tag:blogger.com,1999:blog-4489894066993534202024-03-13T23:33:22.633+01:00Gyakuten Saiban LibraryAshhttp://www.blogger.com/profile/16349298369385273080noreply@blogger.comBlogger171125tag:blogger.com,1999:blog-448989406699353420.post-82141986254132912212023-11-07T09:18:00.004+01:002023-11-07T09:18:54.265+01:00Gyakuten Saiban, The Meaning of Design (2006)<div style="text-align: left;">Title: <i>Gyakuten Saiban</i>, The Meaning of Design / 「逆転裁判、デザインそのココロ」</div><div>Source: <i>Gyakuten Saiban Official Fan Book</i></div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhc4i9iXKd7_oCTbNFrS4DlJnB2Rwoz5xZACCcyPKTYarXsX1G5kUaIju4BDvxTlM6c9OsrcgVBI5eOdleUUYwjhEnMS7N0b0EiFpNp4GuOVlxhqj0gH677KKs70qe5LoGaBwiNHRlTROa9NCVJXLy0PiDMCwIEECpVO_WOvdIqhMNQ92cNbzpJY2Z5T5Tc/s282/gsfanbook1.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="282" data-original-width="200" height="282" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhc4i9iXKd7_oCTbNFrS4DlJnB2Rwoz5xZACCcyPKTYarXsX1G5kUaIju4BDvxTlM6c9OsrcgVBI5eOdleUUYwjhEnMS7N0b0EiFpNp4GuOVlxhqj0gH677KKs70qe5LoGaBwiNHRlTROa9NCVJXLy0PiDMCwIEECpVO_WOvdIqhMNQ92cNbzpJY2Z5T5Tc/s1600/gsfanbook1.jpg" width="200" /></a></div>Summary: <i>Gyakuten Saiban Official Fan Book </i> was released in 2006, in the period between the release of <i>Gyakuten Saiban Yomigaeru Gyakuten </i>(<i>Ace Attorney 1 DS</i>) and <i>Gyakuten Saiban 4</i> (<i>Ace Attorney 4 - Apollo Justice</i>). As a book aimed at fans of the series in this interim period, the book contains an interview with series writer/director Takumi, in which he looks back at the six years in which he has worked on the series until now. He talks about working on the first game and the difficulties they experienced during its development, from him not knowing how to write characters to the composer having to leave the project mid-way. He also talks about how it's almost miraculous how the three games formed one cohesive story, as he was always more concerned about making the next deadline and thus could not actually plan forward.</div><span><a name='more'></a></span><div><br /></div><div style="text-align: center;"><span style="font-size: large;"><b>Looking Back at 6 Years That Have Rushed By</b></span></div><div><br /></div><div>Interviewer: When did the series start?</div><div><br /></div><div>Takumi: I wrote my planning proposal titled “<i>Attorney Game (Tentative)</i>” in August 2000, so I guess it’s already been six full years. A child who entered elementary school would right about now start rebelling.</div><div><br /></div><div>The story ended with <i>Gyakuten Saiban 3</i> (<i>Ace Attorney 3 – Trials & Tribulations</i>). When the project was truly completely finished on January 2004, I was completely overwhelmed by emotions… but strangely enough, I am still doing <i>Gyakuten Saiban</i>-related work. Perhaps this series is also starting to rebel against its parent and go its own path. At one hand, I am grateful for that, though it’s a complicated feeling.</div><div><br /></div><div><i>Gyakuten Saiban (Ace Attorney 1 GBA</i>)… Even if it didn’t turn out a big hit, I was absolutely sure it would become a one-of-a-kind game for those who resonated with it. To be honest, when the first game was released, I did feel it should’ve sold a bit better than it actually did. But having worked on the third game now, I do think it’s all thanks to the first game. Perhaps I’m starting to idealize my own memories, but that one year where we created <i>Gyakuten Saiban</i> out of nothing, that will remain a special memory.</div><div><br /></div><div>Interviewer: Could you tell us about the development of that game then?</div><div><br /></div><div>Takumi: <i>Gyakuten Saiban</i> started out as a project that was made with a low budget, few people, hidden somewhere out of sight and which would be launched quietly…. Something like that. At least, that’s how it appeared to me. Like a dandelion swaying in the shadow. Yes I know, dandelions don’t bloom in the shade. Ten months. Looking back, it was an impossibly short development period. But I was so excited because I was told I could make whatever I want, so I didn’t really saw reality as it was, I guess. And this I realize now, but the team had some very talented people at the right spots. I think the producer made sure I had good staff members, to compensate for the short time. If they hadn’t been there, <i>Gyakuten Saiban</i> couldn’t have been made… So in a way, it feels like it was destined to be so.</div><div><br /></div><div style="text-align: center;"><span style="font-size: large;"><b>The Memories of the Team Members is the Greatest Treasure</b></span></div><div><br /></div><div>Interviewer: Could you tell us about your memories with the other team members?</div><div><br /></div><div>Takumi: We only had seven people on the first game. We were basically all rookies still, with most of them having little experience yet. I think that was exactly what made this team unique, in a good way. Like, we didn’t know our own limits yet. Perhaps I’m just imagining things though. The story, the characters, the graphics, the music… You can really tell the personalities and preferences of the team members shining through those parts. It shines through so obviously. Because everyone just did what they wanted, me included. That’s the strength of a small team. </div><div><br /></div><div>So I too learned a lot, thanks to them. I am especially thankful to the designer who created Naruhodo-kun (Phoenix Wright) and Mitsurugi Reiji (Miles Edgeworth). She was a woman. At the time, I was only focused on the story, and didn’t know an inkling about characters. To be honest, I’m not sure I do know. Anyway, she really gave me a hard time about that. She was someone who really cared about characterization. She was involved with the characterization of basically all characters in the first game. This is a story well-known among the fans, but she was also the one who decided that Mitsurugi should have the same age as Naruhodo-kun as his rival. The Mitsurugi Reiji I originally had in mind was 36, and was envisioned as a more monstrous prosecutor. She left the team after the first game, but if she had not been there, I doubt Karuma Mei (Franziska von Karma) and Godot could’ve been created. </div><div><br /></div><div>Now you might think, “Did such an amateur really write the scenario of these games!?” And the answer is yes.</div><div><br /></div><div style="text-align: center;"><b><span style="font-size: large;">The Many Great Tunes of the Gyakuten Saiban Series</span></b></div><div><br /></div><div>Interviewer: The music of <i>Gyakuten Saiban</i> is quite alluring.</div><div><br /></div><div>Takumi: It is. The music of the first game especially had such an impact, it would influence the style of the games that would follow. However, behind the scenes, it was quite a chaos. There’s not really a “good answer” when it comes to music. So I had a lot of discussions regarding the composer’s style and preferences, and then he’d write the music. But near the end of the project, right when we were still busy with the actual development of the game, the composer suddenly had to take a long leave. What was the reason again? I don’t remember. It was so busy for all of us, I forgot.</div><div><br /></div><div>And all he left us, were the tracks he had just written in a flurry… Don’t tell anyone else, but this left us in quite a pickle. Anyway, so with the people who were left, we had to just try and see what tracks seemed to fit what scenes. It was rather thrilling. We quickly ran out of music, and even had to use tracks which had been rejected before.</div><div><br /></div><div>The track that you hear at the very end of the first game, when the credits run…. That track was a work-in-progress. But we had nothing else left to us, so we had to bring it out. If you listen to the GameBoy Advance version one more time, you might notice it’s a bit simpler than the other tracks. Because it was still unfinished. At the time, I was not sure whether that was really okay, but I think it turned out right. But when we were able to remake the game for the DS, I had it re-arranged. By the way, after the game was finished, we had a tear-filled reunion at the party to celebrate we were done. He acted as nothing had happened.</div><div><br /></div><div>Interviewer: Had the three games been planned from the start?</div><div><br /></div><div>Takumi: Absolutely not. I had my hands full just with making the deadline of the game. But then the producer at the time was so happy with how the first game turned out, he ignored the people who advised against it and decided we’d make a sequel. But even though that decision didn’t go smoothly.</div><div>“Let’s at least make three games for now,” he told me. But again, each time, I really had my hands full with making the next deadline. The only thing I made absolutely sure of, was that both the first and second game felt like completely finished stories. The way the third game managed to tie up everything so nicely…. I think that was just a lot of coincidences coming together. That was not something that I alone created in my mind. The first game was created out of nothing, so that was of course very difficult… But I was working so hard on it, I don’t really remember. But I was able to use all my ideas, and there was no pressure at all, so I had a lot of fun working on the scenario. But by the time we did the second and third game, I knew more people would be watching my work, and that became a lot of pressure, and that was difficult to cope with. Every single idea I got in my head was immediately used, and near the end, it felt like I was choking. But that feeling when a story is created by pushing through, a story you would never even have thought of only a day before… That is really amazing. It’s that feeling that allowed me to somehow make it to the goal. The pressure was quite demanding, but that is what pushed the story out of my head, like paste out of a tube. Something like that.</div><div><br /></div><div>Interviewer: Finally, what is the heart of <i>Gyakuten Saiban</i>?</div><div><br /></div><div>Takumi: It’s…. to me, <i>Gyakuten Saiban</i> has to be a mystery story. The more people play the games, the more viewpoints on <i>Gyakuten Saiban</i> are born. Some might like the feeling of finding the culprit, others may enjoy the over-the-top characters, others like the story of friendship between the attorneys, and another says it’s fun finding the faults in testimonies and another likes finding faults in the scenario... Eh? Anyway, I, as the creator, hear these voices too of course, and it does influence me.</div><div><br /></div><div>But there’s one thing I decided on when I first thought about making this game. “I want to explore the fun of the mystery fiction I love so much” I wrote the story, thinking I should never forget that thought.</div><div>I love most of all, the surprise mystery and detective fiction has offered me ever since I was young and I had always dreamed of someday, writing my own mystery fiction. </div><div><br /></div><div>“<i>Attorney Game (Tentative)</i>”…. It’s been six years since I wrote that proposal. And thanks to everyone I’ve met since, my dream has come true. In that sense, the three <i>Gyakuten Saiban</i> games are the treasure of my life.</div>Ashhttp://www.blogger.com/profile/16349298369385273080noreply@blogger.com0tag:blogger.com,1999:blog-448989406699353420.post-44891002371543710812023-11-06T15:57:00.004+01:002023-11-06T16:11:16.766+01:00The Answer to Unfinished Matters - A Story Of Succession: Eshiro Motohide & Yamazaki Takeshi (2013)<div style="text-align: left;">Title: The Answer to Unfinished Matters - A Story Of Succession: Eshiro Motohide & Yamazaki Takeshi / 「やり残したことに答えが出せた、"継承”を描く物語 江城元秀X山崎剛」</div><div>Source: <i>Gyakuten Saiban 5 Official Complete Guide + Special Episode Guide</i> </div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6x6mOoOuCk80qJJ4WZ6GBrk8qfTOKGI0VaBf-zrkXT8rjcWzVNzIgHZncf-d55m83pZNuLhG-FCtn2YLDVeIaO9NYdjrvPNY_kJ8qgelPAooLw0X8LREQNePuBVFuU8MUXeki5cz1aPTtkBAJD8dWa0CP82q24bUDIxk41u4HdCnIaD0XaaPtBWnQ-8Mq/s281/gs5guide.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="281" data-original-width="200" height="281" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6x6mOoOuCk80qJJ4WZ6GBrk8qfTOKGI0VaBf-zrkXT8rjcWzVNzIgHZncf-d55m83pZNuLhG-FCtn2YLDVeIaO9NYdjrvPNY_kJ8qgelPAooLw0X8LREQNePuBVFuU8MUXeki5cz1aPTtkBAJD8dWa0CP82q24bUDIxk41u4HdCnIaD0XaaPtBWnQ-8Mq/s1600/gs5guide.jpg" width="200" /></a></div>Summary: The official guide for <i>Gyakuten Saiban 5</i> (<i>Ace Attorney 5 - Dual Destinies</i>), released in 2013, contains a long interview with producer Eshiro Motohide and scenario director Yamazaki Takeshi, where they talk about a variety of topics concerning the game, ranging from the jump to 3D graphics, how some characters were originally conceived and how they differ from the end product, the ideas behind the change in user interface and adding consumer-friendly options, and also the themes of the game and the thoughts that went behind creating the stories of the main characters. The interview also contains several extra columns, where the developers talk about smaller subjects, like references and other fanservice points found in the game, they talk about the <i>Gyakuten Kenji</i> (<i>Ace Attorney Investigations</i>) series they worked on too, and about smaller bits of trivia concerning the game, like the connections between Themis Legal Academy and a certain <i>Gyakuten Kenji</i> character or for example script conventions.</div><div><br /></div><div><br />Images are taken from the source. Copyrights belongs to the respective owners.</div><span><a name='more'></a></span><div><br /></div><div style="text-align: center;"><b><span style="font-size: large;">The Answer to Unfinished Questions - A Story Of Succession: Eshiro Motohide & Yamazaki Takeshi </span></b></div><div><br /></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1RY7aJLbTtPlguzGgpbL9JjOUBQFCiGCvu685rR52zrHf8J281SaHBJBXzPMCUx2fIPvWXyL0Y-6fypW_FQE1_fJnZA83J-BUnR_LB0tmeuKklVqvKHed_YKuE-1Isyud3oUlk-C_jIztH8BoriPkE_cl90gVF7_zBjxcinLEEK5lT8xls_Al9tP2KhaU/s385/Clipboard01.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="255" data-original-width="385" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1RY7aJLbTtPlguzGgpbL9JjOUBQFCiGCvu685rR52zrHf8J281SaHBJBXzPMCUx2fIPvWXyL0Y-6fypW_FQE1_fJnZA83J-BUnR_LB0tmeuKklVqvKHed_YKuE-1Isyud3oUlk-C_jIztH8BoriPkE_cl90gVF7_zBjxcinLEEK5lT8xls_Al9tP2KhaU/s16000/Clipboard01.jpg" /></a></div><br /><div><br /></div><div style="text-align: center;"><b><span style="font-size: large;">The Benefits of Working in 3D</span></b></div><div><br /></div><div>Interviewer: The consumers were already all over-excited in anticipation of the game’s release. How did you feel about that?</div><div><br /></div><div>Eshiro: It was amazing when we first announced the game was in development (*the game was announced at the <i>Gyakuten Saiban 10th Special Court</i> held at Tokyo Mielparque Hall on January 29, 2012). The whole venue was trembling. It honestly felt as if the whole ground was shaking due to the audience’s cries.</div><div><br /></div><div>Yamazaki: Yeah, it really gave me goosebumps!</div><div><br /></div><div>Interviewer: The game has been developed for the 3DS, so I assume the “3D effect” must have been quite important in the actual development process too. I was surprised by the possibilities 3D models offered, and for example, the shot in Episode 2 right after Kumabee (Phineas Filch) steals your bracelet. I was surprised to actually see it around his wrist.</div><div><br /></div><div>Eshiro: That idea would have been shot down immediately if we had been working in 2D, I think. Because you’d have to redo all the sprites. 3D models and animation allow us for example to move objects around, or give them smooth animations. If you want to have extremely fluid animation in 2D, you’d have prepare 60 frames of animation for every movement. The reason why the development <i>Gyakuten Kenji</i> (<i>Ace Attorney Investigations</i>) demanded so much of us until the very end, was because we needed to figure out how to have a limited number of animations, which still would allow us to bring the characters alive on screen. This is a hurdle you face every time you work in 2D. It is also directly connected to the amount of development work necessary, and that in turn influences the time schedule of the project.</div><div><br /></div><div>Yamazaki: Another big benefit is there’s no need to draw in-betweens even for big motions. If we’d for example done the animation of the galactic scooter of Ōgawara (Yuri Cosmos) in 2D, a tremendous amount of animation would have been needed.</div><div><br /></div><div>Eshiro: That would have been a nightmare (laugh).</div><div><br /></div><div>Yamazaki: So that’s a benefit of working in 3D. </div><div><br /></div><div>Interviewer: How about effects of seeing everything in three dimensions?</div><div><br /></div><div>Yamazaki: Take for example animations like attacks moving towards the screen. And the characters all have breakdown animations that work because they were made in 3D, helped by the camera.</div><div><br /></div><div style="text-align: center;"><b><span style="font-size: large;">Kokone was supposed to be a cool-headed beauty?</span></b></div><div><br /></div><div>Yamazaki: When we first announced the game, we tried not to put Kokone (Athena Cykes) too much in the foreground. We were hiding Monita (Widget).</div><div><br /></div><div>Eshiro: We wanted to make her appear a bit mysterious.</div><div><br /></div><div>Interviewer: She turned out not at all like you’d guess from that image.</div><div><br /></div><div>Yamazaki: (Laugh) Yeah, you’re right.</div><div><br /></div><div>Eshiro: At first, you’d think she’d be more like an older sister-type of character, but no. She was the complete opposite of the calm-headed type (laugh).</div><div><br /></div><div>Yamazaki: Among the ideas we had for her personality originally, was also the type of the cool-headed, beautiful woman.</div><div><br /></div><div>Eshiro: Oh yeah, that’s right!</div><div><br /></div><div>Yamazaki: We played with it, but it just didn’t work (laugh). If she were like that, we’d lose the <i>boke</i> character type (TN: <i>boke</i> is the funny character as opposed to the <i>tsukkomi</i> straight character in a comedy act). </div><div><br /></div><div>Eshiro: Aha…</div><div><br /></div><div>Yamazaki: We needed someone to act as the <i>boke</i> in the conversations.</div><div><br /></div><div style="text-align: center;"><b><span style="font-size: large;">The New Mechanic: Heart Scope</span></b></div><div><br /></div><div>Interviewer: You introduced the new mechanic Heart Scope (Mood Matrix). I believe it took some trial and error to create the mechanic?</div><div><br /></div><div>Eshiro: At first they told me they were thinking about doing something based on psychology. So I told Yamazaki: “Don’t make it too complex.” It had to be simple enough you could understand the mechanic without having to look in the manual, but it still needed to be fun to play. And I also told him to not make it too difficult.</div><div><br /></div><div>Yamazaki: We had arrived at the idea of a puzzle mechanic based on psychology early on, but the next question was, how were we going to portray “psychology”? Compared to evidence and testimonies, emotions are vague, so the difficulty was translating that to a game format. So eventually, we decided to settle on the four emotions of <i>kidoaikyō</i> (happiness-anger-sadness-surprise). And then we focused on the contradictions between the testimony, and the true emotions behind them. The next task was to give it an impactful visual look, and we arrived at the idea of changing the images. I brought this to Eshiro, who said he wanted something extra. So I mumbled to myself “What is he saying!? Always working us so hard…”</div><div><br /></div><div>Eshiro: (Laugh) I felt it was missing just something extra to make it really fun. It was still a bit too light on content.</div><div><br /></div><div>Yamazaki: So after thinking it over, I arrived at the idea of an emotional overload. Thanks to that extra dimension to the mechanic, we could also expand on the stories. The scene with Yumemi (Jinxie Tenma) in Episode 2 was the first scene with an emotional overload we created. It made us realize this was an interesting system, because it could allow us to portray the world as seen by that specific character. Yumemi truly believes yōkai exists, so she would see them. I was really glad to see how this mechanic really connected to the characters’ personality.</div><div><br /></div><div>Eshiro: Misunderstandings and faulty memories of the witnesses have always been a staple of the series. Those are situations created by emotions, I think. The emotional overload focuses on that, so the idea felt really probable to occur. So you’d need to resolve that and calm the witness down first, and then use the Heart Scope to figure out what they were really saying. At first you’d only have the normal Heart Scope, but starting with the second episode, emotions would sometimes run wild. Making you guess who would be the next (laugh). My idea was that the player would get to the Heart Scope segments, and be surprised each time: “Oh, emotional overload!”, “This part is normal…” This way, they would not get bored by the mechanic and remain excited. People who have been with the series for a longer time, will have gotten used to the format of Investigation, Trial, Investigation, Trial parts. The Investigation parts tend to be on the more monotonous side, so we made sure to create the investigation parts in 3D too, to give the players the feeling they are searching the scenes. And the trial parts too are given some variation by using the Heart Scope mechanic at different points. It’s a matter of creating varied pacing as a game, within one courtroom battle. The same holds for the timing when the trial is adjourned, or where one testimony segment will eventually lead you. A game needs to be designed with consideration of the “wave” of the feelings of the player.</div><div><br /></div><div style="text-align: center;"><b><span style="font-size: large;">Don’t Stress Out the Players</span></b></div><div><br /></div><div>Interviewer: With the jump to the 3DS, you also redesigned the user interface (UI).</div><div><br /></div><div>Eshiro: You could say it was a gamble. Long-time fans of the series might have felt it unnecessary to change things around. Perhaps they think the old UI was better, or they don’t like how it feels different. But we felt we wanted to take some stress away from the player, controls that were unintuitive or hard to understand. So we wanted to lift that control-based stress away, and have the player’s stress be more based on the involvement with the story or the gameplay. I think we managed to strike a balance with that.</div><div><br /></div><div>Interviewer: So now we have the Notes in the investigation part, and Consultation in the trials. While I was playing this, I started getting worried nobody would buy this official walkthrough as they’d not need it. (laugh)</div><div><br /></div><div>Eshiro & Yamazaki: (laugh)</div><div><br /></div><div>Interviewer: The first time I just wanted to play the game so I didn’t notice it right away, but the Consultation mode almost feels like a bonus track on an album. So then I started to make mistakes on purpose. (laugh) I felt happy, as I could really feel how you made efforts to make sure the player could make it to the end without stress.</div><div><br /></div><div>Eshiro: There were both people for and against the Consultation mode in the team. And I understood why some people said we shouldn’t include it, because it would take away from the joy of solving the puzzle yourself. But <i>Gyakuten Saiban</i> by now has also been adapted as a film, and for the stage, so the audience is very diverse, ranging from young people to elderly fans. So we had to find a format that would allow this wide variety of players to play the game without stress. I myself don’t really play games that are a hassle to play, even if they are fun. (laugh) But that’s also why we didn’t make too big a deal of Consultation. The fact you say you didn’t notice it at first is exactly what we as the development team wanted. Once you see it, you feel like you need to watch it, or you feel like it’s telling you the answer too soon.</div><div><br /></div><div>Yamazaki: Indeed. (laugh)</div><div><br /></div><div>Interviewer: In that sense, it’s a good use of the hardware’s characteristic, having two screens.</div><div><br /></div><div>Eshiro: So we added this function to assist the people who need help. The Notes are also tucked away in an inconspicuous spot. </div><div><br /></div><div>Interviewer: So you made sure that not only people play <i>Gyakuten Saiban</i> for the first time, but even people who play games for the first time would be helped.</div><div><br /></div><div>Eshiro: The Nintendo 3DS is used by a very wide diverse audience, so I felt we had to be accessible to everyone too.</div><div><br /></div><div>Yamazaki: I think the team members who worked on the UI and the Consultation and Notes mechanics would be very happy if they hear how people who normally play games would not notice those systems. They worked on it a lot, how to introduce those systems inconspicuously, subtly rewriting the text each time.</div><div><br /></div><div>Eshiro: The subject of UI design is quite deep, and is an fact a field of study. The designer of the UI actually goes to seminars on the subject. Very good UI design would for example seen in the ticket machines for public transport. Anyone using them instantly knows how they work, yet they offer a lot of functions. So one needs to study that and figure out how to apply those concepts to a game design. I think we can the results of that process in this game.</div><div><br /></div><div style="text-align: center;"><span style="font-size: large;"><b>Wanting To See That Scene</b></span></div><div><br /></div><div>Interviewer: This game allows the player to view the event cut scenes and animations in the gallery. This wasn’t present in the fourth game yet.</div><div><br /></div><div>Eshiro: No.</div><div><br /></div><div>Interviewer: I assume this is also why there’s a backlog now. Are these examples of catering to the player audience’s wishes?</div><div><br /></div><div>Yamazaki: Yes.</div><div><br /></div><div>Eshiro: I gave them an order. There were a lot of players who said they’d replay the game just to see specific scene, but that’s quite a hassle, right? Having to replay from the start just to see a specific scene? Some might be willing to do that if the lines would change per play, but I didn’t think it should be necessary for someone to replay the game like that constantly if they just wanted to replay a certain scene.</div><div><br /></div><div>Interviewer: Another of those points of stress?</div><div><br /></div><div>Eshiro: Indeed. So to make sure people could replay a scene, without having the stress of having to replay the game, we added the gallery as a post-game extra.</div><div><br /></div><div>Interviewer: And once you replay a chapter, it’s divided in many sub-chapters now. I was really worried, as the consumers honestly don’t need an official guide now.</div><div><br /></div><div>Eshiro & Yamazaki: Sorry. (laugh)</div><div><br /></div><div style="text-align: center;"><b><span style="font-size: large;">The Characters in the <i>Gyakuten</i> World</span></b></div><div><br /></div><div>Interviewers: Rather unique characters appear in all the episodes. Could you tell us about your favorite characters?</div><div><br /></div><div>Eshiro: Well… First is Biyōin (Florent L’Belle). I knew his character was on the right track right from the first draft. He didn’t change that much from his first design. And then there’s that guy who shouts Justice of course… His design also didn’t change much.</div><div><br /></div><div>Yamazaki: Biyōin in particular. We basically create the characters in order starting with the first episode. When character designer Fuse started on the characters for the second episode, like Biyōin, he started to get a feel for the designs for <i>Gyakuten</i> characters…</div><div><br /></div><div>Eshiro: Yeah…</div><div><br /></div><div>Yamazaki: I think he really got the feel for it when he designed Biyōin. When he came up with idea of having those phones on Biyōin’s shoulder pads, I knew he would be great at designing the rest of the <i>Gyakuten</i> characters too.</div><div><br /></div><div>Eshiro: Fuse also worked on <i>Gyakuten Kenji 2</i> (“<i>Turnabout Prosecutor 2</i>”), so of course he was already familiar with the world of these games. But when you have to create completely new characters and animations, well, it’s understandable that, unconsciously, you’d be a bit reserved with your ideas. So at first, I often felt he had good ideas, but they weren’t quite there yet. I think Fuse must have found it difficult too at first. So I told him: “You must go further, to the point you think you have gone too far.” And then he really went too far. (laugh) So he swung between those extremes, until he found the right balance with Biyōin.</div><div><br /></div><div>Yamazaki: He really found that sweet spot. Like Ichiro (Aristotle Means) in episode 3, he’s really good too. We were all exchanging ideas for him, and when we arrived at that idea of having that [redacted] appear at the end, we knew we had gold! (laugh)</div><div><br /></div><div>Interviewer: You mustn’t think about where that came from in the first place, right?</div><div><br /></div><div>Yamazaki: Nope, the moment you start thinking about it, you lose. (laugh)</div><div><br /></div><div>Eshiro: Usually, you’d wonder about it, right? Character designers appoint meaning to their characters, and have reasons for why something is the way it is. But once you start thinking like that, you’d start thinking props like that have to be prepared in advance too. But the way I see it, it doesn’t matter. As long it’s funny. So once he started creating characters and animations with that in mind, characters that really fitted in the <i>Gyakuten</i> world started to be born.</div><div><br /></div><div style="text-align: center;"><span style="font-size: large;"><b>The Structure Born From the Destruction of Court</b></span></div><div><br /></div><div>Interviewer: The story is structured in a way that episodes 1, 4 and 5 are connected with one case. Was it difficult to integrate those episodes together?</div><div><br /></div><div>Yamazaki: Yeah, that was really difficult.</div><div><br /></div><div>Eshiro: Foreshadowing events, chronologically crossing the narratives… I think that’s Yamazaki’s style of writing, his “color” or “characteristic”. We also worked on <i>Gyakuten Kenji 2</i> together. I think he likes off-setting information and time, and then bring it all together at the end.</div><div><br /></div><div>Yamazaki: Well, I suppose I do unintentionally end up doing that… So I place clues and foreshadowing all across the story and bring it all together in the last episode. It allows for a big story to develop. The story of the first episode had a lot of conditions to it too. Like having to destroy the courtroom. (laugh)</div><div><br /></div><div>Interviewer: Oh, that’s how the story started!</div><div><br /></div><div>Yamazaki: So you need a reason why the courtroom is destroyed. So there must be an incident that destroyed the courtroom. And there was probably a trial in session at the time. So there needs to be a trial about a different case going on. But you can’t leave that unfinished, so you need to address that too. So the story took on its form as I thought about the story structure. It wasn’t like I set out to do it like this…</div><div><br /></div><div>Interviewer: And every time, you end up doing it like this…?</div><div><br /></div><div>Yamazaki: Yeah. I always know it takes a lot of work to address everything at the end again and to be honest, I don’t really want to do that. (laugh) As for the first episode, it had to be done like that to have the idea of the courtroom being blown up with a bomb work, and I also wanted to show off Odoroki (Apollo Justice) like that early on too. With his jacket and the eye-patch. And that was of course also related to something in his past, so that had to be addressed too later in the game.</div><div><br /></div><div>Eshiro: I had a lot of things I wanted Yamazaki to do.</div><div><br /></div><div>Yamazaki: You sure did. (laugh)</div><div><br /></div><div>Eshiro: Naruhodō had to be there, and Odoroki of course too. But it would be boring if he was just there like always, so I told Yamazaki had to change something. As for the cases, I told him to think big, like the courtroom being blown up.</div><div><br /></div><div>Interviewer: A big tower of ideas.</div><div><br /></div><div>Eshiro: When Yamazaki came with his first proposal, it said: “The theme is the destruction of the courtroom.” So I asked him how it was going to be destroyed. He said: “I’ll think about that later.” (laugh) We always worked like that.</div><div><br /></div><div>Interviewer: And then you had that image of the destroyed courtroom created.</div><div><br /></div><div>Yamazaki: Yes.</div><div><br /></div><div>Eshiro: It was physically damaged, but social order was also destroyed due to the Dark Age of Law.</div><div><br /></div><div>Yamazaki: We needed a visual representation of the law breaking down. From the start, we wanted to have something visual to tie to the Dark Age of Law. Also, the destruction of the courtroom (<i>hōtei hōkai</i>) sounded a bit like a pun, so that was good too, Eshiro said. (laugh)</div><div><br /></div><div>Eshiro: Did you know that on the back of the box of <i>Gyakuten Saiban 3</i> (<i>Ace Attorney 3 – Trials & Tribulations</i>), the catchphrase was <i>The Courtroom Shakes</i> (<i>Hōtei Shinkan</i>)? I thought that sounded nice, with a clear message. So I figured, <i>hōtei hōkai</i> rolls of the tongue and is easy to market! (laugh)</div><div><br /></div><div style="text-align: center;"><b><span style="font-size: large;">Their Own Stories, and Succession to the Turnabout</span></b></div><div><br /></div><div>Interviewer: Looking at the story mainly from a character viewpoint, I felt the story was about two things: Kokone dealing with her past, and Odoroki’s development.</div><div><br /></div><div>Eshiro: Yes.</div><div><br /></div><div>Interviewer: Yugami (Simon Blackquill) also becomes involved near the end, and the composition of having Naruhodō and Mitsurugi (Miles Edgeworth) leading the way for the successors of their own beliefs made quite the impression on me. Please tell us about the themes in the game.</div><div><br /></div><div>Eshiro: I think we have a man sitting right here with a lot to tell us about that…</div><div><br /></div><div>Yamazaki: (laugh) When it was decided we’d create this game, I knew from the start I wanted to tell Odoroki’s story, and have him go against Naruhodō. Odoroki was designed as the protagonist of <i>Gyakuten Saiban 4 </i>(<i>Ace Attorney 4 – Apollo Justice</i>), but that game didn’t tell us his story, so this time, I wanted to focus on him, to show he would develop. So he became a darker Odoroki, who went up against Naruhodō. And through their confrontation, the truth would be unveiled. That was what I had in mind. And one of the themes of <i>Gyakuten Saiban</i> has been how defense attorneys and prosecutors had to trust each other and fight each other with all their hearts in order to uncover the truth. I felt I too had to portray the true meaning of a trial as shown by Naruhodō and Mitsurugi throughout the first three games, and how the clash between these two beliefs in justice would lead to the truth. I also wanted to give a kind of answer to the theme of the Dark Age of Law of this game. It was hard figuring out how to portray that though. The Dark Age of Law was first mentioned in <i>Gyakuten Saiban 4</i>, but it was left vague in that game. So the answer to that, lies in the conclusion of this game.</div><div><br /></div><div>Interviewer: What can you tell us about how Kokone and Yugami set out to deal with their past?</div><div><br /></div><div>Yamazaki: It was quite difficult working out Kokone and Yugami’s relationship. After long consideration, we figured that to Kokone, a determined person who fights at your side, would fit best as someone who fights facing the past. So she takes psychology into the courtroom as her weapon in order to prove Yugami’s innocent. That felt the most exciting. And her fight with her past would also be her fight with the Dark Age of Law. I wanted her fight to be a symbol of hope in the Dark Age.</div><div><br /></div><div style="text-align: center;"><b><span style="font-size: large;">An Exciting Scenario</span></b></div><div><br /></div><div>Eshiro: He was like that during <i>Gyakuten Kenji</i> too. We worked together on those two games, and his scenarios have their own characteristics. Of course, Takumi Shū also has his own characteristics. It’s a given that Yamazaki’s writing would be influenced by the person who up until then had worked on the series. But when we decided to create <i>Gyakuten Saiban 5</i>, I told him not to mind that anymore. He needed to create an interesting himself, that’s all I wanted. And I think this is his personality shining through, but the scenario had these exciting, hot-blooded elements. Friendship, love. Lately, I’ve come to see he likes to portray emotions like that.</div><div><br /></div><div>Yamazaki: I guess so. (laugh) This time we had Odoroki and Kokone’s stories, with Naruhodō helping them resolve their problems. That was the format involving the balance between those three I arrived at after trying all kinds of things. </div><div><br /></div><div>Eshiro: With three attorneys, each with their own stories, but Naruhodō as the main protagonist…</div><div><br /></div><div>Yamazaki: And there were many prosecutors too… We wanted Mitsurugi in, but Yugami had to be there too of course…</div><div><br /></div><div>Eshiro: And Auchi (Payne) too.</div><div><br /></div><div>Yamazaki: And Garyū (Klavier Gavin).</div><div><br /></div><div>Eshiro: You’re right, that’s a lot of prosecutors.</div><div><br /></div><div>Yamazaki: It really is. There were a lot of conditions I had to deal with, so I had to start thinking about the story from there.</div><div><br /></div><div>Eshiro: It seems you had extremely more hurdles to clear compared to the two <i>Gyakuten Kenji</i> games.</div><div><br /></div><div>Yamazaki: Yeah. (laugh) With Mitsurugi appearing, you of course want him in a confrontation with Naruhodō. It was hard figuring out how to have those two do battle again. But if you just had them face each other normally, it’d easily just become too friendly. Because those are besties already. (laugh) The first draft I wrote ended up like that. So that is why I came up with the structure of the two fighting each other, in order to protect their subordinates: Naruhodō protecting Kokone and Mitsurugi protecting Yugami. The story in episode 5 is set-up so we could have this moment where these two would be able to go against each other in full.</div><div><br /></div><div>Interviewer: And you see the same structure when it comes to succession.</div><div><br /></div><div>Eshiro: Yeah.</div><div><br /></div><div>Yamazaki: And that’s why Odoroki in a way ends up standing alone. Naruhodō made a name for himself as an attorney in the first three games, stopped being an attorney in the fourth, and has now returned as one in the fifth, but his position has changed a bit. He has a higher position than in the third game. He is now in the position of the chief of the agency, and has things to pass on to his subordinates. Mitsurugi too has become the Chief Prosecutor, and rather than dealing with individual cases, he is now overseeing the whole of the legal world. Naruhodō shouldn’t just return as an attorney, he had to return in his position as the agency boss. So I think the theme of succession of positions is very important. I can’t tell what will happen in the future though.</div><div><br /></div><div>Eshiro: No, that’s really hard to predict.</div><div><br /></div><div>Yamazaki: When everything is succeeded to, what happens next?</div><div><br /></div><div>Eshiro: What?</div><div><br /></div><div>Yamazaki: It’s kinda busy with the three of them there. (laugh)</div><div><br /></div><div style="text-align: center;"><b><span style="font-size: large;">New Experiments Outside the Main Game</span></b></div><div><br /></div><div>Interviewer: This time, there’s extra material beyond the main story, like downloadable content.</div><div><br /></div><div>Eshiro: Yes. We have DLC in the form of the Special Episode, but also a new idea in the form of <i>Quiz Turnabout Deduction</i>. Q<i>uiz Turnabout Deduction</i> was originally something like a novel with mystery puzzles. But then people said it was hard to understand without visuals, so we decided to add that. So then the puzzles themselves started to feature puzzles too, and we wanted to have both easy and more difficult puzzles and so it became bigger and bigger. It’s now so big it could almost be a game on its own. This is the first time the <i>Gyakuten Saiban</i> series has offered downloadable content in the first place, so we thought about what could work. In an action game, you can do a lot, like adding characters or stages. We did add new costumes too though. But adding a scenario takes up quite some resources. The Special Episode really offers the volume of a full episode. So when the team had finished the master ROM of the main game and gone gold, they all thought it was done, but nope!</div><div><br /></div><div>Yamazaki: Because we still had work to do. Now we mentioned the DLC, I remember the time we thought about what could work as costumes. For Odoroki, we asked Nuri Kazuya, the designer of G<i>yakuten Saiban 4</i> to create an original design for us. </div><div><br /></div><div>Eshiro: He is busy working in a different team at the moment, so it was a bit cheeky of us. (laugh)</div><div><br /></div><div>Yamazaki: “Please, try find some time!” we said. (laugh) He designed Odoroki’s casual outfit.</div><div><br /></div><div>Interviewer: You’ve added a lot of features to this game, like the DLC.</div><div><br /></div><div>Eshiro: Really, it’s completely packed full. You’d almost think this was the last game and we went all out. Talking about the story, <i>Gyakuten Saiban 4</i> had mysteries that had been left unanswered. We were bothered by that, as well as the players. They were wondering how it’d go from there. So we build on that, and explain what it was about.</div><div><br /></div><div>Yamazaki: Yeah, from the start, we did feel like we wanted to address things left unaddressed in the previous game. One of those points being the conclusion to the Dark Age of Law.</div><div><br /></div><div style="text-align: center;"><b><span style="font-size: large;">The Dream: A Grand Robot Sci-Fi Work Together?</span></b></div><div><br /></div><div>Interviewer: We’ve been talking about <i>Gyakuten Saiban</i> until now, but now at the end, I’d like to talk with you as creators. What kind of works would you like to work on in the future? Of course, within the limits of what you can tell us now.</div><div><br /></div><div>Yamazaki: A good question. I have only worked on <i>Gyakuten</i> games… I love mystery fiction, so I am happy I get to work on mystery games but working on this game, I noticed I like to work on a large scale stories like this. So I’d like to work on something that can be made big, like a sci-fi or fantasy story.</div><div><br /></div><div>Eshiro: Well, I started out as a programmer, and I love shooting and action games. I am bad with puzzle games, so I doubt I’ll ever work on them. (laugh) The genres I have not worked on since joining Capcom would be… I guess I never worked on a game with robots.</div><div><br /></div><div>Yamazaki: That’s exactly the kind of game everyone would like to work on!</div><div><br /></div><div>Eshiro: Yeah.</div><div><br /></div><div>Yamazaki: That sounds fun!</div><div><br /></div><div>Interviewer: So Mr. Yamazaki will get to write the story?</div><div><br /></div><div>Yamazaki: Yeah, let’s do this. Robots!</div><div><br /></div><div>Eshiro: I do like to work on a robot game. I grew up watching Sunrise’s robot anime series. If it comes to that, I’d like to not only produce, but also direct…</div><div><br /></div><div>Yamazaki: Why not? You’ll get to write P(roducer) and D(irector) next to your name.</div><div><br /></div><div>Eshiro: No, but that doesn’t really work well. Being both producer and director… only someone with two personalities could pull that off in a good manner. A producer’s mind is there to be able to say “No” to the director, and the director has to be able to say what’s on their mind to the producer. They require different skill sets, and it’s very difficult to accomplish both tasks as one person. You’ll end up compromising sooner or later. If as the director you start thinking how this will mess up the schedule, delaying the release, you’ll unconsciously start thinking shrink the scale of the project. And if you only think of a game as the producer, you might end up thinking more of games that sell, rather than of games that are fun to play, so I think it’d be rare to have someone acting out those two roles in a satisfying way.</div><div><br /></div><div>Interviewer: Speaking of robots, <i>Lost Planet 3</i> (August 29, 2013) of your company has released, right? </div><div><br /></div><div>Eshiro: Yes. <i>Lost Planet 3</i>, and D<i>mC Devil May Cry</i>, which I worked on too with a studio abroad. Studios abroad really do feel things differently than us here.</div><div><br /></div><div>Interviewer: I hope to see a sci-fi action game developed in Japan in the future.</div><div><br /></div><div>Yamazaki: It’d be fun, for sure. I think some things can only be created by the Japanese.</div><div><br /></div><div>Eshiro: To be honest, I have been influenced a lot by a certain sci-fi film. I saw the first film in the theaters… Luke Skywalker takes place in Han Solo’s Millenium Falcon’s gunner seat, and starts gunning down TIE-fighters with the laser cannons. When I saw that scene, I felt I wanted to play this scene in the game arcades one day, so that’s why I ended up in the game industry.</div><div><br /></div><div>Yamazaki: So that’s where you came from!</div><div><br /></div><div>Eshiro: Yeah. I really want to experience that myself too, I thought! (laugh)</div><div><br /></div><div>Yamazaki: What a dream!</div><div><br /></div><div>Eshiro: But will it sell? (laugh) If only I could work on a game like a bonus, with a budget, but no set goals for profit. Just give me a budget and deadline.</div><div><br /></div><div>Yamazaki: That would be nice.</div><div><br /></div><div style="text-align: center;"><span style="font-size: large;"><b>For Fans Now, And For Future Fans</b></span></div><div><br /></div><div>Eshiro: <i>Gyakuten Saiban 5</i> has now been released, about six years since the previous mainline game. <i>Gyakuten Saiban</i> itself is a series that has been around for over ten years now. Someone who had been 12 during the release of the first game, would be over 22 now. This game is a game with a very unusual, and unique style. It’s not an action game, but does offer the same stimulating experience. As the producer, I feel it’s my duty to make it better known such games also exist on the market.</div><div><br /></div><div>Yamazaki: We talked about the backlog and UI and how they make the game easier to control before. So I think that <i>Gyakuten Saiban </i>5 is certainly not a difficult entry point for those who have never played a <i>Gyakuten Saiban</i> before. In fact, I am interested to hear how they feel if they then for example continue to play the first game. </div><div><br /></div><div>Eshiro: That’s probably something people who played the first four games in order will never experience.</div><div><br /></div><div>Yamazaki: It’d be nice if a lot of people will try <i>5</i> as their first game.</div><div><br /></div><div>Eshiro: Yes, that’d be nice.</div><div><br /></div><div>Interviewer: Thanks for your time today. I look forward to your future games</div><div><br /></div><div>July 28, 2012.</div><div>Location: Capcom Research & Development.</div><div><br /></div><div style="text-align: center;"><span style="font-size: large;"><b>EXTRA COLUMN </b></span></div><div style="text-align: center;"><span style="font-size: large;"><b>Naming is Part of Characterization</b></span></div><div><br /></div><div>Interviewer: This is almost nitpicking, but in episode 1, Kokone calls Naruhodō “Naruhodo-san” using katakana script, but Shinobu (Juniper Woods) uses hiragana script. What is the reason for this difference?</div><div><br /></div><div>Yamazaki: This holds for every character, but naming conventions are part of their personality. Kokone is an energetic woman, while Shinobu is much softer, so they are differentiated with their use of the katakana and hiragana script. Other examples would be calling other characters by their first or last name, or with nicknames. This is decided based on their interpersonal relations.</div><div><br /></div><div style="text-align: center;"><span style="font-size: large;"><b>EXTRA COLUMN</b></span></div><div style="text-align: center;"><span style="font-size: large;">Pay Attention to Red Text!</span></div><div><br /></div><div>Interviewer: Sometimes the in-game text features word in a different color. This has been a staple of the series. Is there some rule to this?</div><div><br /></div><div>Eshiro: Red words are kinda important.</div><div><br /></div><div>Yamazaki: Yes. Words we want the players to remember, we do in red.</div><div><br /></div><div>Eshiro: So you point out it’s important.</div><div><br /></div><div>Yamazaki: And then internal thoughts are blue, and setting messages are in green. Those are the rules. Oh, but while usually text in red is important, we also use it for jokes sometimes. (laugh)</div><div><br /></div><div>Eshiro: So basically, red is something you want to draw attention too. So don’t think of it necessarily as a clue, just think of it as a message of the developers directly to the player. (laugh).</div><div><br /></div><div style="text-align: center;"><span style="font-size: large;"><b>EXTRA COLUMN</b></span></div><div style="text-align: center;"><span style="font-size: large;">The New Hero Great Kyūbi</span></div><div><br /></div><div>Eshiro: Great Kyūbi (The Amazing Nine-Tails) is a hero like Tonosaman (The Steel Samurai). The first game had Tonosaman and the mascot figure of Taiho-kun (The Blue Badger). In this age, players mind the details, so when making <i>Gyakuten Saiban 5</i>, we felt we had to create such extra characters too. I think Great Kyūbi came out great.</div><div><br /></div><div>Interviewer: Aha, so a new hero.</div><div><br /></div><div>Yamazaki: Yes. We couldn’t have Tonosaman and Taiho-kun go on and on forever. (laugh)</div><div><br /></div><div>Eshiro: And Tonosaman and Taiho-kun appeared a lot in <i>Gyakuten Kenji</i> anyway. (laugh)</div><div><br /></div><div>Yamazaki: But that’s because they are set in the time period of the first three <i>Gyakuten Saibans</i>. </div><div><br /></div><div style="text-align: center;"><span style="font-size: large;"><b>EXTRA COLUMN</b></span></div><div style="text-align: center;"><span style="font-size: large;">Atsume’s laptop</span></div><div><br /></div><div>Interviewer: About Atsume (Myriam Scuttlebut) from Episode 3, where did that idea for the cardboard box come from?</div><div><br /></div><div>Eshiro: I think it was already in the first version of the scenario. It just said, she was wearing a box on her head. I was not sure about that at the time. (Laugh)</div><div><br /></div><div>Interviewer: And then her laptop falls from the box, and on the screen is a picture with all four of them.</div><div><br /></div><div>Yamazaki: Oh! You noticed that! </div><div><br /></div><div>Interviewer: So as they had a picture of them taken, that means they must have been close friends? It seems odd…</div><div><br /></div><div>Yamazaki: Atsume is a character who wanted to become part of that circle of friends, but couldn’t. And the team all added little hints to her feelings about that. Atsume probably photo-shopped that herself (laugh).