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Introduction and details of enix

Company Profile Established in 1975. On April 1, 23, it merged with Squawell Company, which is now Squawell Ennix Company. His masterpiece is the series "The Brave Fight the Dragon".

On September 22nd, 1975, Fukushima Kangbo established a publishing house which mainly publishes housing information, and Ennix was established as a subsidiary of its game software. In addition to TV game production, Enix is also engaged in magazine distribution, toy manufacturing, computer network game promotion and even production of candy and soy sauce.

The name ENIX comes from the combination of the world's earliest computer "ENIAC" and the immortal bird "PHOENIX". After the series of "The Brave Fight the Dragon" was a great success, it began to fully engage in the production business of home game machine software. On April 1, 23, it merged with Squawell Company to form a new Squawell Enex Company. Company history

Enix is the top RPG manufacturer in the Japanese game industry, and is deeply rooted in people's hearts because its masterpiece Dragon Quest has created numerous sales myths. For the TV game industry, Enix's contribution is not only a famous game, but also a great symbol of the famous game makers who have been molded by the manufacturer. Nakamura Koichi, Hiroshi Takahashi's brother, Hiroshi Naito, Keno Iijima … These people are playing an extremely important role in the game field according to their own beliefs.

Founded in 1975, Enix was originally a small club engaged in real estate appraisal and street automatic cameras, and it was not until early 1982 that it began to operate PC games. At that time, Fu Yi's creative buying method was popular in Europe and America-that is, collecting outstanding ideas from the society for promotion and distribution (at the embryonic stage of the game industry at that time, individuals were able to engage in development work with a personal computer, and later the famous Game Art started with a computer), or Nakamura Koichi, a university student, was able to successfully enter the game industry because he stood out in the first game creative competition held by Enix.

At the end of 1985, Enix signed a contract with Nintendo to develop games for FC consoles, which were popular at that time. Compared with SQUARE, which had a rough development in the early days of joining FC, Enix's first work was a great success. From the present point of view, it is hard to imagine that DQ1, which sold a total of 1.5 million copies, was completed in less than five months from script planning to production. Nakamura Koichi, Gao Qiao brothers and other 2-member teams that later became industry leaders can be called the most luxurious lineup. In a whimsical way, Terai invited cartoonist Toriyama Akira to be the design of the characters and promoted it in Junior JUMP. In fact, Junior JUMP, a publication whose sales exceeded 7 million at its peak, made great contributions to the success of DQ series. This game is a landmark masterpiece, which opens up a new road for Japanese RPG while borrowing from European and American game styles.

for Enix, who used to set foot in PC games, millions of sales are simply a fantasy. The sales of about 8, copies of Morita Jiangqi, which had the best sales performance before, are already boastful in the field of PC games. Facing the money rolling in; Fu Yi Kangbo led the developers to make persistent efforts to put DQ2- The Evil Spirit of the Gods on the market on January 26th of the following year, which suddenly became a social phenomenon because they were waiting in line all night. The sales figures of 2.4 million copies made Nintendo, the host manufacturer, sit up and take notice, and changed the preferential terms to the same level as the veteran manufacturers such as NAMCO before the contract expired. By the way; At the end of 1987, SQUARE's Final Fantasy1 came out quietly. At that time, no one thought that this game would become the most powerful opponent to challenge the status of DQ》RPG king!

On February 1th, 1988, DQ3- The End of Legend became the third-party development FC software with the largest sales volume in Japan. As the title shows, this is not only the end of the so-called Roth trilogy, but also the swan song of Nakamura Koichi and other dream groups. The unique professional combination and subtle plot setting made it win the top prize of the year's best game selection without any dispute! After the publication of DQ3, many outstanding talents cultivated by Enix have started their independent development. Besides CHUNsoft founded by Nakamura in 1986, Camelot of Gao Qiao Brothers, Clmax of Naito Hiro, etc., more than a dozen software development clubs have also become the backbone of the industry. The departure of these outstanding talents has had a great impact on the future development of Enix, and its loss can never be made up by the cumulative sales of 3.8 million copies of DQ3 and the net profit of 14 million dollars ... < P > The launch of DQ4-People Led was two years apart from the previous work, and Enix made a big adjustment to the production team, and newcomers such as Yamanaka and Shintaro began to take the lead. As the first work of Sky Trilogy, DQ4 has become the most controversial work in the series. From the author's point of view, the four generations with multi-viewpoint narrative techniques are undoubtedly the most distinctive of the DQ series, and many characters who appear on the scene closely follow the theme of Like-minded People, with distinct levels and profound implications. The music for different roles also fully shows the profound skill of musician Takaichi Sugiyama, especially Rurik's humor, the liveliness of twin sisters and the clumsy rigidity of soldiers. Despite the controversy and the rapid decline of FC host, DQ4 has made an impressive achievement of 3.1 million copies (Nakamura Koichi's Chunsoft also participated in the production of DQ4).

