"I'm here to create something new that does not exist, that no one has ever done before" - Fumito Ueda on Gen Atlas' inspirations, shooter elements, and his distinct style
It's been a decade since the release of the last game made by Fumito Ueda. Often regarded as one of gaming's most influential creators, the legacy of Ico, Shadow of the Colossus, and The Last Guardian has been documented endlessly. There are multiple common threads among those games: intensely emotional relationships, strong exploration & sense of wonder, and a distinct authorial style.
Gen Atlas looks like a marked departure for Ueda — a step into sci-fi and the world of shooters. But fans of the contemplative nature of Ueda's games don't have anything to worry about, as after talking to the creator, it sounds like Gen Atlas has many of the hallmarks of his previous works, while intentionally pushing forward in a unique, new way. At Summer Game Fest, we had the chance to sit down with Ueda and talk about Gen Atlas' ambitions, inspirations, how Ueda feels about having a "style," and much more.
Fumito Ueda: I think what I can say about my previous titles is that, let’s say, just in the setting, they took place in ruins and castles. And not to say that if I continued on that path they wouldn’t be interesting, but you know, maybe a certain level of fun and expectation is there. I was really trying to focus on the unexpected from me as a new title.
When we build games, these are not just game experiences. This is a larger part; we are a larger part of entertainment in general, and I think even if you haven’t played my past games, or have played, delivering something new is key as a creator. So I knew that I wanted to take a different direction this time around.
Ueda: The thing I do want to make clear is that, and I think for a lot of people who’ve only seen the trailer, these assets have left an impression that there’s going to be a lot of shooting, or it’s the main thing – but I want to make sure people know that this is not just a shooter. It’s an action-adventure game, and it’s only one of the ways the player character is going to progress through the game.
In terms of the balancing between the action-oriented and sense of wonder and quietness, that is very intentional. When someone thinks your player character is going to have a gun, or you’re going to be shooting, I think there's a kind of expected experience that fits in the framework of ‘what is a shooter.’ But that is definitely not my game, and it needs to fit into the world and the environment we’re building. So it’s a very intentional way of integrating mechanics.
Ueda: There might not be a one-word “what is the game” direct answer. But, what I can say is that I’m also a man of a lot of mecha entertainment. Obviously in Japan, being a Japanese person, I think we consume it without thinking that these are things that are going to be with us for a very long time. I really admire giant robots in the sense that you get a sense of scale that is unique to each. With other robots, some move at high speed, and some you get a sense of weight and scale, or how silly they are.
I’m more of, I don’t view robots as playful or in a toy sort of manner. The way I’m doing it is more, 'how would they exist in this world as a real robot?' It’s not necessarily that they are also a weapon; they’re just mechanical beings. So, one should maybe take away from viewing this trailer that it’s not going to be a robot versus robot all out fight – who wins? It’s not like that. There’s the element of connecting the robot head and robust torso and body, and seeing and feeling that sense of movement. And then it’s just their pure existence in this world that is going to help you navigate and transform the world around you.
Ueda: So not necessarily Japanese, but Giant Robo, the new series, and then Wall-E. But with Wall-E, not when all the other characters start rolling around and making noise – it's more of the peace and quiet.
Ueda: Yes, there is a close relationship between the main character and robot, but I think it’s probably a different kind of relationship that you’re going to be seeing. Why I say that is because the robot can serve many different roles, one of them being your navigator, another being your means of transportation — it’s going to be your vehicle, another is purely functional. So it might not be how every player interpreted the relationship in my previous games. It won’t be one-to-one, but yes, there is some hyper relationship building.
Ueda: Not just with past titles, but over the course of a long period of time I’ve been playing other games, and other types of entertainment, and I’ve sort of self-analyzed what it is that I’m attracted to. What it feels to me, at a certain point I realized and acknowledged that what I’m attracted to is how you can feel the existence of a very large world or just the sense of wonder.
Once I realized that is what I’m purely attracted to – it makes the player really feel like that exists, or can exist. I felt very compelled that is the kind of universe I want to make and deliver, and that was a huge motivation for creating a vast, large world.
Ueda: This is the first time that question was asked, so with this world, or with any other world that is created, the world is informed with a lot of living creatures that are in it, right? It evolves over time.
So what you saw is intended to showcase how much time has passed since this land or world was created – so it’s a way to tell that. And are there other creatures at the same time, or are they the early ones who have now been in existence in this land? It’s more of finding a case to tell the story, but obviously, as you saw, it’s also a way for the player to progress throughout the game.
Ueda: There isn’t a game I can link to the entirety of Gen Atlas, but let’s just take the traversal element of it. There is one game that came out on PlayStation 2; it’s called Air Ranger: Rescue Helicopter. It didn’t make it out of Japan – it’s a very small game. I don’t think anyone here would even remember it.
I really enjoyed playing that game. There’s a little bit of that, that’s stayed with me. I feel like there’s an element of fun that I had that can be linked to Gen Atlas and traversing like a helicopter.
Ueda: I think there’s a little bit of both. Do I feel a bit of pressure because there is a style people associate with my games? Sure, there’s a healthy amount. I don’t necessarily feel it all the time, but I think there is an expectation that I want to meet.
But, I’m here to create something that is new and does not exist, that no one has ever made. On top of that, it needs to evoke beauty, in the sense that I want to show off the beauty in games. So if that already exists somewhere, then I’m not going for that. I’m going to have to create something new. So in that sense, there's a level of expectedness I do want to meet, but then there’s also this uniqueness and unexpectedness that I’m going for. I’m more in the latter situation; that’s where my head is, and that’s where I put my focus.
Gen Atlas is set to release for PlayStation 5, Xbox Series X|S, and Epic Games Store.