</div><div><br /></div><div>Eshiro: (Laugh). The <i>Gyakuten</i> teams often hide little things like that in the games. </div><div><br /></div><div style="text-align: center;"><span style="font-size: large;"><b>EXTRA COLUMN</b></span></div><div style="text-align: center;"><span style="font-size: large;">The Secret Story Behind The Creation of Lift-Off</span></div><div><br /></div><div>Interviewer: The Lift-Off animation of episode 4’s Hoshinari Taiyō (Solomon Starbuck) really made me laugh.</div><div><br /></div><div>Eshiro: The scenario did mention “Lift off” but I couldn’t imagine what it meant. So I asked art director Fuse, and he told me “Like, he’s going to float like this.” (laugh)</div><div><br /></div><div>Yamazaki: That was really just a joke we wrote in on a whim. So we got that out, and we could think freely about an animation later.</div><div><br /></div><div>Interviewer: (laugh) And then to see how such a funny person could sigh that loudly…</div><div><br /></div><div>Yamazaki: His mood swings were an important part of his character, so he was written like that, in an exaggerated manner. Once we came up with the animation of the lift-off, the idea of all the other people helping him count down was born. So something extra funny was born involving everybody because that animation was first created. An example of an idea being improved due to interaction.</div><div><br /></div><div style="text-align: center;"><span style="font-size: large;"><b>EXTRA COLUMN</b></span></div><div style="text-align: center;"><span style="font-size: large;">Wonderful Libido</span></div><div><br /></div><div>Interviewer: Yūgami Kaguya (Aura Blackquill) from episode 4 is absolutely wonderful!</div><div><br /></div><div>Yamazaki: Really?</div><div><br /></div><div>Interviewer: Especially how she keeps bashing those robots. And she’s 37! That’s splendid too!</div><div><br /></div><div>Yamazaki: Oh, yeah, sure. (laugh)</div><div><br /></div><div>Interviewer: Whose preferences did she spring from?</div><div><br /></div><div>Yamazaki: Hahaha!</div><div><br /></div><div>Eshiro: I think it was Fuse. (laugh)</div><div><br /></div><div>Yamazaki: Yeah. I came up with the background story, but visually… First we had her age, and she was supposed to be an attractive woman with a sadistic side. She’d be slapping the robots like that.</div><div><br /></div><div>Eshiro: Haha.</div><div><br /></div><div>Interviewer: And she has those syringes....</div><div><br /></div><div>Yamazaki: Yeah. Because they’re robots, they’ll be fine. But Fuse really got into it, and came up with a very nice design for her. When I proposed we could make her younger, Fuse was like, “No, that’d be wrong. This is the way, with her being 37 like this.”</div><div><br /></div><div>Eshiro: He’s picky about that. Libido.</div><div><br /></div><div>Yamazaki: Well, she’s Yugami’s older sister after all. So the two being a bit twisted like that fitted well.</div><div><br /></div><div style="text-align: center;"><span style="font-size: large;"><b>EXTRA COLUMN</b></span></div><div style="text-align: center;"><span style="font-size: large;">What Does GYAXA Stand For?</span></div><div><br /></div><div>Interviewer: I assume GYAXA is based on JAXA, but what does it stand for in the game? I believe you talked about this?</div><div><br /></div><div>Yamazaki: I guess it’s not GALAXY, there’s no Y at the beginning. (laugh)</div><div><br /></div><div>Interviewer: Did you come up with an answer?</div><div><br /></div><div>Eshiro: (Looks at Yamazaki)</div><div><br /></div><div>Yamazaki: Ah, you got me. Sorry. When the background was first designed, I was thinking of what to write there, so joking around, I wrote “We’re working on GYAKUTEN so why not GYAXA? (laugh)”. And the next time, it really said GYAXA. The person who wrote the extra investigation texts used that to joke about it, but the truth will forever remain a mystery…! (laugh)</div><div><br /></div><div style="text-align: center;"><span style="font-size: large;"><b>EXTRA COLUMN</b></span></div><div style="text-align: center;"><span style="font-size: large;">Series Fan Service</span></div><div style="text-align: center;"><br /></div><div>Interviewer: When at the end of episode 3, they started playing Guitar’s Serenade, I got a bit worried. It was just a year since that previous incident…</div><div><br /></div><div>Yamazaki: Worried something would happen again? (laugh) Related to that: Odoroki’s ringtone is also the Guitar’s Serenade. Because he mentioned how he didn’t really like the loud music of Klavier, but he did like that song. And the logo of Themis Legal Academy is the same logo as found on the uniform of <i>Gyakuten Kenji</i>’s Ichiyanagi Yumihiko. You might think he’d appear too… but he didn’t. (laugh)</div><div><br /></div><div>Eshiro: He probably graduated from Themis.</div><div><br /></div><div>Interviewer: Now you mention him, his uniform isn’t the same as the uniform of the prosecutor’s course at Themis now. Did they change the design in those seven years?</div><div><br /></div><div>Yamazaki: Yeah, the designs must have changed. For this game, we designed the uniforms to fit with the personalities of Rei (Hugh O’Connor) and Chishio (Robin Newman) in mind foremost. Oh, and Ichiynagi and Garyū are the same age, so rumors were bouncing around they might have met. And now we know they attended the same school.</div><div><br /></div><div>Eshiro: So now it’s fact…</div><div><br /></div><div>Yamazaki: Surely, they must have done something together… perhaps.</div><div><br /></div><div>Eshiro: Perhaps.</div><div><br /></div><div>Yamazaki: Oh, and the DLC costume of Odoroki has details that will surely make people who have played <i>Gyakuten Saiban 4</i> smile. Mr. Hat is an accessory, Akane (Ema Skye)’s badge on his chest. It’ll make you think of <i>Gyakuten Saiban 4</i>. </div><div><br /></div><div style="text-align: center;"><span style="font-size: large;"><b>EXTRA COLUMN</b></span></div><div style="text-align: center;"><span style="font-size: large;">The Highlights of the Special Episode</span></div><div><br /></div><div>Eshiro: The special episode is about the first case Narohodō handles after returning as an attorney.</div><div><br /></div><div>Yamazaki: Yes. When we started thinking about what to have as the DLC, we decided to have everyone play through the first case he took on, as one of the themes of the game was Naruhodō’s return. So then we started thinking who’d be a good defendant for him, but a normal defendant seemed a bit boring…. So at an aquarium, it appears an orca end up killing a person, and now Naruhodō has to defend the orca.</div><div><br /></div><div>Eshiro: The orca!</div><div><br /></div><div>Yamazaki: It makes you wonder what’s going on.</div><div><br /></div><div>Eshiro: It’s quite shocking.</div><div><br /></div><div>Yamazaki: Every time I work on a case, I pay a lot of attention to the impact of the initial hook. So one of those ideas was, “What would you do if you’d defend an orca?” The moment I thought of it, I thought this could work.</div><div><br /></div><div>Eshiro: But once you got started on it…</div><div><br /></div><div>Yamazaki: The setting is an aquarium, and that aquarium itself is themed after pirates. And the characters are all quite unique, so I think the story is really fun. Please purchase the special episode. (laugh)</div><div><br /></div><div>Eshiro: Via download.</div><div><br /></div><div>Yamazaki: Pretty please. Oh, and I also have to mention Harumi (Pearl Fey) appears in it too.</div><div><br /></div><div>Eshiro: She appears too. And she has a lot do there! (laugh)</div><div><br /></div><div style="text-align: center;"><b><span style="font-size: large;">EXTRA COLUMN</span></b></div><div style="text-align: center;"><span style="font-size: large;">About the <i>Gyakuten</i> Series</span></div><div><br /></div><div>Eshiro: What we hope is that people who play this series for the first time via <i>Gyakuten Saiban 5</i> will think: “I never knew there was a game like this.” “This was fun” and then start thinking “If this is the fifth game, that means there is a fourth game, and a third etc.” and get into the rest of the series like that. And when they are done with that, they realize: “Hey, but there’s also a <i>Gyakuten Kenji</i> series. (laugh)” And in that series, you play as Mitsurugi Reiji and you can control him directly. So people who play the series like that will then understand what the references in 5 meant.</div><div><br /></div><div>Yamazaki: People who have played the series from the very start, will know what the line “A lawyer is someone who smiles no matter how bad it gets” means, but someone who started with <i>5</i>, will finally realize it was a reference when they play the series from the beginning. I’m quite interested in such experience.</div><div><br /></div><div>Eshiro: The first game is twelve years old now, so mechanically, the game might provide a few hurdles to someone used to modern games, but it remains an important game, as the one where it all started.</div><div><br /></div><div><br /></div><div style="text-align: center;"><b><span style="font-size: large;">EXTRA COLUMN</span></b></div><div style="text-align: center;"><span style="font-size: large;">Talking About <i>Gyakuten Kenji</i></span></div><div><br /></div><div>Eshiro: <i>Gyakuten Saiban</i> and <i>Gyakuten Kenji</i> are all part of the <i>Gyakuten</i> series.</div><div><br /></div><div>Yamazaki: That’s the way to put it, yes.</div><div><br /></div><div>Eshiro: We don’t use the word “spin-off.” They share the same name. When we use the word “spin-off” you are more likely to think of for example an adventure game which becomes an action game. Naruhodō appearing in <i>Mei’s Whippity Whip Trip</i>, fighting enemies with the whip. That’s my idea of a spin-off.</div><div><br /></div><div>Yamazaki: I am actually still waiting for that game to come out… (laugh)</div><div><br /></div><div>Eshiro: But <i>Gyakuten Kenji</i> is in essence the same as <i>Gyakuten Saiban</i>, as an adventure game that lets you experience the thrills of turning things around. The flow of turnabouts in the story and the truth being uncovered at the end is the exact same. So it is a different take on the <i>Gyakuten</i> series and should be played as part of the <i>Gyakuten</i> story.</div><div><br /></div><div>Yamazaki: Yeah.</div><div><br /></div><div>Eshiro: Personally, I think the second <i>Gyakuten Kenji</i> in particular turned out great. That game is really Yamazaki gone all out.</div><div><br /></div><div>Yamazaki: Yes, I did my best!</div><div><br /></div><div>Eshiro: And I think he went all out to with <i>Gyakuten Saiban 5</i>.</div><div><br /></div><div>Yamazaki: Yeah, for sure. </div>Ashhttp://www.blogger.com/profile/16349298369385273080noreply@blogger.com0tag:blogger.com,1999:blog-448989406699353420.post-11400659741115658262023-08-21T13:51:00.004+02:002023-08-21T14:06:21.820+02:00Gyakuten Kenji Planning Document (Capcom Town Excerpts) (2023)<p>Title:<i> Gyakuten Kenji</i> Planning Document (Capcom Town Excerpts) / 逆転検事企画書<br />Source: <a href="https://captown.capcom.com/ja/museums">Capcom Town Museums</a><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwnkYkVgBxCSWRSCG_Kg2glkCDl3ytwvczaIOHCEb_GR5caXoODZfYMPt__oBcJ_SQQtALxsiLVi45FXhiQafWhKoVlZoteIg9ECuyK-Bqh_5VxdhOr5FtDUjsYw045GAulfMb3BggLzdkWCzlzZ6t0vXnUFiU0fEAfAErtb2FED_S_GLh2D-serB8nncH/s240/Capcom%20Town.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="240" data-original-width="200" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwnkYkVgBxCSWRSCG_Kg2glkCDl3ytwvczaIOHCEb_GR5caXoODZfYMPt__oBcJ_SQQtALxsiLVi45FXhiQafWhKoVlZoteIg9ECuyK-Bqh_5VxdhOr5FtDUjsYw045GAulfMb3BggLzdkWCzlzZ6t0vXnUFiU0fEAfAErtb2FED_S_GLh2D-serB8nncH/s1600/Capcom%20Town.jpg" width="200" /></a></div>Summary: On June 12, 2023, Capcom opened Capcom Town, a website to celebrate the 35th anniversary of the game company. On August 21, a few pages from the original planning proposal for <i>Gyakuten Kenji</i> (<i>Ace Attorney Investigations: Miles Edgeworth</i>) were posted in the Museum section of Capcom Town. These were the official documents for internal use to explain what the game was going to be about. In the four pages posted, we see what they wanted to bring over from the main series, but also how they tried to differentiate the game from the main series in terms of gameplay. While in other interviews, director Yamazaki has told about a time when they were contemplating making a game featuring Akane (Ema Skye), the pages shown here are from the time when they had firmly decided on using Mitsurugi (Miles Edgeworth) as the playable character in the planned game.<br /><br />Images are taken from the source. Copyrights belongs to the respective owners.<span><a name='more'></a></span><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3kmtUTeDGS_1n5rOIdOBK1ysCQg9XwQmFntca-t510rTKbUrgStx1sM-Ur_qQVOHuZ-msvk-Q6sNgOAo_BEg9d3-VBZHRoklQ-PbU0lXXIV4ocyrQHmysuWBk-6Blfl2bmmqfGTzJ2ZMR6ONg-zOGR1AQXFhhHn4I_ZJu9b-xHgPAeBXMMMl7eqPtxAvK/s400/%E9%80%86%E8%BB%A2%E6%A4%9C%E4%BA%8B_%E9%80%86%E8%BB%A2%E6%A4%9C%E4%BA%8B%E4%BC%81%E7%94%BB%E6%9B%B8_1.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="267" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3kmtUTeDGS_1n5rOIdOBK1ysCQg9XwQmFntca-t510rTKbUrgStx1sM-Ur_qQVOHuZ-msvk-Q6sNgOAo_BEg9d3-VBZHRoklQ-PbU0lXXIV4ocyrQHmysuWBk-6Blfl2bmmqfGTzJ2ZMR6ONg-zOGR1AQXFhhHn4I_ZJu9b-xHgPAeBXMMMl7eqPtxAvK/s16000/%E9%80%86%E8%BB%A2%E6%A4%9C%E4%BA%8B_%E9%80%86%E8%BB%A2%E6%A4%9C%E4%BA%8B%E4%BC%81%E7%94%BB%E6%9B%B8_1.jpg" /></a></div><div><br /></div><p style="text-align: left;"></p><div style="text-align: center;"> [SLIDE 1]<br /><b>◆CONCEPT◆</b></div><div style="text-align: center;"><b> </b><br /></div><div style="text-align: left;"><b>◎A new adventure game continuing the appeal of the <i>Gyakuten Saiban</i> (<i>Ace Attorney</i>) series.</b><br />The appeal of the <i>Gyakuten Saiban</i> series is the <b>well-paced mystery solving</b> and the <b>surprising story developments</b>. This project will take on the challenge of creating a new detective adventure game inheriting these points of appeal. <b>The stage is not the courtroom</b>. We will present the players with a new tale of turnabout, with <b>never-before handled cases and new mysteries</b>.<br /><br /><b>◎Draw in the fans by appealing to them with the series characters!</b><br />The unique characters are also a point of appeal of the <i>Gyakuten Saiban</i> series. We will put the spotlight on <b>the most popular character Mitsurugi Reiji</b> (Miles Edgeworth), and show a side of him not seen before. Besides him, <b>many other characters</b> will also make an appearance to draw in the fans of<b> Gyakuten Saiban</b>.</div><div style="text-align: left;"><br /><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmmoYVbJdfTby60GpL3qFnpqVwRR6eQvYZ8Fg3cvZ0jOXCkuXZzbbVXQhkBrtmB7pLjst11JZpxAhpsQRsE3ggfuJwniOhRcXJ7cWvXO-OttEicD-mwvEYYoCa6P5U6ZisfPA4K6cgW2mD9bsOMKSHum1xmLEiXGOwJFqsPCPNQgQUXzaClL7qjpsEfdmM/s400/%E9%80%86%E8%BB%A2%E6%A4%9C%E4%BA%8B_%E9%80%86%E8%BB%A2%E6%A4%9C%E4%BA%8B%E4%BC%81%E7%94%BB%E6%9B%B8_2.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="267" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmmoYVbJdfTby60GpL3qFnpqVwRR6eQvYZ8Fg3cvZ0jOXCkuXZzbbVXQhkBrtmB7pLjst11JZpxAhpsQRsE3ggfuJwniOhRcXJ7cWvXO-OttEicD-mwvEYYoCa6P5U6ZisfPA4K6cgW2mD9bsOMKSHum1xmLEiXGOwJFqsPCPNQgQUXzaClL7qjpsEfdmM/s16000/%E9%80%86%E8%BB%A2%E6%A4%9C%E4%BA%8B_%E9%80%86%E8%BB%A2%E6%A4%9C%E4%BA%8B%E4%BC%81%E7%94%BB%E6%9B%B8_2.jpg" /></a></div><br /><div style="text-align: center;">[SLIDE 2]</div><div style="text-align: center;"><b>■THE CRIME SCENE BECOMES THE STAGE FOR THE TALE OF TURNABOUT !!</b><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Become the prosecutor Mitsurugi Reiji and <b><span style="color: red;">investigate the crime scene</span></b>!<br />Find evidence through <b>intuitive investigation</b> and pursue the trail of the culprit!<br /> </div><div style="text-align: left;">Lots of <b><span style="color: red;">evidence</span></b> is left at the scene of the crime!<br /><br />[SCREENSHOT]<br /><i>Switched Off Lights<br />Broken Window<br />Stolen Present<br />Rummaged Room<br />Mysterious Footprint<br />Broken Clock<br />Fingerprints on the Mirror<br />Flowers from Anonymous Sender<br />Weapon Left Behind<br />Dying Message<br /></i><br />Mitsurigi: “I won’t overlook even the smallest clues.”<br /></div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6eCThsisoH_kRVcN9F9wnJ_zkGmqAISmxGJDiS-uFoIg7Hzhsi3Dxy2QNIb8rRmaYGu1AqKVgu7vRJew5OKumwrZaArb2ty96kcEwyDwble8bJbbxsm6L0JrA-o2Ets054M74AO2VarvaBC_Aprk95PJtzkaMHZ8sv71d9hininmS0oVrgbwO7NFy5PrJ/s400/%E9%80%86%E8%BB%A2%E6%A4%9C%E4%BA%8B_%E9%80%86%E8%BB%A2%E6%A4%9C%E4%BA%8B%E4%BC%81%E7%94%BB%E6%9B%B8_3.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="267" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6eCThsisoH_kRVcN9F9wnJ_zkGmqAISmxGJDiS-uFoIg7Hzhsi3Dxy2QNIb8rRmaYGu1AqKVgu7vRJew5OKumwrZaArb2ty96kcEwyDwble8bJbbxsm6L0JrA-o2Ets054M74AO2VarvaBC_Aprk95PJtzkaMHZ8sv71d9hininmS0oVrgbwO7NFy5PrJ/s16000/%E9%80%86%E8%BB%A2%E6%A4%9C%E4%BA%8B_%E9%80%86%E8%BB%A2%E6%A4%9C%E4%BA%8B%E4%BC%81%E7%94%BB%E6%9B%B8_3.jpg" /></a></div><div style="text-align: center;"> </div><div style="text-align: center;"> [SLIDE 3]<br /><b>■ CLOSE IN ON THE TRUTH THROUGH DIVERSE SITUATIONS!!</b><br /></div></div><div style="text-align: left;"> </div><div style="text-align: left;">Follow the culprit’s footprints!<br />Scientific Investigation with Akane-chan (Ema Skye)<br />Questioning with Detective Itonoko (Dick Gumshoe)<br />Get Information Through Interrogation!<br /><br /><u>And there are even more situations!?</u><br /></div><div style="text-align: left;"> </div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLikX3kGu26yKO2VVAJVWg6saz73QyQcKsozTEDeQQ5KKe7aHVRMpdxYapHjmZLAymegICC-kj7d9j_vxGlwEJCLxDTXkoCjCxYg7XqzUC9EcnYe3i_Jw7vpdQBP2cfJ6YYrsFKCRfxGItD4ma8pf4EwwhIodXFMDgZa8EFMnNWMuA0-_lFNTK4vp1ZjiT/s400/%E9%80%86%E8%BB%A2%E6%A4%9C%E4%BA%8B_%E9%80%86%E8%BB%A2%E6%A4%9C%E4%BA%8B%E4%BC%81%E7%94%BB%E6%9B%B8_4.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="267" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLikX3kGu26yKO2VVAJVWg6saz73QyQcKsozTEDeQQ5KKe7aHVRMpdxYapHjmZLAymegICC-kj7d9j_vxGlwEJCLxDTXkoCjCxYg7XqzUC9EcnYe3i_Jw7vpdQBP2cfJ6YYrsFKCRfxGItD4ma8pf4EwwhIodXFMDgZa8EFMnNWMuA0-_lFNTK4vp1ZjiT/s16000/%E9%80%86%E8%BB%A2%E6%A4%9C%E4%BA%8B_%E9%80%86%E8%BB%A2%E6%A4%9C%E4%BA%8B%E4%BC%81%E7%94%BB%E6%9B%B8_4.jpg" /></a></div><br /><div style="text-align: center;"> [SLIDE 4]<br /><b>■ EXAMINE THE SITUATION AT THE CRIME SCENE WITH THE LATEST INVESTIGATIVE TOOLS!!</b><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">The latest tool in criminal investigation:<b> “INFORMATION GOGGLES” (Tentative)</b><br /><b>Place the information/evidence you found at the crime scene</b> and <b><span style="color: red;">examine</span></b> the scene in a visual manner! Find the hidden truth!<br /><br />Even if some time has passed ⇒ By donning the goggles ⇒ You can reconstruct the scene as it was at the time of the crime!<br /> </div><div style="text-align: left;">[SCREENSHOT] <br /></div><div style="text-align: left;"><i>EMPTY<br />Small window: was locked.<br />Estimated time of death: 16:00</i><br /><br /><b><span style="color: red;">Can you turn the situation completely around</span> by reconstructing the scene at the time of the crime and learning where everything was!?</b></div>Ashhttp://www.blogger.com/profile/16349298369385273080noreply@blogger.com0tag:blogger.com,1999:blog-448989406699353420.post-771013544152606142023-06-19T13:53:00.003+02:002023-06-19T13:53:33.126+02:00Celebrating the Release of Gyakuten Saiban 4 - A Discussion with 4 Members of the Team (2007)
<div style="text-align: left;">Title: <i>Celebrating the Release of Gyakuten Saiban 4 - A Discussion with 4 Members of the Team</i> / 『逆転裁判4』発売記念 チーム4者対談</div><div style="text-align: left;">Source: <i>Gyakuten Saiban Official Fan Book 3</i></div><div style="text-align: left;"></div><div style="text-align: left;"></div><div style="text-align: left;"></div><div style="text-align: left;"> </div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjZwdWi-Lwi4hCae1ud6wuLpNH2mwU4O6-ixY1VRak8ghfihtAosSaP7VeJX_cJWU5Ulz9J4ME8h4EN9bhKfIRLRwjVzLciO5-kdtMMWLbaUC1dMy69kR9kVFSLUNN9L_Gt1G0-_w94vN3mYFNO7wWYzYSK9st6b3MWTFtcs5vBeoO6zkR31ITaMhcOxg=s283" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="283" data-original-width="200" height="283" src="https://blogger.googleusercontent.com/img/a/AVvXsEjZwdWi-Lwi4hCae1ud6wuLpNH2mwU4O6-ixY1VRak8ghfihtAosSaP7VeJX_cJWU5Ulz9J4ME8h4EN9bhKfIRLRwjVzLciO5-kdtMMWLbaUC1dMy69kR9kVFSLUNN9L_Gt1G0-_w94vN3mYFNO7wWYzYSK9st6b3MWTFtcs5vBeoO6zkR31ITaMhcOxg" width="200" /></a></div><p>Summary: <i>Gyakuten Saiban Official Fan Book 3</i> was released in 2007 coinciding with the release of <i>Gyakuten Saiban 4</i> (<i>Ace Attorney 4 - Apollo Justice</i>), containing several pages on the development of the game. The longest article in the book is an interview with four members of the core development team of <i>Gyakuten Saiban</i> <i>4</i>: the series supervisor and scenario writer of this game Takumi Shū, director Endō Mitsuru, producer Matsukawa Minae and planner Yamazaki Takeshi. The four discuss how the team structure changed for the development of this game, and the difficulties that arose from this transformation. Other topics discussed are about Takumi's drinking, things they'd argue about during development and changes made to the story. This interview is noteworthy for featuring director Endō Mitsuru, as he seldom appears in promotional material for this game.</p><p><span></span></p><a name='more'></a><p></p><div style="text-align: center;"><b><span style="font-size: large;">Celebrating the Release of <i>Gyakuten Saiban 4</i> - A Discussion with <i>4</i> Members of the Team</span></b></div><p></p><p></p><p style="text-align: center;"><b>Matsukawa Minae - DOKI DOKI Questionnaire</b><br /></p><p>DOKIDOKI Questionnaire<br />Q: Hobbies, skills.<br />A: Games.<br /></p><p>Q: Favorite foods.<br />A: Udon, okonomiyaki, yakiniku.<br /></p><p>Q: Favorite sayings.<br />A: Keeping your word.<br /></p><p>Q: If Mayoi-chan (Maya Fey) could channel the spirit of someone for you, who would you like to talk to?<br />A: My granddad.<br /></p><p>Q: Would you rather be a defense attorney or prosecutor?<br />A: Defense attorney.<br /></p><p>Message:
Thank you for enjoying the <i>Gyakuten Saiban</i> series. The court finally
opens with the new chapter that is <i>Gyakuten Saiban 4</i>! It’s become a game
that can be enjoyed by existing fans of the series, but also who have
never played the series before.<br /><br /></p><p style="text-align: center;"><b>Takumi Shū - DOKI DOKI Questionnaire</b><br /></p><p>Q: Hobbies, skills.<br />A: Singing.<br /></p><p>Q: Favorite sports.<br />A: Wii Sports.</p><p>Q: Favorite sayings.<br />A: “Mr. Takumi, the deadline’s been moved back!”</p><p>Q: What do you do on a day off?<br />A: I seldom have one, so make sure to enjoy the weighty worth of a day off…</p><p>Q: If Mayoi-chan (Maya Fey) could channel the spirit of someone for you, who would you like to talk to?<br />A: Chihiro-san (Mia Fey).<br /></p><div style="text-align: left;">Message:
We have finally given everything we have. I hope you could tell us what
you think of the game once you’ve played it. Have fun from the depths
of your hearts with this new <i>Gyakuten Saiban</i>!<br /><br /></div><div style="text-align: center;"><b>Endō Mitsuru - DOKI DOKI Questionnaire</b><br /></div><div style="text-align: left;">Q: Favorite foods.<br />A: Duck hot pot and curry.</div><p>Q: Favorite music genre.<br />A: Game music.<br /></p><p>Q: Favorite sayings.<br />A: A word I hate is… effort.<br /></p><p>Q: What do you do on a day off?<br />A: I play a game, I read a book, I eat.<br /></p><p>Q: Would you rather be a defense attorney or prosecutor?<br />A: Prosecutor. Because there’s no such game yet.<br /></p><p>Message:
We’ve created a game that if I were a player myself, I too am sure I
would enjoy. To be honest, I wish I could’ve just played this game just
as a normal consumer! (laugh). Please enjoy the game!<br /><br /></p><p style="text-align: center;"><b>Yamazaki Takeshi - DOKI DOKI Questionnaire</b><br /></p><p>Q: Hobbies, skills.<br />A: Reading.</p><p>Q: Favorite foods.<br />A: Motsu-nabe.</p><p>Q: Favorite music genre.<br />A: Everything. I often end up listening to J-pop.<br /></p><p>Q: Person you respect.<br />A: Araki Hirohiko.<br /></p><p>Q: Would you rather be a defense attorney or prosecutor?<br />A: Defense attorney.<br /></p><p>Message: I am sure much of <i>Gyakuten Saiban 4</i> will surprise you! The whole team worked hard on this, so I hope you’ll enjoy it!<br /><br /></p><p style="text-align: center;"><b><span style="font-size: large;"><i>4 </i>Not Only Features A Big Change in Characters but Also In The Development Team’s Structure</span></b><br /></p><p></p><p style="text-align: center;"><b>The Game Still Feels like Gyakuten Despite the Bigger Team!</b><br /></p><p>Interviewer: Thank you for your work on <i>Gyakuten Saiban 4</i>. Looking back, what are your thoughts now on the development of the game?<br /><br />Takumi: This is the fifth game in the series I worked on, and we changed the development structure for this game. The scale of these games has become much larger compared to when the series first started, so there was a big emphasis on nurturing successors among the staff to work on this series. Do you have anything to add?<br /></p><p>Endō: I have lots of stories about the difficulties we had.<br /></p><p>Takumi: Creepy! (Laugh) And you?</p><p>Matsukawa: There’s so much to talk about. We’d still be here tomorrow if we went over everything (laugh).<br /></p><p>Takumi: But I feel the difficulties we had during this project, were different from earlier projects.<br /></p><p>Interviewer: Because the team changed?<br /></p><p>Takumi: I’d say they were difficulties because the team had become much larger. In the past, the teams were much smaller. There are advantages to smaller teams, but also disadvantages.</p><p>Yamazaki: Working on your own or with multiple people is quite different.<br /></p><p>Takumi: There was a lot of trial and error to find the right balance.<br /></p><p>Yamazaki: This project was indeed completely different from previous times, when Mr. Takumi would focus and do everything all by himself.</p><p>Takumi: Yes, in that sense, the development of this game was different from before.<br /></p><p>Endō: Basically, this time, the team structure was closer the things work in other teams.<br /></p><p>Takumi: Really? Oh, of course, you’re a veteran planner who was worked in many teams, you’d know.<br /></p><p>Endō: Still, even though the work was divided more, it’s still very rare to have one person’s touch so clearly reflected in a game. I think it’s quite amazing your personal touch can be felt throughout even though so much of the work was delegated.<br /></p><p>Takumi: Really?<br /></p><p>Endō: Your unique touch is all over the game!<br /></p><p>Takumi: But with more people on the team, I really could feel how my views on things doesn’t match the views of others. There were a lot of people on the team who didn’t really know the series yet.<br /></p><p>Interviewer: Did you want to transform the game to something new, and that’s why you had a different team structure and changed the game contents?</p><p>Takumi: We wanted to renew the cast of characters, though that didn’t necessarily mean we needed a new world. But we were tasked to use the existing world, and Naruhodo-kun (Phoenix Wright) had to appear too. Looking at the final product now, I feel it turned out very differently from what I had expected at first, in a good way.<br /></p><p>Endō: You managed to connect all four games in a good manner in the end.</p><p>Takumi: That’s because Yamazaki and you were there too to watch over my work.<br /></p><p>Endō: I’m glad it was not a completely separate game. The role of protagonist was nicely passed over from Naruhodo-kun to Odoroki-kun (Apollo Justice). I hope people will play the game soon to find out for themselves how that happens.<br /></p><p>Interviewer: Ms. Matsukawa, you hold the reins of the development team. Was a difficult task?<br /></p><p>Matsukawa: We agreed on the major parts when the overall storyline was decided upon, so as long things didn’t stray too far away from what we agreed on, I basically always gave them the okay sign. I barely asked them to do anything specific in terms of the contents of the game. But, these guys will keep on working on the game forever if you’d let them. (laugh) That’d delay the schedule, so I guess keeping everyone on track was the hardest part?<br /><br /></p><div style="text-align: center;"><b><span style="font-size: large;">The Hardship of Creating Something New Sometimes Led to Fights?</span></b><br /></div><p></p><p style="text-align: center;"><b><span style="font-size: small;"><i>Gyakuten Saiban</i> Focuses More On Characters and the Story than the Mechanics</span></b></p><p><span style="font-size: small;">Interviewer</span>: I’ll be asking you a bit about the story now. This game adds the new Perceive mechanic. How was that created?<br /></p><div style="text-align: left;"></div><div style="text-align: left;">Takumi: We wanted to brainstorm training with the younger staff members, and had them come up with all kinds of ideas. Perceive was an idea we kept in the back of our heads just to be sure we had something.<br /> </div><div style="text-align: left;">Matsukawa: I believe you wanted a new mechanic or feature that’d use the touch screen?<br /> </div><div style="text-align: left;">Takumi: <i>4</i> is a renewal of the series, so we had decided early on we wanted new features in the game. Of the many ideas proposed, Perceive was the one that seemed the best implementable.<br /> </div><div style="text-align: left;">Yamazaki: It took a long time before we actually settled on the final form of the mechanic.<br /> </div><div style="text-align: left;">Endō: We only decided on how to actually control it quite late in the cycle I remember.<br /> </div><div style="text-align: left;">Takumi: But on the whole, on the whole, I think the game is quite easy to understand. I really hope <i>Gyakuten Saiban 4 </i>will sell like crazy.<br /> </div><div style="text-align: left;">Everyone: Yeah!<br /> </div><div style="text-align: left;">Matsukawa: Wow, you sound like a producer! (laugh)<br /> </div><div style="text-align: left;">Takumi: People become irritated when they get stuck in a game. Finding the right difficulty level, that still allows someone to have fun with a game is the most important thing. I get a lot of questions about the game mechanics each time, but<i> Gyakuten Saiban</i> mainly focuses on the story and the characters. The mechanics follow afterwards. It’s not just us in the development team who work on <i>Gyakuten Saiban</i>. There are a lot of other people who work on these games, like in sales and marketing. We all have to keep everyone’s wishes in mind when making these games.<br /> </div><div style="text-align: left;">Matsukawa: Wow! Three years ago, you’d never say anything like that! You’d only go on about wanting to make the game only you want to make! (laugh).<br /> </div><div style="text-align: left;">Takumi: But honestly, I had always been of the opinion we are all one big team ever since the first game. For the second game, I was asked to add something different, so I added the Psyche Lock system. There is a lot we in the development team just don’t think of.<br /> </div><div style="text-align: left;">Interviewer: Were there times you had trouble with creating the characters?<br /> </div><div style="text-align: left;">Takumi: I guess Odoroki-kun’s bracelet.<br /> </div><div style="text-align: left;">Yamazaki: That bracelet was added because Odoroki-kun rolls up his sleeves and Mr. Nuri (the character designer) thought his arm looked so empty. The design of the bracelet however seemed to suggest it was important, so it was decided to make it a key item.<br /> </div><div style="text-align: left;">Takumi: Originally, we just wanted to make it a wristwatch.<br /> </div><div style="text-align: left;">Yamazaki: I think we even talked about actually releasing such a wristwatch.<br /> </div><div style="text-align: left;">Takumi: Ah! Yeah, that’s true! We certainly didn’t forget about money! (laugh)<br /></div><div style="text-align: left;">Interviewer: Why was the wristwatch changed to a bracelet?</div><div style="text-align: left;">Takumi: I don’t remember. Did someone say a wristwatch was a no-go?</div><div style="text-align: left;"> </div><div style="text-align: left;">Yamazaki: I remember we came up with the idea of making an eye-shaped wristwatch because of the Perceive mechanic.<br /> </div><div style="text-align: left;">Takumi: I don’t remember that all (laugh).<br /> </div><div style="text-align: left;">Yamazaki: I think we discussed a few times, and eventually asked Mr. Nuri to come up with something besides a wristwatch.</div><div style="text-align: left;"><br /></div><div style="text-align: left;">Takumi: He came up with an intricately designed wristwatch, so we decided to give it a backstory, and it became an important item.</div><div style="text-align: center;"><p><b><span style="font-size: small;">Fights Are Also Important To Create Something Good!?</span></b></p></div><p></p><p>Interviewer: Do you ever argue when you are exchanging ideas?<br /></p><div style="text-align: left;">Takumi: Arguing? I have the feeling we were always fighting. For example, Naruhodo-kun was supposed to drink, and be a gambler in the story. But then someone asked if that was okay ethics-wise. The game would also be played by children, and it was a lot harder to handle themes like alcohol and gambling than I had expected. I personally liked the idea, so I ended up arguing with several people regarding this.</div><div style="text-align: left;"> </div><div style="text-align: left;">Matsukawa: We were struggling how to keep the core trick while removing what would commonly be considered a gambling aspect. It took a long time before we found a way to make it not about gambling in a practical sense.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: The alcohol was not really important, so changing that was easy. But the gambling part was really difficult. We tried a few things, and eventually, decided upon the characters not gambling for money, but by having the men put their own prides at stake in a 1:1 confrontation. If you play the game, you’ll see for yourself how the story handles that.</div><div style="text-align: left;"> </div><div style="text-align: left;">Matsukawa: We wanted the game to be accessible to all ages. I think the change was for the good in the end.</div><div style="text-align: left;"> </div><div style="text-align: left;">Yamazaki: There was also arguing about the animation of Garyū Kirihito (Kristoph Gavin) shaking his head. We came up with the animation, but Mr. Takumi just wouldn’t give us the okay. That was really frustrating.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: No, no, no, you see, that was an impossible way to shake your head (laugh). During the development of this game, we had to discuss a lot over the phone, so perhaps that didn’t help the team spirit… Oh, this is starting to sound like a feedback session (laugh).</div><div style="text-align: left;"> </div><div style="text-align: center;"><b><span style="font-size: small;">A Duck Hot Pot Party at Endō’s Place?</span></b></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: Did you for example go a camp together to strengthen the team spirit?</div><div style="text-align: left;"> </div><div style="text-align: left;">Matsukawa: We didn’t go camping together, but there was a curry competition at Mr. Endō’s place, right?</div><div style="text-align: left;"> </div><div style="text-align: left;">Endō: No, it was duck hot pot.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Yes, the duck hot pot! Ms. Matsukawa was going about how duck is delicious, so then we decided to do a duck hot pot party, but then she said she couldn’t come in the last moment!</div><div style="text-align: left;"> </div><div style="text-align: left;">Matsukawa: I had a business trip!</div><div style="text-align: left;"> </div><div style="text-align: left;">Yamazaki: But fortunately we got to eat more because you were not there.</div><div style="text-align: left;"> </div><div style="text-align: left;">Matsukawa: I thought Mr. Endō’s specialty was curry?</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Let’s have a curry party next time then.</div><div style="text-align: left;"> </div><div style="text-align: left;">Endō: Okay, this summer then (laugh).</div><div style="text-align: left;"> </div><div style="text-align: left;">Yamazaki: You always think of things in seasons, don’t you? Earlier you said we could only eat duck in the winter (laugh).</div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: And Mr. Takumi was of course holding a big bottle with drinks while chatting at such parties?</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: No way! (laugh) There’s this image of me that I’m always drinking, but I barely drink outside of work.</div><div style="text-align: left;"> </div><div style="text-align: left;">Matsukawa: He gets drunk already from one cup of umeshu.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: I don’t drink much in my private life. Oh, but I like kahlua with milk.</div><div style="text-align: left;"> </div><div style="text-align: left;">Matsukawa: There’s this story that during the Tokyo Game Show last year, when waiting backstage, people looked away for one second, and the next second, Mr. Takumi returned backstage with a red face.</div><div style="text-align: left;"> </div><div style="text-align: left;">Yamazaki: What happened?</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: I had some kahlua with milk! (laugh) Just to get rid of my nervousness!</div><div style="text-align: left;"> </div><div style="text-align: center;"><b><span style="font-size: small;">A lot of funny answers to our questionnaire!</span></b></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: Let’s talk about the short questionnaires we asked you to answer earlier. I was wondering about Mr. Takumi’s reply to his favorite sayings. “Mr. Takumi, the deadline’s been moved back!” (laugh).</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Well, I love hearing those words. (laugh)</div><div style="text-align: left;"> </div><div style="text-align: left;">Yamazaki: Yep, I like that too.</div><div style="text-align: left;"> </div><div style="text-align: left;">Endō: I change my answer to “Mr. Endō, we made the deadline!”</div><div style="text-align: left;"> </div><div style="text-align: left;">Matsukawa: I’ll change mine to “Ms. Matsukawa, we’re done!” (laugh)</div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: What do you do in your time off now the game is done? Do you have any plans? Mr. Takumi wrote something about making sure to be aware of the worth of a day off…</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: I always start thinking about what to do, and the next moment, my day off has already ended…</div><div style="text-align: left;"> </div><div style="text-align: left;">Yamazaki: While days off are rare, I end up doing the normal stuff like buying toilet paper, going to the bank to pay the rent and having to do other odd jobs.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: I always write down things I have to do in a note on my mobile. Buying light bulbs or toothpaste, that kind of thing. But I still forget to do it. Toothpaste is still on my list. (laugh)</div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: Ms. Matsukawa wrote games down as her hobby. What games do you like besides <i>Gyakuten Saiban</i>?</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: I like <i>Ico</i> and <i>Puzzle de Pon!</i>.</div><div style="text-align: left;"> </div><div style="text-align: left;">Endō: I like RPGs. I am not a big fan of adventure games. I often play <i>Final Fantasy</i>. Now I’m into <i>Etrian Odyssey</i>.</div><div style="text-align: left;"> </div><div style="text-align: left;">Yamazaki: I’m into <i>Tactics Ogre</i>. I like how it’s so intricately made.</div><div style="text-align: left;"> </div><div style="text-align: left;">Matsukawa: I am now playing <i>Fire Emblem</i>.<br /> </div><div style="text-align: left;">Interviewer: Do you also play games made by other Capcom teams?<br /> </div><div style="text-align: left;">Endō: To be honest, when I play those games, I think of the people who work in those teams, so playing them feels different. Like, I’d wonder why the interface wasn’t made differently, things like that.<br /> </div><div style="text-align: left;">Takumi: Yeah, it’s difficult to really simply enjoy a game if you know the developers of the game. Like, you’d wish you had come up with a great line like that. But that feeling also urges you to do your best the next time yourself, so it has its advantages too.<br /> </div><div style="text-align: left;">Matsukawa: The <i>Gyakuten Saiba</i>n team hates rehashing ideas. They lose all interest in an idea if they see a different team has already done it. The wish to always do something new is present in the whole team. That’s why there’s a lot of new elements in <i>Gyakuten Saiban 4</i>. I hope everyone will enjoy the game!<br /><br />Interviewer: Thank you for the interview.<br />March, 2007, at Capcom HQs.<br /></div>Ashhttp://www.blogger.com/profile/16349298369385273080noreply@blogger.com0tag:blogger.com,1999:blog-448989406699353420.post-11829748374945079592023-06-12T09:14:00.002+02:002023-08-21T13:51:25.260+02:00Surviban Planning Document (Capcom Town Excerpts) (2023)<div style="text-align: left;">Title: <i>Surviban</i> Planning Document (Capcom Town Excerpts) / サバイバン企画書</div><div style="text-align: left;">Source: <a href="https://captown.capcom.com/ja/museums">Capcom Town Museums</a></div><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgttJfFgdhtY6cb2NBiYT-wgJ4zub4HMJp4TyJQIAGIzkASRhOoYega_onYEPoLlp4nEFRu1WaccxLV1eC-7kOdDmkAWJRjUxY06A6Vwdj1MmGD7DvIAqf2lvlhKQjdDMkZv7lTsOFZzghnW8YfIKBNY-9jCKUn5seDuEITD-QrGINCbc2qTDY19dmjCA/s240/Capcom%20Town.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="240" data-original-width="200" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgttJfFgdhtY6cb2NBiYT-wgJ4zub4HMJp4TyJQIAGIzkASRhOoYega_onYEPoLlp4nEFRu1WaccxLV1eC-7kOdDmkAWJRjUxY06A6Vwdj1MmGD7DvIAqf2lvlhKQjdDMkZv7lTsOFZzghnW8YfIKBNY-9jCKUn5seDuEITD-QrGINCbc2qTDY19dmjCA/s1600/Capcom%20Town.jpg" width="200" /></a></div><p>Summary: On June 12, 2023, Capcom opened Capcom Town, a website to celebrate the 35th anniversary of the game company. In the museum part of the site, in the <i>Gyakuten Saiban</i> (<i>Ace Attorney</i>) section, they also posted 10 pages from the planning document for <i>Surviban</i>, the prototype game which would eventually become the first <i>Gyakuten Saiban</i> (<i>Ace Attorney</i> GBA) game released in 2001. The document was originally written by series creator Takumi Shū in 2000 and is about forty pages long in complete form. The whole document has been put on display in real-life at a few events, but they have never reproduced the whole document in publications, physical or digital. Most of the 10 pages shown off in the Capcom Town Museum have been published before in guide books. Though you can recognize the final product in the pages shown off, same courtroom mystery adventure game at heart, <i>Surviban</i>
also has a few distinctive differences from the final product, from the game title to the exact flow of the game in the trials and also in terms of presentation. For example, one of the pages emphasizes the real-time element of the trials, which is not existent in the final product.</p><p>Images are taken from the source. Copyrights belongs to the respective owners. <br /></p><p></p><span><a name='more'></a></span><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimNq3vqI4dAzCoSJTprjoMGuCsZ9DP5U6n82NBfxxW-W0mg-MCIezaH4p1u88HIhiUCNSwrXp-XFVvVnrDsifn6sPGm5Z7Q5CNLKuH6rDYHcIjxQP5_wMjVw8GTQDerHfp_JTQAcrlLOGTDgdum5VwvWzhlA32MH9zXkuMfRcnFXbxr8eOUIipxFZpvA/s566/1.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="566" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimNq3vqI4dAzCoSJTprjoMGuCsZ9DP5U6n82NBfxxW-W0mg-MCIezaH4p1u88HIhiUCNSwrXp-XFVvVnrDsifn6sPGm5Z7Q5CNLKuH6rDYHcIjxQP5_wMjVw8GTQDerHfp_JTQAcrlLOGTDgdum5VwvWzhlA32MH9zXkuMfRcnFXbxr8eOUIipxFZpvA/s16000/1.jpg" /></a></div><p></p><div style="text-align: center;"><b><span style="font-size: large;">[Page 1]</span></b><br /></div><div style="text-align: left;"><i>Bengoshi Tantei Naruhodō Ryūichi</i> (<i>Surviban – Attorney Detective Naruhodō Ryūichi</i>)<br /><b></b></div><div style="text-align: left;"><b><br /></b></div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjW_Jg1J2WeW4iZw6uOPfY9vSnwzFfUlG1yBaIMIS7gSvEJDMvxKVlFKVzQzpuxAC3x-HLCLOBQqzdvZUvvjvxF_Pg9Y28oy3J2gk8vMNpKE8ikjAGL3flrHXeasXrCdMVfVk2vod50q6mvm-xS1t9XHZghmBhGZ4JYCsSsfdZ3IH7kD2ivq39q19QvQg/s566/2.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="566" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjW_Jg1J2WeW4iZw6uOPfY9vSnwzFfUlG1yBaIMIS7gSvEJDMvxKVlFKVzQzpuxAC3x-HLCLOBQqzdvZUvvjvxF_Pg9Y28oy3J2gk8vMNpKE8ikjAGL3flrHXeasXrCdMVfVk2vod50q6mvm-xS1t9XHZghmBhGZ4JYCsSsfdZ3IH7kD2ivq39q19QvQg/s16000/2.jpg" /></a></div><b><br /></b></div><div style="text-align: center;"><b><span style="font-size: large;">[Page 2]</span></b><br /></div><div style="text-align: left;">●<b> Selling Points</b> ●<br /><br /><b>The country’s very first “<u>courtroom battle adventure</u>” game</b></div><div style="text-align: left;"> </div><div style="text-align: left;">This is a new type of adventure game, where the story develops through actions unique to an attorney: pointing out the lies in the witnesses’ testimonies to uncover the truth. This is the key to this thrilling, strategic game.</div><div style="text-align: left;"><br /><b>A mechanic involving presenting evidence</b></div><div style="text-align: left;"><b> </b></div><div style="text-align: left;">Once you notice something fishy about a witness’ testimony, you can immediately point out the contradiction. The panicked witness will slip up, and start digging their own grave. Corner the stubborn witnesses further until they break. Cheers will roar in the courtroom praising the attorney. This is a game where you basically have to pick up on contradictions in order to uncover the truth and save your client.</div><div style="text-align: left;"><br /><b>A merit system that does not reward brute force</b></div><div style="text-align: left;"> </div><div style="text-align: left;">You have to find a contradiction in the witness’ testimony and point it out. There are many courtroom scenes, and each time it’s a serious confrontation. The player needs to figure out</div><div style="text-align: left;">1) Where the contradiction is</div><div style="text-align: left;">2) How to point it out</div><div style="text-align: left;"><br />You can’t solve the case by simply trying all the commands in order.</div><div style="text-align: left;"><br /> </div><div style="text-align: left;"><i>This is an adventure game where you advance in the story by identifying the lies in a witness’ testimony and pointing them out.</i></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUya7UAWacLVuWecviBxhxzgmiQoEGddJG43OwWhz8Ig65wRpO230kxyBgVdlxAKSEEb_B3SSwuPvncdwHBEm_rB0LVHLuRpsTBrjL4dBCh96ws8-DMkPzU5TdkCh2Afb1k4M9UGLnPQyTgISDGybXXghiCeSyr6MjtXsrwF0RVQpDSlM55dmdgahNWQ/s566/3.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="566" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUya7UAWacLVuWecviBxhxzgmiQoEGddJG43OwWhz8Ig65wRpO230kxyBgVdlxAKSEEb_B3SSwuPvncdwHBEm_rB0LVHLuRpsTBrjL4dBCh96ws8-DMkPzU5TdkCh2Afb1k4M9UGLnPQyTgISDGybXXghiCeSyr6MjtXsrwF0RVQpDSlM55dmdgahNWQ/s16000/3.jpg" /></a></div><br /><div style="text-align: left;"><br /></div><div style="text-align: center;"><b><span style="font-size: large;">[Page 3]</span></b></div><div style="text-align: left;"><br /> </div><div style="text-align: left;">〇The courtroom is modeled with polygons. Users are given the feeling they are really there at the confrontation through camera work.</div><div style="text-align: left;"> </div><div style="text-align: left;">*The camera moves in confrontation scenes.</div><div style="text-align: left;"> </div><div style="text-align: left;">*Zooming in during important scenes.</div><div style="text-align: left;"> </div><div style="text-align: left;">“Da—damn!” -> “I… I admit it.”</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBRBiIzbGfgGk3DMZe4qs__ibCK4aOsP_Hoe_0C2QH_Du6CoOmGfVVcnCPDC_uVmHCzC6Hvy42nDtz8VRcsg5CPRUcXtwOvD7s0tFCqyBWciEQBtIxtVM9eHAngIm1meBthVj09VIztktrPkcW5HW3YOiOv1A4N37LTltEjWNBJcgRaP4c9NM0-Qlc2A/s566/4.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="566" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBRBiIzbGfgGk3DMZe4qs__ibCK4aOsP_Hoe_0C2QH_Du6CoOmGfVVcnCPDC_uVmHCzC6Hvy42nDtz8VRcsg5CPRUcXtwOvD7s0tFCqyBWciEQBtIxtVM9eHAngIm1meBthVj09VIztktrPkcW5HW3YOiOv1A4N37LTltEjWNBJcgRaP4c9NM0-Qlc2A/s16000/4.jpg" /></a></div><div style="text-align: left;"><br /></div><div style="text-align: center;"><b><span style="font-size: large;">[Page 4]</span></b></div><div style="text-align: left;"><br />●<b>The series’ characters</b>●</div><div style="text-align: left;"> </div><div style="text-align: left;">Naruhodō Ryūichi</div><div style="text-align: left;">Age: 20</div><div style="text-align: left;">Naruhodō used to be a detective working at a detective agency, but he became a private attorney because of a certain case. A complete rookie when it comes to law. His weapon in the courtroom battlefield is his ability to instinctively sniff out lies and what’s on other people’s minds. He likes his time off and can remain all focused on doing absolutely nothing. Has a pet hamster.</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRwdds6gAM0JbQink0hOgVA30Kb4_CbEwzmu1U9ZUwvnzXRHd_NzLqtQgGAZgSu4km8zpNVFyjStCIwAC2h9oWLRWpaDzqRfwufcVIAhos7bzJX4sgaYYeuWJbGRmTQ94LGsQxTzu3M_nEzSC9Z7lzdGhMTnX98-n8PDtv-4Oh0TRpkF7UotVB-a23WA/s566/5.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="566" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRwdds6gAM0JbQink0hOgVA30Kb4_CbEwzmu1U9ZUwvnzXRHd_NzLqtQgGAZgSu4km8zpNVFyjStCIwAC2h9oWLRWpaDzqRfwufcVIAhos7bzJX4sgaYYeuWJbGRmTQ94LGsQxTzu3M_nEzSC9Z7lzdGhMTnX98-n8PDtv-4Oh0TRpkF7UotVB-a23WA/s16000/5.jpg" /></a></div><div style="text-align: left;"></div><div style="text-align: center;"><span style="font-size: large;"><b>[Page 5]</b></span></div><div style="text-align: left;">Mitsurugi Reiji</div><div style="text-align: left;">Age: 36</div><div style="text-align: left;">The number one prosecutor of the district court, boasting the greatest number of handled cases. Believes that the end justifies the means when it comes to getting the defendants pronounced guilty. An extremely heartless person who more-or-less makes his witnesses provide false evidence for him. He believes all defendants are guilty and therefore hates the attorneys who try to defend them. It is believed that he became such an extreme person because he lost a case six years ago against Kasuma Ryōzan.</div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhg3NWwdDsiHUdVsQ_tGG75IaDThaMINnbt51VL_UKAgHmMbX7GJqMan2_moo8IMDrEeVb0glLdOTVzjcYHy16crKDhQwuoU_MTBZ8yf_Q0YSWEUL9UJCPZMKS70iEe0ANSUeq4jpbvtXbhNEg8dQH2cDS3c7I1_0olqaiVjBXa4iftIiSDJxJbnL9sXQ/s566/6.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="566" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhg3NWwdDsiHUdVsQ_tGG75IaDThaMINnbt51VL_UKAgHmMbX7GJqMan2_moo8IMDrEeVb0glLdOTVzjcYHy16crKDhQwuoU_MTBZ8yf_Q0YSWEUL9UJCPZMKS70iEe0ANSUeq4jpbvtXbhNEg8dQH2cDS3c7I1_0olqaiVjBXa4iftIiSDJxJbnL9sXQ/s16000/6.jpg" /></a></div><br /> </div><div style="text-align: center;"><b><span style="font-size: large;">[Page 6]</span></b></div><div style="text-align: left;"><b>Witnesses</b></div><div style="text-align: left;"><b>People connected to the case</b></div><div style="text-align: left;"><br />The persons who are connected to the case. A quirky lot. Every one of them is hiding their true colors. People who suddenly become less friendly with you or who try sweet-talk you to gain a favorable image. Very ordinary people who at times show their ugly sides.