If videogames are a cult, and I’m not saying they aren’t, our flag should undoubtedly have the iconic image of a Space Invader stitched on the center of it. The legacy of the title, and the symbolic power it has gained within our culture, leaves me with an endless series of questions.

I imagine It won’t surprise any of you that I spend my free-time complicating subjects that are so straightforward and simple. But given the chance to ask some questions of Hiroshi Aoki, Producer on Space Invaders Extreme 2, we tried to cut it down to the most reasonable and relevant five. I’ll save the existential bits for another day.

Catch the results after the break.


4 Color Rebellion: What was the incentive for returning for a sequel?

Hiroshi Aoki: It is because the previous title, SPACE INVADERS EXTREME, was so well received and highly reviewed, especially in the overseas market.

4cr: In thinking about the way the sounds, visuals, and enemy patterns, all merge into a singular experience, one that I find rather hard to dissect in individual pieces, I was hoping you could tell us about how you approached designing the game, and tell us more about what goes into balancing those elements.

HA: Basically, we built each of the individual elements separately, and then reviewed and made adjustments toward the end. I believe everything looks so well integrated because every staff member worked on each piece with their own insight, and nothing was calculated in advance.

4cr: What’s your opinion on the longevity of the core gameplay? What might we take away from the differences between Space Invaders Extreme today and the original arcade classic?

HA: We have designed this series, including the previous title, with the concept of making a game system which could stand up to repeated play, and we think the players really embraced this.

About the differences from the original game; it is because the original title has become such a house-hold name and players are already very familiar with it, that we could make such adventurous arrangements in SPACE INVADERS EXTREME. I think this is also why players have welcomed this game again.

4cr: Simple, yet addictive games like the original Space Invaders aren’t around as much as they used to be. Many games seem to lose this in the pursuit of high-end presentation and style, and others need an additional hook, like the Extreme nature of SIE. What do you think this says about today’s audiences and the industry in general?

HA: The way we think “a video game should be” is actually reflected in the SPACE INVADERS EXTREME series. Of course, there are many incredible games these days that are competing with their graphics, volume and storyline. But I personally feel it is not right that a game requires extensive time from players.

Gamers should be able to enjoy playing whenever and however much they want. Ideally, players would spend long hours with a game only because they are completely immersed in the experience — ultimately, this is the type of gaming experience that we aim to create.

4cr: Now that Space Invaders has received the Extreme treatment twice, will we see other classic Taito games given a similar re-vamp? Qix Extreme for its 30 year anniversary, just over a year away?

HA: We are planning to continue releasing remake version of our classic titles, and there is a good possibility that we will remake the games which receive the most requests. The reason we can continue to do this is all thanks to players’ support for these titles.