution to SILENT HILL
is often understated: using his knowledge of 3D
rendering software tools, which he acquired mostly
by himself during his free time, he sculpted the
characters that played that exceptional drama on the
stage of an interior North-American town. By
rendering each facial expression with details
thought to be impossible in its day, he was able to
gather a series of intense and ambiguous emotions
that amplified the unsettling nature of the game.
As a consequence of his work in the first episode,
Sato gained more influence in the creative process
of SILENT HILL 2, provided with better tools for CGI
rendering but also the possibility to determine the
general look of the game and selected portions of
the game’s script - some of the main elements making
this sequel the paradigm of a genre known to the
mass media as "survival horror".
Because of divergences with Konami, Sato left his
country in search for new career opportunities in
the United States of America where he worked for
Electronic Arts at first, creating contents for the
game GOLDENEYE: ROGUE AGENT, and then joining
Virtual Heroes - the company where he currently
holds the position of Art Director. Helping in the
creation of a new emerging concept of “serious
games”, where realism and detail are essential
concerns, Takayoshi Sato has been able to further
refine his already impressive technique, as can be
seen from his latest work.
It was my pleasure to interview Mr. Sato, addressing
him some of the questions I longed to ask. He is a
pioneer of the videogame art, in spite of the lack
of general recognition for that feat, and one of the
illustrious minds behind SILENT HILL 2, a game with
the rare depth and artistic integrity the industry
often seems deprived of. I hereby thank him for all
the time he could spare for the completion of this
article.
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COREGAMERS : When I think
of Konami, I immediately remember the old logo and
jingle as symbol of some of the greatest moments
from my childhood. As an ex employee of this group,
you must have a completely different notion of the
company. Please explain me how you became part of
the studios and how the working environment back
there was. Which memories are stronger today?
Takayoshi SATO :
Konami’s short-wave logo is the eternal Konami logo
for me, too. I like it more than the current. When I
was approaching the final year of University, Konami
was hunting for talent in our University. That was
also about the time when 3D graphics were emerging –
from Jurassic Park to VIRTUA FIGHTER. I was very
interested in it.
Although going to work for a game company (even
getting a job) was not very popular choice among
fine art students, I replied Konami’s contact form.
There were three art tests and 5 interviews. That
was long enough to discourage me from applying for
any other companies. The environment in Japanese
company may look tougher at the first glance, but
the fact that it is warmer than it looks. Most of
people work for single company for their entire life
so the environment works pretty much like family.
Parents scold kids, brothers and sisters fight, but
they never really cut off each other completely.
After all, they are families, for good or for bad.
Now I think it is becoming westernized little by
little.
Also Konami is a creator-oriented company. A
developer has more power than any department, which
worked great for me. I got chances to create things.
It would not go this way if it is marketing-oriented
company, we might have needed to deal with huge load
of marketing requests.
Stronger memories? Maybe the time I received awards?
My whole 7.5 years experience in Konami was quite a
ride. All memories are still vivid.
CG : 2. In your first
project as a videogame as an Artist/Animator, you
were asked to create abstract characters that would
befit the idiosyncratic atmosphere of the PARODIUS
series. On the other hand, in later works such as
SILENT HILL you were asked to create human-like
characters. Now a Human being is a complex entity
that is composed of more than just a body, each with
a unique personality, expression and mannerisms.
What are the greatest challenges you face when
transposing the human dimension into the digital
world?
SATO : I was
Artist/Animator for SEXY PARODIUS. The PARODIUS
universe had been already established in the
previous titles: I simply followed the provided
Anime style. SILENT HILL is much closer to my native
art style.
I did use my artistic license to establish look and
feel. I have my background in oil painting, so I use
the traditional artist’s approach to discover many
dimension of the motif first. That was very natural
process for me. I just needed to believe my
judgment.
I do not remember huge challenges except tons of
technical challenges. However, I put extra care to
create signatures for each character: for example,
the signature for Dahlia is a withered neck that
streaks of slacking skin goes from clavicle to jaw
(that was very difficult to do at that time by the
way) and that kind of things. Also, another
challenge was that even though all characters are
Caucasians, I really had no Caucasians around me as
a reference - I had hard time to presume skull
shape. Japan is almost single racial nation.
CG : There seems to be a
great deal of mystery concerning your role in the
two games: for the record, you’re only credited as
‘character design/ CG Creation' for SILENT HILL and
SATOWORKS is credited for CGI cinematic and
Character design for SILENT HILL 2, though your
efforts to the completion seem to go far beyond
that. Please elucidate me (and all the readers) as
to the nature of your work in both games.
SATO : I did
character design and made all cinematic CGI
singlehandedly (from modeling through rendering).
And I established most of the look throughout the
game by doing so.
As for SH2, I did character design and directed all
cinematic CGI. Also I created story and directed
storytelling related aspects. The game credited
SATOWORKS for all cinematics. Even though I was in
charge of SATOWORKS, and because they did not credit
explicitly me as CGI director, which is also the
Japanese way, there were some misunderstandings.