</div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEUXpW1V43yNrT1RVwT3UiNMU7t4eR1gPzmgROAhr4VjFhDI3KE0R881nue2F_mBa5U1gVvtokgnF3pNfUpX-a6vzsfBYuWpOsIY2Tg1q04ykKSaUfICKWFH9X2UDuPzDrOJX1grew9OfDDMXuZmOYvlfmwGWBw1qu1fU5c-2DxlOeinyi7I-7-cBxPA/s566/7.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="566" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEUXpW1V43yNrT1RVwT3UiNMU7t4eR1gPzmgROAhr4VjFhDI3KE0R881nue2F_mBa5U1gVvtokgnF3pNfUpX-a6vzsfBYuWpOsIY2Tg1q04ykKSaUfICKWFH9X2UDuPzDrOJX1grew9OfDDMXuZmOYvlfmwGWBw1qu1fU5c-2DxlOeinyi7I-7-cBxPA/s16000/7.jpg" /></a></div> </div><div style="text-align: center;"><b><span style="font-size: large;">[Page 7]</span></b></div><div style="text-align: left;"><br /><b>Setting</b></div><div style="text-align: left;"><br />The world is basically based on contemporary Japan. (Or slightly in the future.) But there are fictional elements in this society, like the legal system.</div><div style="text-align: left;"> </div><div style="text-align: left;"><b>Initial Trial</b></div><div style="text-align: left;">The start of the 21st century. Due to a continuing increase in criminal cases, it has become impossible to handle them all within the original, time-consuming justice system. Therefore, a new trial system, the Initial Trial System, was introduced.</div><div style="text-align: left;"> </div><div style="text-align: left;">In this system, a defendant will be tried within days after their arrest in a maximum of three trial sessions to mainly determine whether they are guilty. In some cases, this can be resolved as swiftly as one single day. A defendant found guilty in the Initial Trial, will likely get a sentence without suspension.</div><div style="text-align: left;"> </div><div style="text-align: left;">In these trials, there’s no room for legal strategies like extenuating circumstances or probation. The only thing to be determined here is, guilty or not guilty.</div><div style="text-align: left;"> </div><div style="text-align: left;"><b>The Private Defense Attorney System</b></div><div style="text-align: left;">With more trials taking place, there’s of course a shortage of defense attorneys. In this world there are therefore not only official defense attorneys who have passed the bar, but there are also authorized private defense attorneys, who do not need any qualifications whatsoever.</div><div style="text-align: left;"> </div><div style="text-align: left;">Unlike official defense attorneys, who are assigned clients by the government, the world of private defense attorneys is ruled by the law of the jungle: there are many evil defense attorneys who will do anything to win a case. This has become a social problem. But at the same time, they are free to do in this world, and private defense attorneys who have proven their talent can choose their own clients and decide their own fees. </div><div style="text-align: left;"> </div><div style="text-align: left;">The protagonist of this game is a private defense attorney specializing in Initial Trials fighting in this world.</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXetDEA1DtrY9E4gN2wpAbz4rdg4sj7N2eoQvq9S0k8BMpciIp3qd_rzE_BsEZpZKxBnTgH-8vxlfq78fSDPVdp7Rj-8zbL4P-0WEMEzV2ny9P1pbKEU5RRuURX5BOeKgFw5bTgKBKQLpDRgEx8RzCtZyWeUShq_V2TfBUfHNGmKtkFROrbuptNJeOdg/s566/8.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="566" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXetDEA1DtrY9E4gN2wpAbz4rdg4sj7N2eoQvq9S0k8BMpciIp3qd_rzE_BsEZpZKxBnTgH-8vxlfq78fSDPVdp7Rj-8zbL4P-0WEMEzV2ny9P1pbKEU5RRuURX5BOeKgFw5bTgKBKQLpDRgEx8RzCtZyWeUShq_V2TfBUfHNGmKtkFROrbuptNJeOdg/s16000/8.jpg" /></a></div><div style="text-align: left;"><br /></div><div style="text-align: center;"><b><span style="font-size: large;">[Page 8]</span></b></div><div style="text-align: left;">●<b> Game Structure</b> ●</div><div style="text-align: left;"><br /><b>* Flow of the Game</b></div><div style="text-align: left;">In the game, each day is split up in two days. The parts are called respectively the Trial Part and Investigation Part, and the goal of each part is different.</div><div style="text-align: left;"><br /><b>Trial Part (Morning)</b></div><div style="text-align: left;">The main part of the game. You stand in court to conduct a trial and battle the prosecution. You use your trial techniques to examine the witnesses and present testimonies and evidence to prove them wrong. If you have not disproven the prosecution’s case by the end of the trial, it’s game over.</div><div style="text-align: left;"><br /><b>Investigation Part (Afternoon)</b></div><div style="text-align: left;">In this part, you gather the evidence to use in the trial by meeting with related persons and visiting the crime scene. Here too it’s necessary to point out contradictions in the testimonies of people to gather correct data. It’s mainly a part to set-up the story for the following trial part. Here the game is not strict, and it’s not possible to get a game over here.</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><i>In this game, the parts have the following functions:</i></div><div style="text-align: left;"><i>Gameplay (Trial Part)</i></div><div style="text-align: left;"><i>Story Development (Investigation Part)</i></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhowkQgknEhNmGoBsa_22oj_ACUhxOmji8oCuL3zR3TiAjYV_qWFHAVukQ0giv1qgRFN0Ef2gElRgU77AqIEiowxzqHYdwf_RDLfYx1VUrv9f39ru0yzneZvPc0XFaMNMd8E6BhCqpXVY_tXOiyFk_omGdz7jsZ17XYfSKOqvOhmb7-dOaMJk6JKgAqZA/s566/9.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="566" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhowkQgknEhNmGoBsa_22oj_ACUhxOmji8oCuL3zR3TiAjYV_qWFHAVukQ0giv1qgRFN0Ef2gElRgU77AqIEiowxzqHYdwf_RDLfYx1VUrv9f39ru0yzneZvPc0XFaMNMd8E6BhCqpXVY_tXOiyFk_omGdz7jsZ17XYfSKOqvOhmb7-dOaMJk6JKgAqZA/s16000/9.jpg" /></a></div><br /><div style="text-align: left;"><span style="font-size: large;"><br /></span></div><div style="text-align: center;"><span style="font-size: large;"><b>[Page 9]</b></span></div><div style="text-align: left;"><br /><b>Mental Damage – Break down the witness!</b></div><div style="text-align: left;"><br />When a witness says something suspicious, you can immediately point that out, which will make them nervous. This is indicated in the form of mental damage.</div><div style="text-align: left;"><br />The witness will recover from their mental damage slowly in real-time. You need to continue with the examination before their damage has become 0 again. By repeatedly proving them wrong, you can inflict major damage on the witness.</div><div style="text-align: left;"><br />A panicked witness will make even bigger mistakes in their attempts to cover up the faults in their earlier statements. By pushing further, their mental damage will reach breaking point and they will confess everything. </div><div style="text-align: left;"> </div><div style="text-align: left;">Creating a combo by repeatedly inflicting damage on the witness is a necessary action to deal with the witness.</div><div style="text-align: left;"> </div><div style="text-align: left;"><i>The defense attorney has to quickly identify the faults in the testimony and point it out in real-time. </i></div><div style="text-align: center;"><b><br /></b></div><div style="text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZ8WE_Jc1KKfjr7MQ3rVEJautA62mHBarmK2H1Sh5HMkZq9Shd9dqugCQaC1ONENnpo6tBLtzR6_Y3Vub58h-RicQEICBVwjwLoRKNEFnVV40sV73x9f53L3n4zIUzOmv8KmNj4RsHi2-Yq6qb-yaw8nsDOHtNPvwdYXfE4V-DInCoZJXqfC0GyTFnhg/s566/10.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="566" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZ8WE_Jc1KKfjr7MQ3rVEJautA62mHBarmK2H1Sh5HMkZq9Shd9dqugCQaC1ONENnpo6tBLtzR6_Y3Vub58h-RicQEICBVwjwLoRKNEFnVV40sV73x9f53L3n4zIUzOmv8KmNj4RsHi2-Yq6qb-yaw8nsDOHtNPvwdYXfE4V-DInCoZJXqfC0GyTFnhg/s16000/10.jpg" /></a></div><br /><b><br /></b></div><div style="text-align: center;"><b><span style="font-size: large;">[Page 10]</span></b></div><div style="text-align: left;"><br /><b>Camera Work During Testimonies</b></div><div style="text-align: left;">The trial starts with this screen. The judge starts the trial and asks prosecution to begin the procedure. The game returns to this screen whenever the gallery is surprised or the judge speaks.</div><div style="text-align: left;"><br />Judge: “The defendant has a right to not answer the question.”</div><div style="text-align: left;"> </div><div style="text-align: left;">The screen is full-size. Text appears in a semi-transparent textbox in the lower half of the screen.</div><div style="text-align: left;">In 1 on 1 scenes like Attorney vs. Witness or Attorney vs. Prosecutor, the camera is moved around to convey motion.</div><div style="text-align: left;"> </div><div style="text-align: left;">“How about it!” </div><div style="text-align: left;">Defense</div><div style="text-align: left;"> </div><div style="text-align: left;">“You don’t have to snap at me.”</div><div style="text-align: left;">Witness Stand</div>Ashhttp://www.blogger.com/profile/16349298369385273080noreply@blogger.com0tag:blogger.com,1999:blog-448989406699353420.post-9465999625543779532023-02-10T13:06:00.001+01:002023-02-10T13:06:45.863+01:00Gyakuten Saiban 5 Blog Entry 17: Working on the Scenario (2013)<div style="text-align: left;">Title: Working on the Scenario /「シナリオのお仕事」</div><div style="text-align: left;">Source: <a href="http://www.capcom.co.jp/gyakutensaiban/5/blog/"><i>Gyakuten Saiban 5</i> official site </a><br /></div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://4.bp.blogspot.com/-v0WtmPghbHo/V62r8omRdQI/AAAAAAAAAcI/buVd4TD8_hkRBDYYQxHc_gtoBs019y-EgCLcB/s200/saiban5.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="175" data-original-width="200" height="175" src="https://4.bp.blogspot.com/-v0WtmPghbHo/V62r8omRdQI/AAAAAAAAAcI/buVd4TD8_hkRBDYYQxHc_gtoBs019y-EgCLcB/s1600/saiban5.jpg" width="200" /></a></div>Summary: On August 12, 2013, the 17th post on the official <i>Gyakuten Saiban 5</i> (<i>Ace Attorney 5 - Dual Destinies</i>) developer blog was posted, written by Fukuda and Fuse of the Planning section of the game, which had released about three weeks earlier. Both these planners worked on the scenario of the game, and in this dual post, the two explained how the story of a <i>Gyakuten Saiban</i> game is plotted, and how they give life to the characters that inhabit each episode. Fukuda walks the reader through the process of brainstorming, creating a plot and finally writing the whole script with character dialogues, while Fuse, who is not to be confused with the art director of the game who shares the same name, explains how they bring out a characters personality in their text.</div><div style="text-align: left;"> </div><div style="text-align: left;">Images are taken from the source article. Copyrights belongs to the respective owners. <br /><span><a name='more'></a></span></div><div style="text-align: center;"><b><span style="font-size: large;">Working on the Scenario </span></b><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Hello, nice to meet you. I’m Fukuda of Planning, and I worked on the scenario of <i>Gyakuten Saiban 5</i> (<i>Ace Attorney 5 – Dual Destinies</i>). Today, I wanted to explain to you how the scenario of this game is created. Some of you might be yelling “Hold it!” at me now. “Isn’t Mr. Yamazaki the scenario writer of <i>Gyakuten Saiban 5</i>?” I hear them ask. This might be a bit confusing, but the scenario of <i>Gyakuten Saiban 5</i> is actually written by multiple people. Mr. Yamazaki is the scenario director, so he’s the boss of the scenario team. He himself also writes, but all of us in the scenario team write, while he also supervises the team, and directs the complete scenario. </div><div style="text-align: left;"> </div><div style="text-align: center;"><span style="font-size: large;"><b>How a <i>Gyakuten Saiban</i> Scenario Is Created</b></span></div><div style="text-align: left;"> </div><div style="text-align: left;">Planning: Fukuda</div><div style="text-align: left;"> </div><div style="text-align: left;">So to get back to what I was saying, the first stage of creating a scenario is the process of <b>brainstorming</b>. At this stage, we just come up with all kinds of ideas, like the circumstances of the case or for example the setting of the story. </div><div style="text-align: left;"> </div><div style="text-align: left;">It is important <b>these ideas make an impact, and are alluring</b>. We in the scenario team let every grey cell in our brains work at full power to come up with all kinds of ideas. We are not be caged by conventions, but allow our thoughts to wander around freely. We are allowed to present the most random and wildest ideas at this stage, so it’s a lot of fun!</div><div style="text-align: left;"> </div><div style="text-align: left;">But sometimes we come with very outrageous ideas at these meetings where we allow our creative libidos to explode. For example, an idea for the second episode that was shelved was:</div><div style="text-align: left;"> </div><div style="text-align: left;"><b>A murder case occurring in a mountain village. The victim was an immortal vampire. Was the murderer a Tengu?</b></div><div style="text-align: left;"> </div><div style="text-align: left;">Tengu Village is found deep in the mountains. A Western-style old castle is located not far from the village, and it is said an immortal vampire lives there. One day, the vampire is killed inside locked room, and a Tengu is witnessed in the vicinity! Tengu vs Vampire!</div><div style="text-align: left;"> </div><div style="text-align: left;">That was the gist of the idea. No, wait before you comment on it. The really wild part still has to come. Part of this idea included a scene where Odoroki-kun (Apollo Justice) and the others would find <b>a red object, shaped like some kind of rod.</b></div><div style="text-align: left;"><b> </b></div><div style="text-align: left;"><b><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbHz9r56HPmHLvoXklYkU0Dob5ynyGC7915vIj6Z2LIlMVjFvcup9BPZ6LvNSv3TeqpKMqhWJ4tIW5hyW27mwA5jSR94PeoJGx7rojbi62CWqFccEZjekmwvtg-gvLUDs8e1XHIyWUAXtLQ9q2V5fGea7xqfZvQsPR8vinGXxFTRPrqOskV8uhGjLcGA/s400/blog_20130812_01.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="112" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbHz9r56HPmHLvoXklYkU0Dob5ynyGC7915vIj6Z2LIlMVjFvcup9BPZ6LvNSv3TeqpKMqhWJ4tIW5hyW27mwA5jSR94PeoJGx7rojbi62CWqFccEZjekmwvtg-gvLUDs8e1XHIyWUAXtLQ9q2V5fGea7xqfZvQsPR8vinGXxFTRPrqOskV8uhGjLcGA/s16000/blog_20130812_01.jpg" /></a></div> </b> <br /></div><div style="text-align: left;">It seems obvious it’s the nose of a Tengu, but their unfamiliarity with the story of the Tengu leads to <b>an outrageous misunderstanding</b>.</div><div style="text-align: left;"> <div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzkJpmfJ3EZfCQT_aYvHXcJQcT_C4qRSEm_D3aiG-Ho78TQ2iYTDt9hbrik80yn2LV7LMn8ygf7j-3i9rk5FPYrpMHYgacYsHFDpqlceDxzmR7z9lUlZNUj2e7_Jit0C7ZXXoxD9PoQYfvKeMH3ICtsaWRhfsq_Aek32UnYQyDFy15kCxtBPNmL6VO6Q/s400/blog_20130812_02.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="240" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzkJpmfJ3EZfCQT_aYvHXcJQcT_C4qRSEm_D3aiG-Ho78TQ2iYTDt9hbrik80yn2LV7LMn8ygf7j-3i9rk5FPYrpMHYgacYsHFDpqlceDxzmR7z9lUlZNUj2e7_Jit0C7ZXXoxD9PoQYfvKeMH3ICtsaWRhfsq_Aek32UnYQyDFy15kCxtBPNmL6VO6Q/s16000/blog_20130812_02.jpg" /></a></div><br /></div><div style="text-align: left;">Kokone [Athena Cykes]: Sempai. There’s something stuck on the floor beneath this desk!</div><div style="text-align: left;">Odoroki: What’s that? It looks like a red stick…</div><div style="text-align: left;">Kokone: Didn’t they say chili peppers are a local specialty of the village?</div><div style="text-align: left;">Odoroki: <b>Oh, I know, this is a chili pepper!</b></div><div style="text-align: left;"><br />Yes, I can hear you cry out “<b>You can tell by tasting it!</b>” or “<b>You can tell by touching it!</b>” already, so let’s skip that part. So then they go to the chili pepper store in the village to investigate. Later in court, when he’s cornered by the prosecutor, Odoroki finally thinks out of the box and realizes it is the broken nose of the Tengu… </div><div style="text-align: left;"> </div><div style="text-align: left;">Yes, it’s <b>crazy</b>.</div><div style="text-align: left;"> </div><div style="text-align: left;">Of course, <b>this idea didn’t make it</b>. When brainstorming, it is important not to limit your ideas in advance, but sometimes you do go off in weird directions. But it’s by sharing wild ideas like these, the scenario is slowly improved and perfected.</div><div style="text-align: left;"> </div><div style="text-align: left;">What follows after the brainstorming process is <b>the creation of the plot</b>. A plot is like a building plan, <b>a plan that lays out how the whole story will develop</b>. You could say that this process decides how the scenario will turn out in the end. You decide how the case starts, what facts are uncovered, where the turnabouts occur, how the player is led to the truth. </div><div style="text-align: left;"> </div><div style="text-align: left;"><b>Everything is decided by the plot!</b></div><div style="text-align: left;"> </div><div style="text-align: left;">What makes the plot here different from a film or an anime is that<i> <b>Gyakuten Saiban</b></i><b> is ultimately a video game</b>. It is important that the story develops because the player is playing the game. So even for moments where Odoroki is supposed to turn the case around, those moments needs to be the result of <b>a player-driven moment</b>, like a cross-examination or multiple choice screen. If not, the story goes off on its own without the player. </div><div style="text-align: left;"> </div><div style="text-align: left;">Once the plot has been decided on, it needs to be turned into <b>a script or screenplay</b>. This is the stage where we finally get to write the spoken lines the players see in the game. </div><div style="text-align: left;"> </div><div style="text-align: left;">This was a very brief introduction and I skipped a few parts, but this is basically how the game scenario is created. People who have not played the game yet, might have gotten worried now having heard about our wild ideas, but don’t worry.</div><div style="text-align: left;"> </div><div style="text-align: left;"><b>Mr. Yamazaki has kept an eye on us to make sure the scenario team didn’t go too wild!</b></div><div style="text-align: left;"> </div><div style="text-align: left;">And now I’d like to hand the word over to Mr. Fuse, also of the scenario team!</div><div style="text-align: left;"> </div><div style="text-align: center;"><span style="font-size: large;"><b>Giving The Characters A Soul!</b></span></div><div style="text-align: left;"> </div><div style="text-align: left;">Planning: Fuse</div><div style="text-align: left;"> </div><div style="text-align: left;">Fuse of Planning here. I was in the scenario team. It’s a bit confusing that I share my name with Mr. Fuse, the art director. Both of us turn around when our names are called. Because of our shared names, I thought I might have an artist residing with me too, so here’s Kokone wearing a mask with a doodle of Kokone’s face… I poured all of my drawing skills into this image. Please at least give me praise for that.</div><div style="text-align: left;"> </div><div style="text-align: left;">[Image missing?]</div><div style="text-align: left;"> </div><div style="text-align: left;">What were we talking about again? Oh, yes. I wanted to talk about how to <b>give personality to characters</b>. Fukuda used episode 2 as an example, so I will proceed with the character <b>Atsui Chishio</b>, from episode 3. Atsui Chishio and Shizuya Rei (a friend) are high school students who face each other in a mock trial held at the setting of episode 3, the Themis Legal Acedemy. The two follow reversed stereotypes on purpose, one being a hot-blooded arts student and the other a cool-headed sports student.</div><div style="text-align: left;">The matter at hand is this. Comedy is very important in the world of <i>Gyakuten</i>. It should be fun to talk with the characters, interesting to see how they react when driving into a corner, and they need to have memorable, impactful personalities!</div><div style="text-align: left;"> </div><div style="text-align: left;"><b>Chishio: </b></div><div style="text-align: left;"><b>I am Atsui Chishio! In the 3rd year of the Prosecutor Course! I’m in the Arts Club!</b></div><div style="text-align: left;"> </div><div style="text-align: left;">Here Chishio is introduced like a very normal <b>hot-blooded boy</b>, belonging to the arts club.</div><div style="text-align: left;">But how do we give a character a memorable trait so that after a first talk with them, you understand what kind of person they are?</div><div style="text-align: left;"> </div><div style="text-align: left;">Like, what does being a hot-blooded mean? Yes, it means the blood flowing through their body is hot! The power flowing through them leads to a scream, an urge that can’t be suppressed!</div><div style="text-align: left;"> </div><div style="text-align: left;"><b>Chishio:</b></div><div style="text-align: left;"><b>Ooaaaaah! I am Atsui Chishio! </b></div><div style="text-align: left;"><b>3rd year of the Prosecutor Course!</b></div><div style="text-align: left;"> </div><div style="text-align: left;">So how about adding a roar? That sounds a bit more hotblooded already. But still not hot enough. What we need, is the heat of magma flowing out of a volcano. The dramatical heat of the plates that made the Himalaya rise to the heavens! As I was troubling our minds about this, our Savior arrived. Mr. Fuse had finished his design of Chishio.</div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4v4gRwSnFYlrn9pOdpVO0Hb4sRfSyySQISMN5vOJ3T52dhhSiu1LoWPCywEmVF8GLPxVgEjpXKDwm9nLa704_vs0tzrqjRW7o8e8jqsaquktKV5SNDRKQuv7IveF5bqFNLDaL95mmOUzN9sOQKiVaxgvUu5xT4I1hrwdCLkHTcQVbMQ29ms1Tl6IXWg/s595/blog_20130812_03.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="595" data-original-width="288" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4v4gRwSnFYlrn9pOdpVO0Hb4sRfSyySQISMN5vOJ3T52dhhSiu1LoWPCywEmVF8GLPxVgEjpXKDwm9nLa704_vs0tzrqjRW7o8e8jqsaquktKV5SNDRKQuv7IveF5bqFNLDaL95mmOUzN9sOQKiVaxgvUu5xT4I1hrwdCLkHTcQVbMQ29ms1Tl6IXWg/s16000/blog_20130812_03.jpg" /></a></div> <br /></div><div style="text-align: left;">*** </div><div style="text-align: left;"><br /></div><div style="text-align: left;">Fuse: What’s this? A full-body exercise brace?</div><div style="text-align: left;">Fuse: This thing should be screeching all the time. Just standing there makes you sweat!</div><div style="text-align: left;">Fuse: That’s way too hotblooded, Mr. Fuse!</div><div style="text-align: left;">Fuse: This should fit right with his personality, right, Mr. Fuse?</div><div style="text-align: left;">Yamazaki: Which Fuse is which?!!</div><div style="text-align: left;"> </div><div style="text-align: left;">***</div><div style="text-align: left;"> <br /></div><div style="text-align: left;">The impact, and convincing power of a single image is really not to be underestimated. It really helps your inspiration when deciding the personality of a character. And that’s how Chishio became even hot-bloodier.</div><div style="text-align: left;"> </div><div style="text-align: left;"><b>Chishio:</b></div><div style="text-align: left;"><b>Ooooh! Myyyyyyyyy! Naaaaaaaaame! Iiiiiiiss! Aaaaaaatsui! Chishioooooo!</b></div><div style="text-align: left;"> </div><div style="text-align: left;">Once we arrived at the idea of having Chishio yell to express hot-bloodiness, we went all the way in with it. What they call deformation or distortion in media. Of course, you can go too far with this. There was one time something silly happened with his testimony.</div><div style="text-align: left;"><br /></div><div style="text-align: center;"><b>**Cross Examination**</b></div><div style="text-align: center;"><b> </b></div><div style="text-align: center;"><b>Testimony 1</b></div><div style="text-align: center;"><b>Uhh… Ooooaaaah!</b></div><div style="text-align: center;"><b>Hiyaaah!</b></div><div style="text-align: center;"><b><br />Testimony 2</b></div><div style="text-align: center;"><b>Haaa! Grmph! Grmph!</b></div><div style="text-align: center;"><b>Hyaaaaaah!</b></div><div style="text-align: center;"><b><br />Testimony 3</b></div><div style="text-align: center;"><b>Ugh! Cough! Cough!</b></div><div style="text-align: center;"><b>Zooooooaaaa!</b></div><div style="text-align: center;"><b><br />Testimony 4</b></div><div style="text-align: center;"><b>Ha! Ha! Hiya!</b></div><div style="text-align: center;"><b>Hyahyaaaaaaa!!</b></div><div style="text-align: center;"><b><br />**End Cross Examination**</b></div><div style="text-align: left;"> </div><div style="text-align: left;">I can’t even bear looking at this. If you’d press at testimony 3, Kokone would point out Chishio choked first before yelling. At this point, it didn’t even have anything to do with the case anymore.</div><div style="text-align: left;">At these times, scenario director Yamazaki would gently tap my shoulder and look at me with a bright smile on his face.</div><div style="text-align: left;"> </div><div style="text-align: left;">“…Rewrite this”</div><div style="text-align: left;"> </div><div style="text-align: left;">Yessir. This wouldn’t make for a fun game.</div><div style="text-align: left;"><br />And you’ll find lots of these wacky characters in <i>Gyakuten Saiban 5</i>, all created after a lot of trial and error. Each of these characters have been given life by many, from the members in the scenario team to the character designer, the modelers, the animators, the sound engineers and the scripters who use all of the aforementioned to bring them on the screen.</div><div style="text-align: left;"> </div><div style="text-align: left;">It would be nice if you would play the game, meet all of them and laugh and cry along them.</div><div style="text-align: left;">Next time you’ll find Mrs. Nakamura of Planning here. She also worked on the scenario. She’ll talk about the DLC Special Episode <i>Turnabout Reclaimed</i>. Look forward to it!</div>Ashhttp://www.blogger.com/profile/16349298369385273080noreply@blogger.com0tag:blogger.com,1999:blog-448989406699353420.post-58124679551171270182022-11-09T15:03:00.005+01:002022-11-09T18:21:11.494+01:00A Collaboration between Gyakuten Saiban 4 (3DS ver.) and Wanzhuji, Running Now! Takumi (Director) and Eshiro (Producer) Review the Food!! And We Ask About The Future of the Gyakuten Series (2018)<div style="text-align: left;">Title: A Collaboration between <i>Gyakuten Saiban 4 </i>(3DS ver.) and Wanzhuji, Running Now! Takumi (Director) and Eshiro (Producer) Review the Food!! And We Ask About The Future of the <i>Gyakuten</i> Series / 「3DS版『逆転裁判4』×万豚記コラボ実施中! 巧D&江城Pが食レポ!! 『逆転』シリーズの展開も訊く」</div><div style="text-align: left;">Source: <a href="https://www.famitsu.com/news/201802/02150796.html">Famitsu</a> </div><div style="text-align: left;"></div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSZRSJ8QfO82Nd8qbulDAqI5yQcp5rM46IsELUnOkjaeCZAvqUGyv2iQvMIeTuPN5QyMuZDrdVHNkesRJ8lq4YSnAvNhBqPtvm8ALArkdsfEZC5hKkNCMLepm7aXrIxAXmWVb5LiWVUt87KpTLkt_dBQrleKDlS8bwQDsTV5rV6m9Wjl5ICJrYiIN2Hw/s279/Wanzhuji1.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="279" data-original-width="200" height="279" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSZRSJ8QfO82Nd8qbulDAqI5yQcp5rM46IsELUnOkjaeCZAvqUGyv2iQvMIeTuPN5QyMuZDrdVHNkesRJ8lq4YSnAvNhBqPtvm8ALArkdsfEZC5hKkNCMLepm7aXrIxAXmWVb5LiWVUt87KpTLkt_dBQrleKDlS8bwQDsTV5rV6m9Wjl5ICJrYiIN2Hw/s1600/Wanzhuji1.jpg" width="200" /></a></div>Summary: Following the release of the 3DS port of <i>Gyakuten Saiban 4</i> ("<i>Ace Attorney 4 - Apollo Justice</i>") in December 2017, the Chinese-style restaurant chain <a href="https://kiwa-group.co.jp/wanzhuji/">Wanzhuji</a>, with restaurants all across Japan, featured a special collaboration with that game, with special sets recommended by <i>Gyakuten Saiban 4</i> characters Odoroki Hōsuke (Apollo Justice), Garyū Kyōya (Klavier Gavin) and Minuki (Trucy), which also came with special stickers for each time you ordered one of these sets. Editors of Famitsu interviewed the producer Eshiro Motohide and director Takumi Shū in Feburary 2018 as they tried the food, but also asked them about special memories they have of <i>Gyakuten Saiban 4</i> as well as about the future of the series.</div><div style="text-align: left;"><p>Images are taken from the source article. Copyrights belongs to the respective owners.<span></span></p><a name='more'></a><p></p></div><div style="text-align: center;"> <span style="font-size: large;"><b>Sorry for disturbing you while you’re eating. We’re from Famitsū…</b></span></div><div style="text-align: center;"><span style="font-size: large;"><b> </b></span></div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXqDhyFI1Ln0SajpF3ZyrCh5AELCisjBldw0MwtIUiZO0K43Z5e3n6LyzT9UO-LBLDT_v2FtySDDJ2gwHIi1AH4YhKL0DdzlSfxQTxCKXi9QoaCprhg0muBguW_RQJCYGLtY0_rse5KYO4WAlTHNpULcCZujs3RUslletT4Y9k_vvFaz0HMxC_gBzR5A/s471/Wanzhuji2.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="471" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXqDhyFI1Ln0SajpF3ZyrCh5AELCisjBldw0MwtIUiZO0K43Z5e3n6LyzT9UO-LBLDT_v2FtySDDJ2gwHIi1AH4YhKL0DdzlSfxQTxCKXi9QoaCprhg0muBguW_RQJCYGLtY0_rse5KYO4WAlTHNpULcCZujs3RUslletT4Y9k_vvFaz0HMxC_gBzR5A/s16000/Wanzhuji2.jpg" /></a></div><br /> </div><div style="text-align: left;">We went up to Mr. Eshiro and Mr. Takumi who were both trying the food, and asked them how it tasted.</div><div style="text-align: left;"> </div><div style="text-align: left;"></div><div style="text-align: left;">Interviewer: What do you think of the food, now you’re eating the real deal?</div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivj2S-5nKTEr1sUz9SqjtXLUIN0n1_MdY0J8xbhxSizrXDS98HCJWPhKmD1akLSv8bcIhsl4MzFjamNSI0e-sFDK6MZD1em5iPl09Srbf37BMCUecLoYclhonmKl-f_OS0gqxVG2L7HigSG8vq1BYmkrnpqtRU4V6HaN6LXe2vNGKm9ooHt7EVJFrQbw/s400/Wanzhuji3.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="298" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivj2S-5nKTEr1sUz9SqjtXLUIN0n1_MdY0J8xbhxSizrXDS98HCJWPhKmD1akLSv8bcIhsl4MzFjamNSI0e-sFDK6MZD1em5iPl09Srbf37BMCUecLoYclhonmKl-f_OS0gqxVG2L7HigSG8vq1BYmkrnpqtRU4V6HaN6LXe2vNGKm9ooHt7EVJFrQbw/s16000/Wanzhuji3.jpg" /></a></div> </div><div style="text-align: left;">Eshiro: The taste of the black sesame <i><a href="https://en.wikipedia.org/wiki/Dandan_noodles">tantanmen</a></i> should appeal to the mature eater. That has parallels with Garyū Kyōya (Klavier Gavin). You can really taste the sesame. I love sesame, so I love this. And it's quite a big plate. Women might want to order this and something else, and then share it together. </div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: At first sight you’d think a soup-less <i>tantanmen</i> would be spicy, but it’s not really spicy at all, and really easy to eat. It’s sweet and spicy, and has thick, wavy noodles. And the fragrance of these spices, or are these nuts? I have never reviewed food, so I hope I’m doing this right (laugh).</div><div style="text-align: left;"> </div><div style="text-align: left;">Eshiro: You’re doing fine. The set recommended by Minuki (Trucy) is really delicious too. The fried rice with pork and vegetables. There’s a lot of pork, so it fills you up good. By the way, the collaboration sets are inspired by the theme colors of the characters. The black sesame <i>tantanmen</i> corresponds to Garyū Kyōya’s black (Klavier Gavin), the rayu (chili oil) of soup-less <i>tanntanmen</i> corresponds to Odoroki’s red (Apollo Justice) and the set corresponding to Minuki’s blue uniform… well, the food isn’t blue, but there are “vegetables” in it (TN: the ‘green’ in the Japanese word for ‘green vegetables’ can also mean ‘blue’).</div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVztDide7r5rrySd6zzh8TmBJsaNKeETFF6XAGHHyR-UrLfboNaVblNJQAIC2dnfgiYQeWJ-XPrt5ABht7umbW_FN6uqiOmR2EvnbLS38Z2L7Bmz_gA5Md0e0_UIjQ2TmzfOY6SdKXvtqN0v-yda2YVNlyCo4jA4CjRSBWQdOfQPocmaSxU50bg5WZlw/s400/Wanzhuji4.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="308" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVztDide7r5rrySd6zzh8TmBJsaNKeETFF6XAGHHyR-UrLfboNaVblNJQAIC2dnfgiYQeWJ-XPrt5ABht7umbW_FN6uqiOmR2EvnbLS38Z2L7Bmz_gA5Md0e0_UIjQ2TmzfOY6SdKXvtqN0v-yda2YVNlyCo4jA4CjRSBWQdOfQPocmaSxU50bg5WZlw/s16000/Wanzhuji4.jpg" /></a></div> <br /></div><div style="text-align: left;">Interviewer: Haha. How do collaboration projects like these get started?</div><div style="text-align: left;"> </div><div style="text-align: left;">Eshiro: in this particular case, we came up with the proposal. And we don’t just have collaboration menus. You can also get stickers with the characters as sprite art when you order something, and we also have an original mystery minigame made by the development staff of the 3DS version. And we even have a raffle, where ten people can win a Objection! towel. The thing makes quite an impression and I wish we could just sell this on our own.</div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: Wow, it is pretty big. It looks simple, but the words really make an impact. I’m sure it would sell like crazy if you’d make it available!</div><div style="text-align: left;"> </div><div style="text-align: left;">Eshiro: It’s a rare piece of merchandise, so I can recommend all of your readers to try the food here and try to win the towel.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: The <a href="https://en.wikipedia.org/wiki/Annin_tofu">Annin Tofu</a> desert is great…</div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiektLJKIB5eDTRAlbHvF52U9KhUeKjr96CodH4mHWos4sg2o0mkxz-hFOFX7knI6pCZmaVqbW8eGXOYF6RrprWHTP-zhEfoQfup8Kb2NUgBLYyTOdYKyUgC_nMClSOyKkEcVZSTgXFzUP6L-9v-grQBvkHZdfMrpmIQOObyv432rAZGxshSo65KFeGDg/s400/Wanzhuji5.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="266" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiektLJKIB5eDTRAlbHvF52U9KhUeKjr96CodH4mHWos4sg2o0mkxz-hFOFX7knI6pCZmaVqbW8eGXOYF6RrprWHTP-zhEfoQfup8Kb2NUgBLYyTOdYKyUgC_nMClSOyKkEcVZSTgXFzUP6L-9v-grQBvkHZdfMrpmIQOObyv432rAZGxshSo65KFeGDg/s16000/Wanzhuji5.jpg" /></a></div><br /> </div><div style="text-align: left;"><br /></div><div style="text-align: center;"><span style="font-size: large;"><b>“We’re thinking about what should happen next. Look forward to it”</b></span></div><div style="text-align: center;"><span style="font-size: large;"><b> </b></span></div><div style="text-align: left;"></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5JEk96N2Z-H5-PW7UFBPD_SqvTYmPfJ45VwavDthyk2vCXE_Xn_wwIBMaJpprCrGBt5sBi7jVaMSGn8opH5rmNXwffQnYcpRXl4KtAD7W3i7Pc4QUxnpokTr6cF16Dg8YjIesY50RNa1I7x7Htsje2ldWo97JWH5mg9hf0NEj_XieWTf0GJ6OUI0WQQ/s566/Wanzhuji6.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="566" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5JEk96N2Z-H5-PW7UFBPD_SqvTYmPfJ45VwavDthyk2vCXE_Xn_wwIBMaJpprCrGBt5sBi7jVaMSGn8opH5rmNXwffQnYcpRXl4KtAD7W3i7Pc4QUxnpokTr6cF16Dg8YjIesY50RNa1I7x7Htsje2ldWo97JWH5mg9hf0NEj_XieWTf0GJ6OUI0WQQ/s16000/Wanzhuji6.jpg" /></a></div><br /><div style="text-align: left;">Interviewer: Do you have any special memories about <i>Gyakuten Saiban 4</i> (“<i>Ace Attorney 4 – Apollo Justice</i>”)?</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: There is a lot that made a lot of impression on me. Like how we decided on the name of the protagonist Odoroki Hōsuke (Apollo Justice), memories of the second episode “Turnabout Corner” and how I was given the theme of the Lay Judge system to work with. Oh, and when development on <i>Gyakuten Saiban 4</i> started… It was right after we had finished work on <i>Gyakuten Saiban Yomigaeru Gyakuten</i> (<i>Ace Attorney 1 DS</i>), so everybody on the team felt content, but also completely drained because we had poured everything into that game. But then someone really high up in the company announced “We are developing <i>Gyakuten Saiban 4</i>” in public. When we heard that, we all thought: “We—we are?” (laugh)</div><div style="text-align: left;"> </div><div style="text-align: left;">Eshiro: I was at the time the assistant producer on <i>Gyakuten Saiban 4</i>, so I remember how I was tasked with support for the creation of the first ever television commercial for that game, and how I was there when we filmed the commercials with the attorney Maruyama Kazuya. Oh, and I remember working on the court set at our booth at the Tokyo Game Show. I think that was the first time we created a courtroom for the series at the show?</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: It was. We only had the designs for the new protagonist ready at that Tokyo Game Show, just that one illustration. And of course, he didn’t have a voice yet. So his sprite wasn’t animated, and he could only talk in beeps (laugh). Oh, and I was working together with Nuri again on <i>Gyakuten Saiban 4</i> after working with him on <i>Yomigaeru Gyakuten</i>, so that was nice. If not for that, the <i>Dai Gyakuten Saiban</i> series (The Great Ace Attorney) would probably not be here.</div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: <i>Dai Gyakuten Saiban 2 – Naruhodō Ryūnosuke no Kakugo</i> (<i>The Great Ace Attorney 2: Resolve</i>) went on sale in August 2017. Is there anything going on now in regards to a new entry in the <i>Gyakuten</i> series or anything else for the future?</div><div style="text-align: left;"> </div><div style="text-align: left;">Eshiro: There is nothing specific I can say at the moment (laugh). But basically, both of us are thinking it over, so this is the time to prep and see what comes. I hope fans can look forward to what may come, and keep an eye on everything related to the <i>Gyakuten Saiban</i> series!</div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXUIdDlI2xQQPf3_EV6LUNogaa-VShjBCs944Mxcz-MgV_4VZRBpCpPKUKbMKDJ1NnsPTsuabyAq7gTF5SslXYW2jLJZrRH1UecCBT1Uvc7u8eY-iJwbYfXIS2zEu3wIpS2QBXneWuDpDYDGjudln2_-b4C2ApdGQm0DGZLVUcs9Cafu1oic3Wz0hIXQ/s601/Wanzhuji7.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="601" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXUIdDlI2xQQPf3_EV6LUNogaa-VShjBCs944Mxcz-MgV_4VZRBpCpPKUKbMKDJ1NnsPTsuabyAq7gTF5SslXYW2jLJZrRH1UecCBT1Uvc7u8eY-iJwbYfXIS2zEu3wIpS2QBXneWuDpDYDGjudln2_-b4C2ApdGQm0DGZLVUcs9Cafu1oic3Wz0hIXQ/s16000/Wanzhuji7.jpg" /></a></div></div>Ashhttp://www.blogger.com/profile/16349298369385273080noreply@blogger.com0tag:blogger.com,1999:blog-448989406699353420.post-35644964164397304562022-11-05T14:18:00.004+01:002022-11-05T14:18:47.610+01:00Gyakuten Kenji 2 Blog Entry 13: Scenario Camp! (2010)<p>Title: Scenario Camp! / 「シナリオ合宿!」<br />
Source: <a href="http://www.capcom.co.jp/gyakutenkenji/2/blog/201011/developer17_25709.html"><i>Gyakuten Kenji 2</i> official site</a><br />
</p><div class="separator" style="clear: both; text-align: center;">
<a href="https://2.bp.blogspot.com/-TSYu32I4vpE/WqUEgpNbs8I/AAAAAAAAAwE/2d47EN3PZDsfwxz7w-QTFKcH8h0KPKnnACLcBGAs/s1600/gk2.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="178" data-original-width="200" src="https://2.bp.blogspot.com/-TSYu32I4vpE/WqUEgpNbs8I/AAAAAAAAAwE/2d47EN3PZDsfwxz7w-QTFKcH8h0KPKnnACLcBGAs/s1600/gk2.jpg" /></a></div><p>
Summary: In the post published on November 26th, 2010 on the official <i>Gyakuten Kenji 2 </i>("<i>Turnabout Prosecutor 2</i>")
developers blog, character designer Iwamoto Tatsurō writes a bit about the "writing camp" they held during the development of the game. The staff members that were involved with the scenario would stay for four nights at a company-owned resort, where they could concentrate on the scenario. As the character designer, Iwamoto was tasked with making rough sketches for the characters, which in turn would lead to changes or finetuning the scenario, like a feedback loop. While the trip turned out to be a lot more work than Iwamoto had initially expected, they also had time for some fun, like a character drawing contest, and the creative creations by producer Eshiro Motohide, director Yamazaki Takeshi and planner Furukawa Yuuki are revealed by Iwamoto here, together with sketches of those three men by Iwamoto.<br /></p><p>Images are taken from the source article. Copyrights belongs to the respective owners.</p><p><span></span></p><p><span></span></p><a name='more'></a><p></p><div style="text-align: center;"><span style="font-size: large;"><b>Scenario Camp!</b></span></div><div style="text-align: center;"><span style="font-size: large;"><b> </b></span><br /></div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2aBX_YI7gQjWJruot1LewTWJc1mXHZrO7r7RNxHNxZSg8qQgBrH-N1GWWfalReg7XywnTDrdER073N5MvgbYM84gFNX9bEzFhWlIvduzO0Ipicg1yJSjs-g9oc00VEo_7CcmvqS3tOQgSS5tfAfHNXkFHq4RGcKvcBUdE3znYraTibR0O019yz3pwZQ/s899/3-1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="899" data-original-width="333" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2aBX_YI7gQjWJruot1LewTWJc1mXHZrO7r7RNxHNxZSg8qQgBrH-N1GWWfalReg7XywnTDrdER073N5MvgbYM84gFNX9bEzFhWlIvduzO0Ipicg1yJSjs-g9oc00VEo_7CcmvqS3tOQgSS5tfAfHNXkFHq4RGcKvcBUdE3znYraTibR0O019yz3pwZQ/s16000/3-1.jpg" /></a></div> </div><div style="text-align: center;"> <i>Title: CAMP!!<br /><br />1) At camp we talked…<br />2) And drew a lot<br />3) We weren’t staying at a hotel, so I shared a room with the director, but…<br />4) neither of us can sleep with someone else around so we lied awake all night<br />The next night, we moved to different rooms.</i><br /></div><div style="text-align: left;"><br />Hello. Character designer Iwamoto here. Today I want to talk about something that was crucial to the creation of <i>Gyakuten Kenji 2</i> (‘<i>Turnabout Prosecutor 2</i>’): the Scenario Camp.<br /> </div><div style="text-align: left;">We held this camp near the end of last year’s summer, staying for four nights at a company resort home called Capcom House. It was pretty exciting. You see, I was always a fan of that famous story of how the film director Kurosawa Akira went into <i>kanzume</i> mode at an inn together with his script writers, and how they would discuss everything with each other in order to create the script. (TN: <i>kanzume</i> means “canned” as in “canned food” and refers to a practice from the publication industry where editors basically keep an author or manga artist in a hotel room or somewhere away from home without distractions to ensure they’ll meet their deadlines).<br /> <br />I really liked the ring to the term “ scenario camp” But at the same time, I wondered what I was going to do there. As I was an illustrator. I heard there was a pool there too, so perhaps I could just relax all day in the water…</div><div style="text-align: left;"><br />I was a fool, I can only say.</div><div style="text-align: left;"><br />We’d discuss the plots of the scenarios, then I had to draw many rough sketches based on those plots, and based on that we’d come up with new ideas for the scenario, and that would lead us to discussing new game mechanics…</div><div style="text-align: left;"><br />And everyone worked really hard, so the coward I am, I couldn’t be found slacking of course.<br /><br />But there was one time we could relax while we worked hard in camp. That was at the “<i>Gyakuten Kenji</i> Character Drawing Contest, Without the Illustrating Staff!!” Participants had to draw characters like Mitsurugi (Miles Edgeworth) or Mikumo (Fay Karaday) without looking…</div><div style="text-align: left;"> </div><div style="text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiR9PJc2b93ZTnJuVEjLcpqIdjkpr61YSn3BA8r2qCONxXGEs2euxM2zZ-fw3xrlTmqozy5Q4sJVZdVXlbBUDjfoUsq8Iava0tvZi5jekbC_XGKU8AXj-Z6fUBxgrGqLYnNQCxzIXu1ZQfPxtOmVztvStmio4wOiHS4c7juQEn7VMpLer4tN52i_P3_rw/s460/19.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="184" data-original-width="460" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiR9PJc2b93ZTnJuVEjLcpqIdjkpr61YSn3BA8r2qCONxXGEs2euxM2zZ-fw3xrlTmqozy5Q4sJVZdVXlbBUDjfoUsq8Iava0tvZi5jekbC_XGKU8AXj-Z6fUBxgrGqLYnNQCxzIXu1ZQfPxtOmVztvStmio4wOiHS4c7juQEn7VMpLer4tN52i_P3_rw/s16000/19.jpg" /></a></div> ← Eshiro Yamazaki →<br /></div><div style="text-align: left;"><br />Do these two even have any love for the Gyakuten Kenji series? Or are they just making fun of me?</div><div style="text-align: left;"> </div><div style="text-align: left;"></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAi9zC6LrKZ3zxEfUFAIJQsjKB_FrEonJI5oK0rrjIuxs0DmQuoBkAtKVa9SKWyM36BqB24sRCAGVGg_VJuyisY7ZD6yzUHmAWJAKQYqVmMlxpM24FefxnOSO87zM9GorQOMe4BtsbPkTouVb6919X-IAgn9jMgl2PuZy_yV-QGM4S5p2nXTAc5-Nc9A/s400/20.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="393" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAi9zC6LrKZ3zxEfUFAIJQsjKB_FrEonJI5oK0rrjIuxs0DmQuoBkAtKVa9SKWyM36BqB24sRCAGVGg_VJuyisY7ZD6yzUHmAWJAKQYqVmMlxpM24FefxnOSO87zM9GorQOMe4BtsbPkTouVb6919X-IAgn9jMgl2PuZy_yV-QGM4S5p2nXTAc5-Nc9A/s16000/20.jpg" /></a></div><div style="text-align: left;"></div><div style="text-align: center;">By Furukawa<br /></div><div style="text-align: left;"><br />This one bugged me in a different way. And he drew this like it was nothing! Hrmph!</div><div style="text-align: left;"><br />Thanks to this outing, I managed to create rough sketches for about 75% of all the characters, and we decided on the direction we wanted to go. The sketch of Mikagami producer Eshiro showed in the previous blog post was also created then. So this ended up a meaningful trip.</div><div style="text-align: left;"><br />Next up is the Puppet Master Shiozawa. Look forward to a post that will reveal the deepest secrets behind <i>Gyakuten Kenji 2</i> even I don’t know about!</div>Ashhttp://www.blogger.com/profile/16349298369385273080noreply@blogger.com0tag:blogger.com,1999:blog-448989406699353420.post-62051776095495185192022-11-05T14:05:00.000+01:002022-11-05T14:05:04.217+01:00Gyakuten Kenji 2 Blog Entry 27: Thank you for your hard work! (2011)<p>Title: Thank you for your hard work! /「お疲れさまでした!」<br />
Source: <a href="http://www.capcom.co.jp/gyakutenkenji/2/blog/201011/developer17_25709.html"><i>Gyakuten Kenji 2</i> official site</a><br />
</p><div class="separator" style="clear: both; text-align: center;">
<a href="https://2.bp.blogspot.com/-TSYu32I4vpE/WqUEgpNbs8I/AAAAAAAAAwE/2d47EN3PZDsfwxz7w-QTFKcH8h0KPKnnACLcBGAs/s1600/gk2.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="178" data-original-width="200" src="https://2.bp.blogspot.com/-TSYu32I4vpE/WqUEgpNbs8I/AAAAAAAAAwE/2d47EN3PZDsfwxz7w-QTFKcH8h0KPKnnACLcBGAs/s1600/gk2.jpg" /></a></div><p>
Summary: In the one of the last posts published on the official <i>Gyakuten Kenji 2 </i>("<i>Turnabout Prosecutor 2</i>")