Enix in FC era has also released other softwares, such as Hokkaido serial killings, but it was completely covered up due to the dazzling light of DQ. By the time SFC was launched, the game industry entered a mythical heyday, and a large number of handed down masterpieces emerged in both mainstream SFC and tail-chasing MD, PC-E and other hosts. Enix and its affiliated societies also showed vigorous creation. The first RPG corresponding to SFC was Aretha, which was managed by Hiro Naito at the end of 199s, and the series of Bright Power developed by Camelot, founded by Gao Qiao brothers, for Sega MD was well received. Pandora Box of Iijima Keno is also active in the development of a large number of high-quality games such as "ONI" on major consoles … I don't know why Enix made no achievements in the whole year of 1991; It was at this time that Square took off. FF4, Legend of Sword and Romantic Sharjah all appeared at that time, which made Square's popularity almost equal to that of first-class manufacturers such as Konami and Enix.

At the beginning of 1992, the A-RPG Soul Weaving Machine by QUINTET's production team was appraised by Fami. The unique idea of absorbing the enemy's soul to gain ability was refreshing, and the difficult operation requirements made the sales volume of this work only reach one-third of the expected value.

September 27th, 1992 is an absolutely memorable day, and the phenomenon of the brave after a long absence reappears! Although it rained lightly in many areas such as Kanto that day, it still could not affect the enthusiasm of players looking forward to DQ5- Bride of the Sky. The initial delivery of 2 million copies was quickly snapped up, and the SFC console sold 1.7 million units in March before and after the launch of the game. For a period of time, there was a debate at home and abroad about which of DQ3 and DQ5 was the king of the series, and the author was inclined to the latter. The philosophy of Yuji Morii is perfectly interpreted by virtue of the powerful function of SFC; Since childhood, the protagonist of the story has been searching for the legendary brave man with his father, hoping to find a way to reach the King of magic dragon. During this period, he finally married Bianca, his childhood partner, after his father was killed and imprisoned for ten years. When he finally searched for the brave man, he accidentally found that the brave man was actually his own son ... The idea that Terai intended to elaborate was: "The truth that is deliberately sought is often in front of his own eyes, but people often ignore it! !" PCM sound source has improved the auditory effect to an unprecedented level, and dozens of soundtracks are inexhaustible. DQ5 also exposes the backwardness of Enix in image technology. Except for the inherent hardware features such as character size and hair color number, there is almost no progress compared with FC. Compared with the RPG "Dragon Warrior 1" with obvious imitation marks in the same period, the dynamic and beautiful picture is simply the product of two eras!

at the end of 1992, with the great success of FF5, Square began to take the initiative in the invisible war of competing with Enix for the RPG king, and gained a dominant position in terms of software quantity, quality and sales volume. So much so that it was praised by many people as "the era of Square's super-appointment!" There are still a considerable number of successful works of Enix in the SFC era. Tale of 4.6 billion years gives players a vivid drama of biological evolution in a fantastic way. The Rose Life Theater, which is co-produced with TAITO, is praised as a model of TAB game, The Battle of the Tree Emperor, which is not highly rated but full of connotation, and The Fantasy of Garya, the second bomb of QUINTET production group A-RPG, are remarkable in any aspect. As for the cultivation of AVG《J Project J-Wonder Boy, The player is full of sense of accomplishment when he overthrew the evil prime minister and rescued the princess with Pi Nuo, a mechanical teenager trained by himself. Enix-style black humor is highlighted everywhere in the game, and the author's thoughts can't help but return to those unforgettable years when he recalls Pi Nuo's solo in the grand theater, offering flowers to the princess and so on ... The record of A-level * * * division is still proud of it!