CG : As a CGI expert and
art director, your work is based on creating high
quality graphics and animations that end up being
transformed into high resolution movies – essential
in SILENT HILL as storytelling mechanisms. In spite
of that, the use of CGI today is an expensive
alternative to the use of real-time animation. Have
you ever felt, as a CGI director, that by creating
new visual layers to the game – providing a contrast
to the less detailed graphics of the in-game
experience – you were somehow depriving the work of
its homogeneity?
SATO : Current
generation games do not need pre-rendered movies. It
rather distracts its immersiveness. Real-time
rendering was so poor back then, pre-rendered movie
was essential to help players to feel the game
universe.
CG : The first two SH
episodes are still very dearly remembered by many
who have not forgotten the important role played by
the series in the evolution of videogames. With its
complex narrative, both games provided unique
insights on a desolate town, not unlike so many
others across the interior North-America. To those
played the games through, the name Silent Hill
acquired an intricate and ambiguous significance: as
a powerful and mind-bending metaphor, what does it
mean to you?
SATO : I made it
so that the look of the town touches audiences in a
deeper level. So it might be connected to my
nostalgic memories, but I am not really sure. I
tried to depict a town that is desolated, filled
with sorrow yet you cannot stop loving it.
Here is back story of the town. I filled many
logical holes we had in SH1.
The place Silent Hill is used to be the place of
execution, away from cities. That was secret and
sacred place. Heinous criminals are transferred to
that place and get executed. That place existed only
for that reason. Thus all village people are
executioners or family of executioners. Executioners
needed to wear a mask at the event so they do not
directly witness their spear when it was piercing
flesh. Time have past, only memory of execution
lingered, got enhanced and formed the roaming
illusion of Silent Hill. Pyramid head is distorted
memory of the executioners.
CG : In spite of the
terrifying creatures lurking in the unsettling,
abandoned town, it is the human element that ends up
inspiring the feeling of fear in the SILENT HILL
games: the disturbed mental conditions, the bizarre
facial expressions and aberrant behavior they often
display. In your opinion, what is most frightening
about the nature of the Human being?
SATO : I do not
think human would feel fear by seeing monster with
fangs, horns and such typical scary visual language.
I think there are two main factors that evoke fear:
first, to see something beyond their understanding;
second, to see concealed their true-self.
I think same rule applies no matter what kind of
creatures, environment you use. The concept seem
enough reflected in the world of SILENT HILL.
CG : A shift between
episodes occurred as the team suffered some changes.
The original game director, Toyama-San, left Konami
in order to work in his own new depiction of terror,
in a game that deals with traditional Japanese
concepts of fear and paranormal. Your game, however,
was more in tune with western horror themes, namely
the ones explored in visual arts – like the work of
Francis Bacon – literature and cinema.
As someone who had such an important participation
in the creative process (scriptwriting, art
direction, etc) can you name some of the reasons
behind the choice of these particular themes and
inspirations?
SATO : We really
did not like anything too obvious. We deliberately
avoided shallow illustrative monsters or atmosphere.
We carefully chose the inspirations rather ambiguous
and chaotic, or the very twisted art generated by
twisted mind.
CG : I assume that SH2 was
your first attempt at writing a script for a
videogame. How does one actually write a script for
an interactive videogame? Do you still remember what
parts of the story you were most involved with?
SATO : Script
writing is very fun. To manipulate player’s emotion,
how much you can betray player’s expectations and
such.
There are two parts I really put my brain together.
One is the confusion between Maria and Mary. Maria
is cleverly dodging James’s question and riddles him
into the confusion.
Maria: James, honey, did
something happen to you? After we got separated
that long hallway? Are you confusing me with
someone else? You were always so forgetful,
Remember that time in the hotel? You said you
took everything but you forgot the video tape we
made. I wonder it is still there.
James: How do you know about that? Aren’t you
Maria?
Maria: I am not your Mary.
James: So you are Maria.
Maria: I am, if you want me to be.
James: All I want from you is an answer!
Maria: It doesn’t matter who I am. I am here for
you James. See? I’m real.
The second is Laura. Contrary to the standard, I did
not portray her little angel but little cunning
tyke. She is like making fun of you when her father
is around but changes her attitude quickly into
sweat girl as soon as her guardian disappeared.
James: It was you? Stepped on
my hand?
Laura: I don’t know maybe I did.
James: What’s little girl like you doing here
anyway?
Laura: Huh? Are you blind or something?
CG : I notice there is a
great difference between leading characters in both
games, from Harry to James: they both appear to be
vague, empty characters that consent to enter a
hellish journey in order to fulfill a very strong
motivation. Harry is a simple person under abnormal
events he cannot fathom – he ended up in the town
apparently by accident and remains there in search
for his treasured daughter. But James’ apparent
shallowness is increasingly replaced with complexity
as the player realizes the nature of his true self
and his past choices, the reason why he deliberately
goes to the town. Would you agree with this
statement? (Why) was there such a great change?