developers blog, dated February 24th 2011, assistant producer Shiozawa Natsuki looks back at the development of the game that was released just a few weeks earlier. She reminiscences about the summer, when director and lead writer Yamazaki realized they weren't going to meet the scenario deadlines at this rate, and decided to lock himself up in a meeting room for months with just a computer to make sure he'd finish the scenario in time. And time flies when you're cooped up all day in a small room, and sometimes, even things like birthdays come second to work. <br /></p><div style="text-align: left;">Images are taken from the source article. Copyrights belongs to the respective owners.</div><p></p><p><span></span></p><a name='more'></a><p></p><div style="text-align: center;"> <span style="font-size: large;"><b>Thank you for your hard work! </b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Hello, everybody! It’s been a while. Assistant producer Shiozawa here!</div><div style="text-align: left;"><br />It’s been three weeks already since <i>Gyakuten Kenji 2</i> (‘<i>Turnabout Prosuecutor 2</i>’) was released. The development team is finally settling down now, passing the days dancing and crying tears of joy as we read the comments sent to our official Twitter account (@GK_CAPCOM). I too finally have some time for myself, so I finally got started on <i>Catha</i>… err, I started playing <i>Gyakuten Kenji 2</i>!</div><div style="text-align: left;"><br />Anyway, this will the final time I will be able to talk to you through the development blog, so today I want to look back at the development period and share a nostalgic story with you.<br /> </div><div style="text-align: left;">It all happened, ah yes, in the hot summer. When Director Yamazaki realized the scenario of the <i>Gyakuten Kenji 2</i> wouldn’t be finished according to schedule, he decided to make the ultimate sacrifice: he went into <span style="color: red;"><b><i>kanzume</i></b></span> mode (TN: <i>kanzume</i> means “canned” as in “canned food” and refers to a practice from the publication industry where editors basically keep an author or manga artist in a hotel room or somewhere away from home without distractions to ensure they’ll meet their deadlines).<br /><br />And his <i>kanzume</i> mode… was <i>the real deal</i>. First he reserved a meeting room at the office for several months and brought only the bare necessities, like a PC and other files. Each morning, Director Yamazaki would go straight for the meeting room and start working on the scenario as if he were possessed. When he had exhausted himself completely, he would go straight home again. Chatting with the other staff members, going out for a nice lunch… you’d think he’d do that, but no! Some call me a demon or a puppet master, but even I had to admit he wasn’t going easy on himself at all. (Of course, you can’t develop a game without the director there, so once a week, there was the “Yamazaki Check Time”.</div><div style="text-align: left;"><br />So during this <i>kanzume</i> period, I happened to pass in front of the meeting room. “<b>…You know, what if he isn’t really working hard on the scenario there?</b>” I wondered as I stealthily opened the door… No, of course that didn’t happen. I was worried about him, <b>fearing he might push himself too hard</b>!! So I knocked on the door and went inside.</div><div style="text-align: left;"><br />I think, yeah, I think he was writing (my memories are vague). So we had a short chat, and just as I got up and was about to leave, he said the following.</div><div style="text-align: left;"><br /><span style="font-size: large;">“Oh, I almost forgot, today’s actually my birthday~”</span><br />….<br />……..<br />It was silent in the meeting room for a few seconds.<br />“Oh. I’ll have to congratulate you then. Bye!”<br />I think I saw tears welling up in his eyes, but I quickly exited the room. And I quickly ran to our offices.<br />“Hey! Did you know it was the director’s birthday today?”<br />“…Ah!” (Furukawa clapped his fist in his hand like you see in comics)<br />“That’s all you have to say!?”<br /> </div><div style="text-align: left;">So I then dashed to a cake shop near the office. My eyes fell on a delicious-looking short cake with lots of strawberries and blueberries on top and I called out to the clerk<br />“This one please? And could you write a message on the cake?”<br />“Yes. What should it say? ‘Happy birthday?’” the elderly clerk asked with a smile on their face. I had to muster up the courage to say the following.<br /><span style="color: red;"><b><span style="font-size: large;">“Errr… Objection.”</span></b></span><br /><b><span style="font-size: large;">“Excuse me?”</span></b> (Like how Sugishita Ukyō says it)<br />“Could… could you write <i>Objection</i> on the cake?” I asked very, very timidly.<br /><span style="color: red;"><b>“So it should say <i>Objection</i>?” </b></span>the clerk asked again looking me in the eyes.<br />Nooo! Don’t make me repeat it again! Don’t make me repeat it again!!<br /><br />…So we didn’t do anything fancy, but this was the cake we prepared.<br />Wouldn’t it have been great if they could’ve cut the plate like a speech bubble?</div><div style="text-align: left;"><br />So then we went to the director’s <i>kanzume</i> room with the rest of the staff members. Steadily, swiftly and stealthily!</div><div style="text-align: left;"> </div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhIdly_1k1V92nudLzxuQ7_l61YNCRIf3yteq0dmXRH2L9sII6pQutms2-0v4UUBZzvlbJR8QfCrLMcy2kpDxy4HgtaERysf7TygGIY1sKd-BY7gzJk3nd0j_pZVcyo1Dn13w7ckJz99l2XyBMVfetjtZbh_eo7E55Ox1l1eewp3ScwPrwMKNM1QE9Tqw/s441/%E3%82%B1%E3%83%BC%E3%82%AD.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="441" data-original-width="330" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhIdly_1k1V92nudLzxuQ7_l61YNCRIf3yteq0dmXRH2L9sII6pQutms2-0v4UUBZzvlbJR8QfCrLMcy2kpDxy4HgtaERysf7TygGIY1sKd-BY7gzJk3nd0j_pZVcyo1Dn13w7ckJz99l2XyBMVfetjtZbh_eo7E55Ox1l1eewp3ScwPrwMKNM1QE9Tqw/s16000/%E3%82%B1%E3%83%BC%E3%82%AD.jpg" /></a></div><br /><div style="text-align: left;"><span style="color: red;"><b><span style="font-size: large;">“HAPPY BIRTHDAY~~!”</span></b></span><br />(Director Yamazaki looked dumbfounded for a while)<br /><br />And then followed the usual. We sang <i>Happy birthday</i> and Mr. Yamazaki blew out the candles.</div><div style="text-align: left;"> </div><div style="text-align: left;"></div><div style="text-align: left;"></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRmnRkCDs4xsb9qnBuEF8UZs3oZchfWEYZn4x6cL9_eN28QAxHzIboFjXVvfbZYSzN-pj3CrOIxSOIBoOUpPr8gw5UiMH6fYh3tMEmNsmsy5mESwzBQLKtFqq799iJknVsXSESnjMdYjoqGlSMP1cebYYiKCFmajEZu7J6GtH2sSbzWmiNGsNdERiOhg/s480/%E3%82%B1%E3%83%BC%E3%82%AD%E5%B1%B1%E5%B4%8E.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="480" data-original-width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRmnRkCDs4xsb9qnBuEF8UZs3oZchfWEYZn4x6cL9_eN28QAxHzIboFjXVvfbZYSzN-pj3CrOIxSOIBoOUpPr8gw5UiMH6fYh3tMEmNsmsy5mESwzBQLKtFqq799iJknVsXSESnjMdYjoqGlSMP1cebYYiKCFmajEZu7J6GtH2sSbzWmiNGsNdERiOhg/s16000/%E3%82%B1%E3%83%BC%E3%82%AD%E5%B1%B1%E5%B4%8E.jpg" /></a></div><br /><div style="text-align: left;">*CLAP* *CLAP*<br /></div><div style="text-align: left;"> <br /></div><div style="text-align: left;">However, take a good look at the picture. Yes, our director had been eating a convenience store lunchbox all on his own… on the night of his own birthday! A tear-rending story, for both those who tell this story, and those who listen to this story!<br /> </div><div style="text-align: left;">And it was with episodes like these that <i>Gyakuten Kenji 2</i> was finally completed. It felt like a long time, it felt like a short time, but it was very memorable. The development process of <i>Gyakuten Kenji 2</i> is slowly turning into “a memory” for me. </div><div style="text-align: left;"><br /><span style="color: red;"><b>But! Life only starts for <i>Gyakuten Kenji 2</i> the moment it falls into your hands!<br />This is only the beginning! <br />What happens next, is up to all of you! </b></span></div><div style="text-align: left;"> </div><div style="text-align: left;">What lies ahead of us, what kind of world will open up to us, that is something we all look forward to! Last week will be the final time the blog is updated. One final message by the producer Eshiro and our director Yamazaki! Be sure to read it!</div><div style="text-align: left;"></div><div style="text-align: left;"> </div><div style="text-align: left;">***** </div><div style="text-align: left;"><br /><span style="color: red;"><b>★Today’s best shot★</b></span></div><p style="text-align: left;"></p><div style="text-align: left;">A picture at the end of the night. No explanations necessary, right? Thank you for all your hard work!</div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOTl9Jn9sxv8bxpaUdez0OPlTatqnVwumqBb5cGK4ueMZgZ0MnZwFRtIuAm6aWqD7_IuPTRQzufSU1Lv7urAS2OCgd7mECGNWs6r8QkE2shFsFgj_NY8IYWR8hR6cozRrrTFaqkgJWVeV-Hafta5PZXLgC9w-ttC8dNyaufOygBg_OZU8lWAs0BMT8dA/s441/%E3%81%99%E3%82%84%E3%81%99%E3%82%84%E5%B1%B1%E5%B4%8E.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="441" data-original-width="330" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOTl9Jn9sxv8bxpaUdez0OPlTatqnVwumqBb5cGK4ueMZgZ0MnZwFRtIuAm6aWqD7_IuPTRQzufSU1Lv7urAS2OCgd7mECGNWs6r8QkE2shFsFgj_NY8IYWR8hR6cozRrrTFaqkgJWVeV-Hafta5PZXLgC9w-ttC8dNyaufOygBg_OZU8lWAs0BMT8dA/s16000/%E3%81%99%E3%82%84%E3%81%99%E3%82%84%E5%B1%B1%E5%B4%8E.jpg" /></a></div><br /> </div>Ashhttp://www.blogger.com/profile/16349298369385273080noreply@blogger.com0tag:blogger.com,1999:blog-448989406699353420.post-7289314752955578902022-06-10T15:40:00.003+02:002022-06-10T15:40:50.066+02:00Producer Matsukawa and Director Takumi Shū talk about Gyakuten Saiban 4!! (2006)<div style="text-align: left;">Title: Producer Matsukawa and Director Takumi Shū talk about <i>Gyakuten Saiban 4</i>!! / 「『逆転裁判4』について松川プロデューサー&巧舟ディレクターが語る!!」<br />Source: <a href="https://www.famitsu.com/interview/article/2006/06/20/668,1150801674,55268,0,0.html">Famitsu</a></div><div style="text-align: left;"><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisWQCG_o9ZVaj8CuVzgLQ67RVhqtBolMwqUHxxaJi-EnZOqqyT-dCvX-jonJn-TRFTE_9uSTwkS-9CWgcMzCC5hnxSGbRpU5OyyURH9cuUc-fi1I9KlI45C5v7knezaDgmPCl4vb6WaVvPqv6URtkHMNVk_VdbjXIB9GKKEGAplClRy6Gd-cl9_KGhXA/s246/famitsu630.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="246" data-original-width="200" height="246" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisWQCG_o9ZVaj8CuVzgLQ67RVhqtBolMwqUHxxaJi-EnZOqqyT-dCvX-jonJn-TRFTE_9uSTwkS-9CWgcMzCC5hnxSGbRpU5OyyURH9cuUc-fi1I9KlI45C5v7knezaDgmPCl4vb6WaVvPqv6URtkHMNVk_VdbjXIB9GKKEGAplClRy6Gd-cl9_KGhXA/s1600/famitsu630.jpg" width="200" /></a></div>Summary: On June 23rd, 2006, Famitsu posted an interview on their site with producer Matsukawa and scenario writer Takumi Shū about <i>Gyakuten Saiban 4</i> (<i>Ace Attorney 4 – Apollo Justice</i>), which was still in development. The interview had originally been posted in June 30, 2006 issue of Famitsu, but the online version includes parts that had been cut from the paper version due to page constraints. At this point in time, the new protagonist Odoroki Hōsuke had been announced together with his assistant Minuki (Trucy), and it had also been revealed the game was set seven years after the finale of the previous game, but little more was known at that point about the game, as this interview was also set before the bigger Tokyo Game Show presentation several months later. A lot of the interview therefore focuses on how this project got started, about Odoroki and Minuki’s roles in the game and about how the story will turn out. Interestingly, the interview title refers to Takumi as the director, even though he isn’t the director of <i>Gyakuten Saiban 4</i>, whereas the introduction of this article (not translated here) refers to him as being responsible for the scenario of the game. </div><div style="text-align: left;"> </div><div style="text-align: left;">Images are taken from the source article. Copyrights belongs to the respective owners.</div><span><a name='more'></a></span><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgy1I_EBCRPmryEWxRmppFrLKGDoIqpmO3KbAoRGau2J7KpFwTKeA2MiT4eZLFeDU4e_lhMhh2CqxR_Z3TtOgM9va8H85tWKMctIMCIyRdNF5V7-7O0BloTo9kpZLdzMYUfl1oXvAouq_FHE7Zhb97ydyJDj-30-UgnchcJptSXK9R8m-RgkyLTGtRldg/s300/h-668_55268_matutaku01.jpg.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="235" data-original-width="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgy1I_EBCRPmryEWxRmppFrLKGDoIqpmO3KbAoRGau2J7KpFwTKeA2MiT4eZLFeDU4e_lhMhh2CqxR_Z3TtOgM9va8H85tWKMctIMCIyRdNF5V7-7O0BloTo9kpZLdzMYUfl1oXvAouq_FHE7Zhb97ydyJDj-30-UgnchcJptSXK9R8m-RgkyLTGtRldg/s16000/h-668_55268_matutaku01.jpg.jpg" /></a></div> </div><div style="text-align: left;">Interviewer: When did development on this project start?<br /> </div><div style="text-align: left;">Matsukawa: It was around the same time <i>Yomigaeru Gyakuten</i> (<i>Ace Attorney 1 DS</i>) was released, on September 15th 2005. And it was rather fast, but we then made an initial announcement production had started on the game the following month, at a presentation by Nintendo in October.<br /> </div><div style="text-align: left;">Interviewer: Had you already decided on the overall plot at that point?<br /> </div><div style="text-align: left;">Takumi: The plot… we had nothing yet at the time of the announcement. We had nothing for quite a while. For several months actually. (laugh). I wouldn’t even know when we really started working on the story…</div><div style="text-align: left;"><br />Matsukawa: Mr. Takumi joined the team late October 2005, or to be exact, that’s when he really got started on his work on this team. Because at the time he was also working on the blog of Y<i>omigaeru Gyakuten</i>, so he would write blog posts and do promotional work for the overseas release of the game while working on the story.</div><div style="text-align: left;"> </div><div class="separator" style="clear: both; text-align: center;"> <a href="https://1.bp.blogspot.com/-BLWJ7hBZkpc/YqNGEXevRWI/AAAAAAAABeA/NszZ3eO3wYAeb-3ucJhHzSXB66p65j2vACNcBGAsYHQ/s375/h-668_55268_odoroki01.jpg.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="375" data-original-width="250" src="https://1.bp.blogspot.com/-BLWJ7hBZkpc/YqNGEXevRWI/AAAAAAAABeA/NszZ3eO3wYAeb-3ucJhHzSXB66p65j2vACNcBGAsYHQ/s16000/h-668_55268_odoroki01.jpg.jpg" /></a></div><br /><div style="text-align: left;">Interviewer: The story is set seven years after <i>Gyakuten Saiban 3</i> (<i>Ace Attorney 3 – Trials and Tribulations</i>). Why seven years?<br /> </div><div style="text-align: left;">Takumi: Seven is a lucky number (laugh).<br /> </div><div style="text-align: left;">Matsukawa: The concept, or goal of <i>Gyakuten Saiban 4</i> for the team was to make a new <i>Gyakuten</i> game on new hardware. <i>Yomigaeru Gyakuten</i> was a showcase of how the first <i>Gyakuten Saiban</i> would’ve looked like if it had been originally made for the DS. We discussed this with the team, and there were many challenges they wanted to take on: not only things they hadn’t been able to do with <i>Yomigaeru Gyakuten</i>, but also regarding the use of the touch screen and other challenges the hardware of the Nintendo DS offered and that’s what we focused on. We also reflected on the story, how it would need to appeal to newcomers, but also people who already played the previous games. And that is why we arrived at the idea to have a new protagonist and have the story set seven years later.<br /> </div><div style="text-align: left;">Interviewer: Will characters from the previous games appear?<br /> </div><div style="text-align: left;">Matsukawa: Auchi (Winston Payne) and the judge (laugh). Any people you’d like to see?<br /> </div><div style="text-align: left;">Takumi: Eh? Are you taking suggestions from the public now?<br /> </div><div style="text-align: left;">Interviewer: Is there still time to work in suggestions? (laugh)<br /> </div><div style="text-align: left;">Takumi: Surprisingly, there probably is. (Wry smile).<br /> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2pDHKZSJtGq7wIO7eu3w1xinrWm4_gKhGa2_pe_cSlCsv-nOKYM3F2EIXqVsvAs9SD08m2p5xQY8CG0BnwekBwzsLcbm-1VuhGXEd3Y_qVJuqHPuJKd2mLOyouLS8Va0ZhKgWYnSrRJ1jh9nGOoWRF5SqcVCxFpP-Ep8-2--eddYkpi3lSCp37VMvPw/s558/h-668_55268_odoroki.jpg.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="558" data-original-width="200" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2pDHKZSJtGq7wIO7eu3w1xinrWm4_gKhGa2_pe_cSlCsv-nOKYM3F2EIXqVsvAs9SD08m2p5xQY8CG0BnwekBwzsLcbm-1VuhGXEd3Y_qVJuqHPuJKd2mLOyouLS8Va0ZhKgWYnSrRJ1jh9nGOoWRF5SqcVCxFpP-Ep8-2--eddYkpi3lSCp37VMvPw/s320/h-668_55268_odoroki.jpg.jpg" width="115" /></a></div>Interviewer: What kind of character is the new protagonist Odoroki Hōsuke (Apollo Justice)?<br /> </div><div style="text-align: left;">Takumi: <i>4</i> is a renewal of the series, so this time I asked for a hotblooded, energetic character design. This time I allowed the character design itself to be the leading factor.<br /> </div><div style="text-align: left;">Interviewer: He is quite different from the original image boards you released to the public.<br /> </div><div style="text-align: left;">Takumi: That poster of the judge, that was what I wanted to have first. The one highlighting the judge, about to journey off. I knew that was the only opportunity I’d get to have such a poster.<br /> </div><div style="text-align: left;">Interviewer: On the shot with Odoroki's attorney’s badge, it says something about a defense attorney he admires… Did he become one himself because he looks up to one?<br /> </div><div style="text-align: left;">Takumi: Well… (wry smile). You’ll have to learn about in the game! Actually, I am still working hard on the scenario this very moment. So perhaps you might see me jump up during this interview. Like, you might ask me something that reminds me I have forgotten about something important.<br /></div><div style="text-align: left;"> <br /></div><div style="text-align: left;">Interviewer: So things might even change now?<br /> </div><div style="text-align: left;">Takumi: To be honest, I don’t quite know myself at the moment.<br /> </div><div style="text-align: left;">Matsukawa: But we all look forward to the scenario. With someone being admired, and the setting of seven years later… Mr. Takumi will connect all of the dots nicely.<br /> </div><div style="text-align: left;">Takumi: …Sure (laugh).<br /> </div><div style="text-align: left;">Interviewer: The graphics of the courtroom have also been renewed. Anything to comment on that?<br /> </div><div style="text-align: left;">Takumi: It’s been seven years, so the idea was a renewal of the courtroom, just like there was a renewel of the protagonist. It was surprisingly tricky to get the balance right between presenting a new location while retaining the mood of the old courtroom.<br /> </div><div style="text-align: left;">Matsukawa: Yes. The image was only finished really recently. Just hot off the press. You can really feel how this will be the place where Odoroki will have his struggles.<br /> </div><div style="text-align: left;">Takumi: Even we, as the team, haven’t gotten quite used to it, so perhaps we’ll just decide to go with something else on a whim.<br /> </div><div style="text-align: left;">Interviewer: Just on a whim? (laugh)<br /> </div><div style="text-align: left;">Takumi: You can never tell what will happen.</div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGadD8iVOCb336dZ3Z81vq09OgVM5lCmHZJc-jB1R0_0zYEslKq5PZJoveoqHVWgT6eoqOJkQA3SZefUlXWg0JLeVYM8JE9Y-xyJOKfVwfY_Gt7YVaCAX8tIMycqCoP9eLjXb2AWslqTIxFZUafgKEKhmBeOu3DI2ORr5apptaNy9l4-53oZodmHfnnQ/s300/h-668_55268_houtei.jpg.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="225" data-original-width="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGadD8iVOCb336dZ3Z81vq09OgVM5lCmHZJc-jB1R0_0zYEslKq5PZJoveoqHVWgT6eoqOJkQA3SZefUlXWg0JLeVYM8JE9Y-xyJOKfVwfY_Gt7YVaCAX8tIMycqCoP9eLjXb2AWslqTIxFZUafgKEKhmBeOu3DI2ORr5apptaNy9l4-53oZodmHfnnQ/s16000/h-668_55268_houtei.jpg.jpg" /></a></div><br />Interviewer: Odoroki has a bracelet around his left hand. What is that?<br /> </div><div style="text-align: left;">Matsukawa: It was originally a wristwatch. At first, we were all fine with it being a watch, but then the character designer showed up one day saying it had turned to this. <br /> </div><div style="text-align: left;">Interviewer: It has a rather mystical feeling to it…<br /> </div><div style="text-align: left;">Takumi: You see, when he says “Objection!”, it looked so empty on his arm when he posed like that. So we gave him something to wear, but that made it look like something important. Everyone kept asking what the bracelet was, so I felt I had to give it some meaning.<br /> </div><div style="text-align: left;">Interviewer: No way no way (laugh). There has to be some meaning to it, right?<br /> </div><div style="text-align: left;">Matsukawa: Look at the logo. Ignore it sparking for a moment. It does look like the bracelet is symbolic of something, something important to <i>Gyakuten Saiban 4</i>.<br /> </div><div style="text-align: left;">Takumi: You’d better not ask people to imagine too much about it. There are so many people reading this, if they all start thinking about it, I’m sure at least one person will get it right. (laugh).<br /> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiIki83FmxRp42K_RdHMov_cRJ3Hv1GdwsB7ofjPZIC2KXkP9r7QZkkKwnTsK_a4_GqhKO5gCyNGJxTjcvqo6QbANi1_qvj2_18z6sHudaQJSQNGwH8pfm862TSjXVWx3vKcn4BcJVgrWTOGmdyUFvH6v2URU-P6Dc0hOrGZt_iauCWr7o-ERf67DURJQ/s327/h-668_55268_minuki.jpg.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="327" data-original-width="200" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiIki83FmxRp42K_RdHMov_cRJ3Hv1GdwsB7ofjPZIC2KXkP9r7QZkkKwnTsK_a4_GqhKO5gCyNGJxTjcvqo6QbANi1_qvj2_18z6sHudaQJSQNGwH8pfm862TSjXVWx3vKcn4BcJVgrWTOGmdyUFvH6v2URU-P6Dc0hOrGZt_iauCWr7o-ERf67DURJQ/s320/h-668_55268_minuki.jpg.jpg" width="196" /></a></div>Interviewer: What kind of position does Minuki (Trucy) occupy?<br /> </div><div style="text-align: left;">Takumi: As you can guess, she’s in the position Mayoi (Maya) had.<br /> </div><div style="text-align: left;">Matsukawa She’s a magician, something Mr. Takumi loves. He wanted to show off a magic trick here too today.<br /> </div><div style="text-align: left;">Takumi: Yeah.<br /> </div><div style="text-align: left;">Matsukawa: He spent all night practicing.<br /> </div><div style="text-align: left;">Takumi: I’m rather sleepy now.<br /> </div><div style="text-align: left;">Interviewer: (Laugh) So in the previous games, we had the spirit medium Mayoi as a partner, so this time a magician? Why a magician?<br /> </div><div style="text-align: left;">Takumi: Just felt like it. (laugh) In the first three games, the overall story structure was already ready, and something was decided that required a spirit medium. That was why she was a spirit medium. Now we have Odoroki and Minuki, but it would lack impact if his partner was someone who was just a girl who was good on the piano.</div><div style="text-align: left;"> <br /></div><div style="text-align: left;">Interviewer: I see your point. (laugh)<br /> </div><div style="text-align: left;">Matsukawa: There were a lot of candidates. Like that girl who counted.<br /> </div><div style="text-align: left;">Takumi: Ah! She was the daughter of a family of merchants, and she’d value testimonies and things like that in monetary value.<br /> </div><div style="text-align: left;">Interviewer: (laugh)<br /> </div><div style="text-align: left;">Takumi: Like “Odoroki, that testimony right now is worth 350 yen!”<br /> </div><div style="text-align: left;">Interviewer: So if they were cheap, you should ignore the testimony, like that?<br /> </div><div style="text-align: left;">Matsukawa: And the designer wanted a ninja. But Takumi didn’t like that, as you’d have another small village in the story again.<br /> </div><div style="text-align: left;">Takumi: That’s what you think of with ninja.<br /> </div><div style="text-align: left;">Matsukawa: So they were going back and forth with ideas, and then it became a magician.<br /> </div><div style="text-align: left;">Takumi: Yeah. But I actually learned magic tricks at university and rumors have it I was pretty good.<br /> </div><div style="text-align: left;">Matsukawa: Mr. Takumi even showed off a magic trick during his job interview with Capcom, which got him hired.<br /> </div><div style="text-align: left;">Takumi: Yes. I had a trick ready in my pocket all the time during the recruitment process, always ready to strike when the opportunity would arise.<br /> </div><div style="text-align: left;">Matsukawa: People are going to think you can get hired at Capcom if you show off a magic trick.<br /> </div><div style="text-align: left;">Takumi: Perhaps you can? What if you spend four years at university studying magic, devoting your youth to it? I bet you Minuki is working hard too. Thanks to magic, she managed to obtain the role of the heroine.<br /> </div><div style="text-align: left;">Matsukawa: Devoting your life to it? (laugh)<br /> </div><div style="text-align: left;">Takumi: Everyone wants to follow their dreams. She’s the same.<br /> </div><div style="text-align: left;">Interviewer: And what about her personality? How is she on the inside?<br /> </div><div style="text-align: left;">Matsukawa: I think the key word for her was precocious.<br /> </div><div style="text-align: left;">Takumi; Precocious!?<br /> </div><div style="text-align: left;">Matsukawa: Yeah, didn’t we first talk about how she was a bit adult for her age?<br /> </div><div style="text-align: left;">Takumi: Ah, yes, sure, that was part of the image I had.<br /> </div><div style="text-align: left;">Interviewer: How will she help out in the game?<br /> </div><div style="text-align: left;">Takumi: That depends on her. It happens often that while I am writing the scenario, it’s the characters that make me decide what they’ll do. While writing, I’ll think what they would do, like that.<br /> </div><div style="text-align: left;">Matsukawa: But because he writes like that, it sometimes happens he’s two weeks behind on schedule or he ends up writing 200 pages more than agreed upon...<br /> </div><div style="text-align: left;">Takumi: 200 pages? That never happened. Or perhaps it did. Once Minuki gets moving, she’ll probably whisper to me what she’s up to. I’m rooting for her!</div><div style="text-align: left;"> </div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZ-Sx5Sfezpk3t_i01rHTEWqLOTL5LpsNXJXaxD1roO7F9789dwccCxxCl8qtk9HSLckqX5WLRSvP2x12G2TglCqsLMNAKQJlKiWDb0lcvZnBR2OxYsWDCHMz_FUGXTMkCYJz0mFjJ5XO7fgMxKn3HR1uOjPrSpxeDhJ_eSFZ0bXeYe4jUzlskFP23mA/s375/h-668_55268_odoroki02.jpg.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="375" data-original-width="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZ-Sx5Sfezpk3t_i01rHTEWqLOTL5LpsNXJXaxD1roO7F9789dwccCxxCl8qtk9HSLckqX5WLRSvP2x12G2TglCqsLMNAKQJlKiWDb0lcvZnBR2OxYsWDCHMz_FUGXTMkCYJz0mFjJ5XO7fgMxKn3HR1uOjPrSpxeDhJ_eSFZ0bXeYe4jUzlskFP23mA/s16000/h-668_55268_odoroki02.jpg.jpg" /></a></div><br /><div style="text-align: left;">Interviewer: Where did the names of Odoroki and Minuki come from?<br /> </div><div style="text-align: left;">Takumi: The “<i>naruhodo</i>” (TN: I see) of Naruhodo-kun (Phoenix Wright) is a word I like. We don’t really know where it comes from or about its etymology, but we all use it. That’s what I like about it. And I am a fan of mystery fiction, and the most important aspect of mystery fiction is that it makes you think “I see." That is why it became Naruhodo’s name. So Naruhodo was the best name possible for me, but now I had to think of a new name, but I couldn’t come up that could equal Naruhodo. At one time, a name candidate was <i>Ikinari</i> (TN; suddenly). It’s like a name you’d see in some four-panel comic in the newspaper. (laugh) But then I gave it some more thought. So then I reconsidered mystery fiction again, and realized the most important aspect of mystery fiction is “<i>Odoroki</i>” (TN: surprise). I asked the team about the names, and Odoroki was considered the best. <br /> </div><div style="text-align: left;">Matsukawa: When Mr. Takumi suggested the given name Hōsuke, everyone liked it, so that was quickly decided. The same happened with the design actually. The concept of the character as thought of by Mr. Takumi really worked well with the designs from the main character designer, so it didn’t take long for us to decide on the complete character. <br /> </div><div style="text-align: left;">Takumi: Yes. Oh, and the name Odoroki came up rather quickly, but it was pretty hard deciding on the kanji. You see, this person here…<br /> </div><div style="text-align: left;">Matsukawa: I really had my doubts about using the kanji “<i>Doro</i>” (TN: Mud) … (laugh) It kept looking me in the face, so we talked it over with the team, and eventually, we decided that it was “mud” was alright as it was sandwiched between the kanji “<i>O</i>” (TN: King) and “<i>Ki</i>” (TN: Joy).<br /> </div><div style="text-align: left;">Takumi: There really were no other kanji options. If she didn’t like it, I even threatened I’d change the “<i>O</i>” to the kanji “<i>O</i>” meaning “Dirty.”<br /> </div><div style="text-align: left;">Interviewer: (Laugh)<br /> </div><div style="text-align: left;">Matsukawa: So it was partially blackmail.<br /> </div><div style="text-align: left;">Takumi: First she was like “We’ll leave it like that for now” and “you’ll change your mind later” but then that name appeared in the magazines with those kanji…<br /> </div><div style="text-align: left;">Matsukawa: Because you had blackmailed me…<br /> </div><div style="text-align: left;">Takumi: So she had agreed, reluctantly (<i>uyamuya</i>). Perhaps that’s a good name? Uyamuya.<br /> </div><div style="text-align: left;">Matsukawa: No. (laugh) You see, Odoroki is an avatar of the player…<br /> </div><div style="text-align: left;">Takumi: With the kanji for mud in his name.<br /> </div><div style="text-align: left;">Matsukawa: In the good way, Odoroki’s still all muddy and coarse. He’ll grow up together with the player.<br /> </div><div style="text-align: left;">Takumi: Hopefully he’ll get rid of the mud eventually.<br /> </div><div style="text-align: left;">Matsukawa: That’s possible? (laugh)<br /> </div><div style="text-align: left;">Takumi: I don’t know.<br /> </div><div style="text-align: left;">Interviewer: Are the voices once again done by people in Capcom?<br /> </div><div style="text-align: left;">Takumi: There are a lot of people who want to do the voices.<br /> </div><div style="text-align: left;">Matsukawa: Yes. We were talking about having auditions in the team, or have people send in demo tapes.<br /> </div><div style="text-align: left;">Takumi: Lately, there have been a lot of people who said “Objection!” to me. Of course, I’d like people who really want to do the voices to do them. I did Naruhodo’s voice in the first game, but that was partially because I didn’t want to give the role of the protagonist to someone else. But I can’t also do the new protagonist, that would be confusing. So with tears in my eyes, I have to give up on the role this time. Are we going to do a team audition? We don’t have the budget for something else.<br /> </div><div style="text-align: left;">Matsukawa: We sure don’t have the budget. (laugh)</div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZxGt7At-SCggoRDNOw0r_fxhDbmjKJ1Qri3M54Dv-4y5CCcaNggQ0wLQWnkoyhwgCb-eb86N2E7cRdrWXxSGZe3rZcWricOyLmD9rE-rIO6rbRLJPGdkS1Wz2VTm1kTpRJREsicwNpIPAVG0ScMANTY71YKPtLx93rTI7-GG56sCFPscxEprjjAA28A/s375/h-668_55268_gyakuten.jpg.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="375" data-original-width="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZxGt7At-SCggoRDNOw0r_fxhDbmjKJ1Qri3M54Dv-4y5CCcaNggQ0wLQWnkoyhwgCb-eb86N2E7cRdrWXxSGZe3rZcWricOyLmD9rE-rIO6rbRLJPGdkS1Wz2VTm1kTpRJREsicwNpIPAVG0ScMANTY71YKPtLx93rTI7-GG56sCFPscxEprjjAA28A/s16000/h-668_55268_gyakuten.jpg.jpg" /></a></div> <br />Interviewer: With the new game being released on the Nintendo DS, do you have interesting ideas waiting for us, like new feats of trickery in the stories?<br /> </div><div style="text-align: left;">Matsukawa: Each day, we are all trying new kinds of ideas as a team, to bring new ways to play like scientific investigations in <i>Yomigaeru Gyakuten</i>. The team itself is also growing in their experience and they see a lot of appeal in the hardware of the DS. <i>Gyakuten Saiban</i> grew and was perfected on the GameBoy Advance throughout <i>1 – 3</i>. We feel we have to use the lessons we learned from <i>Yomigaeru Gyakuten</i> to bring a perfected experience with <i>4</i>.</div><br /><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"> <a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigfA-YrdzKVe3UMLLUbUFZCBWZUwyfb3urfbxNhHBrRbf03dcKAx9rDjNGiCbxMi7_xeUYU1SlhVl352LOKbdjkBYcjjitscNw7S0eqTIUNT6XY5e2PBmfUCVxfMUJcyC-6UfJIExmNbiR7zQk0eNWLECCy7Uu7m3ZfFbUhpKjqn4Gvmn7TwPDV5W98Q/s299/h-668_55268_maruyama.jpg.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="299" data-original-width="200" height="299" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigfA-YrdzKVe3UMLLUbUFZCBWZUwyfb3urfbxNhHBrRbf03dcKAx9rDjNGiCbxMi7_xeUYU1SlhVl352LOKbdjkBYcjjitscNw7S0eqTIUNT6XY5e2PBmfUCVxfMUJcyC-6UfJIExmNbiR7zQk0eNWLECCy7Uu7m3ZfFbUhpKjqn4Gvmn7TwPDV5W98Q/s1600/h-668_55268_maruyama.jpg.jpg" width="200" /></a></div>Interviewer: The attorney Maruyama was chosed as the attorney for <i>Gyakuten Saiban</i>. In what manner is he involved with the game?<br /> </div><div style="text-align: left;">Matsukawa: At the moment, we are discussing a lot of things with him. The <i>Gyakuten Saiban</i> games have been supported by a lot of gamers and is a title well regarded in the industry. But there are still a lot of potential players who don’t quite understand what the games are about, who think the title makes it sound like a very serious game or that the mystery solving is very difficult. So I hope Mr. Maruyama can help relieve those worries from people who are still hesitant about the games. We hope to use him in the marketing campaign of the game and perhaps other projects too. </div><div style="text-align: left;"> </div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgiz3Co27U7FBb1CzLOHHFAql-WBE44i-VAlqpUWimLViEg-nWE6F4WxtYopMrqBkCOOWwo6LsETs1PQ4XQBxdpvWv-ZJNbHyhU4ocTp7TLrQumgs5Z8oAwIy9Ld8QR_HHE3opH_nmtow4jhfkpWSqCw-2yqBertJwI6lUPgILtQDpqqlqlNWbY4mu1vA/s410/h-668_55268_matutaku.jpg.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="410" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgiz3Co27U7FBb1CzLOHHFAql-WBE44i-VAlqpUWimLViEg-nWE6F4WxtYopMrqBkCOOWwo6LsETs1PQ4XQBxdpvWv-ZJNbHyhU4ocTp7TLrQumgs5Z8oAwIy9Ld8QR_HHE3opH_nmtow4jhfkpWSqCw-2yqBertJwI6lUPgILtQDpqqlqlNWbY4mu1vA/s16000/h-668_55268_matutaku.jpg.jpg" /></a></div><br /><div style="text-align: left;">Interviewer: Could I ask you for one last message for our readers?<br /> </div><div style="text-align: left;">Matsukawa: We have a new team now, with both new members joining us but also Mr. Takumi and Nuri, the character designer of <i>Yomigaeru Gyakuten</i>. They are working on a brand new <i>Gyakuten Saiban 4</i>, but which will also have some familiar faces. We will continue to bring you updates through Famitsū, so please look forward to more news to come.</div><div style="text-align: left;"><br />Takumi: This time, we are making a game with “renewal” as the theme, but even I don’t know exactly how the game will turn out. This interview has given me food for thought. But this feeling of not knowing what’s coming is also what drives the team. It might be scary, but we all do our best. The future can be scary sometimes, it can be fun, but I hope everyone will look forward to the game even when they don’t know </div>Ashhttp://www.blogger.com/profile/16349298369385273080noreply@blogger.com1tag:blogger.com,1999:blog-448989406699353420.post-56768554947149123392022-05-21T12:46:00.006+02:002022-05-23T18:55:57.516+02:00 [Mari-Detective] Brimming with memory-filled stories the fans had longed to hear! A report of the Gyakuten Saiban 10th Anniversary Special Court, where the new title Gyakuten Saiban 5 was also announced! (2012)<div style="text-align: left;">Title: [Mari-Detective] Brimming with memory-filled stories the fans had longed to hear! A report of the <i>Gyakuten Saiban</i> 10th Anniversary Special Court, where the new title <i>Gyakuten Saiban 5</i> was also announced! / 「【まり探】『逆転』ファン垂涎の思い出話がてんこ盛り! 最新作『逆転裁判5』も発表された“逆転裁判10周年特別法廷”レポート」<br />Source: <a href="https://dengekionline.com/elem/000/000/452/452055/">Dengeki Online</a> </div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhs59-9FH7pNACryDLoKa5yuMtkOJ9KqNhIxumlNsutDaZkbK6XMjCKtDyYE6vZKQR8Mpt-eaClU2evg_7CxpFKKYsAILvmaWMJjj7ppMOjQWpAy4lqobh_OnEcvDQKhJCDO4V7e7kro85RoJDvHbVuzHUr-hqjzFs53Hl9TuHU_FVGyAlsuwrujlrrLw/s200/maritan.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="163" data-original-width="200" height="163" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhs59-9FH7pNACryDLoKa5yuMtkOJ9KqNhIxumlNsutDaZkbK6XMjCKtDyYE6vZKQR8Mpt-eaClU2evg_7CxpFKKYsAILvmaWMJjj7ppMOjQWpAy4lqobh_OnEcvDQKhJCDO4V7e7kro85RoJDvHbVuzHUr-hqjzFs53Hl9TuHU_FVGyAlsuwrujlrrLw/s1600/maritan.jpg" width="200" /></a></div>Summary: The special event “<i>Gyakuten Saiban Tenth Anniversary Special Court</i>” to celebrate the tenth anniversary of the <i>Gyakuten Saiban</i> (<i>Ace Attorney</i>) franchise was held on Sunday January 29, 2012. Marizō writes about mystery and suspense adventure games in the <i>Marizō Detective Agency</i> corner of Dengeki Online and has interviewed the developers of the Gyakuten Saiban franchise multiple times, so he was present at the event too, reporting from the scene. At the venue, senior staff members Takumi Shū, director of the <i>Gyakuten Saiban</i> series), Yamazaki Takeshi, director of <i>Gyakuten Kenji</i> (<i>Ace Attorney Investigations</i>) series, Eshiro Motohide, producer of <i>Gyakuten Kenji</i> series and more guests appeared on stage to talk look back together at the franchise together with the audience. They talked about the development of the original GBA games, but also about cut content for the <i>Gyakuten Kenji</i> games. They also looked at upcoming projects like the crossover game with <i>Professor Layton</i> on the 3DS and the live-action film which was going to premiere in a few weeks. There were also live band performances of familiar songs and the event ended with the reveal <i>Gyakuten Saiban 5</i> (<i>Ace Attorney 5 – Dual Destinies</i>) was in development. The translated article below is a report on the event written by Marizō for Dengeki Online’s <i>Marizō Detective Agency</i> corner.</div><div style="text-align: left;"><br />Images are taken from the source article. Copyrights belongs to the respective owners.</div><div style="text-align: left;"></div><span><a name='more'></a></span><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtUf3R0RqI2MwmNzOKaW3NAumJ4AHggh8aHNZ0cKSOkbFf7xxYEUGF1AT4XM_Ub-XBCTNlByDOdyeQNl3xb62lF-xu7EvMFuI-W08k8qYjYnnLtID1iGvWfZ971A3gtAl7AuCWInM4PepybO5PaCG56_DNxYJPFPTG_qXjAaqlZxN1USIxVODPcNHgtw/s400/c20120129_mari_06_cs1w1_720x540.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtUf3R0RqI2MwmNzOKaW3NAumJ4AHggh8aHNZ0cKSOkbFf7xxYEUGF1AT4XM_Ub-XBCTNlByDOdyeQNl3xb62lF-xu7EvMFuI-W08k8qYjYnnLtID1iGvWfZ971A3gtAl7AuCWInM4PepybO5PaCG56_DNxYJPFPTG_qXjAaqlZxN1USIxVODPcNHgtw/s16000/c20120129_mari_06_cs1w1_720x540.jpg" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgycJCJ_ijEkYDgp7QJWn23PJIX0gbtWxbQQl0tRQojA465anJpOL0fzZxxU0qosSnW3X-TmDH07ZsKcGHVw0bVv-0RfumO3vPu7ddLqRT0-CRsPbqWdWWKnVoRCESp1X0omPJIbjj-AAFh34T3UPFL1TbrAe_hYPzwRYxQs6ownFAi1yEbq7eQbrQFTw/s533/c20120129_mari_01_cs1w1_540x720.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="533" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgycJCJ_ijEkYDgp7QJWn23PJIX0gbtWxbQQl0tRQojA465anJpOL0fzZxxU0qosSnW3X-TmDH07ZsKcGHVw0bVv-0RfumO3vPu7ddLqRT0-CRsPbqWdWWKnVoRCESp1X0omPJIbjj-AAFh34T3UPFL1TbrAe_hYPzwRYxQs6ownFAi1yEbq7eQbrQFTw/s16000/c20120129_mari_01_cs1w1_540x720.jpg" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEil8YtUUeqba7FOWc2LHYPV5nKk1hTDMlL-lQOsZy3d8avf3zY3cOZbbIKVjGp3GuR-dLSjgHt9hak-OQeNNCM-fo5HS9FvjwhIPl2lFYXxaRgUPS-ncpxYgaAXF0Gku8bOO04viSnw93ro4ZXXhMIplMF4dD_-L2RWPjxldfHYVo1hOLPDnhblExN1JA/s400/c20120129_mari_04_cs1w1_720x540.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEil8YtUUeqba7FOWc2LHYPV5nKk1hTDMlL-lQOsZy3d8avf3zY3cOZbbIKVjGp3GuR-dLSjgHt9hak-OQeNNCM-fo5HS9FvjwhIPl2lFYXxaRgUPS-ncpxYgaAXF0Gku8bOO04viSnw93ro4ZXXhMIplMF4dD_-L2RWPjxldfHYVo1hOLPDnhblExN1JA/s16000/c20120129_mari_04_cs1w1_720x540.jpg" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbK0dd0e9YCZbXJZtrx8UmjJnwb0P7Qc9Mg2nqzzye4dLOuBZlnT2b2E6zOHel-ym7X351wWpv5PhsoBEVq87s8HxzQXKBc9fBgc-FNuOoGKYI4fZAuJCaUQJpkpjExiY3myQioK6o3vAINUrIWMF_zoLASgq4rc1CIhCul899ufpTs_ePRoN6y5s2vA/s400/c20120129_mari_05_cs1w1_720x540.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbK0dd0e9YCZbXJZtrx8UmjJnwb0P7Qc9Mg2nqzzye4dLOuBZlnT2b2E6zOHel-ym7X351wWpv5PhsoBEVq87s8HxzQXKBc9fBgc-FNuOoGKYI4fZAuJCaUQJpkpjExiY3myQioK6o3vAINUrIWMF_zoLASgq4rc1CIhCul899ufpTs_ePRoN6y5s2vA/s16000/c20120129_mari_05_cs1w1_720x540.jpg" /></a></div><br /><div style="text-align: left;">The special event “Gyakuten Saiban Tenth Anniversary Special Court” was held today (January 29) at Mielparque in Tokyo. Marizō here, chief of the <i>Marizō Detective Agency</i> corner where we talk about mystery, horror and suspense adventure games here at Dengeki Online, reporting on the afternoon edition of the event!</div><div style="text-align: left;"> </div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZL_VuJ3J6-F6tPM3V3mnkQ9xE2bwJBUIaCvXm9lt4OGBhAQRl3EArDwEIO5v5aCSGPREBn9yxzMELfgMK8cXEJlXCnXvpSoitBc0thCg67_IWcl2zp7ZwQc8G8_I4VbBEECF0wnE4xH9G5bEcSj8tHCSA1Ebmc1Ka56IAJJeEudaDAqdfdsD-4dtNrQ/s400/c20120129_mari_16_cs1w1_720x405.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="225" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZL_VuJ3J6-F6tPM3V3mnkQ9xE2bwJBUIaCvXm9lt4OGBhAQRl3EArDwEIO5v5aCSGPREBn9yxzMELfgMK8cXEJlXCnXvpSoitBc0thCg67_IWcl2zp7ZwQc8G8_I4VbBEECF0wnE4xH9G5bEcSj8tHCSA1Ebmc1Ka56IAJJeEudaDAqdfdsD-4dtNrQ/s16000/c20120129_mari_16_cs1w1_720x405.jpg" /></a></div><br /><div style="text-align: left;">The event starts with a “Special Court" video. Familiar faces like Naruhodo Ryūichi (Phoenix Wright), Mitsurugi Reiji (Miles Edgeworth), Ayasato Mayoi (Maya Fey) and the judge are all gathered in the courtroom and look back at the now ten-year old Gyakuten Saiban series. Suddenly, Detective Itonokogiri Keisuke (Dick Gumshoe) appears on the scene. A “mysterious murder” has occurred in the lobby of the courthouse. The crime scene photograph presented by Itonokogiri shows a dead Yahari Masashi (Larry Butz) covered in way too many references. As part of the investigation into the Larry Butz Murder Case, the developers are asked to testify.</div><div style="text-align: left;"><br />It is at this moment that Takeshita Hironobu (producer of <i>Layton Kyūju VS Gyakuten Saiban</i> (<i>Professor Layton VS Ace Attorney</i>), Eshiro Motohide (producer of the <i>Gyakuten Kenji</i> (<i>Ace Attorney Investigations</i>) series), Yamazaki Takeshi (director of the <i>Gyakuten Kenji</i> series) and Takumi Shū (director of the <i>Gyakuten Saiban</i> series) appear on stage. Takumi explains he is happy the audience laughed at watching the video they just showed, and with that, the developers begin reflecting on the <i>Gyakuten</i> series.</div><div style="text-align: left;"><br /></div><div style="text-align: center;"><span style="font-size: large;"><b>Reflecting on <i>Gyakuten Saiban</i></b></span></div><div style="text-align: left;"><br />The first game, <i>Gyakuten Saiban</i> (<i>Ace Attorney GBA</i>) was released in October 2001 on the DS. It was a project that was planned as a ten-month project with seven members on the team. Mr. Takumi explains how during the development of that first game, he had not even thought about any sequels. <i>Gyakuten Saiban</i> was the first game he had written and directed, and he explains how the rookie attorney Naruhodo-kun grew with each new entry in the series and that he himself too grew along him.</div><div style="text-align: left;"><br /> </div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgl9rx0vgRD3WzbjtFLdZ2kuqkSUIcy97n5Ri5SRATqjJzytj_oe7OdxIfjpa8KUY2Pwwet4WOSCw6v1ScINBLRMLWPNpokLn6_H9DiKmfn9ZxcJhPSCJ6BpwAqYOZlTxzIRI6qQoGgjnNuFT4VubrnliYHRzJxriggKsUO9buojJH-oQDsQqSdMe0XwA/s400/c20120129_mari_18_cs1w1_720x540.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgl9rx0vgRD3WzbjtFLdZ2kuqkSUIcy97n5Ri5SRATqjJzytj_oe7OdxIfjpa8KUY2Pwwet4WOSCw6v1ScINBLRMLWPNpokLn6_H9DiKmfn9ZxcJhPSCJ6BpwAqYOZlTxzIRI6qQoGgjnNuFT4VubrnliYHRzJxriggKsUO9buojJH-oQDsQqSdMe0XwA/s16000/c20120129_mari_18_cs1w1_720x540.jpg" /></a></div><br /><div style="text-align: left;">Mr. Takumi talks about how he wrote the scenarios for five episodes in three months for <i>Gyakuten Saiban 2</i> (<i>Ace Attorney 2 – Justice for All</i>) on GBA. But while he had written those five episodes, they were forced to cut one episode halfway though development. That episode was <i>Turnabout Recipe</i>, later included in <i>Gyakuten Saiban 3</i> (<i>Ace Attorney 3 – Trials and Tribulations)</i>. Mr. Takumi reveals that because the episode had been moved from the second game to the third game, the minor joke that the one white pigeon in Vitamin Square among the other pigeons was in fact one that had escaped from Tachimi Circus (Berry Big Circus) was scrapped.<br /></div><div style="text-align: left;"><br />Mr. Takumi also tells how he would have liked to have used the final episode of <i>2</i>, with Ōtorō Shingo (Matt Engarde), as the final episode of the whole series. But the moment he came up with the idea for the story, he decided to use it immediately, and thus it became the last episode of the second game. But because of him using the idea immediately, he had troubles with the final episode of <i>3</i> until the very end. Mr. Takumi however looks content when he tells the audience that he is glad that in the end, things did go the way they went.</div><div style="text-align: left;"><br />He then touched upon the fingerprinting system featured in <i>Gyakuten Saiban Yomigaeru Gyakuten</i> (<i>Ace Attorney 1 DS</i>), which was created with the capabilities of the Nintendo DS in mind. He explains how he thought of the idea for that mechanic when he saw how you could blow out a candle on the DS by blowing at the screen without even touching any buttons. He also reveals that during the development of <i>Gyakuten Saiban 4</i> (<i>Ace Attorney 4 – Apollo Justice</i>), which features the Lay Judge system, he personally went to the Ministry of Justice to make a presentation about the game, but was told that “the police isn’t that sloppy at conducting investigations.”</div><div style="text-align: left;"><br /></div><div style="text-align: center;"><span style="font-size: large;"><b>Reflecting on Gyakuten Kenji</b></span></div><div style="text-align: left;"><br />Next was the <i>Gyakuten Kenji</i> series on the DS. Mr. Eshiro explains how the series started with the concept of offering a new way to interact with the world of <i>Gyakuten Saiban</i>. <i>Gyakuten Kenji</i> (<i>Ace Attorney Investigations</i>) being the first game he’d produce, and also the first game to be directed by the rookie Mr. Yamazaki, the two worked hard in order to create the game. The two then proceeded to talk about a character which was scrapped from <i>Gyakuten Kenji</i>, and a whole episode cut from <i>Gyakuten Kenji 2</i> (‘<i>Turnabout Prosecutor 2</i>’).</div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3GbzcWihoQuEaCYMbvWFpN_ZFBEBtMATIGvQ6mHMB9XvSYB_EOvoEuVM_rR9R1SqVpJa3bDOZvdD-7lW_RUY4I_mEBH6PFZHNbUtRpvXccydkP98OSqhoIHyatzLz96f9SWMux_jJiJGwd5AZKlj8maql5i0N_iD2-_LcLMT7HvaR8HoEWXtNoSyUZg/s400/c20120129_mari_19_cs1w1_720x540.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3GbzcWihoQuEaCYMbvWFpN_ZFBEBtMATIGvQ6mHMB9XvSYB_EOvoEuVM_rR9R1SqVpJa3bDOZvdD-7lW_RUY4I_mEBH6PFZHNbUtRpvXccydkP98OSqhoIHyatzLz96f9SWMux_jJiJGwd5AZKlj8maql5i0N_iD2-_LcLMT7HvaR8HoEWXtNoSyUZg/s16000/c20120129_mari_19_cs1w1_720x540.jpg" /></a></div><br />This is Inukai Ruka, a character originally planned to appear in the third episode of <i>Gyakuten Kenji</i>. She’s a dolphin trainer and would only open up to dolphins. Mr. Yamazaki explains how Mitsurugi was supposed to become friends with a dolphin in order to get her to testify, and that it would become such an oddly impossible mission they decided to cut this part.</div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrp0TWykmE_L-EPUtYRD0KkHeY0HInQWCAurMccF6u9Oa9o9O8kp1HM0xNpaovKEaAVP6mOnqHDNyuPIfwIaVIvNr8LP9pUSBgN4G9Q8RsQiZjgDbArq7EDp5219KHwSplXPmXs1sM6TJ0WLiQgCLoPcWSdsxlo4sLSgEOnHFZ2hw-KP5XimkCm5-VUQ/s400/c20120129_mari_20_cs1w1_720x540.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrp0TWykmE_L-EPUtYRD0KkHeY0HInQWCAurMccF6u9Oa9o9O8kp1HM0xNpaovKEaAVP6mOnqHDNyuPIfwIaVIvNr8LP9pUSBgN4G9Q8RsQiZjgDbArq7EDp5219KHwSplXPmXs1sM6TJ0WLiQgCLoPcWSdsxlo4sLSgEOnHFZ2hw-KP5XimkCm5-VUQ/s16000/c20120129_mari_20_cs1w1_720x540.jpg" /></a></div><br /><div style="text-align: left;">This was followed by another reveal that for <i>Gyakuten Kenji 2</i>, Mr. Eshiro had gotten angry at Mr. Yamazaki because the story he had written was far too big, and Mr. Yamazaki was forced to cut the third episode completely. Because one episode had been cut, the game would now only have four episodes, so they decided to split the final episode into two separate episodes: <i>The Forgotten Turnabout</i> and <i>The Grand Turnabout</i>. Aizawa Shimon, who appears in Episode 5, originally had a very big role in the third episode. And then Mr. Yamazaki reveals the shocking fact that because they had to cut the third episode, Ō Teikun, who wasn’t supposed to die originally, became the victim of the fifth episode. He explains that he hopes he can use the cut third episode some time in the future.<br /><br /></div><div style="text-align: center;"><span style="font-size: large;"><b>Q&A With the Developers</b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Next there was a corner where the developers would answer questions from the audience. Below is a summary in Q&A form.</div><div style="text-align: left;"><br /><b>Q: What has ten years of <i>Gyakuten Saiban</i> brought you</b>?</div><div style="text-align: left;"><br />Takumi: I’ve gotten to know a lot of people.</div><div style="text-align: left;"><br />Yamazaki: I was originally a fan myself of <i>Gyakuten Saiban</i>, so it’s the reason why I went to Capcom and why I am standing here today!</div><div style="text-align: left;"><br /><b>Q: How do you come up with the trickery in your stories?</b></div><div style="text-align: left;"><br />Takumi: I usually start with thinking about the case. The more interesting a case is, the more motivated I get to really give it form. And then I let my darker self take over, brooding over the tricks necessary to make that murder reality (laugh). But it’s important to first think of an interesting case.</div><div style="text-align: left;"><br />Yamazaki: I am like Mr. Takumi, I start thinking about what kind of case would be interesting. Of course, crazy story settings only make things difficult for me later on when I actually have to write the scenarios…</div><div style="text-align: left;"><br /><b>Q: Can you about recording the voices for the games? Is it hard? Any funny stories to tell?</b></div><div style="text-align: left;"><b> </b><br />Yamazaki: I have auditioned for every single game I have worked on, but not once did I get picked…</div><div style="text-align: left;"><br />Takumi: Originally, <i>Gyakuten Saiban</i> wasn’t suppose to have voices, but the sound engineer insisted on it, so all of us just recorded voice clips. To be honest, I didn’t recognize our own voices at all when I first heard myself (as Naruhodo) and Iwamoto Tatsurō (as Mitsurugi Reiji) as voice clips.<br /> </div><div style="text-align: left;"><b>Q: What brings you comfort at work?</b></div><div style="text-align: left;"><b> </b><br />Eshiro: The drinks after a hard day’s work.</div><div style="text-align: left;"><br />Takeshita: It’s not really at work, but I love seeing people buying <i>Gyakuten Saiban</i> at the store.</div><div style="text-align: left;"><br />Takumi: Wild Turkey Bourbon and Mr. Takeshita’s smile.</div><div style="text-align: left;"><br />Yamazaki: We have a snack corner at the offices of the <i>Gyakuten Kenji</i> team. You’ll always find the newest snacks there, so it’s really the spot where everyone takes a break. But we also get fatter there (laugh).</div><div style="text-align: left;"><br /></div><div style="text-align: center;"><span style="font-size: large;"><b>About The Film <i>Gyakuten Saiban</i></b></span></div><div style="text-align: left;"><br />The Special Court continued after the Q&A corner and we are shown footage from the Special Courts from the past, the orchestra concerts and the Takarazuka Revue musicals. Two collaboration projects were shown here. The first is the theatrical film <i>Gyakuten Saiban</i>, to be released on February 11. Mr. Takumi explains how the Takarazuka Revue musicals surprised him originally, but that the film project too was a great surprise to him. He didn’t want the film to be just a normal drama film, but He had already seen an early preview and he explains how the film had some original ways in its presentation. and that we should look forward to it. </div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMDmzmW2gYtjdPqvauOYeKrNP2osbdT9rQvVhZTGBmefwX6SjPZUdfh9n5Qgg0dR03HivlpSq9XaMC_Dvkmw7DaKKHUAZbfX7WseN0YY-93bcXPw_ZNNEGh_j9rEkNtIYCBaIKMr0F-mVA8Wb-zpL0Mq54_Ds2bDCFl9hKaixOcpieOMvSDDSmRAE3iw/s400/c20120129_mari_27_cs1w1_720x540.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMDmzmW2gYtjdPqvauOYeKrNP2osbdT9rQvVhZTGBmefwX6SjPZUdfh9n5Qgg0dR03HivlpSq9XaMC_Dvkmw7DaKKHUAZbfX7WseN0YY-93bcXPw_ZNNEGh_j9rEkNtIYCBaIKMr0F-mVA8Wb-zpL0Mq54_Ds2bDCFl9hKaixOcpieOMvSDDSmRAE3iw/s16000/c20120129_mari_27_cs1w1_720x540.jpg" /></a></div> <br />At this point, a special video message was shown featuring Narimiya Hiroki (role: Naruhodo Ryūichi), Saitō Takumi (role: Mitsurugi Reiji), Kiritani Mirei (role: Ayasato Mayoi (Maya Fey) and director Miike Takashi. Ms. Kiritani, a gamer herself who has played all the <i>Gyakuten Saiban</i> games, says she thinks that the people who made these games are amazing. Mr. Miike mentions how the people gathered at the venue are probably the most critical of the fans and that the cast and staff have worked hard to make the film. He ends with “To those who aren’t going to watch the film… Objection!’ After a round of applause and laughter, we are told that at the film theatres that’ll show the film, they have all kinds original merchandise like Taiho-kun figures (the Blue Badger), key covers and pass cases.<br /> </div><div style="text-align: center;"><span style="font-size: large;"><b>About <i>Layton Kyōju VS Gyakuten Saiban</i> on 3DS</b></span></div><div style="text-align: left;"><br />The second collaboration project is the Nintendo 3DS game <i>Layton Kyōju VS Gyakuten Saiban</i>, scheduled for a 2012 release. It was at this point Level-5 CEO Hino Akihiro appeared on the stage, explaining the game together with Mr. Takeshita and Mr. Takumi. Mr. Hino, who is a self-proclaimed fan of <i>Gyakuten Saiban</i>, explains how has become once again aware hoe special it that Professor Layton is now collaborating together with <i>Gyakuten Saiban</i>. He explains that the concept of the game was not just to have Mr. Takumi supervise the game, but that it would be really a game created by Mr. Takumi. There had been a lot of talks about the game’s production, and he even started to think where Layton had gone off to, because it was shaping up as a genuine <i>Gyakuten Saiban</i> game. He made it really clear that Mr. Takumi’s touch was visible in the game.</div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZ5SVIuzMwg7i9rzVQznIpiSMWs7ODobHiMk_k9s6fspLQ5wnqtk1DsDqNUddE8Jf9SmxzigmAwlli3PKlj2eBz-ZXwNxHNQ4tXeeENc7uodnE5WDjgsc84GJ72ePkFr5RWc5H-5_Ug3sGytI39fV201UdgooJ57CoUTipXUQ1akAWDphsFYZX83jjrg/s400/c20120129_mari_29_cs1w1_720x540.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZ5SVIuzMwg7i9rzVQznIpiSMWs7ODobHiMk_k9s6fspLQ5wnqtk1DsDqNUddE8Jf9SmxzigmAwlli3PKlj2eBz-ZXwNxHNQ4tXeeENc7uodnE5WDjgsc84GJ72ePkFr5RWc5H-5_Ug3sGytI39fV201UdgooJ57CoUTipXUQ1akAWDphsFYZX83jjrg/s16000/c20120129_mari_29_cs1w1_720x540.jpg" /></a></div> <br />Once the introduction ended, Mr. Takumi played a demo of the game himself. He explained about the mob trials and pursue mechanics never seen in a <i>Gyakuten Saiban</i> game before. We have a report on the demo here at Dengeki online, so please take a look there if you’re interested. They also showed some of the animations and voices used in the game. Mr. Hino said that <i>Layton Kyōju VS Gyakuten Saiban</i> does a lot of things not seen in previous <i>Gyakuten Saiban</i>s, so we should all look forward to it. And with that, he left the stage.<br /></div><div style="text-align: left;"> </div><div style="text-align: center;"><span style="font-size: large;"><b>Mizuki Ichirō Singing <i>The Song of Ōedo Senshi Tonosaman</i>!</b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">The Special Court continued with announcing the results of a user poll about their favorite music, their favorite lines and more. The music track that got the most votes was <i>Pursuit ~ Cornered</i>. Other popular tracks were <i>Turnabout Sisters ~ Ayasato Mayoi’s Theme</i>, <i>Ayasato Harumi – Together with Hami-chan</i>, <i>The Dark Fragrance of Coffee ~ Godot’s Theme</i>, <i>Objection! ~ Naruhodō Ryūichi’s Theme</i> and <i>The Great Revival ~ Karuma Mei</i>. Next was a live performance of <i>The Song of Ōedo Senshi Tonosaman</i>, which was second-most popular after <i>Pursuit</i>! The singer was Mizuki Ichirō, the king of Anison. Mr. Mizuki, wearing his flashy crimson jacket appeared on stage with a hand fan with a rising sun motif in one hand, while raising his other fist in the air as he passionately sang <i>The Song of Ōedo Senshi Tonosaman</i> (The Steel Samurai).</div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1_gro580A3aw6OYoFDxk65RwcIezEHvbLBoW-heHSRoh2MMe7GjnZoVInDdYbR1jaYbbM8S2xlBnKqCDdowkSUwBiVcpRvWeuIfV8jJx2tlZqp56XMFo1hY3SApf0xwjQD_Q-VNAXvo7qf81HT_AmIjDxvhYkn-MbHG5X_OXCcZ0_nuyZSvNDnFrIDw/s533/c20120129_mari_44_cs1w1_540x720.