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SNK's localization quality went downhill starting with Samurai Shodown II. At least the game played so well that most people didn't care about the shoddy translation. GS: We've already discussed that SNK consolidated its operations during the mid-1990s. Not to beat a dead horse, but can you put a personal spin on why that occurred and how it affected you? Feel free to avoid burning bridges. CO: From a financial standpoint, it was more efficient to consolidate the two offices and cut marketing dollars for the home version. I got into the game industry and starting working for SNK because I always wanted a hand in developing games. When SNK scaled back their development house and refocused on the arcade sector, I realized I wasn't going to be able to make games if I stayed at SNK. GS: After SNK, you ended up at Sony. What was that like, and what games were you involved with? CO: Sony was absolutely the best. I learned a lot from being there and will always consider that to be the greatest movement in my career. Cardinal Syn was the game I produced for the PSX from start to finish.
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