6/10/2023 0 Comments Death come true game![]() KK: Immersion requires the ability to concentrate, so an overly long story-driven VR game seems like it would be difficult. Do you think we’ll reach a point soon where full length, story-driven games can be successfully told in VR? NI: Based on your past games, it seems you’re very interested in the concept of Virtual Reality. Even if there’s an aspect I felt we could have done better, I feel like it’s more entertaining for users to apply what we learned to future projects rather than flesh out a previous project. KK: For the time being, the Death Come True story has been brought to a close, so I don’t really think about taking it any further. Would you like to do that, if given the chance? NI: Death Come True has a definitive ending, but there seems room to make more games in the same universe. Looking at the kind of plot devices and developments unique to those kinds of media stimulates my imagination. KK: I don’t like grotesque scenes or gore, but I like works in which people simply die. NI: Every creator I’ve had the pleasure to speak with tend to have a handful of formative works (film, literature, video games, etc.) that defined or inspired their writing style. ![]() The mystery structure can accommodate all kinds of stories, so whatever I’m working on, I always have the mystery format in mind. KK: Up until now there haven’t been a lot of mystery games, so I’ve been reading mystery novels. NI: Your games up to now have mostly been mystery focused, is that the genre you prefer to play the most in your free time? Ultimately it depends on the length of the scenario, but ideally I’d like to offer support for as many languages as possible. At Too Kyo Games we make story-driven games and for both me and Kotaro Uchikoshi, having a worldwide following to a certain extent is one of our traits, so I think a worldwide release was expected of us. KK: Fundamentally, that’s something the publisher handles, but certainly of late, most publishers are pushing for support in multiple languages and worldwide releases. Did you imagine you’d have such a large western following and do Too Kyo Games intend to continue to push for worldwide releases? I imagine this was due to Danganronpa being a success in the west. NI: I appreciated the push to release Death Come True worldwide with subtitle support for multiple languages. I used part of that idea for Death Come True. The setting was initially a town rather than a hotel. Originally it was about an ensemble cast of people who time-leapt when they died. There wasn’t much time available, so I ended up making use of an idea that I’d had on the back-burner. KK: Once it had been decided that we’d be making an FMV title, I had to come up with a plot. NI: Was Death Come True initially pitched as an FMV game, or was it envisioned to start as something else? There were loads of things I learnt the first time round. If there’s another chance to make an FMV game I’d like to try. After all, it was the first time I’d made a live-action movie. That’s a bit of a boast, haha! During the development of Death Come True the most enjoyable thing was definitely filming the dramatic elements. KK: For the most part, on the projects I’ve been involved in, everyone has enjoyed the process of creation. What was your favorite part of developing the game, and would you like to work on another FMV game in the future? NI: From watching the behind the scenes segments of Death Come True, it seemed that everyone involved had a lot of fun working on it. Creating an FMV as a game creator, I felt the need to make it feel game-like. KK: I’d thought about the UI elements before filming started when I started working on the scenario. Were those decided before filming or chosen to fit after it had wrapped up? NI: Death Come True’s UI elements and style made it stick out amongst other FMV games. ![]() One thing I can say is that fiction can change someone’s life, and if someone feels love in response to that, that emotion is very much the real thing. When I’m in the process of creating something, I’m completely immersed in the world I’m building. With each project, I accumulate all kinds of ideas. Speaking of fiction, I’ve got so many different thoughts so it’s difficult to sum them up in a few words. Well, I thought it might end up that way… It just turned out to be divisive, that’s all. KK: I’m not sure whether the Danganronpa series is finished…Īs for V3, all the staff, myself included, gave it our best shot.
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