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="533" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1_gro580A3aw6OYoFDxk65RwcIezEHvbLBoW-heHSRoh2MMe7GjnZoVInDdYbR1jaYbbM8S2xlBnKqCDdowkSUwBiVcpRvWeuIfV8jJx2tlZqp56XMFo1hY3SApf0xwjQD_Q-VNAXvo7qf81HT_AmIjDxvhYkn-MbHG5X_OXCcZ0_nuyZSvNDnFrIDw/s16000/c20120129_mari_44_cs1w1_540x720.jpg" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwLU2szVDnKR71Q0iRE1vqXyDl5KFd6KJhpAS87iDaLaOUhQl99_WhfYSTe8Z2RnUZFrMQlu0jEC06uToO-IM238NvkZa6sVD1wurwws6SBNykERxlZieeiVco3R-1radyP9p1pnrSlXzp4X7EalPfiHwOR5JGXZ-pp9_lyVmhKNyJ8YIc3Y0Gso6ipA/s533/c20120129_mari_45_cs1w1_540x720.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="533" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwLU2szVDnKR71Q0iRE1vqXyDl5KFd6KJhpAS87iDaLaOUhQl99_WhfYSTe8Z2RnUZFrMQlu0jEC06uToO-IM238NvkZa6sVD1wurwws6SBNykERxlZieeiVco3R-1radyP9p1pnrSlXzp4X7EalPfiHwOR5JGXZ-pp9_lyVmhKNyJ8YIc3Y0Gso6ipA/s16000/c20120129_mari_45_cs1w1_540x720.jpg" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRhX9NflOpeFupH4rxCoPQcauAXCTKRIpl5oNkXE8qOWrLzp8wf7b_mzUsoz65UuzvN8TIbXCrRC979XqykGQhj-qLbmUmAv8aCAGGmI_ADFw2YXbPS5flBWoiu96WBGrIwBHtv4KJb2xCJdgYhdKThirW8hrHZmUD611nUfRKO-Sny_howWYlp5h6og/s400/c20120129_mari_49_cs1w1_720x540.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRhX9NflOpeFupH4rxCoPQcauAXCTKRIpl5oNkXE8qOWrLzp8wf7b_mzUsoz65UuzvN8TIbXCrRC979XqykGQhj-qLbmUmAv8aCAGGmI_ADFw2YXbPS5flBWoiu96WBGrIwBHtv4KJb2xCJdgYhdKThirW8hrHZmUD611nUfRKO-Sny_howWYlp5h6og/s16000/c20120129_mari_49_cs1w1_720x540.jpg" /></a></div><br /> </div><div style="text-align: left;">They then announced the most popular lines. Fifth was Godot’s “The only time a man can cry, is when it’s all over.” Fourth was Mitsurugi’s “That… would be troublesome.” 3 and 2 were both Ayasato Chihiro (Mia Fey)’s lines: “Naruhodo-kun, you have to turn your thoughts around” and “The worst of times are when lawyers have to force their biggest smiles.” The number one fan favorite was: “Objection!”<br /> </div><div style="text-align: center;"><span style="font-size: large;"><b>iOS app <i>Gyakuten Saiban 123HD – Naruhodō Ryūichi</i></b></span></div><div style="text-align: left;"><br />Near the end of the event, they announced that the iOS application<i> Gyakuten Saiban 123HD – Naruhodō Ryūichi</i> would be released soon. This is an updated version of the iPhone/iPod touch application <i>Gyakuten Saiban</i>. The graphics have been brushed up and made compatible for both vertical and horizontal viewing. The game is compatible with iPhone, iPod touch and iPad. Please note that with this update, some parts of the terms of use will change. </div><div style="text-align: left;"> </div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHZlI621Lgd3osWMTGfCFT7LSiwyBTlArN3-uokYvMdwKce_5MTP4t7Z4G3EmF8wcje0f3fR2zgfoJt9evufDfm-RI6eiqGdHfuKc7SS8eQ2m0_SvNP1ave8s_761qx-idv_bxLkaArI9NLK4FvEFCs6bCOFljwkt7mkpYeuvPirIbNq5W6rdZUvLy9g/s400/c20120129_mari_54_cs1w1_720x333.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="185" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHZlI621Lgd3osWMTGfCFT7LSiwyBTlArN3-uokYvMdwKce_5MTP4t7Z4G3EmF8wcje0f3fR2zgfoJt9evufDfm-RI6eiqGdHfuKc7SS8eQ2m0_SvNP1ave8s_761qx-idv_bxLkaArI9NLK4FvEFCs6bCOFljwkt7mkpYeuvPirIbNq5W6rdZUvLy9g/s16000/c20120129_mari_54_cs1w1_720x333.jpg" /></a></div><br /><div style="text-align: left;">And then Mr. Takumi made his concluding speech. “I am a fan of mystery fiction, and I originally entered the game industry to make a game like <i>Gyakuten Saiban</i>. When I started working in the industry, I dreamed of making game people would play ten, twenty years later too. It’s just amazing to think I am standing on this stage now, ten years later. Thank you all very much.”</div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgmlnecvGLPwU-stUx2MtxEZlM0eTdG1JVMvCAbdxoeagcBhwEmBE7uENutINNpwaL2d1-BBS90Hm7GEmenPgUfB05Jh8d3K7KnEHVq-W7Ufnj6do8vedgeBDrDEHW_JTebJYx3zdfF221Wb4CxXT9D_Rky7wgm9CDcussuuvG1QxDfV2Az58aX8SDpKQ/s400/c20120129_mari_65_cs1w1_720x540.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgmlnecvGLPwU-stUx2MtxEZlM0eTdG1JVMvCAbdxoeagcBhwEmBE7uENutINNpwaL2d1-BBS90Hm7GEmenPgUfB05Jh8d3K7KnEHVq-W7Ufnj6do8vedgeBDrDEHW_JTebJYx3zdfF221Wb4CxXT9D_Rky7wgm9CDcussuuvG1QxDfV2Az58aX8SDpKQ/s16000/c20120129_mari_65_cs1w1_720x540.jpg" /></a></div><br />And with that, the event ended…. Or so we thought. The Special Court continued once again. This time, the protagonist of <i>Gyakuten Saiban 4</i> <i>(Ace Attorney 4 – Apollo Justice</i>) Odoroki Hōsuke (Apollo Justice) appeared on stage together with prosecutor Garyū Kyōya and a special live performance of Garyū’s rock band Garyū Wave (the Gavinners) hit song <i>Love Love Guilty</i> (<i>Guilty Love</i>) commenced. Mizuki Ichirō appeared once again on stage, but this time together with Mr. Takumi on the guitar! The hot rock number <i>Love Love Guilty</i> echoed throughout the venue. <br /> <div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi14sqsUa6EHNMBz1f9-SDTtTL0eeQotiAfTh8XN_F8TxFTwnvqP3Ni7eNX1wk5bOtIdyOYpVu-s7unTR_SyyKMHdhddYPcLVxJ3ZoSZLKy4ksGl6OdTNKVrLp6ghVqQSmHqlL0QWQIfB81kUqkaJwDD1z0-Fu9gyISz-Ip_jKLoxYeO6Z49zY-Y5VK4Q/s533/c20120129_mari_72_cs1w1_540x720.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="533" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi14sqsUa6EHNMBz1f9-SDTtTL0eeQotiAfTh8XN_F8TxFTwnvqP3Ni7eNX1wk5bOtIdyOYpVu-s7unTR_SyyKMHdhddYPcLVxJ3ZoSZLKy4ksGl6OdTNKVrLp6ghVqQSmHqlL0QWQIfB81kUqkaJwDD1z0-Fu9gyISz-Ip_jKLoxYeO6Z49zY-Y5VK4Q/s16000/c20120129_mari_72_cs1w1_540x720.jpg" /></a></div></div><div style="text-align: left;"> </div><div style="text-align: left;"> <div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgP0mRegVU3yihTxPLPpHnKia3XTifS5KKTDCRZ8EOQKgN4hEmdNY4HAEq_9r3-9ZE7bJJ6KUxqK14-dL8a_G15e-MOtnWqzt9ZDurkEuSJRgQx6TJF5DEVVA_lU62AfW_-aKYUgHmvQuCwsDdXQnn3Pxmt4KWCu1FjdtCK5JE4hpf15DW7ZeDgivlyQA/s400/c20120129_mari_74_cs1w1_720x540.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgP0mRegVU3yihTxPLPpHnKia3XTifS5KKTDCRZ8EOQKgN4hEmdNY4HAEq_9r3-9ZE7bJJ6KUxqK14-dL8a_G15e-MOtnWqzt9ZDurkEuSJRgQx6TJF5DEVVA_lU62AfW_-aKYUgHmvQuCwsDdXQnn3Pxmt4KWCu1FjdtCK5JE4hpf15DW7ZeDgivlyQA/s16000/c20120129_mari_74_cs1w1_720x540.jpg" /></a></div><br /></div><div style="text-align: left;">And what followed at the end was the biggest surprise of the whole day. Yahari, who was supposed to have been murdered at the start of the event, suddenly appears with a DVD. They play the DVD, which starts with the words “And now… a new history of Turnabout starts…” which was followed by the reveal of the logo of <i>Gyakuten Saiban 5</i> (<i>Ace Attorney 5 – Dual Destinies</i>) and loud cheers from the audience. They announced that the newest title in the series, <i>Gyakuten Saiban 5</i> was in development. They didn’t reveal anything about the hardware, release window or the contents of the game yet, but Dengeki Online will be reporting on it as the story develops. Fans of <i>Gyakuten Saiban</i> will have to wait for more exciting news.</div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjppu4qBDlymIT36vbjhiMhh_J9DLBfVYuSN8NRRHlpHSBt3vv6T9incuSdrvzZ1qZZSaY_036LKsV-sU7wio8Kw14WG3wsUyCLndgJ_f6EMMfmhQrRSLoSrnr3EZ6hdMB2ZpcRf7ITM9yi1z49e3K9mHAoMEdk_TZ09rUcYs9WMm5KDnmJt8-YJlKlOg/s400/c20120129_mari_76_cs1w1_720x540.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjppu4qBDlymIT36vbjhiMhh_J9DLBfVYuSN8NRRHlpHSBt3vv6T9incuSdrvzZ1qZZSaY_036LKsV-sU7wio8Kw14WG3wsUyCLndgJ_f6EMMfmhQrRSLoSrnr3EZ6hdMB2ZpcRf7ITM9yi1z49e3K9mHAoMEdk_TZ09rUcYs9WMm5KDnmJt8-YJlKlOg/s16000/c20120129_mari_76_cs1w1_720x540.jpg" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxeo7I9LrHLhqC80SfszRBXcV7XB6VRsagB2wYlGK6xEAvDJ6ZthXtV1r6zW4knfWqyQDZx_AiJnws-zHHGnOvCHVOK-PZO2cmz9hjAuu7oSGgmYx59C46HUI9fSTyoDQw4oPCvHmwL5LrIgG5kCUOULw-ZDNPuLWpUMOeYA6idWa6ccbve96OYxqqUg/s400/c20120129_mari_77_cs1w1_720x258.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="143" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxeo7I9LrHLhqC80SfszRBXcV7XB6VRsagB2wYlGK6xEAvDJ6ZthXtV1r6zW4knfWqyQDZx_AiJnws-zHHGnOvCHVOK-PZO2cmz9hjAuu7oSGgmYx59C46HUI9fSTyoDQw4oPCvHmwL5LrIgG5kCUOULw-ZDNPuLWpUMOeYA6idWa6ccbve96OYxqqUg/s16000/c20120129_mari_77_cs1w1_720x258.jpg" /></a></div><br /> </div>Ashhttp://www.blogger.com/profile/16349298369385273080noreply@blogger.com0tag:blogger.com,1999:blog-448989406699353420.post-33635512036280111902022-04-24T10:21:00.004+02:002022-04-24T10:21:46.671+02:00The Developers of Gyakuten Kenji Answer Questions from our Readers! How Does Prosecutor Mitsurugi Spend His Days Off!? (2009)<div style="text-align: left;">Title: The Developers of <i>Gyakuten Kenji</i> Answer Questions from our Readers! How Does Prosecutor Mitsurugi Spend His Day Off!? /『逆転検事』開発者が読者の質問に回答! 御剣検事の休日の過ごし方とは!?<br />Source: <a href="https://dengekionline.com/elem/000/000/183/183102/">Dengeki Online</a><br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjU9GadWS5QZdODuNnO_HXCYdzVbe1peNMJwmMYsJMxiY_0-PRgFDl8xpJbcRUNVyd3KWgKPvIRFvzFh__7TxIGlnR3s5qD1CNEyAIRLBnzJbFRbJsaGWFFUJrbRvZhnLthWFymtZiXu5YZo_9RC-RAVD02C5fn7vBUZoVFUBXdhWjeP9bccRoIWCesGQ/s200/00.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="141" data-original-width="200" height="141" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjU9GadWS5QZdODuNnO_HXCYdzVbe1peNMJwmMYsJMxiY_0-PRgFDl8xpJbcRUNVyd3KWgKPvIRFvzFh__7TxIGlnR3s5qD1CNEyAIRLBnzJbFRbJsaGWFFUJrbRvZhnLthWFymtZiXu5YZo_9RC-RAVD02C5fn7vBUZoVFUBXdhWjeP9bccRoIWCesGQ/s1600/00.jpg" width="200" /></a></div>Summary: A few months after <i>Gyakuten Kenji</i> (<i>Ace Attorney Investigations</i>) was released, Dengeki Online arranged for a special Q&A with the developers, where readers could send in questions about the game and its characters, which the developers would answer. The article was posted on August 3rd, 2009 on the Dengeki Online website and had director Yamazaki, producer Eshiro and character designer Iwamoto answer a few questions including ones about how Mitsurugi (Miles Edgeworth) spends his days off, who was inside the Proto Taiho-kun (Proto Badger) suit and who Mei (Franziska von Karma) tends to whip. <br /> </div><div style="text-align: left;">Images are taken from the source article. Copyrights belongs to the respective owners.<span><a name='more'></a></span></div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiamiS29qX2X0rolSkT159mpLZHtNedSaBx6-eymaot-bG4osN14P9y2hYLj1H5ePQxZLA6KUuzVJO2nFVi3Vu5roIBiYi0-JMzrPdBsQhWMbY5sdIkDqWaBiTKSxxPjGPlPzi85T0iIngKiPek4GuD7Td6_ibsOa0DrG2mWRl9S4WLYu-dbUZZ-N498Q/s400/12.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="102" data-original-width="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiamiS29qX2X0rolSkT159mpLZHtNedSaBx6-eymaot-bG4osN14P9y2hYLj1H5ePQxZLA6KUuzVJO2nFVi3Vu5roIBiYi0-JMzrPdBsQhWMbY5sdIkDqWaBiTKSxxPjGPlPzi85T0iIngKiPek4GuD7Td6_ibsOa0DrG2mWRl9S4WLYu-dbUZZ-N498Q/s16000/12.jpg" /></a></div><br />Q: How many people worked on the game, and for how long? (Ryou, and others). <br /></div><br /><div style="text-align: left;">Yamazaki: There were about twenty people in the main staff, and about 15 others who helped us. The development took about 18 months.<br /> </div><div style="text-align: left;">Q: Tell us about the works of mystery fiction (novels or games) that you consider your bible! Or about the detectives you admire! (Rice)<br /> </div><div style="text-align: left;">Yamazaki: I’d say Ayatsuji Yukito’s <i>House</i> series. It was really the series that formed my views on mystery fiction. The “skills of deception” and “surprising impact” seen in that series still have a strong hold on my heart. <br /> </div><div style="text-align: left;">Iwamoto: I think Kudō Shunsaku from <i>Tantei Monogatari</i> (“<i>Detective Stories</i>”) (TN: *television series) was cool as a detective.</div><div style="text-align: left;"><br /> </div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgV8qdzWd8MD_t-V0LMue9neLlFI5rEqjXaCCbHn_5JHwnNlEBRU95w0tiWeGgpv1jh77CfLG5D_P5zoC5V6DNlf9djhOQlP0jSQGrVauFFo2kIXOJU2UY1oKpTNSbtsWJ-ZJroypwhR_xPAp8gX8FARqE06r-wnb0A9j05z876aHESoksahiVb0XE5lg/s180/1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="135" data-original-width="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgV8qdzWd8MD_t-V0LMue9neLlFI5rEqjXaCCbHn_5JHwnNlEBRU95w0tiWeGgpv1jh77CfLG5D_P5zoC5V6DNlf9djhOQlP0jSQGrVauFFo2kIXOJU2UY1oKpTNSbtsWJ-ZJroypwhR_xPAp8gX8FARqE06r-wnb0A9j05z876aHESoksahiVb0XE5lg/s16000/1.jpg" /></a></div><br /><div style="text-align: left;">Q: How many of those frilly things does Mitsurugi (Miles Edgeworth) actually own? (Helium Sigh)<br /> </div><div style="text-align: left;">Yamazaki: He wears them every day, so he can never have too few of them. People change shirts or socks every day, so he probably has about as many of his frilly things as those pieces of clothing.<br /></div><div style="text-align: left;"> </div><div class="separator" style="clear: both; text-align: center;"> <a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh45r1oO2Y13qKdpW-eNF2dhOMENcoeu0N5JkoZassQMUil-kZYsYLaVtD7phHS0kIHnR_1rH835XA-GHV5cfxZbpc6tIJ4PnadSKhz2iisgUUKGgIOXPyL8hqNwx1Ev9z8LUWWr0CKbnXWjsxA3W4aWWjeN95HmmuDv-AD55dK6-CN3th1quG4Oe7byw/s180/2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="135" data-original-width="180" height="135" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh45r1oO2Y13qKdpW-eNF2dhOMENcoeu0N5JkoZassQMUil-kZYsYLaVtD7phHS0kIHnR_1rH835XA-GHV5cfxZbpc6tIJ4PnadSKhz2iisgUUKGgIOXPyL8hqNwx1Ev9z8LUWWr0CKbnXWjsxA3W4aWWjeN95HmmuDv-AD55dK6-CN3th1quG4Oe7byw/s1600/2.jpg" width="180" /></a></div><br /><div style="text-align: left;">Q: Mitsurugi has this aristocratic look. Does he stick to Western-style in his personal life too? Or is it proper traditional Japanese style? (Juri)<br /> </div><div style="text-align: left;">Yamazaki: His hobby is tea and he can be fuzzy about tea cups, so I’d say his private life is also Western-style. I have an idea Mitsurugi isn’t really good at separating his professional and private life, that's rather tricky to do, so you'll find that aristocratic feeling in his private life too. But for breakfast, he might silently eating fried salmon and nattō.</div><div style="text-align: left;"><br /> </div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMVZHSO-qVShUidqdcXBeHZY7gtK-iptYCJ7GHc_YRszNYOb8h3Z_ZIkKQ-J2QRziEoWvnfdFsabcHbj0JGb7vtVAxNLtQALxK2_hcczSl4C_CJZSmeY8WTRD6pJ0DfYvrsO5mnHmyuQnK7MqMCV0nrtUp8m5z4AxTgLwSg-84Pg38jbQd7NaSF6_9Tw/s180/3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="135" data-original-width="180" height="135" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMVZHSO-qVShUidqdcXBeHZY7gtK-iptYCJ7GHc_YRszNYOb8h3Z_ZIkKQ-J2QRziEoWvnfdFsabcHbj0JGb7vtVAxNLtQALxK2_hcczSl4C_CJZSmeY8WTRD6pJ0DfYvrsO5mnHmyuQnK7MqMCV0nrtUp8m5z4AxTgLwSg-84Pg38jbQd7NaSF6_9Tw/s1600/3.jpg" width="180" /></a></div><br /><div style="text-align: left;">Q: I want to know how Mitsurugi spends his day off. The only thing I can think of is watching videos of <i>Tonosaman</i> (<i>The Steel Samurai</i>). (I Love Micchan)<br /> </div><div style="text-align: left;">Yamazaki: Mitsurugi is always busy, so I don’t think he has much time to relax. But he’d probably listen to classical music while enjoying some black tea. Or he’d focus on the chessboard alone. Anyway, he seems the indoor type.</div><div style="text-align: left;"> </div><div style="text-align: left;">Q: Does Mitsurugi go meet people he know on his days off? Like Itonokogiri (Dick Gumshoe) or Yahari (Larry Butz)? (Negicchi)</div><div style="text-align: left;"><br />Yamazaki: It’s not likely Mitsurugi himself would go around calling people and Itonokogiri and Yahari are the type of people who will show up anyway even if nobody called for them. Appearing loudly, drowning out the classical music and turning over his chess board… You can imagine easily the many, many frowns forming on Mitsurugi’s forehead (laugh).<br /><br /> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDkDxltFukcoEHnTttQHKPiqVS6oQT0DAJJWcSNEgmKax0tghaYUhm_UsM8TLqO5J127H3T3YKV8EupSWofm5XdZWVvOmhfVfJ-FM-kgbFUDzLPQpubdZjglzLsaHZ4X53N6kMh0SiXrlrW_bNmy3HYluUoMCq3p9dJ-h6HNDHQ6J8-Oos7ArlwuLr3g/s180/4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="135" data-original-width="180" height="135" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDkDxltFukcoEHnTttQHKPiqVS6oQT0DAJJWcSNEgmKax0tghaYUhm_UsM8TLqO5J127H3T3YKV8EupSWofm5XdZWVvOmhfVfJ-FM-kgbFUDzLPQpubdZjglzLsaHZ4X53N6kMh0SiXrlrW_bNmy3HYluUoMCq3p9dJ-h6HNDHQ6J8-Oos7ArlwuLr3g/s1600/4.jpg" width="180" /></a></div> </div><div style="text-align: left;">Q: In <i>Gyakuten Kenji</i> (<i>Ace Attorney Investigations</i>), Mitsurugi calls Mei (Franziska von Karma) Prosecutor Karuma at times, but Mei at other times. Does he call her in different ways? (Proto Taiho-kun)<br /> </div><div style="text-align: left;">Yamazaki: He calls her Prosecutor Karuma in public, like in the courtroom or at a crime scene. Probably because he acknowledges her as a prosecutor. But he calls her Mei in private. Probably that brings him to the old days, when he and Mei were mentored together, almost like siblings.<br /> </div><div style="text-align: left;">Q: Why does Mei wear a sleeveless top? Like was somebody into that? (Mako)<br /> </div><div style="text-align: left;">Iwamoto: Director Yamazaki is definitely into that. Can you believe that guy?<br /> </div><div style="text-align: left;">Q: How does the frilly thing the 13-year old Mei wears work? Is that one long piece of fabric that’s folded around and tucked in the back? Or does it consist of two layers, like Mitsurugi’s? (Wakadori)<br /> </div><div style="text-align: left;">Iwamoto: It’s one long piece of fabric, folded into that shape. I think.</div><div style="text-align: left;"><br /> </div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEibFfnDFLfwT1KtGqwXFEdwA6SarGIuKehdDr0LCTLJfP-6PfOiGpe-6ZbeY5mHoI0eKn_65OKmI7tMIhQfnErnPAL5y1W_WAOpo-DZ2iROsa3dlHCG1KnlYKFYoXHFuX-H5gHDdw1nUA770qz3KC9DkEz7Ur56u6xuDrzWZZiUPZ4AcVr-rlGMtBnOiQ/s180/5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="135" data-original-width="180" height="135" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEibFfnDFLfwT1KtGqwXFEdwA6SarGIuKehdDr0LCTLJfP-6PfOiGpe-6ZbeY5mHoI0eKn_65OKmI7tMIhQfnErnPAL5y1W_WAOpo-DZ2iROsa3dlHCG1KnlYKFYoXHFuX-H5gHDdw1nUA770qz3KC9DkEz7Ur56u6xuDrzWZZiUPZ4AcVr-rlGMtBnOiQ/s1600/5.jpg" width="180" /></a></div><br /><div style="text-align: left;">Q: Are there some rules to which people Mei will or won't hit with her whip? (Doarakko)<br /> </div><div style="text-align: left;">Yamazaki: She doesn’t seem to hit women that often. But in return, she has no mercy for men.</div><div style="text-align: left;"><br /> </div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQ83kZkaJS5dOFetffHhn9j6qXM-J2Uk6LIEnGB27z0UwM6BRIA-WtxCR5YI04MQ31MwU7sk2D4M6LljZpdkBgGU7RSeHiIBZ6kLoCZzk1Wf01FRO-XLhQIgPfDqhgyQui3zKHCIQD5fk5GEc1l6Xlxuf6XWgD_m8RTciCmzxos-SdS_G0wQRDzUI-Vw/s180/6.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="135" data-original-width="180" height="135" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQ83kZkaJS5dOFetffHhn9j6qXM-J2Uk6LIEnGB27z0UwM6BRIA-WtxCR5YI04MQ31MwU7sk2D4M6LljZpdkBgGU7RSeHiIBZ6kLoCZzk1Wf01FRO-XLhQIgPfDqhgyQui3zKHCIQD5fk5GEc1l6Xlxuf6XWgD_m8RTciCmzxos-SdS_G0wQRDzUI-Vw/s1600/6.jpg" width="180" /></a></div><br /><div style="text-align: left;">Q: Can Mikumo’s (Kay Faraday) Little Thief simulate more than just crime scenes? Like could it do someone’s first date? (Piano)<br /> </div><div style="text-align: left;">Yamazaki: It can create a reconstruction of any situation as long as the data is there. However, you’d have to ask about every little detail about that first date, so it might be a bit embarrassing to have that first date simulated…</div><div style="text-align: left;"><br /> </div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEGgBxFnS3HFduhJpSGNP6CqjvcbaNB5YFfHyGBOTGEFnCgV31crP3urMRn9WV3rtfCbujgaDQZnJ17E9D2QfeLWvHDi6dNHJfTOrAmyFhWNj-l7aRsOzFPOgAZFc9wQiJdgGFt1HItXpIUcNaw7VKUIohxmoxQQ_gkCkjXao2xZ0apdUHxYTsp16qfA/s180/7.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="135" data-original-width="180" height="135" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEGgBxFnS3HFduhJpSGNP6CqjvcbaNB5YFfHyGBOTGEFnCgV31crP3urMRn9WV3rtfCbujgaDQZnJ17E9D2QfeLWvHDi6dNHJfTOrAmyFhWNj-l7aRsOzFPOgAZFc9wQiJdgGFt1HItXpIUcNaw7VKUIohxmoxQQ_gkCkjXao2xZ0apdUHxYTsp16qfA/s1600/7.jpg" width="180" /></a></div><br /><div style="text-align: left;">Q: What kind of martial arts does Rō (Shi-Long Lang) use? Northern Praying Mantis style?<br /> </div><div style="text-align: left;">Yamazaki: It’s a style passed down in Zheng Fa. In Japan judo is taught to all police officers: in Zheng Fa police officers learn that style. Lang Zi, the originator of the philosophy of detainment, was also an user of this style. Rō is an exceptionally skilled user, so he probably trained vigorously every day. Lang Zi Says: "The path of martial arts, is the path of steps. Know to set a step every day to advance every day!"<br /> <div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgbSX6yImKX0_ZakKqQA0QQRnjSkBrA-6v_rGr0CCecV2yXCY_dgyDJGRWnZCJZi3u92bjkos_aQyyEkcRzPrRruSwnVvZDMSZIGa2BBt-hQpgoz7Aju8O_kYdaxz2VtmS37862w0_WDAE1j8Gxmlptu-H5TsiCXlrGReV9KZC-roqTqJ8lkrBSj0Mog/s180/8.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="135" data-original-width="180" height="135" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgbSX6yImKX0_ZakKqQA0QQRnjSkBrA-6v_rGr0CCecV2yXCY_dgyDJGRWnZCJZi3u92bjkos_aQyyEkcRzPrRruSwnVvZDMSZIGa2BBt-hQpgoz7Aju8O_kYdaxz2VtmS37862w0_WDAE1j8Gxmlptu-H5TsiCXlrGReV9KZC-roqTqJ8lkrBSj0Mog/s1600/8.jpg" width="180" /></a></div><br /></div><div style="text-align: left;">Q: Is Rō single? I’d want to become his bride☆ (Harisenbō)<br /> </div><div style="text-align: left;">Yamazaki: He is still single. If you want to marry him, you first need to learn to time your finger pointing pose and removing your sunglasses exactly to his movements.<br /> </div><div style="text-align: left;">Q: Do Rō and Letouse, the international police detective who appeared in <i>Gyakuten Saiban 4</i> (<i>Ace Attorney 4 – Apollo Justice</i>) know each other? (One Beef Bowl 80Y)<br /> </div><div style="text-align: left;">Yamazaki: The two may have known each other. But Interpol is a large organization, so unless you get to work together on a case, it’s quite hard to meet somebody. But at the very least, I think Letouse knew about Rō. For Rō is known throughout the organization as the man with the highest arrest rate.</div><div style="text-align: left;"><br /> </div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQFD0diMqVBVAH0YC8MN4PJ7oclBcGcDZPLrJwPET056QbrhyQ3S_kMydRsZde6A8PgKwljTIqaXYf30D_pflhKGgCPQQP2a6yTDvEcBAibyD09whpy4c6M5u_VlB0ilrEJSpRJNwyMb1iVHXqZk6lzPbfoyu5oFZLhQvE7A7W6MFl2jyw06nqQMzlIQ/s180/9.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="135" data-original-width="180" height="135" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQFD0diMqVBVAH0YC8MN4PJ7oclBcGcDZPLrJwPET056QbrhyQ3S_kMydRsZde6A8PgKwljTIqaXYf30D_pflhKGgCPQQP2a6yTDvEcBAibyD09whpy4c6M5u_VlB0ilrEJSpRJNwyMb1iVHXqZk6lzPbfoyu5oFZLhQvE7A7W6MFl2jyw06nqQMzlIQ/s1600/9.jpg" width="180" /></a></div><br /><div style="text-align: left;">Q: Sell us Rō’s sunglasses! (Hiaruron)<br /> </div><div style="text-align: left;">Yamazaki: I wish we could! If we’d sell them, I’d put them on together with producer Eshiro and designer Iwamoto when we do interviews.</div><div style="text-align: left;"><br /> </div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgkkIN2b5fCcfWZzA0k0HVyfLqeYxrID9jBkeYvKPFB51KlXftz17RgdsELc_ulZNWn_kx1_IkNqc5HYz-9JpKB8XV2RnMgYkp7jFQO9gVgslZMDuTMBdOJ21c5tKd-yWmKnEoo8h7KfevIN6mrxrxsnW3eYDO33ka6IM7b1e0I8p7Fq9JfV2bIIOHbWw/s180/10.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="135" data-original-width="180" height="135" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgkkIN2b5fCcfWZzA0k0HVyfLqeYxrID9jBkeYvKPFB51KlXftz17RgdsELc_ulZNWn_kx1_IkNqc5HYz-9JpKB8XV2RnMgYkp7jFQO9gVgslZMDuTMBdOJ21c5tKd-yWmKnEoo8h7KfevIN6mrxrxsnW3eYDO33ka6IM7b1e0I8p7Fq9JfV2bIIOHbWw/s1600/10.jpg" width="180" /></a></div><br /><div style="text-align: left;">Q: I’m really curious to what Konomichi (Rhoda Teneiro) wears in private (she was the one who designed the suitcase). What does she normally wear? (nano)<br /> </div><div style="text-align: left;">Iwamoto: Each single item would be of high quality, but the combination would look awful. A fashion critic would tell her her whole ensemble looks the worst.<br /> </div><div style="text-align: left;">Q: Oh, Damian (Colias Palaeno), and your wonderful smile. Are you married? (Nero)<br /> </div><div style="text-align: left;">Yamazaki: Considering his age and just how wonderful a person he is, I think he’s already married. He probably has a nice wife and cute children, but now lives alone abroad for his work an ambassador. <br /> </div><div style="text-align: left;">Q: Was the person inside the Proto Taiho-kun (Proto Badger) at the amusement park really the bellboy? It has to be him, right? (Mitsurugi Fan Club Member #3)<br /> </div><div style="text-align: left;">Yamazaki: It was the bellboy. He’s actually in a very high position within the Bandō Group (Gatewater), so he was wearing that suit for an undercover inspection. He’s someone who wants to know what’s going on in the field.</div><div style="text-align: left;"><br /><br />Q: <i>Tonosaman</i> has sequels, so will <i>Ninja Nanja</i> (<i>The Jammin’ Ninja</i>) have sequels too? (Turrugi)</div><div style="text-align: left;"> </div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgM17MM_ma_1V0CVQGDSbR5FfMkiW4gU_at161Q_3h2paQDBL2kILjUAYTWTeCKOTc7Gq7EMwJzMG3iDlqsSb2FbVgblQGtSOF86HInm2UFtOxAl6PFyzNnOVCe2dqEeeobv30gR1LjULs_6EGGeYFJsF7Mmw9OrHx17Q5hYRnXefVnKDyBsMYsBkTulw/s180/11.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="135" data-original-width="180" height="135" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgM17MM_ma_1V0CVQGDSbR5FfMkiW4gU_at161Q_3h2paQDBL2kILjUAYTWTeCKOTc7Gq7EMwJzMG3iDlqsSb2FbVgblQGtSOF86HInm2UFtOxAl6PFyzNnOVCe2dqEeeobv30gR1LjULs_6EGGeYFJsF7Mmw9OrHx17Q5hYRnXefVnKDyBsMYsBkTulw/s1600/11.jpg" width="180" /></a></div><br /><div style="text-align: left;">Yamazaki: <i>Tonosaman</i> is just more popular. If N<i>inja Nanja</i> grows to be as popular as <i>Tonosaman</i>, then it’ll probably get sequels. Let’s hope passionate fans like Mikumo can make a difference for the franchise. By the way, how about a sentai-type sequel with 5 ninja: <i>Ninja Nanja Rangers</i>? I’ll have a word with the people at Kōei Productions (Worldwide Studios) next time.</div><div style="text-align: left;"> </div><div style="text-align: left;">Q: Does your salary really go down if Mitsurugi says his catch phrase “You can look forward to your next month's salary assessment.”</div><div style="text-align: left;"><br />Yamazaki: Mitsurugi is a man of his word.<br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Q: Zvarri! Will there be a sequel, <i>Gyakuten Kenji 2</i>? (Mākō, Micchan Love, Boyayan, and many more).<br /> </div><div style="text-align: left;">Eshiro: I can’t say whether there’ll be sequel or not at this moment. But the more the people who love <i>Gyakuten Kenji</i> talk about it, the more likely the possibility a sequel will be made, so please keep supporting <i>Gyakuten Kenji</i>.</div>Ashhttp://www.blogger.com/profile/16349298369385273080noreply@blogger.com0tag:blogger.com,1999:blog-448989406699353420.post-65556453621053062662022-04-21T11:13:00.003+02:002022-04-21T11:13:45.032+02:00Capcom Sound Sphere 005: Gyakuten Saiban – Takumi Shū Special vol. 2 (2007)<p>Title: #005: <i>Gyakuten Saiban</i> – Takumi Shū Special vol. 2 / #005:「「逆転裁判」 巧舟スペシャル vol.2」/ <br />Source: <a href="http://www.capcom.co.jp/sound/">Capcom Sound Sphere</a> (down)</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEbe1e20_DeXqd5Vy3SVD35FmWls2U1oNxLoEPq56l42Jlk_3BICjP-VH0FSfvvwcyE9gVAYAGKQjvZ5HwRtLMV20fJa5Ii1KA8YAX4GxBS7wgcBqXwR0DNWIbdBkzhmyeEiekKrQi4hxDYxmliIH8MP_mwNOnbem93XwpxXCGHH2GWYhGikWWspHXFg/s200/CAPCOM%20Sound%20Sphere%20Podcasting.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="200" data-original-width="200" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEbe1e20_DeXqd5Vy3SVD35FmWls2U1oNxLoEPq56l42Jlk_3BICjP-VH0FSfvvwcyE9gVAYAGKQjvZ5HwRtLMV20fJa5Ii1KA8YAX4GxBS7wgcBqXwR0DNWIbdBkzhmyeEiekKrQi4hxDYxmliIH8MP_mwNOnbem93XwpxXCGHH2GWYhGikWWspHXFg/s1600/CAPCOM%20Sound%20Sphere%20Podcasting.jpg" width="200" /></a></div>Capcom Sound Sphere was an official Capcom podcast recorded by the sound teams of Capcom. In episodes 004 until 007, originally broadcast between October and November 2007, Capcom sound engineers and show hosts Sandō Yoshiki and Yamamoto Ryōji welcomed <i>Gyakuten Saiban</i> (<i>Ace Attorney</i>) creator Takumi Shū in the studio for a four part special on <i>Gyakuten Saiban</i>, with an emphasis on <i>Gyakuten Saiban 4 </i>(<i>Ace Attorney 4 - Apollo Justice</i>), which was released earlier that year. In the second episode of this series, which was released on 26 October 2007, Sandō asks about the three men who joined Takumi this time on the planning team of <i>Gyakuten Saiban 4</i>. Up until <i>Gyakuten Saiban 3</i> (<i>Ace Attorney 3 – Trials & Tribulabations</i>), Takumi had done the planning of each game all alone, but now the planning team had been expanded with a director and two planners. Takumi tells about his merry band of comrades Endō Mitsuru, director of <i>Gyakuten Saiban 4, </i>and the two planners Yamazaki Takeshi and Yamakawa Keisuke and also about how their unique personalities also influenced the game in more ways than one.<p></p><p>This article is a full transcript of the podcast. The podcast is not available here.</p><p style="text-align: center;"><span></span></p><a name='more'></a><div style="text-align: center;"> <span style="font-size: large;"><b><i>Gyakuten Saiban</i> – Takumi Shū Special vol. 2 </b></span></div>
<p></p><p></p><div style="text-align: left;">Sandō: I also worked with you as a member of the team. And speaking of team members, I have to say I was rather amused by Mr. Endō, our director…</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Yes. This was the first time, you know. Up until <i>Gyakuten Saiban 3</i> (<i>Ace Attorney 3 – Trials & Tribulabations</i>), I worked alone on the planning of each entry and writing the scenarios for this series.</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: You did all of that alone?</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Yes. Doing all of that alone, well, that does mean a lot of work for me of course. But on the other hand, it means I can keep a close eye on everything, so in a way, it’s also convenient. But this time, I was joined by three new comrades on the planning side, no, I guess it was four in the end. So I was there, and Endō came as the new director of the team.</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: A rather unique person.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Yes, he is. And then there was Yamazaki, with whom I also worked with on <i>Yomigaeru Gyakuten</i> (<i>Ace Attorney 1 DS</i>)</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: A youngster, right?</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Yep, he’s one of our young men. And then there’s Yamakawa, our new problem child. </div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: Aha, the one who spends too much money.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Yes, our promising rookie who has a lot of particular habits and quirks.</div><div style="text-align: left;"> </div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: He’s a rather large bloke too.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Yes, if we get started talking about this planner, I’m afraid we can fill this whole podcast, he’s rather a treasure full of stories…</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: If you could introduce each of them a little?</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Alright. So until <i>3</i>, Naruhodō Ryūichi (Phoenix Wright) was the protagonist of this series, but now the series was going to start anew with a new protagonist Odoroki Hōsuke (Apollo Justice), so it was also decided we should also get some new people on the team, to have them grow and develop themselves as developers. So Endō, our man Mitsuru, was chosen to head this mission. He was rather unlucky to be selected for a project like this, but he himself was very happy. Endō was one year my junior, I think he joined Capcom in 95. So twelve years ago, <i>Hanako-san ga Kita!!</i> (“<i>Hanako is here!!</i>”) was released, the first game I worked on</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: Oh, that brings back memories!</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Endō and I worked together then. And he really likes mystery. And I really like mystery fiction too. I even made a mystery game called <i>Gyakuten Saiban</i>. With mystery, I mean mystery fiction. Detective novels, you know them?</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: I know.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Some people don’t. Anyway, Endō really loves mystery fiction, so twelve years ago, the two of us made a promise: we would make a mystery video game together. </div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: Twelve years? That’s a whole cycle in the Chinese zodiac! </div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Yes, on that fateful day in the year of the Pig… I am totally making this up by the way. But afterwards, we went our own ways after that team was disbanded. So we didn’t get to work together again. I heard rumors that Endō worked on many masterpieces in the meantime… I am totally making this up by the way... </div><div style="text-align: left;"> </div><div style="text-align: center;">***</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: So when it was decided <i>Gyakuten Saiban 4</i> (<i>Ace Attorney 4 – Apollo Justice</i>) would be produced, I was asked whether I knew somebody for the team. And Endō’s face popped up in my mind.</div><div style="text-align: left;">Yamamoto: Because of your twelve-year old promise.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: He has a unique face, so I had to think of him immediately. I knew I needed him. So we asked him to come to our team. </div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: So you personally asked for him?</div><div style="text-align: left;"><br />Takumi: Yes. I wanted to know how those twelve years had changed him. But he always looked a bit older than he was, so he had barely changed.</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: Oh, youwanted to know how those twelve years had changed him…. on the outside?</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Endō is a different type than me, with different things we’re good at or not. Like you mentioned earlier, I am the type that focuses on one single thing once I get started on it. Forcing you to throw a guitar on the floor for thirty, sixty minutes. Endō is the exact, neat type. Like he would say: “Mr. Takumi, scheduled time is up, let’s stop throwing that guitar around.”</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: Now you mention it, I see what you mean.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: You wouldn’t know without me telling you?</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: His hair is tidy like that too. It’s all combed back. Like Hakuryū (actor).</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: But he has a little bang of hair hanging in front of his forehead. It looks sexy.</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: But you know how everyone’s all tired at the end of a development cycle? By then, Endō’s hair was a bit more messy. Just like Odoroki, that bang would hang down lifelessly…</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: We hadn’t worked together in such a long time, so I was surprised by how he managed everything. In a period we had to work a lot overtime with Yamazaki, designer Nuri and Endō, we were talking about how we should go out and have dinner together, just to get the spirit going, and Endō would come immediately saying: “Let’s plan that in for Mondays, Wednesdays and Fridays, alright?”</div><div style="text-align: left;"> </div><div style="text-align: left;">Yamamoto: Eh? Every other day?</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: And then he’d say we should gather at 18:15.</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: He’s really exact and punctual.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: And he likes games, board games too. Like poker. Poker is featured in the game too. So he’d go: “I also like poker. Let’s have a tournament today. Let’s gather at 18:05.” But why the five minutes? Why not just at six exactly? But I guess he probably needed those five minutes as a buffer. For our schedules. So I guess those five minutes were a form of kindness. Anyway, he really makes an impression on you. A lot of people like the memorable characters in <i>Gyakuten Saiban</i> it seems. But </div><div style="text-align: left;"> </div><div style="text-align: left;">Endō, he’s exactly like one.</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: He sure is a character.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: I think that Endō can be found in the game in many forms.</div><div style="text-align: left;"> </div><div style="text-align: center;">***</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: And then there’s Yamazaki. He’s been with me since the previous game, <i>Yomigaeru Gyakuten</i>. He’s still young, I think it’s his fourth year at Capcom now. He’s been at my side since he joined Capcom. I really get along with him, and he’s knowledgeable about mystery fiction too, always ready to discuss mystery with me, so I find him really pleasant to work with. But he doesn’t have that explosive uniqueness Endō has.</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: I get what you mean, he appears to be a normal guy.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: A fine young man.</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: A fine young man.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: But he’s rather loud. Whenever he laughs, you can hear his HAHAHAHAHA everywhere in the office, with people in the busier teams glaring at him.</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: But laughter is a good thing. So please, everyone, don’t think bad of him.</div><div style="text-align: left;"> </div><div style="text-align: center;">***</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: So there were the three of us, Endō, Yamazaki and myself, and then another person joined us: Yamakawa, a rookie who started working at Capcom that very year. I mentioned him earlier. But does he really spend so much?</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: He.. you know… we receive salary, right? I heard he spends it all on games.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Not all of it. He also buys manga.</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: Like, I’d read news of a limited edition DVD box being released, and then I’d already find the set sitting on his desk! He buys everything.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Aha. But I suppose he mostly buys games. Yes, he buys a lot of games. He’s a strange kid. He buys manga, he buys games, but always looks so nonchalantly. Eating cup ramen during lunch.</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: So he saves money there.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: But still, he’s strange. He always wears rather casual clothes, but I always thought he came from a rather well-to-do family. But one time he said this month was going to be rough money-wise. The first time he ever sounded worried. But that was on our pay day! So nobody understood what he meant. But apparently, he has a demon’s card</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: A demon’s card?</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: A credit card. So his salary for the month was all taken. On his pay day. So that’s how he made a rather big impression on us. And that’s just the tip of the iceberg that is Yamakawa.</div><div style="text-align: left;"> </div><div style="text-align: center;">***</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: And then there’s… I’m not sure whether I should say this on a podcast that’s going to be broadcast…</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: I’m sure it’ll just boost his image!</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: So a while back, the team, I mean, the people with their desks nearby, they were reading Famitsu together. I was sitting nearby, when Yamazaki suddenly cried out loud and called out for me. “Mr. Takumi, come here, you have to come immediately!” So they were reading a magazine together, I think it was the Famitsu, and Yamakawa had been looking at an advertisement there, and had remarked that the person in the advertisement looked like you.</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: Me?</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Yes. Well, that sounded interesting, so I thought, let’s have a look then. But I was really surprised when I saw the person in the ad. It was a really, really famous person. So we asked him, don’t you know him? But he didn’t.</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: Was it somebody everybody would know?</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Everyone in Japan would know him. It was utterly unimaginable Yamakawa didn’t recognize him. That man had just starred in a very big movie. </div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: Oh, that movie?</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: So we asked him, do you know Son Gokū? And he says, sure, from <i>Dragon Ball</i>. And we of course say no, not that Son Gokū.</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: You mean, the star in the film <i>Saiyūki</i>, right? </div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Yes. So he was in that ad with some other people, and their names were printed on it too. So we asked Yamakawa, can you pick out his name? So he said: “He’s… not Steven Spielberg, right…?” </div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: So he pointed at the actor starring in <i>Saiyūki</i> and the first thing he said was he’s not Steven Spielberg? Hahaha.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Yes. So he first ruled out him being a foreigner. And then he ruled out the names of women. Lee Byung-hun was out too. And finally, he arrived at Katori Shingo.</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: Wow. He arrived at it by elimination!</div><div style="text-align: left;"> </div><div style="text-align: left;">Yamamoto: That is rather unusual for someone born and raised in Japan…</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: It is pretty difficult to grow up in Japan and not ever have seen Katori Shingo…</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: So he looked at a picture of Katori Shingo and said he looked like you. Who would ever think of that? In a way, he’s still a pure young boy.</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: Pure.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Pure.</div><div style="text-align: left;"> </div><div style="text-align: center;">***</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Yamakawa’s quite unique in other ways too. He knows a lot about game music and music from television anime. So I asked him, do you know Southern All Stars.</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: THE Southern All Stars? Kuwata Keisuke’s band? Where he’s vocalist? </div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Exactly. So he says, he knows them. So we asked him, could you sing one of their songs for us? Oh, just to make clear, we weren’t bullying him. It just came up. But then he backed out, saying he didn’t know them that well.</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: Not that well?</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: So he had heard about them. He knew the name. But he didn’t know any of their songs. So then we asked him if he knew Matsutoya Yumi. Sorry, these are all older artists. I just chose a name I thought everyone would know. </div><div style="text-align: left;"> </div><div style="text-align: left;">Yamamoto: I know her.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Then we asked, have you heard of Yuming (Matsutoya Yumi’s nickname)? So he said yes. So we asked him if he knew her songs. But he didn’t know her that well, he said again. So that continued for a while. “Do you know Dreams Come True?” </div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: Oh, but that would be music from his generation, right?</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: That’s why we asked him. But again, he didn’t really know them that well. So then we thought, this one you must know. Utada Hikaru. So he was all: “Of course I know her. She’s the one from <i>Kingdom Hearts</i>!” </div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: Haha, so he knows them if there’s a connection to games!</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Then we asked about Hamasaki Ayumi. Of course, he connected her to <i>Onimusha</i>. </div><div style="text-align: left;"> </div><div style="text-align: left;">Yamamoto: Aha, <i>Shin Onimusha</i> (<i>Onimusha: Dawn of Dreams</i>). </div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: That’s a great story.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: So he knew Nishikawa-kun, T.M.Revolution, very well of course.</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: Everyone in the music industry! You see how effective it can be to use anime and games to promote your music!? See the data we have here!</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Very, very unique data.</div><div style="text-align: left;"> </div><div style="text-align: left;">Yamamoto: Data representative for this part of Osaka.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: The 7th floor of Capcom.</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō & Yamamoto: Hahaha.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: This all makes it sound like Yamakawa’s a bad worker perhaps, but you’d be wrong. He’s really passionate about his work and really dives deep into his tasks. Digging deeper and deeper. And he even plays the violin.</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: Violin?</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: He’s been playing since he was 3.</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: Eh!? You really couldn’t tell.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: And he’s been drawing too. He showed me some of his work, it’s quite good. He also made a website with Flash. He has a lot of hidden skills.</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: The next time I see him, I really need to have a nice talk with him.</div><div style="text-align: left;"> </div><div style="text-align: left;">Yamamoto: I don’t know him, so listening to Mr. Takumi talking about him I really thought he was a hopeless case, but with that last part, I too feel like I want to have a talk with him.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: A while back we went out together for karaoke. So he sang a song from an anime. In Russian. </div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: Russian?</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Russian. He can sing in Russian. </div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: Was he singing things like <i>piroshki</i>?</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: No, not exactly like that. He apparently just listened to the song a lot of times, wrote it down and memorized it. </div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: He’s a learner!</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: He’s somebody you’d better keep in the team, I thought. Well, I wasn’t thinking about it so seriously.</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: He does sound like the creative type.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Capcom’s really a treasure cove of unique characters. When writing <i>Gyakuten Saiban</i>, whenever I’m stuck with a character, I’ll just look around me. “Let’s feature him in the game…” That happens a lot. Some characters were made like that. Their appearances are of course different, but their inside… the parts I see, I take those elements, rearrange them a bit and create characters with them… I don’t think they themselves notice what I’m doing.</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: They don’t know.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Like here’s a person A. I took parts of their personality and put them in character B in <i>Gyakuten Saiban 2</i> (<i>Ace Attorney 2 - Justice for All</i>). So I handed A a copy of<i> Gyakuten Saiban 2</i>, told them they were in it and asked them to look for themselves. But A couldn’t find themselves. Perhaps my view of them is just skewed…</div>Ashhttp://www.blogger.com/profile/16349298369385273080noreply@blogger.com0tag:blogger.com,1999:blog-448989406699353420.post-89363815230622125682022-01-20T10:01:00.001+01:002023-11-07T09:19:07.188+01:00Gyakuten Saiban, The Meaning of Design (2007)<div style="text-align: left;">Title: <i>Gyakuten Saiban</i>, The Meaning of Design / 逆転裁判、デザインそのココロ<br />Source: <i>Gyakuten Saiban Official Fan Book 3</i></div><div style="text-align: left;"></div><div style="text-align: left;"></div><div style="text-align: left;"></div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjZwdWi-Lwi4hCae1ud6wuLpNH2mwU4O6-ixY1VRak8ghfihtAosSaP7VeJX_cJWU5Ulz9J4ME8h4EN9bhKfIRLRwjVzLciO5-kdtMMWLbaUC1dMy69kR9kVFSLUNN9L_Gt1G0-_w94vN3mYFNO7wWYzYSK9st6b3MWTFtcs5vBeoO6zkR31ITaMhcOxg=s283" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="283" data-original-width="200" height="283" src="https://blogger.googleusercontent.com/img/a/AVvXsEjZwdWi-Lwi4hCae1ud6wuLpNH2mwU4O6-ixY1VRak8ghfihtAosSaP7VeJX_cJWU5Ulz9J4ME8h4EN9bhKfIRLRwjVzLciO5-kdtMMWLbaUC1dMy69kR9kVFSLUNN9L_Gt1G0-_w94vN3mYFNO7wWYzYSK9st6b3MWTFtcs5vBeoO6zkR31ITaMhcOxg" width="200" /></a></div>Summary: <i>Gyakuten Saiban Official Fan Book 3</i> was released in 2007 coinciding with the release of <i>Gyakuten Saiban 4</i> (<i>Ace Attorney 4 - Apollo Justice</i>) and therefore contains some pages about the development of that game. One of the segments includes is an interview with Yamazaki Takeshi, who worked as planner on <i>Gyakuten Saiban 4</i><i> </i>and the previously released <i>Gyakuten Saiban Yomigaeru Gyakuten</i> (<i>Ace Attorney 1 DS</i>). This is a unique interview, because it is a rare interview with Yamazaki in his role as a planner on a game directed by someone else, before he went on to become the director of the <i>Gyakuten Kenji</i> (<i>Ace Attorney Investigations</i>) series and later on the director of the mainline games. In this interview, he explains about the work of a planner. In his case, he was deeply involved with the English localization of the Nintendo DS port of the first <i>Gyakuten Saiban</i>, while he had more responsibilities for <i>Gyakuten Saiban 4</i>. He is also asked about working in the <i>Gyakuten Saiban</i> team and about how own future plans.<br /></div><div style="text-align: left;"><span><a name='more'></a></span> <br /></div><div style="text-align: center;"><span style="font-size: large;"><b>He entered Capcom because he was a <i>Gyakuten Saiban</i> fan!</b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: There are many game companies, so why did you choose Capcom?<br /> </div><div style="text-align: left;">Yamazaki: Zvarri, because I loved <i>Gyakuten Saiban</i>! The first time I met with director Takumi, I told him I was a fan and asked him for a handshake. I have always loved mystery fiction, and I read a lot when I was in university. I first learned about <i>Gyakuten Saiban</i> when I picked up stories that <i>Gyakuten Saiban</i> was supposed to be this amazing game during that time, so I tried it out.<br /> </div><div style="text-align: left;">Interviewer: Many people will probably have trouble grasping what the work of a planner consists of exactly. Could you explain in more detail what you do?<br /> </div><div style="text-align: left;">Yamazaki: It’s a very diverse job, ranging from working on the creative contents, like the actual contents of a game, to doing all kinds of odd jobs to ensure the whole development process runs smoothly. For example, one of the jobs I had for <i>Yomigaeru Gyakuten</i> (<i>Ace Attorney 1 DS</i>) was figuring out how we’d use the extra second screen on the Nintendo DS hardware. Like the control buttons and stuff like that. And I was also in charge of the production of the English language version of <i>Yomigaeru Gyakuten</i>.