Many gaming enthusiasts hold a unique affection for the title Lollipop Chainsaw, thanks to its distinct humor from James Gunn, the captivating character of Juliet who wields a chainsaw, and the engaging hack-and-slash gameplay that turned it into a beloved cult classic. The game’s notorious upskirt achievements added to its allure. When Lollipop Chainsaw RePOP was launched in September 2024, fans were filled with both anticipation and uncertainty.
Would it fall victim to the industry’s growing trend of censorship and political correctness?
It’s good to note that RePOP remained faithful to its original character. Introducing a “RePOP Mode” with less intense violence and cartoonish elements, the “Original Mode” maintained all the uncensored, exaggerated action from the 2012 version. This dedication to authenticity garnered praise from fans but seemed to anger major reviewers like IGN and Kotaku, who declined to review RePOP’s release and instead published critical articles on its performance flaws.
I recently had a fascinating chat with Yoshimi Yasuda, President of Dragami Games and Producer of Lollipop Chainsaw RePOP. Our conversation touched upon the team’s apprehensions about revisiting the cherished cult favorite, managing the delicate equilibrium between creative ambition and market pressures, and his thoughts on crafting memorable gaming adventures.
VARA: Was it exciting working on REPOP? Were any of you nervous with the task presented to you?
YASUDA: Working on RePOP was an exhilarating journey, but transitioning from Unreal Engine 3 to UE5 proved to be a significant challenge. Frankly, the progress between the two generations turned out to be so vast that nearly half of the original code had to be rewritten completely.
Conversely, technological advancements have allowed us to incorporate Computer-Generated (CG) expressions that were previously unattainable in the initial launch, turning obstacles into opportunities and even making them enjoyable. For instance, in the initial version, we enhanced Juliet’s appearance in cutscenes with specific lighting, but in RePOP, she didn’t require any additional modifications to look more appealing: Her natural beauty shone through on its own.
From serving as a CEO, you transitioned into a role as both an executive producer and director within the gaming industry. As you’ve witnessed its growth over time, are there aspects from the early days that you believe have disappeared in the present?
YASUDA: One aspect from the early days of Japan’s entertainment industry I find myself yearning for is a healthier dialogue between creators and their audience. Nowadays, it seems that new works are often met with immediate criticism, some of which may be based on misconceptions or misunderstandings. This can make it challenging to receive valuable feedback before the release, leading creators to engage less with fans. In the past, I felt there was more opportunity for creators to take fan input into account during the development process, but I sense that this type of environment has been dwindling in recent years.
YASUDA: The earlier days of Japan’s entertainment industry had a more collaborative atmosphere between creators and fans, where constructive dialogue was the norm. Nowadays, new releases are often met with immediate criticism that may be based on misconceptions or misunderstandings, making it difficult for valuable feedback to emerge before the release. As a result, some creators have been avoiding engagement with their audience. In the past, there seemed to be more room for creators to listen to fan input and incorporate it into their work during development, but I feel that this kind of environment has been fading away in recent years.
VARA: Do you feel artistic vision and creativity are being stifled at all due to market trends?
YASUDA: Being both the game creator and CEO allows me to handle important decisions, reducing my personal concerns. For instance, when it comes to a project like RePOP, our main focus was to create an exact replica of the original, capturing its artistic and creative essence as accurately as possible.
Indeed, there’s a sense of encroachment on the creative liberty that game developers initially enjoyed. Today, the market seems to be increasingly controlled by a few dominant titles, leading to an uneven distribution of opportunities. This means that games that don’t secure the top spot are left with a diminishing share of the market.
In this kind of market setting, the psychological strain experienced by creators can be quite significant. As creators’ creative autonomy diminishes, so often does the imaginative spark that fuels both passion and whimsy in a game. This is generally not beneficial.
VARA: How do you balance artistic vision with market demands?
YASUDA: We opted to change our approach for RePOP, aiming to accurately replicate the initial version instead. This doesn’t signify abandoning the idea of a remake; rather, it implies that we plan to launch a faithful adaptation first, followed by incorporating remake features post-launch.
The primary motivation for our decision stemmed from the heartfelt pleas of our fans, who expressed a strong desire for us to re-create the original game as authentically as possible. Consequently, we made it our utmost goal to fulfill the wishes of the Lollipop Chainsaw enthusiasts, who have been consistently reaching out to us since the title’s announcement.
In our planning for the post-release version, the approach to the remake isn’t exactly as we initially imagined during design phase, but the core idea of Juliet battling powerful zombies at high speeds stays consistent. We refer to this updated mode as Nightmare Mode and are excited to reveal it to you in April, so keep an eye out for it!
Regardless of the situation, we strive to achieve a harmonious blend between industry requirements and creative imagination by employing methods such as this.
VARA: What role did fan feedback play in deciding to remake the cult classic?
YASUDA: Upon revealing our game’s title as RePOP, we received approximately 5,000 messages (across our website and emails). The majority of these responses were favorable, expressing joy at the revival of Lollipop Chainsaw. However, we also observed a significant number of fans requesting an “authentic remake” of the original game.
Initially, I informed the users that reviving the original licensed music might prove challenging. Subsequently, my platform became a battleground for fans demanding an “uncensored” Lollipop Chainsaw, colliding with those who believed such a version was unattainable. In this role, I was confronted with the demand of “give it a try” and the heavy burden of “don’t you dare disappoint us.
At first, I didn’t give much thought to the matter of censorship. When we launched the initial version a dozen years back, I engaged in heated discussions with platform owners to get it certified. Given my past experience, I assumed there wouldn’t be many problems. However, it soon became evident that the discourse on censorship had evolved substantially over the last 12 years.
In that moment, it struck me that combining the authentic initial version and the swift combat version (Nightmare Mode) to avoid a slow gameplay feel and provide a revitalizing gaming experience simultaneously would be difficult. Thus, I decided that it would be best to prioritize developing the uncensored original mode initially, with Nightmare Mode planned as an update following the launch.
In due time, we finished the game, received validation from reviewers and distributors, and ultimately launched it, bringing us to our current position.
VARA: What’s your personal philosophy when it comes to creating memorable gaming experiences?
YASUDA: For more than two decades, I’ve been a CEO and creator in the game development industry, but even before that, I was an avid gamer for 26 years (laughs). This long-standing gaming experience has instilled in me the habit of considering the player’s viewpoint when evaluating a game’s quality. Essentially, maintaining a player-centric approach is a principle I consistently apply during the game development process.
VARA: Is there anything you or the team would like to say to players who loved the experience?
I’m grateful from the bottom of my heart to everyone who has shown interest in RePOP. The successful development and launch of RePOP is due to your valuable feedback and unwavering support. At present, we are diligently working on Nightmare Mode, aiming to deliver top-notch content to you.
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2025-01-28 14:56