on March 11th, 1995, under the strong cooperation of Nintendo, the 32M super-large work A Journey to Time and Space, which was jointly produced by Square and Enix for the first time, went on the market. In this work, the ideas of Yuji Morii and Hiroshi Sakaguchi were perfectly combined to make it immortal! During the later period of SFC, although Enix also had masterpieces such as Mysterious Ark and Creation of Heaven and Earth for sale, compared with Square's prestige, it could only be called: "If Yu is born, how can it be bright?" As the finale of the commercial war at the end of the year, the unexpected opening of DQ6- Fantasy Land disappointed many players, but after the middle of the game, the plot turned to be tense and tortuous, which made people want to stop. Hiei tries to describe the characters' reflection on themselves to express the contradictory and complicated psychological changes. To some extent, Barbara and Mi Liyou are more vivid than the protagonist's personality. This work is the most psychological work in DQ series. The Legend of Xinghai, produced by TRI-ACE in 1996, became Enix's last original masterpiece on the SFC mainframe. As for the termination of the sale of the 2D horizontal clear-cut ACT Legend of Gouyu, which was adapted from ancient Japanese mythology, it became a perpetual prospect for some players.

After Square joined Sony PS, the situation in the industry changed dramatically. Enix joined Nintendo's new host N64 as scheduled and announced the production of Project J 2. Although the quality of Project J 2 itself is quite high, it made a strategic mistake in the choice of the first game! Launching a game that should take 2D animation as its selling point on N64, a host that advocates 3D and has extremely limited cassette capacity, really failed to show its advantages. As a result, only 3, copies of this software that Enix and Nintendo had high hopes for were sold. In 1997, during the N64 Ice Age, Forward-Troublemaker, produced by Treasure Company, only sold more than 1, copies. Under the great financial pressure and Square's active persuasion, Enix finally joined PS and SS at the beginning of 1998 and announced that DQ7 would log on to the PS platform. In order to apologize to Nintendo, which has been cultivated for many years, Fukuoka went to Kyoto to explain the reason to Yamauchi Pu and get an understanding. Dezhong Huijiu, the former president of SCEI, described the significance of the PS version of DQ7 after Enix announced its production.

after becoming a listed company, Enix firmly adheres to the principle of developing software only for mainstream models, and resolutely abandons the story of Seven Winds Island developed for Sega SS after the sales are bleak. Enix joined the development of Nintendo GB handheld and launched "DQM" in the autumn of 1998 to escort Nintendo's new handheld Gameboy Color. "DQM" organically combines the essence of DQ and Pokemon, listening to the familiar DQ theme music of past dynasties and racking their brains to capture, blend and exchange monsters. Such an interesting design, coupled with the communication competition organized by Famitong Editorial Department, contributed to the Fami's amazing sales of more than 3.8 million copies! Considerable income made Enix executives fully aware of the potential of the handheld market and increased their investment. (Off-topic: In the Japanese game industry, DQM was dubbed as a cursed game because a main programmer died suddenly due to arrhythmia at the end of the first generation of development, and the second generation of main programmers died in a car accident, which led to the delay of the male version for several weeks. Of course, these episodes should be purely coincidental.

Enix, which adopts the planning entrustment system, has no other software development organization except the core team of DQ, which is composed of about 3 people, such as Shintaro Shinjima, etc., and achieves the purpose of reducing risks and operating costs by acting as agents for small and medium-sized manufacturers' games. After entering the PS era, Enix abandoned some cooperative manufacturers with poor sales, such as QUINTET (QUINTET, who made famous works such as Creation of Heaven and Earth, was in a desperate situation after being cut off by Enix, and in 1999, dozens of FANS went to Enix headquarters to petition), and the games made by TRI-ACE, which were mainly supported, added new bright colors to Enix, and the two games, Legend of Xinghai 2 and Legend of the Nordic Goddess, were both popular and sold. The Legend of the Nordic Goddess is based on Nordic fairy tales full of tragic atmosphere. The intricate plot and smooth operation bring the gameplay that Enix always pursues into full play. Life and death are so full of poetry in this game, and people are so closely related to God. You can look at it this way; The Nordic Goddess completely dispelled players' doubts about Enix and laid a solid foundation for the best-selling of DQ7.

It is ironic that -《DQ7, perhaps the most unsuccessful work in the whole series, has created a new sales myth. With the huge advertising campaign and people's long-awaited mood, this new work, which has been separated from the previous work for five years, won the title of PS console sales with a sales volume of 4.1 million copies. The author who loves this series has penetrated this game twice with a normal heart. Facing such a cross-century masterpiece with almost no music, pictures and plots, I really have mixed feelings. In the era when PS2 became popular, there was such a poor CG animation. No one with normal thinking would believe that it was deliberate. DQ, which has been highly praised in music for generations, did not play the advantages of CD sound source at all.