<br /> </div><div style="text-align: center;"><span style="font-size: large;"><b>Working not only on text, but also on the details of the presentation</b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: Could you tell us a bit more about working on the English version?<br /> </div><div style="text-align: left;">Yamazaki: I was in charge of the process starting from discussing the translation with the translators all the way to actually implementing the translation into the game. I didn’t directly tell the translators that the English text should say this or that, but I’d convey to them the feeling we were looking for with the translation. So it was pretty important, conveying in an accurate way what we as the development team meant, to the translators. I also worked on some of the more detailed parts of the presentation of the game, like working on the speed of the text or timing when characters should appear or disappear on screen.<br /> </div><div style="text-align: left;">Interviewer: <i>Gyakuten Saiban</i> is brimming with a unique sense of comedy. Was it hard to localize that comedy to English?<br /> </div><div style="text-align: left;">Yamazaki: The important thing was to retain the taste of the original text, of course. But it is hard to directly translate wordplay, so changes were made so they’d work in English. And then I guess there were the character names? The character names also have wordplay, like Naruhodo, right? The Japanese side and the people abroad had different taste in names, so sometimes we had little back-and-forths on names.<br /> </div><div style="text-align: left;">Interviewer: Is that why the English names became normal names?<br /> </div><div style="text-align: left;">Yamazaki: No, no, the English names have jokes hidden within them too. Like, Yahari became Butz. That’s because he always causes trouble, or bad things. That came from <i>jiken no kage ni yappari yahari</i> (TN: If something happens, you’re sure to find Yahari behind it/When something smells, it’s usually the Butz). And Uzai Takuya became Sal Manella (Salmonella) (laugh). Early on, we had rather plain names for Naruhodo-kun, like Roger and Daniel. But those sounded too boring, so we wanted a more unique name, and thus it became Phoenix Wright. And in Episode 5, we also asked them to translate the names of the bento boxes of Kyōka (Angel Starr) in a way so you could easily recognize the boxes by appearance. Like the <i>kusaya</i> bento became a trilobite bento, because they resemble each other. But they don’t know what <i>kusaya</i> is overseas (laugh) (TN: dried, “stinky” fish). It’s pretty fun to see how things have changed for the overseas players, so you should play it and have a look yourself too.<br /> </div><div style="text-align: center;"><span style="font-size: large;"><b>Takumi and Nuri had Battles During The Development of <i>Yomigaeru Gyakuten</i>?</b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: What parts were you responsible for in the development of <i>Gyakuten Saiban 4</i> (<i>Ace Attorney 4 – Apollo Justice</i>)?<br /> </div><div style="text-align: left;">Yamazaki: I can’t go in details because that would spoil things… But basically, director Takumi first writes the scenario. One of my jobs then was to write out specification documents based on his scenario, so the programmers and illustrators would know what kind of game we were working on. This isn’t an easy job of course, so often things had to be redone after a Takumi Check.<br /> </div><div style="text-align: left;">Interviewer: What did you work on once development really started?<br /> </div><div style="text-align: left;">Yamazaki: The draft version of the scenario really only contains the bare minimum of the story. So I also worked on parts of the extra text necessary, like the text you see when you use the Examine command. And I also worked on the Scientific Investigation and Footprint Analysis segments of <i>4</i>. I was able to work on much more aspects of the game this time, thanks to the support of my colleagues.<br /> </div><div style="text-align: left;">Interviewer: Were you not involved in the creation of the new characters?<br /> </div><div style="text-align: left;">Yamazaki: Director Takumi would sometimes come asking me if I had good ideas for a character, so at those times I could make suggestions. Director Takumi and designer Nuri first met for the production of <i>Yomigaeru Gyakuten</i>, and they’d always fight when it came to creating the characters. And I would be standing there, looking at them and thinking how scary they were (laugh).<br /> </div><div style="text-align: left;">Interviewer: Did the two of them also had battles during the development of <i>Gyakuten Saiban 4</i>?<br /> </div><div style="text-align: left;">Yamazaki: A bond of trust had grown between the two, so they had fewer fights this time. I think that for <i>Gyakuten Saiban 4</i>, more was left up to Nuri’s judgement than before. But director Takumi would still give detailed orders at times, like saying that Naruhodo-kun should slam the bench with an open hand, but that Odoroki-kun (Apollo Justice) should use his fist.<br /> </div><div style="text-align: center;"><span style="font-size: large;"><b>The <i>Gyakuten Saiban</i> team as seen by Yamazaki</b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: Was the <i>Gyakuten Saiban</i> team as you had imagined it to be?<br /> </div><div style="text-align: left;">Yamazaki: Before I entered the company, I imagined the actual development floor of a game would be a bit scary, but my fears were ungrounded (laugh). Director Takumi, he’s usually very easy-going. But when he gets angry, he really gets angry at you and my very first year at Capcom he got angry at me all the time. And producer Matsukawa always got angry at me too… Some of the people who entered Capcom the same year as I would look at me and ask me if I were okay. But now I’ve grown, and they don’t get angry at me as often anymore (laugh).<br /> </div><div style="text-align: left;">Interviewer: What is it you respect about Mr. Takumi?<br /> </div><div style="text-align: left;">Yamazaki: The thing I respect most, are his scenarios. And his attitude as a creator, and the concentration skills he has. He really loses sight of everything around him when he’s focused on working on a scenario, so every day he’d be forgetting his wallet or mobile (laugh). He can also be very determined, and even in situations where most people would just accept things as is, he won’t budge at all. No matter how hopeless it seems, he’ll try to figure out an idea to turn things around and pull it off. For example, when we were working on the English version of <i>Yomigaeru Gyakuten</i>, he’d have some part of the scenario done, so we’d send that off to the localization company already so they could start working on it. But then he said he wanted to make changes to the scenario. The text had already been sent to the localization company, so if changes were made now, the workload for that company would increase too. So then he looked for a way so he could make changes to the scenario, while keeping the increase in work for the localization company to a minimum. And another thing I respect about him is how his personal touch can be felt in the final product. I’m still just a planner who has much to learn, but I hope I can come close to him in the future.</div><div style="text-align: left;"><br /></div><div style="text-align: center;"><span style="font-size: large;"><b>Hoping everyone can enjoy the evolved <i>Gyakuten Saiban</i>!</b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: <i>Gyakuten Saiban 4</i> was thus finally completed after much hard work. What part do you like the best?<br /> </div><div style="text-align: left;">Yamazaki: I think I like how we did a lot of new things both scenario-wise as well as visually. I think you can feel how on <i>Gyakuten Saiba</i>n has now evolved further on the Nintendo DS hardware. But I can’t give concrete examples now because that would spoil the game… (laugh). The game could only be created because the programmers and all the other staff members managed to realize all the crazy wishes coming from us planners, so I want to mention their work especially too.<br /> </div><div style="text-align: left;">Interviewer: And what are your own goals for the future?<br /> </div><div style="text-align: left;">Yamazaki: I hope to hone my skills as a planner first. But as an ambition, I hope to be able to give my own touch to a finished product in the future too. You can sense director Takumi’s touch everywhere in <i>Gyakuten Saiban</i>, right? I hope one day, I can become someone like him, who can leave his own personal touch.<br /> </div><div style="text-align: left;">Interviewer: So you hope that you can create your own series in the future?<br /> </div><div style="text-align: left;">Yamazaki: That is of course the great goal any planner wants to achieve! I dream of making a memorable work myself one day with a focus on story and the setting. So I will have to work hard every day to accomplish that.<br /><br />March 2007. Capcom H.Q.</div>Ashhttp://www.blogger.com/profile/16349298369385273080noreply@blogger.com0tag:blogger.com,1999:blog-448989406699353420.post-361781733529357922022-01-12T19:21:00.003+01:002022-01-15T08:37:28.958+01:00Gyakuten Saiban 4 Blog Entry 13: Striking Poses (2007)<p>Title: Striking Poses / 「ポーズを決める」<br />
Source: <a href="http://www.capcom-fc.com/saiban4/"><i>Gyakuten Saiban 4</i> official site</a><br />
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Summary: The thirteenth post on the <i>Gyakuten Saiban 4</i> (<i>Ace Attorney 4 – Apollo Justice</i>)
blog (originally posted on April 20, 2007) was posted about a week after the game was released, so director Endō Mitsuru first thanks everyone who bought the game and tells a story about witnessing someone nearby playing the game. He then moves on to explain how to create the animations of the characters, sometimes the development staff had to do the poses themselves in order to explain what they were looking for. They also made photographs of these poses, and in this post, he reveals two of these pictures that served as models for scenes used in the game itself.<br />
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Images are taken from the source article. Copyrights belongs to the respective owners.<span></span></p><a name='more'></a><p></p><div style="text-align: center;"><span style="font-size: large;"><b>Striking Poses</b></span></div><div style="text-align: left;"> </div><div style="text-align: left;">Hello, Endō here from the <i>Gyakuten Saiban 4</i> (<i>Ace Attorney 4 - Apollo Justice</i>) team.</div><div style="text-align: left;"> </div><div style="text-align: left;">It’s been a week already since the game was released. To everyone who bought the game: thank you so much!</div><div style="text-align: left;"> </div><div style="text-align: left;">It was only yesterday when I was riding the train back home when the man sitting next to me suddenly started to play <i>Gyakuten Saiban 4</i>. I was really surprised by him </div><div style="text-align: left;"> </div><div style="text-align: left;">The man was wearing a suit and necktie, so I think he was an office worker on his way home. I pretended to read a book while I observed him. He was right in the middle of the third episode.</div><div style="text-align: left;"> </div><div style="text-align: left;">“You’re almost there! Do your best!” I sent him a mental message just as I stepped out of the train, but then he too got up and left the train. </div><div style="text-align: left;"> </div><div style="text-align: left;">“Was my message too powerful?” I wondered for a moment, but I guess he just needed to get off at the same station.</div><div style="text-align: left;"> </div><div style="text-align: left;">Mister getting out at the same station, thank you for buying the game! And one more thing…</div><div style="text-align: left;"><b><br />“PLEASE PUT YOUR HEADPHONES ON WHILE PLAYING A GAME.”</b></div><div style="text-align: left;"> </div><div style="text-align: center;">***</div><div style="text-align: left;"> </div><div style="text-align: left;">Anyway, when working on <i>Gyakuten Saiban 4</i>, it was necessary to create a lot of animations for all the characters and making illustrations of the crime scenes etc. But for difficult poses, or when it was hard to convey the exact nuances we were looking for, we’d strike the poses ourselves, take pictures and use these to create the graphics. We had to do this often.</div><div style="text-align: left;"> </div><div style="text-align: left;">Take this for example…</div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjWWHXA91AEHbIxpVxWKPFlwodrECaTiF3x8iyqlJ32Vo2EzR5RNCctbfME-7xb2HIR1iHxCmwTIMuL_9dAeNt6QapXrA6NiyxvU8ZCV-y2BAfuytYE9ubFk40MjZgRIkVb5YBDdHPgxXV8UV85kJhY1MKVFIN0iEhWSgEfJNVV5q6sdzTYbYbGFkpUOw=s250" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="187" data-original-width="250" height="187" src="https://blogger.googleusercontent.com/img/a/AVvXsEjWWHXA91AEHbIxpVxWKPFlwodrECaTiF3x8iyqlJ32Vo2EzR5RNCctbfME-7xb2HIR1iHxCmwTIMuL_9dAeNt6QapXrA6NiyxvU8ZCV-y2BAfuytYE9ubFk40MjZgRIkVb5YBDdHPgxXV8UV85kJhY1MKVFIN0iEhWSgEfJNVV5q6sdzTYbYbGFkpUOw" width="250" /></a></div></div><div style="text-align: left;"></div><div style="text-align: left;"></div><div style="text-align: left;"> </div><div style="text-align: center;"><b>A spectacular photograph taken of a drunken planner about to strike his senior!</b></div><div style="text-align: left;"> </div><div style="text-align: left;">No, it’s just Yamazaki who modeled for this photograph. Can you guess what scene this was used for?</div><div style="text-align: left;"><br />This is the answer. It’s this scene from the opening scene of the first episode.</div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEi0VhikCkJRK0w1fbFAywA7sLU-aqsPAEbi9D6cA8IfaAVXa00dR0Vzgs0P3VKTQJjPuGPgAnl2XpCfBcjYobOfXCUxWiCsup8FO5jiAlTG-rT2wymwNLSNBLGp4-mTqACouWHJvr0Src6-zJUcibGpquMEWNYprFB8xEGSoVfZ2ZUAXaGC1Aq-KSgEQg=s256" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="192" data-original-width="256" height="192" src="https://blogger.googleusercontent.com/img/a/AVvXsEi0VhikCkJRK0w1fbFAywA7sLU-aqsPAEbi9D6cA8IfaAVXa00dR0Vzgs0P3VKTQJjPuGPgAnl2XpCfBcjYobOfXCUxWiCsup8FO5jiAlTG-rT2wymwNLSNBLGp4-mTqACouWHJvr0Src6-zJUcibGpquMEWNYprFB8xEGSoVfZ2ZUAXaGC1Aq-KSgEQg" width="256" /></a></div> <br /></div><div style="text-align: left;">While looking for more photographs, I came upon one of Mr Takumi using his own body to explain how Prosecutor Garyū should move. But this movement happens later in the game, so sadly enough, I can’t show it here.</div><div style="text-align: left;"> </div><div style="text-align: left;">It won’t be much of a replacement, but I also found a photograph of a certain planner using his own body to explain how Garyū Kirihito should move. Here it is.</div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEit4YgqNOB8AWorZYrB3pIRW-6qdvT8J2iMzsor4URpbXLtS8zgLMTq2eFooZXTjpkq-y21J8f9YWFj9zKG3H8J5AdbvVXbUj97KEzyzV1ZEfqmNbK6p_rlRQGHMmG9UAPJTqsvm3KyALuhHZGjtiBHIFX19oLow7g_9EZT4OtYNeABcFLAYgqCqH1P4g=s204" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="182" data-original-width="204" height="182" src="https://blogger.googleusercontent.com/img/a/AVvXsEit4YgqNOB8AWorZYrB3pIRW-6qdvT8J2iMzsor4URpbXLtS8zgLMTq2eFooZXTjpkq-y21J8f9YWFj9zKG3H8J5AdbvVXbUj97KEzyzV1ZEfqmNbK6p_rlRQGHMmG9UAPJTqsvm3KyALuhHZGjtiBHIFX19oLow7g_9EZT4OtYNeABcFLAYgqCqH1P4g" width="204" /></a></div> <br /></div><div style="text-align: left;">I remember how last year, I had sent this photograph to Mr Takumi, who was gone on a business trip and I was trying to explain things over the phone. We were a bit in a hurry because of the schedule. </div><div style="text-align: left;"> </div><div style="text-align: left;">Endō: “It’s the “<i>yare yare</i>”(TN: Oh boy/good grief/etc) pose of Garyū! I was thinking of going with this! (← shaking my head with the phone to my ear)</div><div style="text-align: left;">Takumi: …</div><div style="text-align: left;">Endō: Mr Takumi?</div><div style="text-align: left;">Takumi: … I’m okay with the pose…</div><div style="text-align: left;">Endō: But?</div><div style="text-align: left;">Takumi: The face looks pretty awful.</div><div style="text-align: left;">Endō: Oh, don’t worry. I’ll have the artist give him a better-looking face.</div><div style="text-align: left;">Takumi: Endō?</div><div style="text-align: left;">Endō: Yes?</div><div style="text-align: left;">Takumi: Sorry. I suddenly felt an urge to really make fun of you.</div><div style="text-align: left;"> </div><div style="text-align: left;">…Endō, the man who will work hard to meet expectations. He might not look handsome, but he has a kind personality! </div><div style="text-align: left;"> </div><div style="text-align: left;">And below you find the fusion between this kind person and the talented skills we have at Capcom↓ </div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEi9-cDfANMUUb0_hIksfgjRPtOXm9XD1Hj4bC-YW46fXZooRCyQJ2eFsjTiTaLeT1E5RfMSX-GohtsAjlzSeRil4gN-qzH0utzcbhBCTDWUXC3MdmEWkXztcRxZPqFEkUDKt1UCh5v-wkchZrrETRuGOpCe3XrxOU3_Dt1yCN_XGt_CSTYsnKIGqdmdIQ=s232" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="180" data-original-width="232" height="180" src="https://blogger.googleusercontent.com/img/a/AVvXsEi9-cDfANMUUb0_hIksfgjRPtOXm9XD1Hj4bC-YW46fXZooRCyQJ2eFsjTiTaLeT1E5RfMSX-GohtsAjlzSeRil4gN-qzH0utzcbhBCTDWUXC3MdmEWkXztcRxZPqFEkUDKt1UCh5v-wkchZrrETRuGOpCe3XrxOU3_Dt1yCN_XGt_CSTYsnKIGqdmdIQ" width="232" /></a></div> </div><div style="text-align: left;">That was it for today. Look forward to the man who will definitely meet my expectations: Yamazaki!</div>Ashhttp://www.blogger.com/profile/16349298369385273080noreply@blogger.com0tag:blogger.com,1999:blog-448989406699353420.post-31850754858554597552022-01-02T10:52:00.000+01:002022-01-02T10:52:16.923+01:00Gyakuten Kenji 2 Blog Entry 2: Gyakuten Kenji Returns!<p> Title: <i>Gyakuten Kenji</i> Returns! /「逆転検事、ふたたび!」<br />
Source: <a href="http://www.capcom.co.jp/gyakutenkenji/2/blog/201011/developer17_25709.html"><i>Gyakuten Kenji 2</i> official site</a><br />
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Summary: In this blog post published on September 16, 2010 on the <i>Gyakuten Kenji 2 </i>("<i>Turnabout Prosecutor 2</i>")
blog, director Yamazaki talks about the special demo they made for the Capcom booth at the Tokyo Game Show, which was going on at the time this article was posted. He then decides to talk a bit more about the contents of that demo, which is a slightly altered version of the first episode of the upcoming game. Yamazaki explains how he came up with the idea of the story of this first episode and even reveals an alternate idea he had, but which ultimately got discarded.<span></span></p><a name='more'></a><div style="text-align: center;"><span style="font-size: large;"><b><i>Gyakuten Kenji </i>Returns!</b></span><br /></div><div style="text-align: left;"><br /></div><div style="text-align: left;">Hello everyone, it’s been a while! This is Yamazaki, director of <i>Gyakuten Kenji 2</i> (‘<i>Turnabout Prosecutor 2</i>’). I am happy we’re able to meet again like this!</div><div style="text-align: left;"><br />Tokyo Game Show 2010 starts today (September 16). And can you believe it!? You can play a demo of <i>Gyakuten Kenji 2</i> at the Capcom booth there! The demo is a special version of the first part of the first episode, with some adjustments and new text. It’s like a focused version, showing off what makes <i>Gyakuten Kenji 2</i> so great, so please swing by our booth!</div><div style="text-align: left;"><br />Today I wanted to tell you about how the first episode of the game (upon which the demo is based) was born. In the first episode, an incident occurs at<b> Gourd Lake Park</b>. When writing the scenario, the first thing you have to think about is the setting of the case. <br /> </div><div style="text-align: left;"><span style="color: red;"><b>The location and situation of a case have to make an impression!</b></span><br /> </div><div style="text-align: left;">You can’t get started without that. There were two more conditions that the location of the first episode needed to meet.<br /> </div><div style="text-align: left;">1. <b>I wanted it to be a location that had a connection with the protagonist Mitsurugi (Miles Edgeworth).</b><br />2. <b>I wanted it to be place fans of the series would recognize.</b><br /> </div><div style="text-align: left;">So the first idea that came to mind was Gourd Lake Park. You could be sure that Mitsurugi will never ever forget that lake.<br /> </div><div style="text-align: left;">…But there was one weak point to this idea. Gourd Lake Park was slightly <b>too big</b> for the location of the first episode. The first episode has to allow players to get used to the controls of a game. If the location was too large, some people might get lost before they ever get used to the controls.<br /> </div><div style="text-align: left;">“Hmm, can I think of another place…?”<br /> </div><div style="text-align: left;">So the second idea that came to mind was… <b> Inside Mitsurugi’s red car</b>.<br /> </div><div style="text-align: left;">The story would begin with Mitsurugi’s sports car getting wrecked in a traffic accident. Would Mitsurugi be alright? But then it turns out that a completely different person dressed like Mitsurugi was behind the wheel. And there’s a knife planted deep inside their chest!</div><div style="text-align: left;"><br />That would’ve been a shocking introduction. I got all excited. This wasn’t bad at all! But as I got all pumped up and started thinking about the trick, I realized my mistake.<br /> </div><div style="text-align: left;">“…Inside a sports car…?”<br />“<b>That’s too cramped!! There was no place to walk around!!!</b>”</div><div style="text-align: left;"><br />It was shocking how I hadn’t realized that right away. So that idea was canned. What was I going to do now.</div><div style="text-align: left;"><br />“If only I could somehow figure out something about the Gourd Lake Park being too big. Then it would be the perfect place…”<br /><br />“Perhaps I could limit where Mitsurugi could go?”<br />“How about having something happen on a boat floating in the lake… No, I think I know that one already.”</div><div style="text-align: left;"><br />After agonizing myself for a long time, I finally decided to <b>turn my thoughts around</b>.</div><div style="text-align: left;"><br />“So what if it’s a large location?”<br />“I might as well start off with a big case…”</div><div style="text-align: left;"><br />That split second where I decided to go against the rules changed everything! The face of a certain character suddenly appeared in my mind.<br /> </div><div style="text-align: left;">“That’ s it! I’m going to use <b>him</b> right away, in the first episode!”<br /> </div><div style="text-align: left;">And that was the fun idea that formed the basis upon which the case was built. At the same time, I also thought of an idea that would solve the problem of the location being too big.<br /> </div><div style="text-align: left;">“What if there's a stage at the lake and the investigation occurs there?” <br /></div><div style="text-align: left;">“If I can make a place that’s surrounded by a crowd, making it impossible to wander off too far…!”</div><div style="text-align: left;"><br />And then I yelled (internally): <br /></div><div style="text-align: left;">“<b>What if the first episode of 2 starts off being as exciting like it's the final episode already!!</b>”<br /> </div><div style="text-align: left;">That was the moment the concept of the first episode was decided.</div><div style="text-align: left;"><br />So who is <b>that character</b> I mentioned? And <b>what will the story be</b> of the first episode that’s going to be as exciting like a final episode?<br /><br />…You’ll have to see for yourself at the Tokyo Game Show! (People who check out every single corner of the official website might have guessed it already though).<br /><br />Anyway, next time we’ll have Iwamoto Tatsurō, the character designer here! He’ll be talking about his thoughts on working on <i>Gyakuten Kenji 2</i>, the characters and more! And don’t forget to check his 4-panel comics!</div><div style="text-align: left;"> <br />That’s it for me today. I’ll see you later again!</div>Ashhttp://www.blogger.com/profile/16349298369385273080noreply@blogger.com0tag:blogger.com,1999:blog-448989406699353420.post-10380982998810415632021-12-29T15:49:00.000+01:002021-12-29T15:49:06.060+01:00Yomigaeru Gyakuten Character Blog Entry 3: Leaving It Up To Heaven (2005) <div style="text-align: left;">Title: <i>Leaving It Up To Heaven</i> / 「神頼み」</div><div style="text-align: left;"> Source: <a href="http://www.capcom.co.jp/ds_saiban/blog/"><i>Gyakuten Saiban Yomigaeru Gyakuten</i> official site</a> </div><p>
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Summary: The official blog of <i>Gyakuten Saiban Yomigaeru Gyakuten</i> (<i>Ace Attorney (1) DS</i>) consisted of two seperate columns. The normal columns were written by director/writer Takumi, producer Matsukawa and the occasional guest writer, but the character blogs consisted of dialogues between Naruhodō (Phoenix Wright) and Mayoi (Maya Fey) as they bantered about all kinds of topics related to the upcoming game release. In the third entry of the character blog on August 19, 2005, Naruhodō and Mayoi talk about the new episode which would be added to the DS release and reveal some of the case ideas Takumi had played with before settling on the story of the episode which would eventually become <i>Yomigaeru Gyakuten</i> (<i>Rise from the Ashes</i>)</p><span><a name='more'></a></span><p></p><p style="text-align: center;"></p><p style="text-align: center;"><span style="font-size: large;"><b>Leaving It Up To Heaven</b></span></p><p><span style="color: #674ea7;">Mayoi</span>: Man, it’s hot today. Here, a cold glass of juice.<br /><span style="color: #3d85c6;">Naruhodō</span>: Oh, thanks. I was getting thirsty.<br /><span style="color: #674ea7;">Mayoi</span>: So I was reading a magazine article on <span style="color: red;"><b><i>Yomigaeru Gyakuten</i></b></span> (<i>Ace Attorney 1 DS</i>) just now. You know, wondering what the story would be of that new episode 5.<br /><span style="color: #3d85c6;">Naruhodō</span>: You really shouldn’t read those stories.<br /><span style="color: #674ea7;">Mayoi</span>: I just couldn’t help myself! And look, there was this girl.<br /><span style="color: #3d85c6;">Naruhodō</span>: Oh, that’s <b><span style="color: red;">Hōzuki Akane</span></b>-chan (Ema Skye). She loves scientific investigation, and that's how she helped me out.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEi1Kba9ZQvf0IFjsrkd67Y1wL4wJpC1ldpIQEoepe7RrS6Ilzphleu3dsnRzf-7dmYkFkyATbsutsxtsDWBcfto0NbqiOyxqVF66EuvyqTvcvgftqCzLUhNLY4jUwL02GOWlvqOp46RqixD0hJZP3bRLkOHzDneb8mKbqpRdbeuhVsgWCbvYbcadUAdXQ=s220" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="167" data-original-width="220" height="167" src="https://blogger.googleusercontent.com/img/a/AVvXsEi1Kba9ZQvf0IFjsrkd67Y1wL4wJpC1ldpIQEoepe7RrS6Ilzphleu3dsnRzf-7dmYkFkyATbsutsxtsDWBcfto0NbqiOyxqVF66EuvyqTvcvgftqCzLUhNLY4jUwL02GOWlvqOp46RqixD0hJZP3bRLkOHzDneb8mKbqpRdbeuhVsgWCbvYbcadUAdXQ" width="220" /></a></div><br /><span style="color: #674ea7;">Mayoi</span>: Naruhodo-kun! What’s the meaning of this? What were you doing with that cute girl!?<br /><span style="color: #3d85c6;">Naruhodō</span>: Wha—what’s up with the theatrics!?<br /><span style="color: #674ea7;">Mayoi</span>: Haha, I was just joking. I thought it’d make things more heated.<br /><span style="color: #3d85c6;">Naruhodō</span>: Hmm… I have the feeling we had this same conversation a long time ago.<br /><span style="color: #674ea7;">Mayoi</span>: We did? Anyway, here’s a refill.<br /><span style="color: #3d85c6;">Naruhodō</span>: Thanks. I have to say, I was surprised myself too when I first met Akane.<br /><span style="color: #674ea7;">Mayoi</span>: Why?<br /><span style="color: #3d85c6;">Naruhodō</span>: Because, you know, she looked so much like you. I guess it’s just a coincidence…<br /><span style="color: #674ea7;">Mayoi</span>: I knew it! I too thought she was me.<br /><span style="color: #3d85c6;">Naruhodō</span>: You yourself, of all people?<br /><span style="color: #674ea7;">Mayoi</span>: …<br /><span style="color: #3d85c6;">Naruhodō</span>: Wha—what’s the matter? Why the silence?<br /><span style="color: #674ea7;">Mayoi</span>: Huh? Oh, it’s nothing. Had enough juice?<br /><span style="color: #3d85c6;">Naruhodō</span>: Oh, yeah, thanks.<br /><span style="color: #674ea7;">Mayoi</span>: I think I have just thought of something amazing…<br /><span style="color: #3d85c6;">Naruhodō</span>: And that is?<br /><span style="color: #674ea7;">Mayoi</span>: <span style="color: red;"><b>The perfect crime</b></span>.<br /><span style="color: #3d85c6;">Naruhodō</span>: The perfect crime? You?<br /><span style="color: #674ea7;">Mayoi</span>: Akane-chan looks exactly like me, right? So if I were to go to a restaurant…<br /><span style="color: #3d85c6;">Naruhodō</span>: Waitwaitwait, you used that same joke in last week’s blog!<br /><span style="color: #674ea7;">Mayoi</span>: Huh, I did? Oh, your glass is empty. Here’s some juice.<br /><span style="color: #3d85c6;">Naruhodō</span>: We have to be careful, or we might see Akane’s bills coming our way…<p></p><p></p><p style="text-align: center;">*****</p><p><span style="color: #674ea7;">Mayoi</span>: It’s pretty hard coming up with new ideas each time.<br /><span style="color: #3d85c6;">Naruhodō</span>: it sure is. The creator, TakuShū, also seems having trouble each time when he has to think of new stories.<br /><span style="color: #674ea7;">Mayoi</span>: I can guess why. I wonder how he comes up with those stories though.<br /><span style="color: #3d85c6;">Naruhodō</span>: He starts off with coming up with an “incident.”<br /><span style="color: #674ea7;">Mayoi</span>: An incident?<br /><span style="color: #3d85c6;">Naruhodō</span>: You know, the story won’t be exciting unless an interesting case has happened.<br /><span style="color: #674ea7;">Mayoi</span>: But we could make things fun and exciting even without a case happening!<br /><span style="color: #3d85c6;">Naruhodō</span>: …I don’t think that’s the kind of excitement he means.<br /><span style="color: #674ea7;">Mayoi</span>: So for the new episode 5, he started off with thinking about a new incident?<br /><span style="color: #3d85c6;">Naruhodō</span>: Yeah. I think he said: “Once I have an incident, I’ll somehow figure out the trick of how it was done.”<br /><span style="color: #674ea7;">Mayoi</span>: Huh, so that’s how it works.<br /><span style="color: #3d85c6;">Naruhodō</span>: Look here, I have TakuShū’s creative notebook here.</p><p><br />…<b><span style="color: red;">TAKE THAT</span></b>!</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhzdOuDCZB3sGyzHq07yUHVhajr2O3UIsNBENh49U7IXCPI-9urQKC6QLZIus_bkzLMU0-Iqk1Z2M6rfQMCe7VpF9tG6m0p7IALvAi7gN2ftOP0j5vRTFHsfJxCbcfW3OYGnYxJ01mOIR3mtnKLdKRpMUYwBWvERTqVJhpLK_Vb5DdEoFDgHy2uwiUmxA=s220" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="170" data-original-width="220" height="170" src="https://blogger.googleusercontent.com/img/a/AVvXsEhzdOuDCZB3sGyzHq07yUHVhajr2O3UIsNBENh49U7IXCPI-9urQKC6QLZIus_bkzLMU0-Iqk1Z2M6rfQMCe7VpF9tG6m0p7IALvAi7gN2ftOP0j5vRTFHsfJxCbcfW3OYGnYxJ01mOIR3mtnKLdKRpMUYwBWvERTqVJhpLK_Vb5DdEoFDgHy2uwiUmxA" width="220" /></a></div><p><span style="color: #674ea7;">Mayoi</span>: Oh, a picture of evidence. Lemme see. The first item says: “<span style="color: red;"><b>Case Candidates</b></span>”<br /><span style="color: #3d85c6;">Naruhodō</span>: I was thinking of showing the notebook today as a special surprise.<br /><span style="color: #674ea7;">Mayoi</span>: Yay! So if we have a look at this, we’ll have a good idea of what kind of case episode 5 will be about!<br /><span style="color: #3d85c6;">Naruhodō</span>: Yes! Let’s have a look.<br /><br /><span style="font-family: courier;">Case Candidate 1<br />Location: Race Track.<br />After the first car makes the finish, the dead body of the driver is discovered inside the car.</span><br /><br /><span style="color: #674ea7;">Mayoi</span>: Wow, it starts off immediately with an incredible case.<br /><span style="color: #3d85c6;">Naruhodō</span>: And they find out something even more incredible after investigating the body.<br /><span style="color: #674ea7;">Mayoi</span>: Which is?<br /><span style="color: #3d85c6;">Naruhodō</span>: The victim was run over by his own car.<br /><span style="color: #674ea7;">Mayoi</span>: …Huh? What do you mean?<br /><span style="color: #3d85c6;">Naruhodō</span>: So he was run over by the car he was driving, and then made it to the finish.<br /><span style="color: #674ea7;">Mayoi</span>: But how was that done?<br /><span style="color: #3d85c6;">Naruhodō</span>: Under the header “Trick”…. There’s just an empty space.<br /><span style="color: #674ea7;">Mayoi</span>: What was that about “somehow figuring out the trick of how it was done?”<br /><span style="color: #3d85c6;">Naruhodō</span>: I suppose that somehow, he didn’t manage to figure it out. Let’s look at the next one.<br /><br /><span style="font-family: courier;">Case Candidate 2<br />Location: Baseball Field.<br />The homerun ball hit by the cleanup hitter drives into the forehead of a spectator, who dies.</span></p><p style="text-align: left;"><span style="color: #674ea7;">Mayoi</span>: This… is an incident?<br /><span style="color: #3d85c6;">Naruhodō</span>: “Will Prosecutor Mitsurugi (Miles Edgeworth) be able to see through the cleanup hitter’s crafty trick?” <br /><span style="color: #674ea7;">Mayoi</span>: Sounds like a completely different angle.<br /><span style="color: #3d85c6;">Naruhodō</span>: I guess that TakuShū realized the same. That leads to the next one.<br /><br /><span style="font-family: courier;">Case Candiate 3<br />Location: Dinosaur Museum.<br />A gigantic complete skeleton of a Tyrannosaurus. A body is found between its jaws.</span><br /><br /><span style="color: #674ea7;">Mayoi</span>: …Makes me shudder just imagining it.<br /><span style="color: #3d85c6;">Naruhodō</span>: And a witness says they saw the fossil move and chew on the body.<br /><span style="color: #674ea7;">Mayoi</span>: That’s… incredible.<br /><span style="color: #3d85c6;">Naruhodō</span>: What’s the matter?<br /><span style="color: #674ea7;">Mayoi</span>: Wouldn’t that make the defendant a pile of bones?<br /><span style="color: #3d85c6;">Naruhodō</span>: … You have a point.<br /></p><p style="text-align: center;">*****</p><p><span style="color: #674ea7;">Mayoi</span>: All these cases seem a bit farfetched.<br /><span style="color: #3d85c6;">Naruhodō</span>: Well, they all start out like this. He basically tries a few things out and leaves it up to heaven.<br /><span style="color: #674ea7;">Mayoi</span>: Right.<br /><span style="color: #3d85c6;">Naruhodō</span>: And what’s written under Case Candidate 4, that’s what became episode 5.<br /><span style="color: #674ea7;">Mayoi</span>: Is that episode really going to be okay? After these three?<br /><span style="color: #3d85c6;">Naruhodō</span>: I see why you’d worry.<br /><span style="color: #674ea7;">Mayoi</span>: Oh well, I guess he managed somehow. Have another juice.<br /><span style="color: #3d85c6;">Naruhodō</span>: Tha—wait, what’s up with your juice offensive?<br /><span style="color: #674ea7;">Mayoi</span>: Oh, you know <i>Yomigaeru Gyakuten</i> will be released soon, right?<br /><span style="color: #3d85c6;">Naruhodō</span>: Yeah.<br /><span style="color: #674ea7;">Mayoi</span>: But I don’t own a Nintendo DS.<br /><span style="color: #3d85c6;">Naruhodō</span>: So?<br /><span style="color: #674ea7;">Mayoi</span>: I’m collecting the labels of these juice bottles. There’s a raffle, and they’re giving away 100 Nintendo DS.<br /><span style="color: #3d85c6;">Naruhodō</span>: Why are you relying on that!?<br /><span style="color: #674ea7;">Mayoi</span>: What are you saying? I’m trying all kinds of ideas and leaving it up to heaven!<br /><span style="color: #3d85c6;">Naruhodō</span>: Uuugh… I guess so…<br /><span style="color: #674ea7;">Mayoi</span>: And you know, when in trouble, drink. That’s been the rule for <i>Gyakuten Saiban</i>!<br /><span style="color: #3d85c6;">Naruhodō</span>: What do you mean?<br /><span style="color: #674ea7;">Mayoi</span>: <span style="color: red;"><b>Take that!</b></span></p><p><span style="color: red;"><b></b></span></p><div class="separator" style="clear: both; text-align: center;"><b><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhEd_zVeRwFB3fagCvReON1nfzARTEazED5170h1F4u2gd4sk_AQNzdginkQAxiJKPVVrDabv4NVXoqdlGm_Ru1kFYK38hopLb-6h4_asY6i165ENjNBMySQBrRnz0wXuzB8AKF_9dG6v3Yd-_FUPCWJlCVmGM2uwI22TlE1lJXcZs9FAX_qEXdk_4yug=s220" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="165" data-original-width="220" height="165" src="https://blogger.googleusercontent.com/img/a/AVvXsEhEd_zVeRwFB3fagCvReON1nfzARTEazED5170h1F4u2gd4sk_AQNzdginkQAxiJKPVVrDabv4NVXoqdlGm_Ru1kFYK38hopLb-6h4_asY6i165ENjNBMySQBrRnz0wXuzB8AKF_9dG6v3Yd-_FUPCWJlCVmGM2uwI22TlE1lJXcZs9FAX_qEXdk_4yug" width="220" /></a></b></div><b><br /></b><span style="color: #3d85c6;">Naruhodō</span>: What’s this…?<br /><span style="color: #674ea7;">Mayoi</span>: TakuShū only got his good idea after drinking all of this!<br /><span style="color: #3d85c6;">Naruhodō</span>: That’s not the same thing!!<p></p>Ashhttp://www.blogger.com/profile/16349298369385273080noreply@blogger.com2tag:blogger.com,1999:blog-448989406699353420.post-88731445829329067162021-11-10T15:24:00.002+01:002021-11-16T21:36:14.955+01:00Gyakuten Saiban 3 Blog Entry 1: Greetings (2004) <div style="text-align: left;">Title: Greetings / 「ごあいさつ」 <br />Source: <a href="http://www3.capcom.co.jp/saiban3/"><i>Gyakuten Saiban 3</i> official site</a> (down)</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://4.bp.blogspot.com/-9OWkqWt_N2E/V6RZ5nvDGxI/AAAAAAAAAYI/YN_00COVtVAajhiKtSU6xCCvQ2-a1-uAACPcB/s200/GS3.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="127" data-original-width="200" height="127" src="https://4.bp.blogspot.com/-9OWkqWt_N2E/V6RZ5nvDGxI/AAAAAAAAAYI/YN_00COVtVAajhiKtSU6xCCvQ2-a1-uAACPcB/s1600/GS3.jpg" width="200" /></a></div>Summary: In the first column written for the official <i>Gyakuten Saiban 3</i> (<i>Ace Attorney 3 - Trials & Tribulations</i>) website, Naruhodō (Phoenix Wright) and Mayoi (Maya Fey) greet the readers and explain that Takumi Shū, the director and writer of the game, has left for his vacation, so they decide to show off the writing diary Takumi kept during the development process of the game. They comment on the little notes scribbled by Takumi in this diary. In this first column, we see how Takumi came up with the plot of the game’s first episode <i>Turnabout Memories</i>.</div><div style="text-align: center;"><span><a name='more'></a></span> </div><div style="text-align: center;"> <span style="font-size: large;"><b>Greetings </b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;"><span style="color: #3d85c6;">Naruhodō</span>: Hello everyone. I’m Naruhodō Ryūichi. My name might sound a bit suspicious, but it’s my real name.<br /><span style="color: #674ea7;">Mayoi</span>: It’s been a while! I’m Ayasato Mayoi. I’m dressed a bit suspicious, but I’m your ordinary spirit medium in training!<br /><span style="color: #3d85c6;">Naruhodō</span>: What do you mean "normal?" And how long have you been in training?<br /><span style="color: #674ea7;">Mayoi</span>: Oh, listen to the rookie attorney speaking!<br /><span style="color: #3d85c6;">Naruhodō</span>: …Anyway, I’m a defense attorney specializing in criminal cases. And this is… my assistant? A friend? Something like that?<br /><span style="color: #674ea7;">Mayoi</span>: Wait, wait, what are you doing?<br /><span style="color: #3d85c6;">Naruhodō</span>: Introducing us. You have to introduce yourself when you meet someone.<br /><span style="color: #674ea7;">Mayoi</span>: Didn’t you know? We’re super famous now. Everyone in Japan knows about us. At least, they know me.<br /><span style="color: #3d85c6;">Naruhodō</span>: You’d better wake up now.<br /><span style="color: #674ea7;">Mayoi</span>: I am awake!<br /><span style="color: #3d85c6;">Naruhodō</span>: None of my friends know about <i>Gyakuten Saiban</i>.<br /><span style="color: #674ea7;">Mayoi</span>: All of your friends are just weird<br /><span style="color: #3d85c6;">Naruhodō</span>: No, no! I bet you that if we’d invite everyone who has heard about you and brought them all to the beach, all of them together wouldn’t even be able to change the water level!<br /><span style="color: #674ea7;">Mayoi</span>: Really? But… but, the third <i>Gyakuten Saiban</i> is coming out soon! That means I’m a big seller.<br /><span style="color: #3d85c6;">Naruhodō</span>: Don't! It’s an attitude like that that’ll kill a series.<br /><span style="color: #674ea7;">Mayoi</span>: What do you mean?<br /><span style="color: #3d85c6;">Naruhodō</span>: Think about it: films, drama, novels, games: think of all those series that went off the rails once they hit number 3.<br /><span style="color: #674ea7;">Mayoi</span>: … Oh, that does ring a bell. Perhaps. Why does that happen?<br /><span style="color: #3d85c6;">Naruhodō<span style="color: black;">: </span></span>The creators start to have an attitude. I’m sure that’s it. Probably. This corner is usually a column written by director Takumi Shū himself, right?<br /><span style="color: #674ea7;">Mayoi</span>: Ah! That’s right! Where is he?<br /><span style="color: #3d85c6;">Naruhodō</span>: He’s on his holiday already. Packed and left straight for Siberia.<br /><span style="color: #674ea7;">Mayoi</span>: Couldn’t he have picked a warmer place?<br /><span style="color: #3d85c6;">Naruhodō</span>: He said he wanted to see the aurora borealis.<br /><span style="color: #674ea7;">Mayoi</span>: How could he just leave and let us do all the talking?<br /><span style="color: #3d85c6;">Naruhodō</span>: And that’s why I figured I’d show the reader something interesting.<br /><span style="color: #674ea7;">Mayoi</span>: Ooh, what is it!?<br /><span style="color: #3d85c6;">Naruhodō</span>: His creative diary.<br /><span style="color: #674ea7;">Mayoi</span>: His diary?<br /><span style="color: #3d85c6;">Naruhodō</span>: It’s an notebook he kept when writing <i>Gyakuten Saiban 3</i>. It’s his personal diary.<br /><span style="color: #674ea7;">Mayoi</span>: Oh! That’s cool. And we get to make fun of it, right? <br /><span style="color: #3d85c6;">Naruhodō</span>: Yeah, I’ve heard some interesting stories about the development of this game… TakuShū has developed the habit of talking to himself lately.<br /><span style="color: #674ea7;">Mayoi</span>: Is <i>Gyakuten Saiban 3</i> really going to be okay?<br /><span style="color: #3d85c6;">Naruhodō</span>: We might find the answer if we read this diary.<br /><span style="color: #674ea7;">Mayoi</span>: Okay, let’s take a look first at when the project first started!<br /><span style="color: #3d85c6;">Naruhodō</span>: Yes. Let’s have a look at this diary.<br /><span style="color: #674ea7;">Mayoi</span>: We won’t keep silent about what’s written there. Everyone, join us!<br /><br /></div><div style="text-align: center;"><span style="font-family: courier;"><span style="font-size: large;"><b>Creative diary: Development Started - Plotting Episode 1</b></span><br /></span></div><div style="text-align: left;"><span style="font-family: courier;"> </span></div><div style="text-align: center;"><span style="font-family: courier;"><b>2002</b></span></div><div style="text-align: left;"><span style="font-family: courier;"><b> </b><br /><b>September 9 (Monday)</b><br />Summer holiday ended. Project “<i>Gyakuten Saiban 3</i>” starts. Was told <u>a few points to consider (*1)</u> by Chief Mikami. Will consider.<br /> </span></div><div style="text-align: left;"><span style="font-family: courier;"><b>September 10 (Tuesday)</b><br /><u>Scenario writing is scheduled until the end of the year (*2</u><b>)</b>. Feel confident. Started plotting. Begin with episode 1. Got to gather ideas.<br /><br /><b>September 12 (Thursday)</b><br />Editing column no. 1 and the promotion video of <i>Gyakuten Saiban 2</i>. No work done on scenario.<br /> </span></div><div style="text-align: left;"><span style="font-family: courier;"><b>September 13 (Friday)</b><br />No ideas. Must be an unlucky day. Can’t find a starting point. Need some inspiration.<br /> </span></div><div style="text-align: left;"><span style="font-family: courier;"><b>September 17 (Tuesday)</b><br /><u>Episode 1, take off! (*3)</u> A case set in Chihiro (Mia Fey)’s younger days.<br /><br /><b>September 19 (Thursday)</b><br />Getting settled on the character relations, the basic flow of the story and the truth. Have to start on contradictions.<br /> </span></div><div style="text-align: left;"><span style="font-family: courier;"><b>September 20 (Friday)</b><br />Going to Tokyo Game Show. <u>Idea of Naruhodō being the defendant popped into my head (*4)</u>. Will consider it, but prefer to not use it.<br /><br /><b>September 24 (Tuesday)<br /></b>Can’t decide on the idea for the first cross-examination at the start of the game. Getting started on contradictions in the latter half of the episode. Try to get this done in two days?<br /> </span></div><div style="text-align: left;"><span style="font-family: courier;"><b>September 26 (Thursday)</b><br />Decided to use the Naruhodō idea anyway. Think this will work. Plotting of episode 1, done. Perhaps too long?</span><br /><br /><b>(1) "A few points to consider" (September 9)<br /></b></div><div style="text-align: left;"><br /><span style="color: #674ea7;">Mayoi</span>: What things did he had to consider?<br /><span style="color: #3d85c6;">Naruhodō</span>: So on the first day of the project, the chief called him in. He basically asked for two things. 1: The game had to have five episodes and 2: each episode had to have less volume.<br /><span style="color: #674ea7;">Mayoi</span>: Huh, I remember his boss also asked for a five-episode game with <i>Gyakuten Saiban 2</i> (<i>Ace Attorney 2 - Justice for All</i>)?<br /><span style="color: #3d85c6;">Naruhodō</span>: Yeah. And one year ago, he did write five episodes for <i>2</i>. But it wouldn’t fit the cartridge, so they had to scrap one episode.<br /><span style="color: #674ea7;">Mayoi</span>: Eh! So that episode that got left on the cutting board…<br /><span style="color: #3d85c6;">Naruhodō</span>: He of course immediately decided to use that story for <i>3</i>. TakuShū was absolutely gloating, feeling lucky that he hadn’t used that episode in <i>2</i>.<br /><span style="color: #674ea7;">Mayoi</span>: I guess I would’ve done the same.<br /><br /><b>(2) "Scenario writing is scheduled until the end of the year" (September 10)</b></div><div style="text-align: left;"><br /><span style="color: #674ea7;">Mayoi</span>: With scenario, he means planning out the story out roughly, right?<br /><span style="color: #3d85c6;">Naruhodō</span>: No, he means having written everything. From my deductions to your goofy jokes, everything.<br /><span style="color: #674ea7;">Mayoi</span>: Goofy jokes!? Anyway, until the end of the year? That’s just three and a half months.<br /><span style="color: #3d85c6;">Naruhodō</span>: Exactly. But he did manage to write 2’s scenario in three and a half months.<br /><span style="color: #674ea7;">Mayoi</span>: Wow. I wonder how much text five episodes would be?<br /><span style="color: #3d85c6;">Naruhodō</span>: About 1500 pages at A4 size, I guess.<br /><span style="color: #674ea7;">Mayoi</span>: Woooow! That’s… a lot. And a waste of paper.<br /><span style="color: #3d85c6;">Naruhodō</span>: First he had planned ten days per episode for plotting. And then he’d write 30 pages each day.<br /><span style="color: #674ea7;">Mayoi</span>: Well, he had an easy time now. Of the five episodes he had to write, one he still had left from <i>2</i>, and he wrote earlier he felt confident.<br /><span style="color: #3d85c6;">Naruhodō</span>: Yeah, that was supposed to be the idea, but…<br /><span style="color: #674ea7;">Mayoi</span>: …?<br /><br /><b>(3) "Episode 1, take off!" (September 17)</b></div><div style="text-align: left;"><br /><span style="color: #674ea7;">Mayoi</span>: Eh? Didn’t he start thinking about the plot on September 10? Why is Episode 1 taking off now, once again?<br /><span style="color: #3d85c6;">Naruhodō</span>: Perhaps he didn’t want to admit he had wasted a whole week.<br /><span style="color: #674ea7;">Mayoi</span>: Cornered right from the start…<br /><span style="color: #3d85c6;">Naruhodō</span>: He needed something to inspire him, to get the ideas flowing.<br /><span style="color: #674ea7;">Mayoi</span>: Huh. So what got him moving?<br /><span style="color: #3d85c6;">Naruhodō</span>: The tutorial. Like the first episode of <i>2</i>.<br /><span style="color: #674ea7;">Mayoi</span>: The tutorial?<br /><span style="color: #3d85c6;">Naruhodō</span>: You know, the first episode always explains the rules of the game to new players, right? In the first game, I was still a rookie.<br /><span style="color: #674ea7;">Mayoi</span>: Ah. And he also came up with a clever idea to do that in <i>2</i>.<br /><span style="color: #3d85c6;">Naruhodō</span>: So then he started thinking about doing something clever in <i>3</i>.<br /><span style="color: #674ea7;">Mayoi</span>: Aha. So that’s how he came up with the idea.<br /><br /><b>(4) Idea of Naruhodō being the defendant popped into my head (September 20)</b><br /> </div><div style="text-align: left;"><span style="color: #3d85c6;">Naruhodō</span>: It was only after he had decided on most of the story that he came up with that (for me) rather inconvenient idea…</div><div style="text-align: left;"><span style="color: #674ea7;">Mayoi</span>: Huh. But he says he prefers to not use it. Why?<br /><span style="color: #3d85c6;">Naruhodō</span>: Well, because it seemed such a simple idea obviously just meant to lure in players, by featuring the situation of Chihiro having to defend Naruhodo-kun. And this idea also seemed hard to get into for players who’d first start this series with the third game.<br /><span style="color: #674ea7;">Mayoi</span>: Hmm, even though he was in a tight spot, he still can be strangely stubborn.<br /><span style="color: #3d85c6;">Naruhodō</span>: That’s why he didn’t intend to use this idea unless he could come up with an idea to link that specific situation to the story.<br /><span style="color: #674ea7;">Mayoi</span>: But, but he did use that idea! So, so that means he came up with some amazing idea, right!?<br /><span style="color: #3d85c6;">Naruhodō</span> Probably… perhaps he just gave in because of the ticking clock…</div>Ashhttp://www.blogger.com/profile/16349298369385273080noreply@blogger.com0tag:blogger.com,1999:blog-448989406699353420.post-46018685627827816222021-10-23T13:33:00.001+02:002021-10-24T10:26:07.564+02:00Turnabout Anecdotes and Memoirs of Two Decades (2021)<div style="text-align: left;">Title: Turnabout Anecdotes and Memoirs of Two Decades / 『逆転の逸話と20年の回想』<br />Source: Famitsu, November 4 issue, 2021 <br /> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-OWNt8gE81_o/YXPuPK4T9OI/AAAAAAAABWs/UEJOmIliw3M5yLlzWHsUS8ZL2xZaRpOcgCLcBGAsYHQ/s248/famitsu202111.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="248" data-original-width="200" height="248" src="https://1.bp.blogspot.com/-OWNt8gE81_o/YXPuPK4T9OI/AAAAAAAABWs/UEJOmIliw3M5yLlzWHsUS8ZL2xZaRpOcgCLcBGAsYHQ/s0/famitsu202111.jpg" width="200" /></a></div>Summary: Famitsu celebrated the twentieth anniversary of the <i>Gyakuten Saiban</i> (<i>Ace Attorney</i>) franchise with a special counting over thirty pages, with retrospectives on the whole franchise, from games to spin-off material and also several interviews with key staff members who have worked on the various games in these twenty years. In this article, Famitsu interviews series creator Takumi Shū, addressing points like how it was working on the original game twenty years ago, how the writing process goes, people he worked with and the way the series has grown into a multimedia franchise that is much more than just one single GameBoy Advance game. </div><div style="text-align: left;"> </div><span><a name='more'></a></span><div style="text-align: center;"><span style="font-size: large;"><b>To Create is to Live</b></span></div><div style="text-align: left;"><br />Interviewer: I’ve heard you said that <i>Gyakuten Saiban</i> (<i>Ace Attorney</i>) was developed with the idea it would be a game one could even play ten years later, but it’s still loved twenty years later.