![]() Of course, Evolution had a long association with Sony- pretty much the studio’s entire existence, in fact, saw it being associated strongly with PlayStation. So what exactly happened? How did Evolution Studios go from being a consistently successful team to one that parent company Sony no longer felt was a viable operation anymore? Over the course of more than a decade, Evolution Studios put out a number of critically and commercially successful titles, and yet after just one stumble in the early years of the PS4, just like that, the studio was gone. One such developer was Evolution Studios, which was a name that, at one point, was something of a force to be reckoned with where the racing genre was concerned. Sadly, more studios have been shuttered over the years than one can easily keep track of, a number of which fans think back fondly on for the many great games they made while they were still active. So we really fussed over the sound fx for SoR2.The list of beloved video game development studios that have had long histories of success and acclaim coming to an abrupt end due to unfortunate closures is a long one. It was funny and there was something satisfying about it. ![]() Bishii! We loved that, my brother and me. There were also these two popular comics at the time, who had a routine where they’d make funny sounds when they hit each other. All of a sudden everything had a weight behind it. But I was actually more happy when the sound fx for the hits got added. Were you excited once the voices were added, since they add so much energy to the game? Although I wasn’t there to see them record it. Oh, so those were done by your friends? I thought I read somewhere that Yuzo did them all except a few that he gave to his male friends. I called my friends and some girls I knew and made them yell out Blaze’s lines. It was an old house, before the remodeling. It was done here, at our headquarters (the development actually took place in a different location). Was the vocal recording done at a different location from the development? Do you have any interesting episodes to share about that? Another secret to the the success of Streets of Rage 2 was the cheerful voice acting. but Adam had no real speciality… (laughs) So he was out. But there was also Adam in the first game…. We were also asking, “what would be fun for the sequel?” You had Axel, your standard fighter, then Blaze, the speedy character. My brother and I liked the way they fought in SFII, and between the two of us, a shared vision of the fighting of Streets of Rage 2 arose: two jabs, followed by a straight punch, then some heavy hit, and the enemy goes flying! That kind of flow had to be in there. We liked it so much we bought a cabinet and had it installed in the office at Ancient. I’m sure you’ve played Street Fighter II-my brother and I did too. Koshiro: Yeah, that is true, but there was also a certain flow to the fighting that we wanted. A lot of emphasis was placed on that visual impact. I came up with all the special moves and attacks too-in their rough outline/draft form, that is. Nowadays we’d call it something like “art direction” (deciding the overall look of the game). Koshiro: Role? I’d probably say Chief Graphic Designer. ![]() What was your role in the development of Streets of Rage II? She did a lot in this game and for those who didn't know, she is Yuzo's sister, the legendary composer who did the trilogy soundtrack.
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