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. Has working on the series changed how you view the fiction you consume? Or more importantly, the fiction you work on? NI: Danganronpa V3, your last major work before Death Come True, was very divisive but it was admirable how you decided to end the series on your own terms. Apart from that, I tend to think about the kind of audience I want to appeal to, and how I can satisfy them. When creating something, I don’t pay any attention to my previous works, because the budget and type of user is different each time. Plus, seeing as it’s the first thing users encounter in the game, I pay special attention to the opening. No matter how interesting the content is, if you can’t realize the story within the constraint of the budget then it doesn’t mean a thing. Kazutaka Kodaka: When writing a scenario, keeping the budget in mind, I begin by thinking about the opening scenes. Nintendo Insider: When writing a story, do you start with an ending in mind and work back? Do you ever feel as if you have to surpass yourself with each new work? It was an honor to get an opportunity like this, thank you Too Kyo Games and Kodaka-san. We conducted the interview over email, with a translator acting as an intermediary. Which is why when I learned that Nintendo Insider got the opportunity to interview Kodaka himself, I was beyond stoked. As a massive fan of his work for years, I’m quite excited to see the future projects of Too Kyo Games. They have two more games currently in development: World’s End Club and Tribe Nine, as well as an anime titled Akudama Drive. We enjoyed it quite a lot and you can read our review of it here! Their first title, Death Come True, was a short but enjoyable FMV game that launched earlier this year. Kazutaka Kodaka is well known by visual novel fans, having created the popular Danganronpa series during his time at Spike Chunsoft.Īfter the series concluded in 2017 Kodaka-san decided to open a new studio with some of his friends and colleagues, Too Kyo Games, to develop more unique adventure games.
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