<br /> </div><div style="text-align: left;">Takumi: I couldn’t have imagined it would last twenty years (laugh). Lately you even see that both the parents and their children have played these games, so across two generations. That tells me how broad the fanbase is. It’s just amazing. I couldn’t be more grateful!<br /> </div><div style="text-align: left;">Interviewer: I believe you were still in your twenties when you worked on the first game?<br /> </div><div style="text-align: left;">Takumi: It was the final year of my twenties when I worked on the first game. I worked really hard, wanting to finish the scenario still in my twenties, but sadly I was about ten days in my thirties when I finally finished it (laugh). <i>Gyakuten Saiban</i> was actually originally started as a project to train and develop young developers like myself. My boss, who was also my mentor when it comes to game creation, gave me half a year to make whatever I wanted. I originally chose this industry because I wanted to make a mystery game, and figuring this was a once in a lifetime chance, I gave the project everything I had. I looked back at my notes back then, which say I started working on it in September 2000. We first went on a “courtroom tour” with the team it seems. Two months later, in November, the first demo was done.<br /> </div><div style="text-align: left;">Interviewer: You had something working already after two months? I heard that you were working on the game before the release of the GameBoy Advance, and that you were working with just a bare </div><div style="text-align: left;">motherboard.<br /> </div><div style="text-align: left;">Takumi: That brings back memories. Actually, the original plan was to make the game for the GameBoy. But we caught news that Nintendo was going to release new hardware, and Capcom received a prototype of the GameBoy Advance, which was still in development. We were so impressed with how great the screen looked. We were all so excited we could go create a game for such a system.<br /> </div><div style="text-align: left;">Interviewer: So the project went smoothly. Did the first ROM you finished look promising?<br /> </div><div style="text-align: left;">Takumi: It wasn’t fun to play at all (laugh). It was panned by everyone, with complaints it was unclear what the player was supposed to do. My mentor I just mentioned, he warned me that at this rate, he’d have to disband the team. Afterwards I learnt he was just showing us some tough love. So we reworked the game again and arrived at the current trial system. This happened around the end of the year.<br /> </div><div style="text-align: left;">Interviewer: That would be the fundamental gameplay of the series, right?<br /> </div><div style="text-align: left;">Takumi: Even when I look at my own notes now, I can’t believe what it says. Apparently I did episode 2 <i>Turnabout Sisters</i> in February, episode 3 <i>Turnabout Tonosaman</i> (<i>Turnabout Samurai</i>) in March, the final episode <i>Turnabout Goodbyes</i> in April, and it says Finished in May.</div><div style="text-align: left;"><br />Interviewer: You wrote an episode a month!? Like you were working on a serialization of <i>Gyakuten Saiban</i>!<br /> </div><div style="text-align: left;">Takumi: I had of course prepared the basic plots of each episode in advance, but still, it’s kinda creepy how fast we worked. But we wouldn’t have made the deadline if we had worked any slower.<br /> </div><div style="text-align: left;">Interviewer: So your boss’ warning gave you a boost?</div><div style="text-align: left;"><br />Takumi: It spurred us on, but it was also like putting our backs to the cliff. Oh yeah, we had an end-of-year party with the whole development section, and for some reason I did a magic show there. But I was all gloomy inside while doing those magic tricks (laugh).<br /> </div><div style="text-align: left;">Interviewer: “I have better things to do now than making pigeons appear!!”(laugh)<br /> </div><div style="text-align: left;">Takumi: And just when the schedule was so tight I couldn’t even take a day off, I caught a cold. Ah, the fine memories of me crying as I went to the doctor for IV drops… (laugh) It was just when I was working on <i>Turnabout Tonosaman</i>.<br /> </div><div style="text-align: left;">Interviewer: Development on these games has been dramatic since the very first game, it seems.</div><div style="text-align: left;"><br />Takumi: It doesn’t matter what the game is, it always turns into an ordeal. Especially <i>Gyakuten Saiban 4</i> (<i>Ace Attorney 4 - Apollo Justice</i>) and <i>Dai Gyakuten Saiban</i> (<i>The Great Ace Attorney - Adventures</i>) put even more pressure on me than usual, as they were turning points in the series. <i>Dai Gyakuten Saiban</i> in particular was dramatic. The concept was “creating a new <i>Gyakuten Saiban</i>” and we’d welcome Sherlock Holmes, a character I’ve loved for a long time, to the franchise, so I became too ambitious. I came up with the overall flow of the story in the first six months, but I had just stuffed too much into it. Near the end of the development cycle, we faced the painful situation that due to scheduling issues, we had to cut the story up because it would be far too much for one game. I could feel that hit right in my stomach. And I was actually admitted to the hospital twice (laugh).<br /> </div><div style="text-align: left;">Interviewer: You had to go the hospital? Were you okay?<br /> </div><div style="text-align: left;">Takumi: Once at the end of the development cycle of <i>Dai Gyakuten Saiban</i>, and once at the end of the development cycle of <i>Dai Gyakuten Saiban 2</i> (<i>The Great Ace Attorney – Resolve</i>). I was released both times, so I guess I’m okay? (laugh) So as a result, <i>Dai Gyakuten Saiban</i> had to be split in two games, but it allowed me to work out the story into something greater than I had originally imagined. And there are also parts I changed greatly due to the fan reaction. For example, the plotline that (REDACTED) was actually (REDACTED)…<br /> </div><div style="text-align: left;">Interviewer: Huh! So that means that reappearance hadn't been planned from the start…<br /> </div><div style="text-align: left;">Takumi: It wasn’t in the original plot. We had to go through a lot, but thanks everyone in the team, I think we ended up with something even better (laugh).</div><div style="text-align: left;"><br />Interviewer: I suppose that when it comes to writing the scenario, the hard parts are laying out clues and foreshadowing, and creating the core plot?<br /> </div><div style="text-align: left;">Takumi: Indeed. When I first started doing this, I just wrote without thinking. That’s how I wrote <i>Turnabout Sisters</i> in the first game for example. But when Mayoi-chan (Maya Fey) who had been arrested was asked by Naruhodo-kun (Phoenix Wright) about her parents, my hands just stopped. I couldn’t continue writing. “That’s a good question, where ARE her parents?” From that point on, I would plan out a plot in advance But there are also parts that are what you may call ad-libbed, like during a live performance. The parrot in the last episode for example, she wasn’t there during the plotting process. I had just finished T<i>urnabout Tonosaman</i>, and people liked Kyūta (Cody Hackins), so I started thinking about another weird witness… and that’s how I ended up with Sayuri-san (Polly).<br />Interviewer: And she’s a surprisingly important witness too (laugh). Does it happen often you changed things as you’re writing?<br /> </div><div style="text-align: left;">Takumi: Since <i>Gyakuten Saiban 2</i> (<i>Ace Attorney 2 - Justice for All</i>) I generally plan the plot in detail before I start writing. However, I just wasn’t able to plan the plot of the final episode of <i>Gyakuten Saiban 3</i> (<i>Ace Attorney 3 - Trials and Tribulations</i>) in advance… I just closed my eyes and resorted to procrastination: “My future self will figure something out…”<br /> </div><div style="text-align: left;">Interviewer: Like <i>Lion Mask</i>!<br /> </div><div style="text-align: left;">Takumi: Exactly, like the great mangaka Funyakonya from <i>Doraemon</i>! (laugh) So six months pass. The day before I have to start writing, a miracle happened. I suddenly saw the final destination of the story, so I somewhat managed to write the plot.<br /> </div><div style="text-align: left;">Interviewer: It’s a story where the plans of various characters intertwine in a complex manner, so I wouldn’t have guessed you had written it under such circumstances.</div><div style="text-align: left;"><br />Takumi: The hard part of that episode was the question of how I could make the culprit get what was coming to her even though they can’t be punished by the law. I had trouble finding an answer, but when I found myself cornered, I decided to approach the problem from a different angle. Up until then, I had written the plots of each episode based on the trickery I had prepared and the circumstances, with the characters just painted in later, but this time, I turned things around. So I started thinking: “I have this situation. What would this character do?” “What would Mayoi-chan do if she’s in trouble? She’d would ask that person of course. And what would she tell Mayoi-chan to do?” And that’s when I realized what the one method was that could deliver a hit to the culprit, and all the plotlines would come together at one point.</div><div style="text-align: left;"><br />Interviewer: Wow! A true turnabout!</div><div style="text-align: left;"><br />Takumi: Yes. When I think back now, it was something I really should have celebrated because how I had resolved everything so cleanly, but my notes from then just say: “Oh boy, now I can finally start writing.” (laugh).</div><div style="text-align: left;"><b><br /></b><div style="text-align: center;"><span style="font-size: large;"><b>The Final Adjustments Are the Fun Part</b></span></div></div><div style="text-align: left;"><br />Interviewer: You have given us a glimpse in the hardships of game development. What is fun about the process?</div><div style="text-align: left;"><br />Takumi: The final adjustments are the fun part. Characters, animations, music, all of that is created based on the draft scenario and we use that as the base to put a game together. That trial version is then handed to me, and I get to adjust things. I’ll change lines to fit the characters better, decide which animations to use, set in detail which music and sound effects play when… I’m so happy then, I could work on that forever. As you work on it, you can really feel how the game is slowly coming together and becoming a finished product.</div><div style="text-align: left;"><br />Interviewer: Do you remember any specific scenes that really improved during the final adjustments?<br /> </div><div style="text-align: left;">Takumi: The scene in the final episode of <i>Dai Gyakuten Saiban 2</i>, when the true culprit breaks down was originally not in the scenario. But as I was working on the final adjustments, I felt this had to be a big moment. It was a tight schedule, but everyone on the team was enthusiastic, and that’s how that climax was born.</div><div style="text-align: left;"><br />Interviewer: So it’s important to stay focused until the very end.</div><div style="text-align: left;"><br />Takumi: No matter how good the plot or the trickery is, a game is a failure if the final product doesn’t feel fun when playing it. You have to make people feel they enjoyed the game, so I keep working on a game until I truly feel it’s fun.</div><div style="text-align: left;"><br /></div><div style="text-align: center;"><span style="font-size: small;"><b>A Recipe for the Trickery in <i>Gyakuten</i></b></span></div><div style="text-align: left;"><br />Interviewer: What are the feats of trickery you created that you like best?<br /><br />Taumi: I like the trick with the lake and the boat of episode 4 <i>Turnabout Goodbyes</i> of the first game. I often just borrow ideas from mystery fiction I have read and combine them together when writing. The trick of this episode might be simple, but this one is my own original. And because there was a lake, I was thinking about having a monster appear, when the news on television reported on a gas cylinder exploding and flying into a home… I knew I had to use that.</div><div style="text-align: left;"><br />Interviewer: So that’s where Hyosshi (Gourdy) comes from! (laugh)<br /> </div><div style="text-align: left;">Takumi: I also like the circus trick from episode 3 of <i>Gyakuten Saiban 2</i>. But I have heard rumors here and there that opinions are quite divided… (laugh). But when the trick is revealed, you have that loud drum roll playing as if it was really a circus show, so combined with that presentation, I think it was pretty good (laugh).<br /> </div><div style="text-align: left;">Interviewer: It was indeed a trick that really oozed “<i>Gyakuten Saiban</i>”, being both ridiculous yet strangely convincing…</div><div style="text-align: left;"><br />Takumi: And I had trouble with the trick of the final episode of <i>Gyakuten Saiban 3</i>. I started with the hanging bridge, but even I have to admit that was pushing things. But then I left everything up to Tenryūsai Mashisu (Laurice Deauxnim). I figured he’d come up with something (laugh).<br /> </div><div style="text-align: left;">Interviewer: The characters all hold great powers (laugh). We have also interviewed character designer Mr. Nuri for this occasion. Any memorable episodes concerning him?<br /> </div><div style="text-align: left;">Takumi: I’ve known him since we worked on <i>Gyakuten Saiban - Yomigaeru Gyakuten</i> (<i>Ace Attorney 1 DS</i>) and then <i>Gyakuten Saiban 4</i>, <i>Professor Layton VS Gyakuten Saiban</i> and then <i>Dai Gyakuten Saiban</i>. He’s the one I’ve worked together with for the longest time. The first I went to his desk to be introduced to him, he was already working on illustrations of Naruhodo-kun and Mayoi-chan. My first impression was that he could draw really well. He’s a splendid adult, but he can be very fuzzy when it comes to his work. It’s that passion that makes the quality of the games possible, so I’m always grateful he’s around.</div><div style="text-align: left;"><br />Interviewer: How do you discuss character designs with him?</div><div style="text-align: left;"><br />Takumi: Early on I’d discuss the designs in detail with him, but since <i>Dai Gyakuten Saiban</i>, I often just leave things up to him to decide, save for the main characters. I have him read the scenario and we discuss how the characters should look like. Like Ryūnosuke’s hair, that’s just perfect. It fits the idea we have of the hairstyle of a male in the Meij period, but it also has the spikey elements that’s part of the Naruhodō clan. It must have been difficult coming up with that. And he also gave me valuable advice when it comes to the story. He’s one of the staff members who have been a pillar for this series.<br /> </div><div style="text-align: left;">Interviewer: Talking about pillars, the series has seen many producers.<br /> </div><div style="text-align: left;">Takumi: Yes, Producers can be reliable comrades at times, and at other times fearsome enemies who hold tremendous power (laugh). Especially my mentor, who was the supervisor of the first game, has been one of the most important people in my life: he was the one who whipped the fundamentals of game creation into me when I started out and he was the one gave me the opportunity to create <i>Gyakuten Saiban</i>. I will never forget how twenty years ago, after we had completed the game and he played it until the end, he just said “It was fun. Good!” <i>Gyakuten Saiban</i> is a series that has been blessed with the creators that have crossed its path, from designers like Nuri and Iwamoto and more, but don’t forget about the music. Sugimori who created an original world that leave an impression the moment you hear the music, Mr. Iwadare who broadened that world music-wise, and Mr. Kitagawa who brought, how should I put it, something dramatic, or something amazing at any rate with his music for <i>Professor Layton VS Gyakuten Saiban</i> and <i>Dai Gyakuten Saiban</i>. When I think back to scenes from the games, the first thing that comes into mind is the music I love so much.</div><div style="text-align: left;"><br /></div><div style="text-align: center;"><span style="font-size: large;"><b>All Collaborations Have Been Done, So Next Up: Hollywood?</b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: The <i>Gyakuten Saiban</i> series has seen collaborations across a wide variety of genres these twenty years. A relatively recent project I remember well is the television anime series.<br /> </div><div style="text-align: left;">Takumi: It became an anime 15 years after the first game was released. If you look at it now, you’ll notice the two series were broadcast in 2016 and 2018, matching the years in the games perfectly. Mysterious how coincidences work out. To be honest, I was worried at first, but Watanabe Ayumu, the director and the screenplay writer Tomioka Atsuhiro really took the time to work on the scripts and the power of the voice actors like Kaji Yūki also left an impression on me. And it was fun I got to work on original episodes not shown in the game, set in the childhood of Naruhodo and the others.<br />Interviewer: As for other multimedia projects, the Takarazuka Revue performances made quite an impact.<br /> </div><div style="text-align: left;">Takumi: The Takarazuka Revue musicals were the first collaboration projects for the <i>Gyakuten Saiban</i> series. Thinking back now, I’m really glad the Takarazuka Revue musicals were the first. To be honest, personally I think <i>Gyakuten Saiban</i> is best enjoyed when played as a game. So I felt very little for the collaboration at first. But my thoughts changed after I saw one of their musicals. <i>Gyakuten Saiban</i> is far removed from reality, it’s basically a fantasy story, the essence being the element of fun of a mystery story. And in Takarazuka Revue musicals offer in all their stories a dream world, an unrealistic world where women all dance and sing. So the two were actually very compatible. The performance left quite an impression. Mitsurugi (Miles Edgeworth) singing while five other Mitsurugis close in and the six of them start dancing magnificently.<br /> </div><div style="text-align: left;">Interviewer: Oh, that’s the scene where he says “I decide the rules.”<br /> </div><div style="text-align: left;">Takumi: My friends all thought that was so wonderful and we all started singing that song (laugh). It was a fantastic performance. Fortunately, Suzuki Kei of the Takarazuka Revue, who wrote and directed the plays, was a fan of the games, and you could feel that in the end product. Oh, we also had stage plays. I got to work on <i>Turnabout Gold Medal</i>: script writer Saitō Eisaku and I seriously struggled with each other in order to come up with the story. Sadly enough, the new play has been postponed, but I hope the day will come when we will be able to show it to the world.<br /> </div><div style="text-align: left;">Interviewer: You must be happy there are so many fans of the series in so many fields?<br /> </div><div style="text-align: left;">Takumi: So many of these collaborations were only possible because of such wonderful meetings. <i>Professor Layton VS Gyakuten Saiban</i> for example was a project that got rolling because Level-5’s Hino Akihiro approached us with such passion. It was a difficult project, but the result was a fun game. Meeting with Katō Takao of SCRAP, known for the real escape rooms, was also very stimulating. Good creators can see what the other person is thinking precisely, and that moment is so relieving. We have seen many collaboration projects, but what makes us the happiest is when fans of both sides start to cross-over themselves. Fans who start to learn about contents they had not known about. There’s nothing that makes us happier than seeing that.<br /> </div><div style="text-align: left;">Interviewer: What genres would you like to see collaborations with in the future?<br /> </div><div style="text-align: left;">Takumi: Hmm, we have manga and novels, so I guess what’s left is kabuki… or Hollywood (laugh).<br /> </div><div style="text-align: left;">Interviewer: Capcom already has experience with that too!<br /> </div><div style="text-align: left;">Takumi: Or perhaps a Bollywood film with the dancing might be fun too. Personally, I think that the time setting, clothes and music really fit the Takarazuka Revue, so I’m waiting for that call from Suzuki Kei (laugh).<br /> </div><div style="text-align: left;">Interviewer: What challenges would you personally like to take on in the future?<br /> </div><div style="text-align: left;">Takumi: Things have changed a lot in these twenty years. Nowadays, anyone can become a creator, and you’ll find many games with brand new concepts among the indies. It does feel like in this time and age, it’s becoming harder and harder to create a fun game exactly like I want within a big company like Capcom. Of course, that’s not just not just a matter of the company, but also has to do with what the players actually want, and changes that occur naturally in time. If I’ll come across a project that gets miraculously born under such circumstances, I’d like to pour all I have into it once again.<br /> </div><div style="text-align: left;">Interviewer: So what would you do if you were told you were given six months to make any game you wanted, just like how <i>Gyakuten Saiban</i> was first made.<br /> </div><div style="text-align: left;">Takumi: I’d like to make a small game, almost like working on a hobby. A while back I bought <i>RPG Maker</i>, because I wanted to try working on a prototype. But I couldn’t even make a villager walk around the way I wanted with the little knowledge I have, so I gave up (laugh). Oh, now I recall that long ago, when I first started in the industry, I made a mystery game with the Super Famicom version of <i>RPG Maker</i> (laugh).<br /> </div><div style="text-align: left;">Interviewer: Wow (laugh). I’d like the play that. Well, I’d like to end this interview by asking you how you feel about the series reaching its twentieth anniversary.<br /> </div><div style="text-align: left;">Takumi: I created with a game with the idea one could play it for ten years, but I look up now and double the time, twenty years have already passed. When I replay the games now, I can feel each game is like a compressed reflection of my past self of the respective period. “I was only able to write those lines because of this or that happening…” For us creators, to create is to live. Everything you have inside of you is poured into the finished game. To think that we made a game we can proudly recommend to people to play, and that after such a long time, people are still playing these games… As a creator, I couldn’t be any more blessed. It is thanks to the fans who have played these games and kept supporting us that we’ve been blessed with this twentieth anniversary. I am always grateful to you!</div>Ashhttp://www.blogger.com/profile/16349298369385273080noreply@blogger.com5tag:blogger.com,1999:blog-448989406699353420.post-18879464248980349522021-08-18T18:44:00.001+02:002021-08-18T18:45:11.395+02:00Looking Back At Episode 1 Turnabout Foreigner with Gyakuten Saiban 6 Director Yamazaki (2016)<div style="text-align: left;">Title: Looking Back At Episode 1 <i>Turnabout Foreigner</i> with <i>Gyakuten Saiban 6</i> Director Yamazaki (2016) / 『逆転裁判6』山﨑ディレクターと振り返る第1話「逆転の異邦人」<br />Source: Nintendo Dream, August issue, 2016</div><div style="text-align: left;"><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-24BWMRSBg5k/YR0lKS_AZxI/AAAAAAAABUA/TU0uqVLkt04xW55VYFj_5VdQLCyYsEj9wCLcBGAsYHQ/s249/nd20168.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="249" data-original-width="200" height="249" src="https://1.bp.blogspot.com/-24BWMRSBg5k/YR0lKS_AZxI/AAAAAAAABUA/TU0uqVLkt04xW55VYFj_5VdQLCyYsEj9wCLcBGAsYHQ/s0/nd20168.jpg" width="200" /></a></div>Summary: The August 2016 issue of Nintendo Dream featured an article starrring Yamazaki Takeshi, director of 2016’s <i>Gyakuten Saiban 6 </i>(<i>Ace Attorney 6 - Spirit of Justice</i>). Yamazaki played through the first half of the first episode, <i>Turnabout Foreigner </i>(<i>The Foreign Turnabout</i>), together with the people of Nintendo Dream and answered several questions regarding this particular episode. In this article, they talk about featuring a foreign setting and what makes the writing difficult, the use of animated cut-scenes, the animated prologue movie they posted on the official website, the things to think of when writing the first episode of a game and more. <br /><br />Beware of spoilers for this episode.<br /><br />Images are taken from the source article. Copyright belongs to their respective owners.<br /><br /></div><span><a name='more'></a></span><div style="text-align: center;"><span style="font-size: large;"><b>Turnabout Foreigner</b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-gBv-7NMimzw/YR0lVXUnfuI/AAAAAAAABUE/2C3PPDGGbj0O8RBXMJ1Gf1usqp8iQxkBACLcBGAsYHQ/s400/gyakuten_01.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="225" data-original-width="400" src="https://1.bp.blogspot.com/-gBv-7NMimzw/YR0lVXUnfuI/AAAAAAAABUE/2C3PPDGGbj0O8RBXMJ1Gf1usqp8iQxkBACLcBGAsYHQ/s16000/gyakuten_01.jpg" /></a></div> <span style="font-size: large;"><b> </b></span></div><div style="text-align: center;"><span style="font-size: large;"><b>The Title Screen and Opening Animation</b></span></div><div style="text-align: left;"><br />Interviewer: Thank you for being here. Let’s start from the title screen.<br /> </div><div style="text-align: left;">Yamazaki: I’ve never done something like this, so I’m excited. Oh, this may sound a bit boring, but this is actually the first time in the main series we have a background on the title screen. Up until <i>Gyakuten Saiban 4</i> (<i>Ace Attorney 4 – Apollo Justice</i>), it was Mr. Takumi who insisted on a black background with the logo. So when I worked on <i>5</i> (<i>Ace Attorney 5 – Dual Destinies</i>), I decided to follow that pattern, but I wanted to show off this was a brand-new game in a slightly different manner, so we gave the title screen a power up. There had also been suggestions to feature the court on the title screen, but we wanted to have the same background on both screens, so we went with a tapestry invoking the foreign setting.</div><div style="text-align: left;"></div><div style="text-align: left;"></div><div style="text-align: left;"><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-FdLoPetE-R8/YR0lfpEQcAI/AAAAAAAABUM/pFhPdhVUVnQLmSWWVBN1rK4a35yLS1ZaACLcBGAsYHQ/s400/20-23_02.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="240" data-original-width="400" src="https://1.bp.blogspot.com/-FdLoPetE-R8/YR0lfpEQcAI/AAAAAAAABUM/pFhPdhVUVnQLmSWWVBN1rK4a35yLS1ZaACLcBGAsYHQ/s16000/20-23_02.jpg" /></a></div> </div><div style="text-align: left;">Interviewer: Is there a reason why the logo of <i>6</i> is purple?<br /> </div><div style="text-align: left;">Yamazaki: Mr. Eshiro said he liked Mayoi (Maya)’s color. The 6 looks like a magatama, so I was a fan of green, but that was rejected (laugh).<br /> </div><div style="text-align: left;">Interviewer: Let’s start the game then. First is the opening animation that starts in Kurain (Khura’in).</div><div style="text-align: left;"><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-1fT0IT9DLXE/YR0ll3zuXEI/AAAAAAAABUU/1zwx-uKeQkwwSElndKhA8FMs4N524L1FwCLcBGAsYHQ/s400/20-23_03.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="240" data-original-width="400" src="https://1.bp.blogspot.com/-1fT0IT9DLXE/YR0ll3zuXEI/AAAAAAAABUU/1zwx-uKeQkwwSElndKhA8FMs4N524L1FwCLcBGAsYHQ/s16000/20-23_03.jpg" /></a> </div><div class="separator" style="clear: both; text-align: left;"> </div><div class="separator" style="clear: both; text-align: left;">Yamazaki:
It was really hard making getting the story right here. The short
prologue anime we published on the official site shows why Naruhodō
(Phoenix Wright) went to Kurain, but there will also be people who
haven’t watched that anime. So it was difficult making sure this opening
animation made sense for both the people who have watched the prologue,
and who haven’t.<div style="text-align: left;"></div></div><div class="separator" style="clear: both; margin-left: 40px; text-align: left;"> <br /></div></div><div style="text-align: left;">Interviewer: Potdīno (Pees'lubn Andistan'dhin) appears at the end of the movie. Anything you paid extra attention to regarding his appearance?<br /> </div><div style="text-align: left;">Interviewer: Yes, we do think a lot about how we show the culprit. You make the players feel they want to beat him, so it’s important to show them off in an evil manner. For this animation we first used motion capture and then adjusted the animation to make it more fitting for the series. So he moves realistically, but still doesn’t feel out of place in the world of <i>Gyakuten Saiban</i>.</div><div style="text-align: left;"><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-K4fJM2nifLk/YR0lxB_kMTI/AAAAAAAABUc/HUTO_gfOuXkPIg4qoFVhqzGaiuGTdodvQCLcBGAsYHQ/s400/20-23_04.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="240" data-original-width="400" src="https://1.bp.blogspot.com/-K4fJM2nifLk/YR0lxB_kMTI/AAAAAAAABUc/HUTO_gfOuXkPIg4qoFVhqzGaiuGTdodvQCLcBGAsYHQ/s16000/20-23_04.jpg" /></a></div> <br /></div><div style="text-align: center;"><span style="font-size: large;"><b>The Game Starts! Enter Bokto</b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: And there we go. If you have seen the prologue anime first, it does feel a bit strange Naruhodo-kun is all ready to go sightseeing like a regular tourist.<br /> </div><div style="text-align: left;">Yamazaki: That’s the problem I mentioned about people who have seen the prologue and those who haven’t. That’s why the movie opens with Naruhodō getting a phone call just as he leaves the plane. The call is from Mayoi, so now knowing she’s safe, he can now just go sightseeing. You see him taking photographs of the bird too, that was inspired by the story I wrote for the previous issue of Nintendo Dream (*A short short story by Mr. Yamazaki was featured in Nintendo Dream July 2016 issue). I thought it’d be fun if that story would connect to the main game, so I wrote that in.</div><div style="text-align: left;"><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-oMrlX5pzC4o/YR0l4GSHVZI/AAAAAAAABUk/xL2wL1cpJDkKdhVuuAXabG0lud6fmxVmACLcBGAsYHQ/s400/20-23_05.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="240" data-original-width="400" src="https://1.bp.blogspot.com/-oMrlX5pzC4o/YR0l4GSHVZI/AAAAAAAABUk/xL2wL1cpJDkKdhVuuAXabG0lud6fmxVmACLcBGAsYHQ/s16000/20-23_05.jpg" /></a></div> <br /></div><div style="text-align: left;">Interviewer: I suspected as much (laugh). And there we have Bokto (Ahlbi Ur'gaid). And our first “Hap'piraki” too.<br /> </div><div style="text-align: left;">Yamazaki: “Hap'piraki” is just a greeting that came up while I was writing.<br /> </div><div style="text-align: left;">Interviewer: So you wrote this part yourself?<br /> </div><div style="text-align: left;">Yamazaki: Yes, I wrote this part. I was also working on other episodes at the same time, but the first episode is of course the episode which decides the direction of the rest of the story.<br /> </div><div style="text-align: left;">Interviewer: Had it been decided from the start that the story would begin in the Kingdom of Kurain?<br /> </div><div style="text-align: left;">Yamazaki: Yes, that was decided from the start, because the setting of a foreign locale would have impact on the player. Up until now, the first episodes always started in court, but we wanted people to get to know this unknown setting first, so we added a short investigation segment to explain the situation. Oh, that reminds me. That pose of Bokto with his hat, it’s cute, right? But during development, staff members said it looked like he was asking for money like a beggar. They’d dub his voice, saying lines like “Please throw some money in my hat!”.</div><div style="text-align: left;"><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-f3GpHyyp3Z8/YR0l_22MklI/AAAAAAAABUo/SHhGOvuz3SYihSSnJ9cHodF1FHcyddXOwCLcBGAsYHQ/s400/20-23_06.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="240" data-original-width="400" src="https://1.bp.blogspot.com/-f3GpHyyp3Z8/YR0l_22MklI/AAAAAAAABUo/SHhGOvuz3SYihSSnJ9cHodF1FHcyddXOwCLcBGAsYHQ/s16000/20-23_06.jpg" /></a></div> <br /></div><div style="text-align: left;">Interviewer: And there’s a magatah'man. He’s offering with the plate and all?<br /> </div><div style="text-align: left;">Yamazaki: Yes, with the plate. It got stuck to the plate inside his bag. I wonder how his bag looks inside, he keeps his dog there too (laugh).</div><div style="text-align: left;"><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-sODBmfvX5Sc/YR0mHecwGpI/AAAAAAAABUs/QnHVQRQ8GPkihe77lebpkAsg9kovMfGRgCLcBGAsYHQ/s400/20-23_07.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="240" data-original-width="400" src="https://1.bp.blogspot.com/-sODBmfvX5Sc/YR0mHecwGpI/AAAAAAAABUs/QnHVQRQ8GPkihe77lebpkAsg9kovMfGRgCLcBGAsYHQ/s16000/20-23_07.jpg" /></a></div> <br /></div><div style="text-align: left;">Interviewer: Where did the idea of magatah'man come from?<br /> </div><div style="text-align: left;">Yamazaki: I don’t remember exactly anymore, but we were working on the scenario and the character designs simultaneously, so I think we were just throwing ideas back and forth. So he has a magatah'man too in his earliest sketches.<br /> </div><div style="text-align: left;">Interviewer: Mayoi was eating them too in the prologue anime. What’s inside them?<br /> </div><div style="text-align: left;">Yamazaki: Hmm… It could be something like red bean paste. Hmm, is it sweet, actually? I don’t know (laugh).<br /> </div><div style="text-align: left;">Interviewer: They are probably made by hand, right?<br /> </div><div style="text-align: left;">Yamazaki: I think so. They probably have to twist something small like to get the right shape. So the twist may be different depending on the magatah'man (laugh). The color is of course based on a magatama.<br /> </div><div style="text-align: left;">Interviewer: The green you wanted in the logo.<br /> </div><div style="text-align: left;">Yamazaki: Exactly! Oh, the food they are steaming in that shop in the background, those are magatah'man.<br /> </div><div style="text-align: left;">Interviewer: By the way, what can you tell me about their currency dahma?<br /> </div><div style="text-align: left;">Yamazaki: It’s just a word I came up with (laugh). I was just thinking of the yen.<br /> </div><div style="text-align: left;">Interviewer: A magatah'man is 20 dahma. How much would that be in yen?<br /> </div><div style="text-align: left;">Yamazaki: I haven’t decided on the exchange rate exactly, but they cost as much as you’d expect them to be in Japan.<br /> </div><div style="text-align: left;">Interviewer: And a peak at Mayoi!<br /> </div><div style="text-align: left;">Yamazaki: You juuuust can’t see her here. We made sure it was just right (laugh).<br /> </div><div style="text-align: center;"><span style="font-size: large;"><b>To Jīin Temple</b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: Are those clouds in the back?<br /> </div><div style="text-align: left;">Yamazaki: Yes. The whole of Kurain is located at high altitude, and the temple is located even higher. So episode 3 is located even deeper in the mountains.<br /> </div><div style="text-align: left;">Interviewer: While this is still just the introduction of the game, there’s a lot of foreshadowing and clueing here.<br /> </div><div style="text-align: left;">Yamazaki: We can’t talk about that in detail here. But yes, that’s a reason why we started making this game from the first episode. But before we got really started, we had already decided on the core plot, so I am glad I was able to insert all the clues and foreshadowing right from the start. What’s hard about making the first episode, is always the matter of making players want to save the defendant. Like I mentioned earlier, we usually don’t have investigation parts in the first episode, so that makes it hard to give much information about the characters. So that was something we struggled with with Bokto too. So we presented him as a pure boy, and also pointed to his connection to Mayoi so the player could get attached to him. That would also make the player look forward to Mayoi, forming a helpful bridge to the episode where she first appears.<br /> </div><div style="text-align: left;">Interviewer: Just 10 dahma for his tour? That’s even cheaper than a magatah'man.<br /> </div><div style="text-align: left;">Yamazaki: No, no, that’s 10 dahma per explanation, so it quickly adds up (laugh). He’s working hard to feed his family.<br /> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-JRmlxq4K9B4/YR0mQe4IE0I/AAAAAAAABU4/cPDp7_9SHT0Tdg4I1jVwmt866OGmp3K7QCLcBGAsYHQ/s400/20-23_08.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="240" data-original-width="400" src="https://1.bp.blogspot.com/-JRmlxq4K9B4/YR0mQe4IE0I/AAAAAAAABU4/cPDp7_9SHT0Tdg4I1jVwmt866OGmp3K7QCLcBGAsYHQ/s16000/20-23_08.jpg" /></a></div> <br /></div><div style="text-align: left;">Interviewer: Pretty amazing for someone living in the country himself to call it the country of mystery and spirit mediums.<br /> </div><div style="text-align: left;">Yamazaki: Like a line from a tourist guide. The local people probably too think it’s an odd catch phrase thought up by foreigners. But it attracts tourists. They even have a Japanese translation on the lyric cards of the ceremony, so as a country, Kurain is actually treating tourism quite seriously (laugh).<br /> </div><div style="text-align: center;"><span style="font-size: large;"><b>Observing The Ceremony at the Temple</b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: And we know see Reifa (Rayfa) appear in the game in a movie. The ceremony is open to the public, right?<br /> </div><div style="text-align: left;">Yamazaki: Yes, the idea is that there are both tourists and guests who have been invited.<br /> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-FdoBbFmAsJg/YR0mXV1tKbI/AAAAAAAABU8/YVpEYWiUttonsobwtRhVKcDCeS2fPM0XACLcBGAsYHQ/s400/20-23_09.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="240" data-original-width="400" src="https://1.bp.blogspot.com/-FdoBbFmAsJg/YR0mXV1tKbI/AAAAAAAABU8/YVpEYWiUttonsobwtRhVKcDCeS2fPM0XACLcBGAsYHQ/s16000/20-23_09.jpg" /></a></div> <br /></div><div style="text-align: left;">Interviewer: That’s quite a sizeable audience, considering she does the ceremony twice a day.<br /> </div><div style="text-align: left;">Yamazaki: There are probably a lot of repeating visitors (laugh). Most of them are probably religious believers. It’s probably thanks to tourism that the Kingdom of Kurain manages financially as a country (laugh).<br /> </div><div style="text-align: left;">Interviewer: Had it been decided in advance that you’d insert a movie here?<br /> </div><div style="text-align: left;"></div><div style="text-align: left;">Yamazaki: We knew that if we’d insert an animated segment, this would be one of the spots. We also have real-time animations this time, so it was necessary to choose when to use what, but this was one of the scenes that lent itself well for drawn animation.<br /> </div><div style="text-align: left;">Interviewer: But then the police barge in. At least wait until the ceremony is done!</div><div style="text-align: left;"><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-QIKykWaK4bQ/YR0megWjCSI/AAAAAAAABVA/pxZTNqVkymgtFYHAPc5-ChYzY5D3GKcqgCLcBGAsYHQ/s400/20-23_10.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="240" data-original-width="400" src="https://1.bp.blogspot.com/-QIKykWaK4bQ/YR0megWjCSI/AAAAAAAABVA/pxZTNqVkymgtFYHAPc5-ChYzY5D3GKcqgCLcBGAsYHQ/s16000/20-23_10.jpg" /></a></div> <br /></div><div style="text-align: left;">Yamazaki: (Bursts into laughter). Because it’s a sacred ceremony right? But they can’t let a murderer escape!<br /> </div><div style="text-align: left;">Interviewer: And then this face of Reifa.</div><div style="text-align: left;"></div><div style="text-align: left;"><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-DO2mVfjXc5o/YR0mmV5HqSI/AAAAAAAABVI/qFO6iKnNXI8BDQNheIyJzLPC0CeegKTnQCLcBGAsYHQ/s400/20-23_11.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="240" data-original-width="400" src="https://1.bp.blogspot.com/-DO2mVfjXc5o/YR0mmV5HqSI/AAAAAAAABVI/qFO6iKnNXI8BDQNheIyJzLPC0CeegKTnQCLcBGAsYHQ/s16000/20-23_11.jpg" /></a></div> <br /></div><div style="text-align: left;">Yamazaki: Her face tells the player she’s the counter-heroine of the game. For the animation of her </div><div style="text-align: left;">dancing, we first made a 3D demo and then had the animation made based on that. The song is sung by Haruka Shimotsuki, composed by Iwadare Noriyuki. When I said I wanted to have the song sung by someone, Mr. Iwadare suggested her. I was glad to have her of course.<br /> </div><div style="text-align: left;">Interviewer: Ms. Shimotsuki was last involved with the series as Lamiroir in <i>Gyakuten Saiban 4</i>, right?<br /> </div><div style="text-align: left;">Yamazaki: Yes. But she only performed at a concert, so this was the first time she’d be featured in the game.<br /> </div><div style="text-align: left;">Interviewer: So the animation was created with the length of the song in mind?<br /> </div><div style="text-align: left;">Yamazaki: Yes. And the animation also had to be timed with the 3D real time demo of Reifa dancing, so the director of the animation had a pretty hard time storyboarding the sequence <br /><br /></div><div style="text-align: center;"><span style="font-size: large;"><b>Bokto Arrested. The Trial Starts!</b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: So one day has passed since Bokto’s arrest, right?<br /> </div><div style="text-align: left;">Yamazaki: Yes. At first there had been no plans to actually show the bailiff in front, he’d just be part of the background. But the bailiff’s presence was not only important here, but also in other episodes, so we decided to actually make a model. And doesn’t it have impact, holding a rifle like that. Makes you really think you’re in some dangerous foreign land. By the way, that salute-like pose he takes when a picture is taken was thought off by the whole team.</div><div style="text-align: left;"><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-36CLeaieM1A/YR0mtYosOMI/AAAAAAAABVQ/BMegSvrdmO4rJMbVKHQdUA2juQoezwRUACLcBGAsYHQ/s400/20-23_12.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="240" data-original-width="400" src="https://1.bp.blogspot.com/-36CLeaieM1A/YR0mtYosOMI/AAAAAAAABVQ/BMegSvrdmO4rJMbVKHQdUA2juQoezwRUACLcBGAsYHQ/s16000/20-23_12.jpg" /></a></div> <br /></div><div style="text-align: left;">Interviewer: You sometimes do see guards like firearms in front of shops outside Japan, right?<br /> </div><div style="text-align: left;">Yamazaki: Yeah, like that. Of course, it’s open to discussion how exaggerated that may seem, but you do see security with rifles like that outside Japan, at stations and airports. It kinda makes you realize you’re really abroad. The lobby of the courtroom is the same as in Japan in terms of structure, but there’s a little altar to the right to give it a foreign vibe.<br /> </div><div style="text-align: left;">Interviewer: The altar has a mysterious feeling to it, with the sun shining and making the dust visible.</div><div style="text-align: left;"><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-mK_6lO3IsDk/YR0mzXIrhpI/AAAAAAAABVY/YrwhH81nQ3wEOqEqljPLF4LUcw5KyZkhwCLcBGAsYHQ/s400/20-23_13.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="240" data-original-width="400" src="https://1.bp.blogspot.com/-mK_6lO3IsDk/YR0mzXIrhpI/AAAAAAAABVY/YrwhH81nQ3wEOqEqljPLF4LUcw5KyZkhwCLcBGAsYHQ/s16000/20-23_13.jpg" /></a></div> <br /></div><div style="text-align: left;">Yamazaki: The staff member who worked on the background did a great job at making the space feel real. Perhaps the defendant will pray here if they’re found guilty (laugh).<br /> </div><div style="text-align: left;">Interviewer: And with Naruhodo-kun opening the doors and entering the courtroom, we get a shot that shows off the whole room.<br /> </div><div style="text-align: left;">Yamazaki: We wanted to show off the courtroom in its entirety. And you also get a good feel of the cold pressure exuding from Reifa (laugh).</div><div style="text-align: left;"><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-tVOe5mVPhxc/YR0m7_IpC5I/AAAAAAAABVg/JI53p5lVoKE1GQWg4kNhK-3nC8ZsabprQCLcBGAsYHQ/s400/20-23_14.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="240" data-original-width="400" src="https://1.bp.blogspot.com/-tVOe5mVPhxc/YR0m7_IpC5I/AAAAAAAABVg/JI53p5lVoKE1GQWg4kNhK-3nC8ZsabprQCLcBGAsYHQ/s16000/20-23_14.jpg" /></a></div> <br /></div><div style="text-align: left;">Interviewer: A shot like this helps you understand where everyone stands in the courtroom.<br /> </div><div style="text-align: left;">Yamazaki: It was pretty hard figuring out where Reifa would be in the courtroom, at the witness stand, or in front of it. So we wanted to make sure you’d understand where everybody would be standing each time.<br /> </div><div style="text-align: left;">Interviewer: And we have our first look at the judge. What can you tell me about his design?<br /> </div><div style="text-align: left;">Yamazaki: I guess all judges in all countries are kinda the same (laugh). We wanted to convey the idea of “Guilty = death”, so the keyword behind is design was Enma Daiō.<br /> </div><div style="text-align: left;">Interviewer: And there’s also Golden Auchi (Gaspen Payne).<br /> </div><div style="text-align: left;">Yamazaki: Notice the kanji “A” of “Auchi” on his sash.<br /> </div><div style="text-align: left;">Interviewer: The crowd is chanting “Ur dihara Khura'in!” What does the phrase mean?<br /> </div><div style="text-align: left;">Yamazaki: It’s like a chant from that one robot anime (laugh). There’s no Japanese translation, but it means something like “Kurain, banzai!”<br /> </div><div style="text-align: left;">Interviewer: And Naruhodo-kun takes position behind the defense’s bench. I’m surprised there’s still a bench, considering there haven’t been defense attorneys around for twenty years.<br /> </div><div style="text-align: left;">Yamazaki: True. In fact, we had discussed this. Should we make the bench all dirty, or not have it in the courtroom at all? But then we’d have to add a scene where they’d get the bench out. So we had considered it, but it’d be hard to then get the bench in the courtroom in a natural way, so we gave up on the idea. <br /> </div><div style="text-align: left;">Interviewer: So when there were no defense attorneys, the defendants would be declared guilty right after the Spirit Channeling Vision (Divination Séance)? <br /> </div><div style="text-align: left;">Yamazaki: Yes. It was basically “Yep, done, guilty!” right before Naruhodo-kun appeared. Each trial is over before you know it, so even the judge had things planned already. <br /> </div><div style="text-align: left;">Interviewer: So the people are just there to see the defendant being declared guilty.<br /> </div><div style="text-align: left;">Yamazaki: Yes. Perhaps it’s seen as a form of entertainment, seeing criminals being punished. <br /> </div><div style="text-align: left;">Interviewer: And Reifa wouldn’t know about defense attorneys as they haven’t been around in her lifetime.<br /> </div><div style="text-align: left;">Yamazaki: Yes. For Reifa, this is how things always were, the natural state. So her reaction to Naruhodo-kun is quite natural. I think this is why the first episode succeeds best at conveying the terror of a trial in a foreign country. That’s also why the people in the gallery talk so much out loud. It’s been twenty years, so plenty of people have never seen real defense attorneys and only know them of exaggerated stories.<br /> </div><div style="text-align: left;">Interviewer: By the way, what’s the smoke behind Reifa?<br /> </div><div style="text-align: left;">Yamazaki: Incense. It gives the room the right atmosphere. It made these parts heavier to run on the 3DS, but the programmers really did their best getting it to work.<br />Interviewer: I like the laugh of the judge.<br /> </div><div style="text-align: left;">Yamazaki: I’m glad we added that as his laugh. He acts mostly like the regular judge, but we wanted to add something new. So as I was writing, I just wanted him to laugh out loud. And it worked out great.</div><div style="text-align: left;"><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-0HTGxqx_2Lw/YR0nICqsd1I/AAAAAAAABVo/SIfEoLpseOs_qGq6TWWFU1Hq3NvX9X2KgCLcBGAsYHQ/s400/20-23_15.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="240" data-original-width="400" src="https://1.bp.blogspot.com/-0HTGxqx_2Lw/YR0nICqsd1I/AAAAAAAABVo/SIfEoLpseOs_qGq6TWWFU1Hq3NvX9X2KgCLcBGAsYHQ/s16000/20-23_15.jpg" /></a></div> </div><div style="text-align: left;">Interviewer: And he really wants to go to his classes.<br /> </div><div style="text-align: left;">Yamazaki: You’d really wonder what the big deal is with his classes (laugh). It was hard finding the right way to tell the story from this point. How are they going to hold a trial when they haven’t seen any defense attorneys in this country for twenty years? What are the proceedings? I had to rewrite this part a few times.<br /> </div><div style="text-align: left;">Interviewer: Auchi’s presence must have been a great help there.<br /> </div><div style="text-align: left;">Yamazaki: Yes, Auchi moved the trial forward hoping to set Naruhodo-kun up, so I was glad I came up with that idea. He tried to get Naruhodo-kun involved in a trial that could cost him his life, so he must have really hated Naruhodo-kun.<br /> </div><div style="text-align: center;"><span style="font-size: large;"><b>Bokto’s First Cross-Examination!</b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: Anything you pay extra attention to with the first cross-examination section?<br /> </div><div style="text-align: left;">Yamazaki: It has to be easy to understand, and interesting. And I wanted to bring out the foreign vibe, which is why the episode featured the treasure box. It was an idea that wouldn’t work in Japan, but would work here. Oh, that reminds me we came up with many ideas about what to do with the design and the presentation of the phrases Witness Testimony and Cross Examination that appear on screen, because we wanted to make them feel foreign.</div><div style="text-align: left;"> <div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-RhtA7GxeHHk/YR02i-u42EI/AAAAAAAABVw/ds44Ol9Y5b4t4s9iE2-wvPl5tn4mu0tHgCLcBGAsYHQ/s400/20-23_16.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="240" data-original-width="400" src="https://1.bp.blogspot.com/-RhtA7GxeHHk/YR02i-u42EI/AAAAAAAABVw/ds44Ol9Y5b4t4s9iE2-wvPl5tn4mu0tHgCLcBGAsYHQ/s16000/20-23_16.jpg" /></a></div><br /></div><div style="text-align: left;">Interviewer: “Guilty” looks like foreign script, but you can actually read it as Japanese.<br /> </div><div style="text-align: left;">Yamazaki: Yes. It was pretty hard to make the word seems foreign despite only using kanji. We had several candidates, and we ultimately decided on this one.<br /> </div><div style="text-align: left;">Interviewer: There’s quite some time between the witness testimony and the cross-examination. What’s the reason for that?<br /> </div><div style="text-align: left;">Yamazaki: Everyone is dismissive of defense attorneys, so it’d be strange if the cross-examination would start right after the testimony. So it wouldn’t be convincing if we’d just smoothly move on to the cross-examination. And I was also having trouble figuring out how to work out the tutorial of the cross-examination mechanic, but things worked out, with the idea of the judge teaching the player. It’s different from the way we had done it before, but it worked now because of the new situation.