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P2EP_Export/Interview_text_EN.txt
2025-08-11 17:48:56 +05:00

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