The JAMA show is the mecca for video games.
The games that will conquer the world of tomorrow are presented here.
In the terrain of video games, Japanese firms are kings.
They rule an entire culture,
a civilization of virtual amusement.
These are the games of the future.
But there is a problem. Japan doesn't have the space for these machines.
I got a bite!
What is it?
Maybe a big one!
It's really biting.
The games are super.
But they're getting a little too close to reality.
But, if they're fun, it's okay.
I read two years ago in a newspaper that Nintendo doesn't consider Sega to be true competition.
But if you look at the developments in the video game market in the last three years, then you'll see that Sega has become the uncontested market leader in Europe and the USA.
Only in Japan is Nintendo ahead of Sega.
The character Sonic is very popular with the people.
In September of this year, many American TV stations will broadcast a Sonic cartoon.
We want to make interactive films, so that our customers can identify with their heroes.
That's why Sega is pursuing the latest technologies.
And Sega, with good reason, will be the global market leader.
My name is Mizuguchi and I'm 28 years old.
I am responsible for the production of video games.
Video represents only one way of playing games, and doesn't exclude other forms of play.
Movies are something passive.
The customer buys a ticket and sits down for two hours to watch a single movie-
A film made by one director, and the viewer sees one specific story.
In interactive video games, the player assumes the role of a character and selects multiple stories with different endings.
And yet, video games don't address the feelings of the viewer as well as movies.
In this respect, film is the stronger medium.
It presents opinions and develops thoughts and ideas.
Video games try to emulate films in this way, but they can't hold a candle to cinema.
We developed a game that is interesting from cinematic perspective.
It differentiates itself fundamentally from the games that otaku developers make, as they only work with computers.
They could not have brought this kind of project to fruition.
We want to appeal to small children, women, grandmothers, adults.
A group incredibly diverse in age.
Our target demographic is not otaku or video game specialists.
AS-1 from Sega illustrates the strategy of the big video game companies.
The perfect synthesis of new technology, spectacular 3D effects, and the contributions of celebrities.
Today, you've flown with Michael Jackson, and tomorrow...
In Hollywood new galaxies of gaming are coming into existence. The virtual and the real are connecting.
Europe does not factor into the game being played by these companies.
An otaku has no goal in life...
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