SATO : I agree.
The player in game in most cases is you. Whether
Harry or James. In SH2, storytelling technique is
more elaborate and let the player share the past
memory that James has had, instead of just giving
the player situation and objectives, which was
pretty much how SH1 was.
CG : Let’s talk a little
about Mary and Maria. This is clearly a point of the
game that is meant to perplex the player: what is
the source of this unique duality?
SATO : The
Mary/Maria paradox was one of my experiments weaving
Eros and Thanatos into the main story line. I think
I have tendency to pursue that kind of delineation.
That turned out there are similar sexual quality of
line of casts.
CG : While the two SH games
where you participated were led by male characters,
the most complex and impressive personas from the
two games are mostly female characters: Cheryl,
Dahlia, Lisa and Alessa in the first game; Mary,
Maria and Angela in the second game. What do you
find so fascinating and inspiring about the unique
personality and physicality of women?
SATO : Regular
adult male is most commonly used as main character
throughout the media. It is easy way to have logical
narrator. In that formula, naturally females are
focus of interest. And I think rather majority of
people, not only men want to see a female character
in focus.
CG : You are by trade a
creative artist whose work is no different from the
commonly recognized visual artist: you conceive and
create based upon your own imagination and deep
thinking. The industry of videogames has not yet
been classified, consensually, as an art expression
medium. To what extent does this issue affect your
work and the recognition of your professional
status?
SATO : SILENT
HILL 1 and 2 were a very special case. Because its
structure was loose and organic, I was able to seize
an opportunity. However, in most cases Art Director
is not fully authorized to make all decision for
even visual art. Always there are producers or
clients hold authority. That is the reality.
It’s very hard to put force your own vision into
final product unless you are total in charge. I have
sizzling ideas that I would like to realize when I
am fully in charge and I will not let it be just a
fantasy.
CG : Your work in SILENT
HILL was widely recognized, earning you some
important awards as well as critic and public
recognition. But there seems to have been some
confusion as to the real circumstances under which
you and SATOWORKS were labeled as an “unprofitable”
group by Konami Computer Entertainment. Because you
were such a valuable asset to this team, why did
they let you go?
SATO : First of
all, they did not let me go.
There were some misunderstandings in another
interview because I did not explain in the details.
But here is what really happened.
SATOWORKS started as cinematic/CGI studio and its
ultimate goal is to ramp it up to a stable game
studio in US. I got enough of budget for SH2 before
it started but there were no contract papers.
I was approached by executives when SH2 work was
being created; they were saying “this is the money
as promised”. But the amount was the half of it was
promised. So even though the project went very
profitable, it was written in red ink.
It is rather popular not having contract paper
within the same company in Japan and I was aware of
its risk. But because SATOWORKS directly reported to
Japanese headquarters, we needed to follow the
Japanese rule. I found it very difficult following
this rule when I was still working in the US office.
So I left Konami.
CG : Before you left, it
seems as if you were already drafting a script for
SILENT HILL 3: a story that, I believe, was very
different from the one that ended up being used for
the actual game. Can you let me in on what direction
you were headed?
SATO : What I
was thinking was similar genre, different game. I
think I better keep it secret. Who knows there may
be a chance to realize the idea some day?
CG : It has been quite a
while since you left Konami and from what I can see
in your website and in recent interviews, you remain
as active as ever, working in different and exciting
projects. But somehow, your work in SH has become
the reference for your professional career, the one
most people remember and respect. Do you share this
opinion – what is the work you feel most proud of?
SATO : I still
think that SILENT HILL 1 and 2 represent the best of
my work. They have my largest influence. I can do
much better now, though.
CG : I’ve often wondered
about two aspects of the SH games you worked on.
First, who came up with the idea to include a UFO
ending? - always sounded like a private joke from
the team.
Secondly, why is it that every time the face of the
actor who voiced James Sunderland appears it is
blurry and indistinguishable?
SATO : Yes, that
was a private joke. We thought that this was kind of
a tradition that we need to keep: breaking serious
mood at the end, the bonus for only who beat the
game many times. It’s like NG shots or bonus
costume. We had wiki idea boxes where everybody
could pitch their ideas in. There was a box labeled
”Why did SH go into such a mess?”. There were funny
ideas pitched such as:
- Alien’s conspiracy
- Because Sun is too bright
- Because of a dog
Stuff like that, so we picked the funniest. I did
not notice the actor face was blurred. The actor may
have had personal agenda.
CG : For more than ten
years, you have been a powerful creative force
inside and outside the videogame medium. What do you
think future holds in stock for you? Do you have any
projects you would personally like to participate
in?
SATO : I am
searching for it. It’s not going to be any existing
title or genre. After all, I came here to serious
games in search of new creations. There can be
different possibilities that entertainment game
genre has already lost. SH was a great benchmark at
that time, but I do not want to recreate another
episode of the game. It needs to be a new challenge.
I am searching for a chance that allows me to seize
a new creation: a superior experience in a new
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