134 lines
5.4 KiB
Plaintext
134 lines
5.4 KiB
Plaintext
Интервью продюсера игры Кодзи Окада
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и арт-директора Кадзумы Канеко
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-Challenges in making Persona 2: Eternal Punishment-
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Okada:
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The biggest concern was how mush we wanted to put in this title.
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Comments and requests from the staff went way beyond what we originally planned.
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We througnt about what we learned from Persona 2 Sin, so that we could improve elements such as the game and rumor systems.
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Then, the volume, the overall content of the project, became much greater than we'd thought.
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I believe that was a good thing, but we had to take a consensus and decide how much we were actually going to do in this project.
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It was a tough decicion to make.
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Kaneko:
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Even the things that we thought unnecessary in the beginning came up,
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I don't know if that was a challenge or something else
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-Efforts made in Persona 2: Eternal Punishment-
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Okada:
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I believed that the key to expressing adult opinition and mentality as opposed to those of a juvenile,
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was not in just creating atmosphere in the game, but incorporating those aspects into the gameplay itself.
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That's where I put most of my efforts.
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Kaneko:
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It's my intension in my work that the main characters catch people's attention.
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That's why I had to make a distinction between Sin and Punishment
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For Sin, they could wear school uniforms and be good to go,
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But in Punishment, the characters are adults.
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I mean, uniforms stand out, and (in Sin) we had that kind of following.
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But, that kind of scared me when I worked on Punishment.
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I kept the image of an average adult in my head,
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but by doing so, I couldn't show the heroic quality of each character.
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So, I put my effort into making characters look normal, but wuth a different feeling from average people.
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In the end, all the characters ended up looking pretty non-standart.
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Okada:
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Hmmmmm.... But that's because....
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Kaneko:
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What do you mean by "Hmmmmm..."?
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-Sources of inspirations-
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Kaneko:
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Well, to me, I use whatever catches my attention as a reference, and go from there.
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Let's take Nike shoes for example.
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I look at them, and then... How should I say?
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Adapt the design to the entire costume...
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Understand the concept of the design and say "Hey, this concept is cool" then design the costume according to the concept...
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Okada:
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Rather than getting inspirations only from specific things, we both tend to be inspired by things we're interested in...
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Well, i don't know if it just happens that way, or its meant to be that way.
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Of course, my interests are different from his.
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Anyway, when you try to come up with an idea, you'll go to nowhere if you just cross your arms and think to yourself.
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There's no way you're going to get any kind of inspiration, nor be inspired by anything.
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-Future plans for games set in Meiji, Sengoku, Heian Era?-
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Okada:
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Heian Era, huh...
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If some Joe suddenly starts talking like "I'm blah blah blah", I don't thik anybody's gonna get it.
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Kaneko:
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Well, maybe your average Joe gets caught up in something...
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Okada:
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Ha-ha-ha! ..in a serious incident?
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Kaneko:
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Like the entire city in the trouble?
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Okada:
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Recently, I've been realizing that Murasaki Shikubu was a really great writer of the Heian Era.
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Kaneko:
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Why...? Why do you think so? Have you been reading Murasaku Shikubu's works?
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Okada:
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No, but I was kinda thinking of...
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Kaneko:
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Reading Murasaku Shikubu's works? Really...
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Okada:
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Putting that aside, I'm very interested in doing a title that's set in the past.
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Kaneko:
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There're a lot of good titles themed like that out there, and I personally like them a lot.
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I'm thinking that it'd be very cool for us to make a Megami Tensei title like that.
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Actually, we have some plans already.
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We'd like to start working on it.
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- Reasons for the high school setting of the Persona Series -
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Okada:
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Pretty much everybody expirences being a student at some point in their lives.
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It's something everybody can relate to, including myself, and it was a time when we absorbed everything.
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A time when we were bound to nothing, free to do what we wanted.
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In that sense, I believe it helps the players to accept the theme and the variety of ideas that we've proposed.
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Kaneko:
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My school days has a strong impactt on my life. Not that I've lived that long, of course.
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Yeah, it really affected who I am right now, so keeping that in mind, I've sort of re-creating my expirences in Persona.
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-To the players of Shin Megami Tensei series-
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Okada:
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I'm confident to say that Atlus' world of Shin Megami Tensei is very distinct from others; its originality has been firmly estabilished.
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Whether it be storyline, theme, or game system, the players can expirience something thay can't expirience anywhere else.
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Kaneko:
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I still wonder; whi the name Shin Megami Tensei? Don't you feel a gap between the name and the content of the series?
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If you just look at the name, you'd think the series is...
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Well, I don't know what people would think, but i bet it's very different from what it really is.
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You may ask "What's in the series?". Well, people come across something that doesn't work out for them, or think "this isn't the real me" on a daily basis.
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They continually yearn for an alternative, a different life.
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I guess the brain wants excitement.
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Shin Megami Tensei is a piece of work that contains a lot of those stimuli.
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Its themes are very familiar to us, so that makes them easy for the brain to compreherd.
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And that, in turn, expands the players' minds beyond their expectations.
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In other words, its good for your brain...
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Whatever that means. |