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Seabass: 'We Still Make Games in the Same way as on SNES'
IGN: You described PES2008 as "the best PES yet". If that's the case, where do you go next?
Seabass: I've already started on the next version because I have new next-gen ideas I want to include in the game. The Pro Evolution / Winning Eleven production team is brilliant to work with. However, I know that there are many weak points that need concentrating on and in this sense I've already started to get my team working on them, to make my next-gen ideas come to life next year.
IGN: When you say "next-gen ideas", what do you mean?
Seabass: I cannot say at the moment.
IGN: What about the weak points then - what do you think they are?
Seabass: They're not so much weak points with the game, more within the team. Our team has good points and bad points but the problem is the way we create the game is almost the same as when we made the SNES games. We've been creating games in the same manner for many years and in that sense it's good for upgrading AI and so on. However, if we want to dramatically improve the graphics and add hundreds of new stadiums and so on the SNES way of making a game cannot be applied. This is the weak point I'm speaking about and that's also a hint about what you can expect from the next game.
IGN: How difficult has it been to create PES on PlayStation 3?
Seabass: Because of the weak points on the team it was really, really difficult to create PES on PS3. The workload has been massive, not just on PS3 but across all the next-gen, and that has been the hardest thing to overcome.
IGN: When you're creating a new Pro Evo game what aspect of the game - AI, visuals, etc - do you focus on first?
Seabass: The team is split into several groups, so working on AI, some working on graphics, and they're each responsible for coming up with new ideas and upgrades. Everything we do is always viewed from a user's perspective so when a new idea really meets a user's needs we give it the go ahead. However, sometimes ideas get dropped because they're not that important at the time so they carry over. So we don't just focus on one area, we have lots of ideas which we compare to see what works best.
IGN: PES makes its debut on PS3 this year. How satisfied with the game are you compared to the Xbox 360 game?
Seabass: This year the 360 and PS3 versions of the game are exactly the same so I'm satisfied with both. I think it's a good start.
IGN: In the PS3 version we've played we noticed some slow-down in the game, plus the crowd and stadiums aren't as polished as some of the on-pitch features. Will you look to rectify this in the next game?
Seabass: Of course. To be honest I don't think the slow-down is that bad compared to the 360 and as I said, we don't create just a PS3 game, we created both together. But when we compared them directly we were shocked because the PS3 has a little bit more slowdown and we don't really know why.
IGN: Which version do you prefer?
Seabass: I like both, but I don't really like the 360 pad that much. But then I don't really like the PS3 pad either - it's too light and the triggers don't feel right. I have been thinking of ways to only use two shoulder buttons instead of four so it would work better on PSP as well as 360 and PS3. I'm still looking into ways of using the L2 and R2 buttons less.
IGN: One feature that has already divided the opinion of the fans is the ability to dive. Why did you feel you needed to include it in the game?
Seabass: It's been something I've wanted to try over the past couple of years and this year we decided to include it, so it's not just a quick idea we chose to include at the last minute. We've already experimented with it on numerous occasions and we've played around with it a lot, so it won't affect the gameplay as much as maybe you think it will. Like other elements in the game it's a skill you need to learn to use, to master the timing.
IGN: Will we see another Pro Evo on PlayStation 2?
Seabass: We will keep releasing PES on PS2 because the majority of consumers still play it on that machine. It's still going strong and I think it will for the next year or two, so we wouldn't want to let those users down. Also, we would like to keep adding new elements to the game on PS2, although that will keep getting more difficult.
IGN: What's the inspiration that drives you to make new games and at what point will you decide it's time to hang up your boots?
Seabass: The inspiration that drives me is when I see my work and realise it doesn't have all the features in the game that I want it to have. As for retiring, if someone comes along who has the same - or even better - ideas then maybe I'd be happy to hand the reigns over. But until that time comes along I'm very happy to keep PES moving forward.
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IGN.