We recently got a chance to interview Capcom's errant genius, Atsushi Inaba, producer of Steel Battalion: Line of Contact. This is his third game in a little over a year to make waves thanks to its unusual approach -- he also produced the original Steel Battalion as well as Viewtiful Joe. For candid answers to our questions, read on!

GameSpy: Given that the original version has been out for over a year now, you knew what kind of sales you could possibly expect from the sequel. Did Capcom ever consider canceling the project?
Inaba: There was a time when I considered canceling the project due to technical problems (trying to crunch too much information over too little bandwidth). But I can honestly say I have never even given a thought to canceling the game over lack of profit. This game wasn't about money from the get-go. It was always about making a fun game.
GameSpy: On a similar thought, did you ever consider implementing a normal controller option to potentially increase sales?
Inaba: Nope. The game was meant to be played with that big controller and that's the only way I was going make it.
GameSpy: Did you have any worries that Capcom would not "greenlight" the project, or was it a stealth operation like Viewtiful Joe?
Inaba: Actually, yes. I keep telling management to wait just a little longer, and by the time I showed it to them the game was almost finished, so they kind of had to let me make it. Aren't I sneaky?
GameSpy: Were online features always planned for Steel Battalion?
Inaba: Yes.
GameSpy: Did the sales of the original product meet expectations? Can such an expensive game be profitable?
Inaba: I don't know the numbers. However, I do know for a fact that revenue was reported and the U.S. showed a profit.
GameSpy: How much has anime/manga influenced the design of the mecha in Steel Battallion? What specifically?
Inaba: It really hasn't influenced this project at all.
GameSpy: Have you made, in your mind, the ultimate mech simulator that will not be surpassed? Can it be surpassed without a dedicated controller?
Inaba: Yes, and if by some chance some lucky R&D studio does manage to make one better, it will be a miracle. If that were to happen I don't think a dedicated controller would be absolutely crucial, but it sure helps!
GameSpy: In SB, dying even once results in the deletion of your save data, which can be very frustrating. In retrospect, are you satisfied with this controversial design decision?
Inaba: I'm sticking to my guns. This game was built on realism. If you were a pilot in a war and got shot down you either bail out or else you'd be dead. I'm sorry if reality bites, but that is the truth. Besides, just like a real fighter pilot you always have a fair shake at pressing that eject button in time.
GameSpy: After this game, is there anything else you hope to do in the Steel Battalion universe -- Xbox or not, special controller required or not?
Inaba: I really haven't thought about it. I have way too little time as it is. Although now that you mention it, the idea is intriguing.
GameSpy: What's next for Atsushi Inaba?
Inaba: This is one of those questions where both you know and I know that I am working on a project that I want to tell you about but can't because the timing isn't right. So for now, no comment. Sorry. But let's just say it's cool. It's original. And it rocks!