</div><div style="text-align: left;"><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-eaHDiv_MlWo/YR02tEIQ1gI/AAAAAAAABV0/2fOlcRLMc1wfjSLtEQEzK4fBHeMo69AewCLcBGAsYHQ/s400/20-23_17.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="240" data-original-width="400" src="https://1.bp.blogspot.com/-eaHDiv_MlWo/YR02tEIQ1gI/AAAAAAAABV0/2fOlcRLMc1wfjSLtEQEzK4fBHeMo69AewCLcBGAsYHQ/s16000/20-23_17.jpg" /></a></div> <br /></div><div style="text-align: center;"><span style="font-size: large;"><b>Conducting The Spirit Oracle </b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: And there we have the first Spirit Oracle (Divination Séance) segment.<br /> </div><div style="text-align: left;">Yamazaki: It’s the first Spirit Oracle segment I came up with. We hadn’t decided on the details of the other visions yet, so we were working simultaneously on the game mechanics and how they’d be implemented in the story. We started thinking on how we’d use the mechanic in the other episodes as we finalized the vision in the first episode, so it’s really the prototype of the mechanic.<br /> </div><div style="text-align: left;">Interviewer: We start with the real time 3D animation of Reifa.</div><div style="text-align: left;"></div><div style="text-align: left;"> <div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-d4GLiedpy8s/YR022A8EDdI/AAAAAAAABV8/W3xeXRH6VDQDRoKvqcT7aRX_-BKHAI7mQCLcBGAsYHQ/s400/20-23_18.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="240" data-original-width="400" src="https://1.bp.blogspot.com/-d4GLiedpy8s/YR022A8EDdI/AAAAAAAABV8/W3xeXRH6VDQDRoKvqcT7aRX_-BKHAI7mQCLcBGAsYHQ/s16000/20-23_18.jpg" /></a></div><br /></div><div style="text-align: left;">Yamazaki: This dance was hard to create (laugh). First we had the lyrics and the song itself, and we had the motion capture actor come up with a fitting dance. So we then used those motions as the base, but the waist-up model of Reifa you usually see in the game wouldn’t with those animations, so we’d have to adjust the model, and the movements of the cloth were done manually. And then we had to find the best camera angles for the dance, so it took quite some time. We also thought about the background, but in the end we decided to go with a dark background. But at first we also tried things out like having Naruhodo-kun or other people standing in the background.<br /> </div><div style="text-align: left;">Interviewer: There’s a blog post about the effects used in the presentation of the Spirit Oracle on the official site. Could you add to that?<br /> </div><div style="text-align: left;">Yamazaki: We played with various ideas, like having the vision projected in the smoke coming from the incense, or having a spirit channeled into a puppet which would re-enact the crime. But as a game, it was important to be easy to grasp.<br /> </div><div style="text-align: left;">Interviewer: Does Reifa actually see phrases like “a boy’s voice”?</div><div style="text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-GLT1uAVPECU/YR02_-dqVbI/AAAAAAAABWE/gq3pLTU6bk0e7W3gv9IrgM1wCy4xxqfRwCLcBGAsYHQ/s400/20-23_19.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="240" data-original-width="400" src="https://1.bp.blogspot.com/-GLT1uAVPECU/YR02_-dqVbI/AAAAAAAABWE/gq3pLTU6bk0e7W3gv9IrgM1wCy4xxqfRwCLcBGAsYHQ/s16000/20-23_19.jpg" /></a></div><div style="text-align: left;">Yamazaki: Everyone sees those phrases. The idea is that everyone will see the words in their own language.<br /> </div><div style="text-align: center;"><span style="font-size: large;"><b>Bokto in Trouble and Mitamaru’s Appearance </b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: Reifa’s defeated.<br /> </div><div style="text-align: left;">Yamazaki: Which is followed by a very important scene. Our original concept was that the story’d start with Naruhodo-kun and his client not having a bond of trust. This is the scene where Naruhodo-kun regains Bokto’s trust and with that, he can turn the situation around.<br /> </div><div style="text-align: left;">Interviewer: So there’s a turnabout within Bokto himself too.<br /> </div><div style="text-align: left;">Yamazaki: Exactly. There’s basically a small revolution within him. This episode’s biggest task was setting things up so we could have a trial in a country where they have no defense attorneys. So first Auchi would suggest the idea, the judge would allow for it and slowly, Bokto starts to trust Naruhodo-kun.<br /> </div><div style="text-align: left;">Interviewer: The case comes first, but there’s much focus on the question on how Naruhodo-kun’s going to fare in these foreign trials.<br /> </div><div style="text-align: left;">Yamazaki: Yes. And another matter is that in this country, there’s the Defense Culpability Act, so the life of the defense attorney is also at stake. So we also had to focus on Naruhodo’s feelings on that matter and how he’d do his job. It was a difficult theme we had to think about.<br /> </div><div style="text-align: left;">Interviewer: And there we finally have Mitamaru (Shah'do). Why does he appear here?</div><div style="text-align: left;"></div><div style="text-align: left;"> <div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-IB7jvdfW_zw/YR03MvHeNpI/AAAAAAAABWM/uAv_XUQN9dUJQXNwv9wbdE4UfcHkj3BOQCLcBGAsYHQ/s400/20-23_20.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="240" data-original-width="400" src="https://1.bp.blogspot.com/-IB7jvdfW_zw/YR03MvHeNpI/AAAAAAAABWM/uAv_XUQN9dUJQXNwv9wbdE4UfcHkj3BOQCLcBGAsYHQ/s16000/20-23_20.jpg" /></a></div><br /></div><div style="text-align: left;">Yamazaki: Mitamaru didn’t exist in the first draft of the scenario. He was only added later. So we figured he’d best appear when Bokto finds himself in the most desperate situation. So until that point, we only hinted at him through his name. Oh, by the way, he wasn’t called Mitamaru at first. When I worked on the scenario, I used the temporary name “Nui”.<br /> </div><div style="text-align: left;">Interviewer: The Japanese word for dog “Inu” in reverse (TN: I-Nu -> Nu-i) (laugh).<br /> </div><div style="text-align: left;">Yamazaki: In the series there’s also the tiger Rato (Regent), which is "tora" (tiger) in reverse (TN: To-ra -> Ra-to), so that’s why I used the name Nui. Surprisingly, a lot of people liked the name. But I always considered it just a temporary name and unlike Rato, the dog wouldn’t just be a profile picture, so I wanted to give the dog a proper name (laugh). There were a lot of people who wanted Nui though.<br /> </div><div style="text-align: center;"><span style="font-size: large;"><b>And Finally, Potdīno</b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: And there we have Potdīno<br /> </div><div style="text-align: left;">Yamazaki: And we learn he’s the judge’s teacher (laugh). We wanted to have the judge be sided against you a bit more. He addresses Potdīno as his teacher, so it makes you feel like things are stacked against you.<br /> </div><div style="text-align: left;">Interviewer: Did you have the idea of having him sing with his speaking sound effects from the start?<br /> </div><div style="text-align: left;">Yamazaki: I did want him to sing, but we only decided on how far we’d go with that idea later. At first we wanted to use a simpler song, that we could use more easily, but that didn’t really work, so then we decided to go all the way.</div><div style="text-align: left;"> <div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-9E2V-8M34EM/YR03Xs2Z_yI/AAAAAAAABWU/yGC4YOjLC-gaLj1HDql5QUCsolHPwDovACLcBGAsYHQ/s400/20-23_21.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="240" data-original-width="400" src="https://1.bp.blogspot.com/-9E2V-8M34EM/YR03Xs2Z_yI/AAAAAAAABWU/yGC4YOjLC-gaLj1HDql5QUCsolHPwDovACLcBGAsYHQ/s16000/20-23_21.jpg" /></a></div></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: You mentioned another time that it used up quite some memory.<br /> </div><div style="text-align: left;">Yamazaki: Yes. He sings during his testimony, so each testimony is a song. Almost made you cry out: “How many songs do we have to make for him!” (laugh)<br /> </div><div style="text-align: center;"> <span style="font-size: large;"><b>Until This Point!</b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: The episode will continue, but our article will stop here.<br /> </div><div style="text-align: left;">Yamazaki: Until here? Well, I hope your readers will enjoy the rest in the game! The second half will bring you turnabout upon turnabout.<br /> </div><div style="text-align: left;">Interviewer: We’re about halfway the first episode, I think?<br /> </div><div style="text-align: left;">Yamazaki: Yes. So you see the game’s quite packed right from the start.<br /> </div><div style="text-align: left;">Interviewer: And there’s foreshadowing and clueing relevant to the whole of <i>Gyakuten Saiban 6</i>.<br /> </div><div style="text-align: left;">Yamazaki: Yes. I’d be happy if people who have completed the game already, would play the game and pay extra attention to the foreshadowing. <br /> </div><div style="text-align: left;">Interviewer: Let’s wrap up this talk about the first episode. Is the creation process behind the first episode different from other episodes?</div><div style="text-align: left;"><br />Yamazaki: It isn’t very much different. You start with thinking of turnabout points and use that as the base. Like how you first think of the gimmick of the treasure box, and then decide on the design. But if I had to name something specific, I’d say it’s important that the first episode works as a tutorial. It has to be easy to understand, but not boring. Getting that balance right s quite hard. Also, I try to keep things simple because you can still do that in the first episode. But if you compare it to how simple the first <i>Gyakuten Saiban</i> (<i>Ace Attorney</i> GBA) was, you can see that the series becoming more complex with each new entry.</div><div style="text-align: left;"><br />Interviewer: Had the concept of Potdīno been decided upon from the start?</div><div style="text-align: left;"><br />Yamazaki: Episode 1 had to introduce the player to the foreign setting, so the case had involve Reifa’s dance. That’s how we finally arrived at the idea of Potdīno, who’d perform at the ceremony. Bokto was made the defendant, because we needed a character who’d introduce the foreign setting. The first draft was actually even more serious, to really make the player feel like they were in an away game. But because this was still <i>Gyakuten Saiban</i>, I added more comedy, like having the judge wanting to end things soon because he had classes scheduled.<br /> </div><div style="text-align: left;">Interviewer: So you also reject your own work?</div><div style="text-align: left;"><br />Yamazaki: Of course I discuss things with the team, hear what they have to say and then decide what to rewrite. There are serious parts to the story, but when it’s too serious, I’ll add some comedy. But finding the right balance is difficult. But figuring out how to do a trial in a foreign setting had been the most difficult issue. I’d like the players to see the dramatic build-up to Naruhodo-kun being cornered himself with the Defense Culpability Act, meaning his own life is at stake, but how he still arrives at the decision to protect Bokto and be his defense. <br /></div>Ashhttp://www.blogger.com/profile/16349298369385273080noreply@blogger.com0tag:blogger.com,1999:blog-448989406699353420.post-73578260693095480412021-07-15T16:36:00.002+02:002021-07-16T07:59:45.774+02:00A Long Interview With the Developers: The Core Truth of the Gyakuten Saiban series (2007)<div style="text-align: left;">Title: A Long Interview With the Developers: The Core Truth of the <i>Gyakuten Saiban</i> series / 開発者ロングインタビュー『逆転裁判』シリーズの真理』</div><div style="text-align: left;">Source: <i>Gyakuten Saiban 4</i> Official Guidebook</div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-zbxW4SvAqWw/YLN4VeG8jPI/AAAAAAAABQE/bi-aw0vwwYM5iUgiINRR-k-y0AuC4PekACLcBGAsYHQ/s283/aa4koshiki.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="283" data-original-width="200" src="https://1.bp.blogspot.com/-zbxW4SvAqWw/YLN4VeG8jPI/AAAAAAAABQE/bi-aw0vwwYM5iUgiINRR-k-y0AuC4PekACLcBGAsYHQ/s0/aa4koshiki.jpg" /></a></div>Summary: The official guidebook for <i>Gyakuten Saiban 4</i> (<i>Ace Attorney 4 - Apollo Justice</i>) includes a very long interview on the development of the game with three core staff members of the team: series supervisor Takumi Shū, art director Nuri Kazuya and producer Matsukawa Minae. Many questions are asked and answered, from topics regarding how the game was promoted to how characters were designed, how the story of the game was written, to Takumi's favorite mystery stories, how gameplay elements changed the way they had to work, and basically all aspects of the whole development cycle. The three are also asked about their favorite characters and stories in the series, as well as about when things didn't as initially planned. </div><div style="text-align: left;"> </div><div style="text-align: left;">This article contains spoilers for the game. <br /></div><div style="text-align: left;"> </div><span><a name='more'></a></span><div style="text-align: center;"><span style="font-size: large;"><b>The Producer Is A Jack-Of-All-Trades?</b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: I think that most readers will not know much about the specific roles in the team, so could you perhaps first explain what it is a producer does?<br /> </div><div style="text-align: left;">Matsukawa Minae: Sure. To explain it simply… it’s not a job you can explain in simple terms (laugh). It’s a job where you get involved with every aspect of selling a game. I’m of course involved with the development of a title, but I also have to consider in what manner we’ll present the product to the consumer. Game development is called a hands-on job, and that’s also true for a producer. But naturally, I am also involved with keeping in contact with the other departments and other involved companies.<br />Interviewer: And also with marketing?<br /> </div><div style="text-align: left;">Matsukawa: Yes. Sometimes I’ll have to go on a business trip for promotion and arrange things with the external companies involved. And I also have to manage the complete development team too. The extent to what a producer has to do changes per title, I’d say. Anyway, I have a lot to do.<br />Interviewer: So you’re a jack-of-all-trades in a way?<br /> </div><div style="text-align: left;">Matsukawa: Yes, pretty much. I often have to get things going again whenever trouble occurs on the development floor (laugh).<br /> </div><div style="text-align: left;">Interviewer: So how do you approach Mr. Takumi and his team whenever trouble occurred on the development floor?<br /> </div><div style="text-align: left;">Takumi Shū: Hmm. The development team is a section where we all pour everything into making a game, so sometimes we want to do too much, or take too much time. A game has to be developed within a specific period of time, but sometimes we want to work longer on something. The producer is someone who acts like a cushion, who tells us to just slow down a bit.<br /> </div><div style="text-align: left;">Matsukawa: I have the feeling you’re avoiding parts of the problem in your answer (laugh).<br /> </div><div style="text-align: left;">Takumi: That’s at least how things go on the development floor, but I think there’s a lot going beyond our place that we as the developers just don’t think of.<br /> </div><div style="text-align: left;">Interviewer: So Ms. Matsukawa had to stop you a few times during the development of the game?<br /> </div><div style="text-align: left;">Nuri Kazuya: Yes, that did happen.<br /> </div><div style="text-align: left;">Matsukawa: All the time.<br /> </div><div style="text-align: left;">Interviewer: Because of the development schedule?<br /> </div><div style="text-align: left;">Matsukawa: Sometimes it was indeed due to scheduling issues and sometimes it was because of how strongly the team feels about this series. I often had to tell the team that quality and scheduling are of equivalent value. A game has to be done on the day of release. A single game’s release can accomplish a lot, simply by making the release date. But once you miss the best possible window of release, there’s always the chance that a game won’t sell. Even if you do finish the game, if the costs outweigh the earnings, nobody will be happy. The consumers might be happy to just have a finished game, but certainly not all of the people who worked so hard on that game will be happy knowing that their game made losses. That was my biggest worry, or least, it was the thing I wanted the team to keep in mind.<br /> </div><div style="text-align: center;"><span style="font-size: large;"><b>The Hardships of Producing?</b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: Could you tell me about the hardships of producing this game?<br /> </div><div style="text-align: left;">Matsukawa: Spoilers and asset deadlines!<br /> </div><div style="text-align: left;">Everyone: (Laugh)<br /> </div><div style="text-align: left;">Matsukawa: Those two.<br /> </div><div style="text-align: left;">Interviewer: What do you mean with spoilers?<br /> </div><div style="text-align: left;">Matsukawa: Spoilers. I feel the same about spoilers of course, but they really don’t want to release any information regarding the contents of the game to the public before release. Be it about the characters or the stories. Suppose say I have “5” pieces of information I don’t want to release to the public in advance, Mr. Takumi here would have “10” of them.<br /> </div><div style="text-align: left;">All: (laugh)<br /> </div><div style="text-align: left;">Matsukawa: He doesn’t want to release a single thing! But in order to convey what’s so great about the game to the public, more information available to the media and our marketing people is better than less. I want to make the most out of these opportunities to reach out to our consumers, so each time I had to talk things over with the team. What about this screenshot, can we use that? If we have this one, that one and that one there, which one can we use? The marketing campaign didn’t go exactly like I had first hoped it would go, but in the end, I think it turned out to be a good campaign.<br /> </div><div style="text-align: left;">Interviewer: Because it’s a work in the mystery genre, I imagine you’re quite careful not to spoil the story. In order to promote a game, you need to convey information about it, but if you can’t do that, then…<br /> </div><div style="text-align: left;">Matsukawa: I don’t even think this would have been difficult if <i>Gyakuten Saiban</i> were only a mystery series. This series is so built around its characters, so every time a new character appears or a character returns, the fans become very excited. They want to learn more about them as soon as possible. But in the eyes of the creators, these new characters have gone through several phases in which various characteristics are imprinted upon them, and what’s ultimately born from that process, those final characters, they can be enjoyed in the game itself. So then you end up with a situation where you can’t show too much of the two major aspects of the <i>Gyakuten Saiban</i> series: the mystery plot and the characters. That really hinders the marketing for this series. In other mystery adventure games, they can just release information about the protagonists, talk about what kind of case will happen and then tell the players they’ll have to solve the mystery themselves. But we have to talk about the game, while hardly showing the characters in the first place. This is extremely difficult.<br /> </div><div style="text-align: left;">Interviewer: And with a character like Kawazu Kyōsaku (Wesley Stickler), it’s about the surprise of his animations and appearance, right?<br /> </div><div style="text-align: left;">Matsukawa: Whenever we released information, we had to be very careful about what characters were wearing or the little props they were holding. And we had to go over each line and make sure whether they were safe. It was really difficult figuring out what we could release each time.<br /> </div><div style="text-align: left;">Interviewer: Long before the game was released, there was a screenshot of Naruhodō (Phoenix Wright) at the witness stand. You must have hated it that people noticed his beanie said “PaPa”?</div><div style="text-align: left;"> </div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-PrS73kUaeOU/YPBHLZE6AUI/AAAAAAAABTU/X4d75lXKf9Q57BLIVuKb7U5Fn_ZtDBhxACLcBGAsYHQ/s250/AA4Long2.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="192" data-original-width="250" src="https://1.bp.blogspot.com/-PrS73kUaeOU/YPBHLZE6AUI/AAAAAAAABTU/X4d75lXKf9Q57BLIVuKb7U5Fn_ZtDBhxACLcBGAsYHQ/s0/AA4Long2.jpg" /></a></div><br /><div style="text-align: left;">Takumi: Yes, of course I did. I think it was overlooked during the check process of that screenshot?<br /> </div><div style="text-align: left;">Matsukawa: That screenshot was going to be published in a magazine to promote Gyakuten Saiban 4 in the summer of 2006, late August or in September. It was going to be published in the week before the Tokyo Game Show. So we provided the magazine with publication material. Whenever articles are published pre-release, there’s a “Takumi Check” phase and a “Matsukawa Check” phase and that’s when we make sure there’s nothing wrong with the visual material. My stance is that it’s alright as long as we don’t give out too much information, but Takumi is really strict, and he often disapproves even if it concerns the slightest spoilers. But that one screenshot with “PaPa” miraculously survived his inspection…<br /> </div><div style="text-align: left;">Takumi: And it was too late by the time we noticed it.<br /> </div><div style="text-align: left;">Matsukawa: And when it was done, he came crying at me: “Why did you publish that shot!?” So I went: “Eh, but you checked it yourself. It was for September publishing.” All he said “No way! I wasn’t told that!” So I was thinking “Oh man” back then.<br /> </div><div style="text-align: left;">Nuri: With other media, we were careful to make sure you could only see the first “Pa” in the screenshots. The only time you see “PaPa” completely is when he faces right.<br /> </div><div style="text-align: left;">Takumi: We really messed up by leaking that information ourselves.<br /> </div><div style="text-align: left;">Nuri: That profile of him is when he acts cool, with his eyes hidden by his beanie or when he points his finger. So the idea was to have that silly “PaPa” there as a joke to counter the cool act. So we had decided to show “PaPa” whenever he stole the scene, but that joke got out much earlier than we had expected.<br /> </div><div style="text-align: left;">Matsukawa: Much earlier (laugh). I was of the opinion that if we were going to show off a little bit of Naruhodo-kun anyway, we should show him off in a cool pose. So I asked Mr. Endō (the director) about that…<br /> </div><div style="text-align: left;">Nuri: By the moment I learned about it, the screenshot had already been published (laugh).<br /> </div><div style="text-align: left;">Matsukawa: When I made the final checks for the article to be published, I asked Mr. Endō whether that screenshot was alright, and he told me that it was fine because it had already passed the Takumi Check. And that’s the story all about how that screenshot got published (laugh).<br /> </div><div style="text-align: center;"><b><span style="font-size: large;">Sometimes Ideas Just Fall Down From Heaven?</span></b><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: Speaking of the Tokyo Game Show, who came up with the idea to make a trailer for the Game Show with voice actors and have the characters voiced?<br /> </div><div style="text-align: left;">Takumi: I think it was Matsukawa who came up with that idea?<br /> </div><div style="text-align: left;">Matsukawa: Yes. I have a feeling you won’t like it if I put it like this, but sometimes, it’s like ideas just come falling down from heaven, straight in your head.<br /> </div><div style="text-align: left;">Takumi: Huh.<br /> </div><div style="text-align: left;">Matsukawa: Look at that foul face looking this way!<br /> </div><div style="text-align: left;">Nuri: Perhaps you should just say you suddenly thought of it yourself.<br /> </div><div style="text-align: left;">Matsukawa Some people sometimes think of something they normally wouldn’t. Times where it’s a switch suddenly got turned on. “My switch, it went on!!!!” (laugh) Usually, I’m busy working on contracts, managing progress on projects, basically a lot of administrative desk work. But sometimes I have these moments where I suddenly change into a marketeer. A moment where I think of something good that could work. Then I discuss it with the development staff and based on their reaction, I’ll decide whether we’ll do it.<br /> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-LHRGpXL2oeY/YPBHSUDnShI/AAAAAAAABTY/4HR9_B_130gXkFOWagFO0xUebyCeoM_bACLcBGAsYHQ/s400/AA4Long3.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="274" data-original-width="400" src="https://1.bp.blogspot.com/-LHRGpXL2oeY/YPBHSUDnShI/AAAAAAAABTY/4HR9_B_130gXkFOWagFO0xUebyCeoM_bACLcBGAsYHQ/s16000/AA4Long3.jpg" /></a></div><br /> </div><div style="text-align: left;">Interviewer: So the idea of the video where Mitsurugi (Miles Edgeworth) and Mayoi (Maya Fey) play news presenters also suddenly popped up in your mind?<br /> </div><div style="text-align: left;">Matsukawa: No, that was different. That was a difficult call. The video we showed at the 2005 Tokyo Game Show was received very well, so we wanted to do one the following year too. But at that time, we hadn’t showed off any characters of <i>4</i> yet. So we really didn’t know what we should do. So I think I just figured they could probably come up with something if they’d use the established characters, so I told Takumi to decide what to do with it (laugh).<br /> </div><div style="text-align: left;">Interviewer: I heard you had originally just used game footage, but that the people in the graphics team wanted to redraw the video to make it look better. That’s touching, it really shows off their love for their work.<br /> </div><div style="text-align: left;">Takumi: Ah, that was when we made the 2005 video. Everyone at Capcom’s like that. Everyone wants to create something great. And that’s not different in our team.<br /> </div><div style="text-align: left;">Nuri: I was touched too.<br /> </div><div style="text-align: left;">Everyone: (Laugh)<br /> </div><div style="text-align: left;">Interviewer: Speaking of redrawing, did you redraw existing locations or backgrounds for <i>Gyakuten Saiban 4</i>?<br /> </div><div style="text-align: left;">Takumi: A surprising amount of them actually.<br /> </div><div style="text-align: left;">Matsukawa: And because of that, some screenshots we released to the media suddenly became outdated. There’s a scene of the detention center for example we released to the media, but one day, they redrew that location. I hadn’t expected them to redo the detention center.<br /> </div><div style="text-align: left;">Interviewer: And I suppose the painting on the wall of the defendant lobby was changed too?<br /> </div><div style="text-align: left;">Takumi: Ooh, that painting. That used to be a landscape, but now it’s the profile of the judge.<br /> </div><div style="text-align: left;">Matsukawa: And I think it took a while before the OK sign was given to the Naruhodō offices.<br /> </div><div style="text-align: left;">Takumi: Yes, I like the model of the plate of spaghetti. The one made of wax. There were other backgrounds that felt a bit outdated, so we redid them too.<br /> </div><div style="text-align: left;">Nuri: Yes. Also, the same background can look very different with the brightness of the screen of a GameBoy Advance compared to the screen of a Nintendo DS. The colors and overall impression can be completely different. And just looking at the DS line, the DS Lite’s screen is even brighter, so if we had worked like we had always done, the backgrounds would have looked rather pixelated. So the graphic artists all had a pretty hard job (laugh). The newly drawn visuals were of course adjusted for the DS screen from the very start, so if we had used the old visuals just like that, the difference in quality would have been very obvious.<br /> </div><div style="text-align: center;"><span style="font-size: large;"><b>Producers, Developers and Consumers</b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: Did you, as the producer, give advice regarding the contents of the game?<br /> </div><div style="text-align: left;">Matsukawa: This time I only said something about the direction the game should go, what we were aiming for at the start of the project. After that I only gave them a few pointers whenever they got stuck somewhere during the process. That’s basically how involved I was with the contents of the game.<br /><br />Interviewer: So no complaining, just advice about whether they shouldn’t rather do some things differently?<br /> </div><div style="text-align: left;">Matsukawa: I wouldn’t complain about the game to them, but for example, once they got a part running as a game, I would point out that which parts were too difficult, things like that. Everyone on the staff is giving all they have on the project, and they are much better aware of the parts of the game that are invisible to me, so I wouldn’t go criticizing them for no reason. But because the team is working on a schedule and they are all focused on all kinds of work, they sometimes miss things that you’d see immediately if you’d just calmly play the game. At those times, I’d tell them that a certain piece of evidence was hard to find, or that the story was a bit vague there, things like that.<br /> </div><div style="text-align: left;">Interviewer: So you’d be playing it as one of the consumers, keeping an eye out on the game balance?<br /> </div><div style="text-align: left;">Matsukawa: Yes. <i>Gyakuten Saiba</i>n is a game that’s praised as a mystery game, and I too thought it was an amazing series before I got to work on it myself. But, I don’t know much about mystery fiction, so I was always worried whether my views would fit in with how Takumi envisioned the game. I was of course also worried that the game could become something that only mystery fiction fans could understand.<br /> </div><div style="text-align: left;">Interviewer: Speaking of the consumers, who decided to have a developer’s blog on the official site? It’s been received very well, and I heard there are many fans who read it.<br /> </div><div style="text-align: left;">Matsukawa: It was me. As for why, around July of 2005, there were no game companies who had blogs on their official sites. I think it was because they were still afraid to have direct contact with the consumers. I was apprehensive at first too of course, but after a talk with an expert in that field, I decided I’d try it out just to see what would happen. We only have that much readership, because the people on the development team write such great texts. I just prepare their texts for presentation.<br /> </div><div style="text-align: left;">Interviewer: And the contents of each blog post of course undergoes a Matsukawa Check?<br /> </div><div style="text-align: left;">Matsukawa: Of course! But they’d ignore me or just say that’s it’s fine to talk about that or that. There was only one time I rejected a post completely. That was Takumi’s text.<br /> </div><div style="text-align: left;">Nuri: I remember he was angry.<br /> </div><div style="text-align: left;">Matsukawa: He was enraged. “That woman doesn’t know a thing about mystery fiction!!” he cried.<br /> </div><div style="text-align: left;">Everyone: (Laugh)<br /> </div><div style="text-align: left;">Nuri: “Daaaamn, she doesn’t understand my jokes!!” (laugh)<br /> </div><div style="text-align: center;"><span style="font-size: large;"><b>How Was The Marketing For <i>Gyakuten Saiban 4</i>?</b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: This might be a crude question, but could you tell us how <i>Gyakuten Saiban</i> series has been selling?<br /> </div><div style="text-align: left;">Matsukawa: That is crude (laugh). When it comes the marketing, we have set a lot in motion. The previous producer who worked on <i>Gyakuten Saiban 1</i>, <i>2</i> and <i>3</i> taught me a lot, but he also told me that “This is the kind of game people are willing to buy the hardware for.” But times are different now. Children, adult women, grandmas and grandpas, all generations have a DS now. So we don’t have to convince people anymore to buy the hardware. That’s why I felt the time and circumstances were ready for us to go the classic marketing route, to present <i>Gyakuten Saiban</i> as a big game title to the public. That’s what the current marketing campaign is focused on.<br /> </div><div style="text-align: left;">Interviewer: So you signed up with a lot of companies for the marketing to sell heaps of the game?<br /> </div><div style="text-align: left;">Matsukawa: Heaps, mountains! <br /> </div><div style="text-align: left;">Everyone: (Laugh)<br /> </div><div style="text-align: left;">Matsukawa: The Best Price! version of <i>Yomigaeru Gyakuten</i> (<i>Ace Attorney 1</i> DS) was released in June 2006, and combined with the normal and the limited edition, it has already sold for over 300,000 units. Personally, I feel we managed to scale an enormous wall when we reached 300,000 and I could see the DS was making gigantic waves. It was clear to me that <i>Gyakuten Saiban </i>would be able to ride those waves, so the marketing started its assault in the spring of 2006. It all started with that video at the Tokyo Game Show. I reconsidered the marketing and promotion campaign after that. We’d of course rely on the consumers and the game magazines as always of course, but I also decided to contact publishers with magazines aimed at women.<br /> </div><div style="text-align: left;">Interviewer: And that was new?<br /> </div><div style="text-align: left;">Matsukawa: Not only for Gyakuten Saiban, but for Capcom as a whole. Marketing aimed especially at women (Laugh). They told me that <i>Gyakuten Saiban</i> would be able to reach 20% of the total GBA consumer market, but with the DS that’d be 40%. But I’d have to change the way we promote the game. The previous producer did <i>Gyakuten Saiban 1</i>, <i>2</i> and <i>3</i>, and when I took over, I did my work, praying every day I could pull it off too. When I became responsible for the series, I prayed I wouldn’t make the series fail.<br /> </div><div style="text-align: left;">Interviewer: What was the reason you decided to release 4 on DS?<br /> </div><div style="text-align: left;">Matsukawa: <i>Yomigaeru Gyakuten</i> (<i>Ace Attorney</i> 1 DS) was made when the DS was released abroad and we wanted to release the series there. It sold very well, so that was one of the reasons. The blog on the official site also allowed us to have direct contact with our consumers for the first time. We got a lot of comments from people who were looking forward to <i>Yomigaeru Gyakuten</i> and who were hoping a sequel would come. A superior had a look at all the consumer feedback, who told me it looked as if it’d be worth it to make a sequel. That’s how <i>4</i> as a project got started.<br /> </div><div style="text-align: left;">Interviewer: So because <i>Yomigaeru Gyakuten</i> was released on DS, it was decided <i>Gyakuten Saiban 4</i> would be released there too?<br /> </div><div style="text-align: left;">Matsukawa: Yes. When we working on <i>Yomigaeru Gyakuten</i> on the DS, it wasn’t really as if Takumi, Nuri and myself had a real excited feeling, working towards a clear goal. The feeling back then was more of us just trying something out, let’s see what we can make out of this. It was hard work though (laugh).<br /> </div><div style="text-align: left;">Interviewer: Do you think a portable system is suited for a mystery game? When you get stuck in the game, you can just put it down for a while and return when you have thought of something. It’s really easy with a handheld.<br /> </div><div style="text-align: left;">Matsukawa: Yes. Personally, I also like the “closeness” of a handheld system. Your face is just about thirty centimeters away from the screen, it’s really close. When you get absorbed in the game, you don’t really see anything outside the screen. The way you get all focused on that screen in front of you? I thought it’d be fantastic if we could create such a “dense” 30 cm space.<br /></div><div style="text-align: left;"> </div><div style="text-align: center;"><span style="font-size: large;"><b>Mystery Fiction To be Enjoyed By People of All Ages</b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: Do you write the scenario without consideration of people who aren’t very familiar with the mystery genre?<br /> </div><div style="text-align: left;">Takumi: No, even I wouldn’t dare that.<br /> </div><div style="text-align: left;">Matsukawa: He always comes to me right after finishing writing to ask me what I think about it. He’s the kind of director who really wants to know the reactions of the people around him. If I read the scenario and there are parts I think odd, he’ll immediately come with a different idea, or decide to show it in a different manner.<br /> </div><div style="text-align: left;">Interviewer: What’s average age of the audience you have in mind when you’re writing the story?<br /> </div><div style="text-align: left;">Takumi: I don’t really think about that (laugh). My intention is that I write the story so anyone can understand it. I also don’t like writing stories people might feel uncomfortable about. About incidents that have happened in real-life, recent affairs, things that feel too real. I don’t like the stories to be a reflection of the ideas and thoughts of actual society. I like stories that can be read by anyone in any time period. So I write <i>Gyakuten Saiban</i> as if it were a fairy tale.<br /> </div><div style="text-align: left;">Interviewer: <i>Gyakuten Saiban</i> has to be both easy and difficult as a mystery story. Do you feel like you’re challenging the players?<br /> </div><div style="text-align: left;">Takumi: Not at all. The plot structure in <i>Gyakuten Saiban</i> very differently from a normal mystery story actually. Like we let you solve the mysteries, but we also keep things hidden away from you. This is more a topic for the mystery fans, but if you ask me whether <i>Gyakuten Saiban</i> is a fair, or an unfair mystery, my answer is of course the latter. Some mystery novels have a Challenge to the Reader, but in general, the author makes sure not to lose in those books. Because the reader won’t read until the end if they figure it out halfway through the book. But with <i>Gyakuten Saiban</i>, we have to give the player the feeling they solved it themselves, but at the same time also surprise them at the end. That’s vital, I think. Mystery fiction is ‘a fairy tale for adults’, so I don’t like them to be too realistic myself.<br /> </div><div style="text-align: left;">Nuri: Ah, you did talk a lot about that this time.<br /> </div><div style="text-align: left;">Takumi: We have a new director with <i>4</i>, but the cases he came up with were all so viscerally realistic.<br />Everyone: (Laugh)<br /> </div><div style="text-align: left;">Matsukawa: Takumi would say: ‘A story has to feel good or else it’s no good!” “What’s entertaining about solving a case like that!?”<br /> </div><div style="text-align: left;">Takumi: I don’t like depressing cases.<br /> </div><div style="text-align: left;">Nuri: The director’s world view was very global from the planning stages of the project. Coming up with international incidents and conspiracies and things like that. Events played at an enormous scale.<br /> </div><div style="text-align: left;">Takumi: It’s hard getting the right balance there with <i>Gyakuten Saiban</i>. But <i>Gyakuten Saiban</i> is very limited in certain ways, so in order to be able to surprise the player within those limitations, there are also aspects that shouldn’t be limited at all. So I think that’s where everyone will have their own views about what goes. A novel probably wouldn’t be received as well if it lacked realism, but that’s not true for games. In that sense, a game has more freedom, and that’s a weapon it can use. Oh, and personally, I’m pretty bad at understanding complex cases or stories. So when I write stories myself, I try to make them easy to understand, so people can directly enjoy it as a mystery story.<br /><br />Interviewer: Mr. Nuri, when you working on the graphics, do you pay attention to make the illustrations not too gruesome?<br /> </div><div style="text-align: left;">Nuri: Yes, I do. When composing the scene, I make sure that some things aren’t shown directly, things like that. When Mr. Takumi sends his orders, he’ll write notes telling me to hide things during the cut scenes.<br /> </div><div style="text-align: left;">Takumi: There was one time in the first game where we painted the blood black afterwards. We do pay attention to the visuals. Because people do die in these games.<br /> </div><div style="text-align: left;">Interviewer: A lot of adventure games have multiple routes or multiple endings. Have you ever considered adopting such mechanics?<br /> </div><div style="text-align: left;">Takumi: No. Sounds like a lot of work.<br /> </div><div style="text-align: left;">Everyone: (Laugh)<br /> </div><div style="text-align: left;">Takumi: I’m joking of course. Early in the planning stages of the first game, we did take a look at multiple routes and endings. Just gave it a thought. But practically speaking, we’d never had the time to implement such mechanics. And personally I’m not a fan of “extras” in a game. If you have the time to make extras, I’d rather pour that time into making the main game more fun. There are a lot of people who play games like <i>Gyakuten Saiban</i> only once. I of course want them to play it a second time. I want them to play the game knowing what will happen, noticing clues and foreshadowing they had missed the first time. That’s what I think is important.<br /> </div><div style="text-align: left;">Nuri: What’s important is just pure fun! Making people play a second time.<br /> </div><div style="text-align: left;">Takumi: Yes. And actually, a fun story is always just one single path. If you make multiple routes and you want ensure each route is fun, you basically have to pour another story’s worth of effort and work into it. You might as well create two different stories then, that’s more fun and Nuri can draw much more.<br /> </div><div style="text-align: left;">Nuri: Draw? I have to draw much more?? (laugh)<br /> </div><div style="text-align: left;">Interviewer: I think there are a lot of people who do play these games multiple times?<br /> </div><div style="text-align: left;">Takumi: That’s great to hear. But as the series goes on, the stories I write become longer and longer for some reason. I can’t seem to write according to plan. Of course, I want everyone to enjoy these stories until the very end. I try to write these stories with ‘ingredients’ that allow players to enjoy the game no matter how often they play them. Like rakugo.<br /> </div><div style="text-align: center;"><span style="font-size: large;"><b>Mystery Recommendations by Takumi Shū</b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: The theme of <i>Gyakuten Saiban</i> is mystery. I believe you love mystery fiction?<br /> </div><div style="text-align: left;">Takumi: Yes, I only read mystery novels. The director and the new planner also read a lot of mystery.<br /> </div><div style="text-align: left;">Interviewer: What kind of mysteries do you like?<br /> </div><div style="text-align: left;">Takumi: I like what is usually called honkaku/orthodox mystery fiction. I started reading from a young age, and at that age, you start with the foreign classics. Lately they haven’t been published new ones anymore, so I read new Japanese releases. Recently, I met an author because of work.<br /> </div><div style="text-align: left;">Interviewer: Whom did you meet?<br /> </div><div style="text-align: left;">Takumi: Arisugawa Alice. I read his work, so I was glad I got to meet him. It almost feels like he has been my mentor when it comes to mystery writing since my university days.<br /> </div><div style="text-align: left;">Matsukawa: Oh, he worked on <i>Anraku Isu Tantei</i> (TN: The Armchair Detective was a television program written by mystery authors Arisugawa Alice and Ayatsuji Yukito. Viewers were challenged to write in who they thought was the murderer and the reason why.).<br /> </div><div style="text-align: left;">Takumi: Yes, that’s how they reached me for <i>Anraku Isu Tantei</i>. I got it all wrong though (laugh).<br /> </div><div style="text-align: left;">Matsukawa: Hahaha. You see, there’s this television drama called <i>Anraku Isu Tantei</i>, and he was asked for an appearance in the home video release.<br /> </div><div style="text-align: left;">Interviewer: Not as writer, but as a guest?<br /> </div><div style="text-align: left;">Takumi: As a guest participant. One of the guests who seems all intent on guessing it right, but who gets it completely wrong. I honestly was trying to get the correct answer. But I couldn’t be further off.<br /> </div><div style="text-align: left;">Nuri: I laughed.<br /> </div><div style="text-align: left;">Takumi: But it was fun. One of those moments you’re grateful for the work you do.<br /> </div><div style="text-align: left;">Interviewer: Any recommendations among the mystery novels you have read recently?<br /> </div><div style="text-align: left;">Takumi: Recently, I’ve been into the novels by Yokoyama Hideo, who writes books about the police. They were recommended to me by my faithful supporters, the director and one of the planners. The books about professional criminal investigators, from the crime scene investigators to the police officials in positions not immediately situated at the crime scene. Stories that touch the detectives personally, or about how the investigation teams go too far with their actions, people being pressured. They are super fun. There’s <i>Dōki</i> (Motive) and <i>Daisan no Jikō</i> (The Third Deadline) and more. They’re quite, no, really entertaining. They’re not like the kind of books I’d usually recommend, but I really have nothing but respect for the author. He’s about fifty, but he writes books throughout the year. His health even suffered because of his work attitude. I guess his work attitude comes partially from the fact he’s a former newspaper reporter.<br /> </div><div style="text-align: left;">Interviewer: The books you usually read are orthodox mysteries, following the rules of the genre fairly?<br /> </div><div style="text-align: left;">Takumi: Yes. But I don’t really care much about fair or unfair as long it’s entertaining. I have read so much that I feel that lately, I’m not really surprised by anything anymore. So it’s less about following the rules for me now, it’s about whether the story is entertaining. Guess I’m quite the fanatic.<br /> </div><div style="text-align: left;">Matsukawa: You are (Laugh).<br /> </div><div style="text-align: left;">Interviewer: You’re a mystery writer, so are there books you’d like to recommend to people if they play <i>Gyakuten Saiban</i>?<br /> </div><div style="text-align: left;">Takumi: There’s this series by Awasaka Tsumao, about the amateur detective A Aiichirō. Those stories are quite close to the taste of <i>Gyakuten Saiban</i>. There are also some homages to that series within <i>Gyakuten Saiban</i>. I love that series. I’m always aware that that series is my basis. As for foreign works, I think the <i>Father Brown</i> series is fun. They’re all short stories, but oh so impressive. My favorite foreign mystery fiction is Father Brown.<br /> </div><div style="text-align: center;"><span style="font-size: large;"><b>Character Design VS Producer!?</b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: Mr. Nuri, as a person who makes the illustrations, are there visuals and illustrations you wanted to show off in the marketing campaign, or vice versa, things you don’t want to show?<br /> </div><div style="text-align: left;">Nuri: Yes, that happens. There are animations and facial expressions I want people to see first within the story real-time, as the plot develops. If visuals like that are shown in the magazines first, people will play the games thinking “when will that funny face of Odoroki (Apollo Justice) I saw in the magazines appear?” I think that will leave a different impression on people than I had originally planned. You see the same in trailers and commercials for films. You’ll watch the film, guessing when you’ll see that part from the trailer. I think it’s better to not have those kinds of expectations. It’s basically a spoiler.<br /> </div><div style="text-align: left;">Interviewer: You want people to play the games like a blank slate?<br /> </div><div style="text-align: left;">Nuri: Yes. Like if you have a character who’s always fooling around, I don’t want to show off the cool expression on their face that occurs after a certain event. I want people to see it when they actually play the game.<br /> </div><div style="text-align: left;">Interviewer: When I played the game, I was surprised by Mayuzuki Daian (Daryan Crescend)’s hair. Was he designed on purpose to surprise the player?<br /> </div><div style="text-align: left;">Nuri: Yes, that was intended.<br /> </div><div style="text-align: left;">Interviewer: Do you keep characters that have very “unique” looks or animations like Daian and Kawazu Kyōsaku (Wesley Stickler) out of the marketing materials on purpose?<br /> </div><div style="text-align: left;">Matsukawa: Yes, we kept them out of it. Kawazu wasn’t shown off much either. Only in a Perceive scene. We had to provide screen materials, and he was the only character we could use at that time, so with much regret, we used him. I have a feeling he’ll become very popular.<br /> </div><div style="text-align: left;">Nuri: Kawazu is like a classic <i>Gyakuten Saiban</i> character.<br /> </div><div style="text-align: left;">Matsukawa: He’ll be a hit with the fans of the series!<br /> </div><div style="text-align: left;">Nuri: That character saw a lot of minor adjustments by Mr. Takumi. For some reason he wanted to time his lines and the animations perfectly, so we all saw how much love he had for Kawazu. Give the other characters some love too, I thought.<br /> </div><div style="text-align: left;">Takumi: Was there so much love involved?<br /> </div><div style="text-align: left;">Nuri: A lot. Really. It was a character you felt very strongly about starting with the sketch phase.<br /> </div><div style="text-align: left;">Matsukawa: You kept rejecting the design.<br /> </div><div style="text-align: left;">Nuri: Probably because you probably already had an idea from the start what kind of character design you wanted.<br /> </div><div style="text-align: left;">Takumi: Perhaps it took so much time because I didn’t convey what I wanted correctly.<br /> </div><div style="text-align: left;">Nuri: You first asked for a <a href="https://en.wikipedia.org/wiki/Bish%C5%8Dnen"><i>bishōnen</i></a> (handsome young boy).<br /> </div><div style="text-align: left;">Takumi: <a href="https://en.wikipedia.org/wiki/Bish%C5%8Dnen"><i>Biseinen</i></a> (a handsome young man).<br /> </div><div style="text-align: left;">Nuri: A <i>biseinen</i>. Someone handsome? So before we started on the designs, you said he wasn’t supposed to be creepy.<br /> </div><div style="text-align: left;">Interviewer: And if you read the story, it turns out he’s just a panty thief so who could have guessed he was supposed to be a <i>biseinen</i>?<br /> </div><div style="text-align: left;">Matsukawa: That’s what Mr. Takumi thinks a handsome young man looks like.<br /> </div><div style="text-align: left;">Takumi: Uh, perhaps (laugh).<br /> </div><div style="text-align: left;">Interviewer: I heard you didn’t want to draw him because he was creepy.<br /> </div><div style="text-align: left;">Nuri: To be exact, the female staff member who worked on him came complaining.<br /> </div><div style="text-align: left;">Takumi: Kawazu has <i>biseinen</i> elements to him. Inside. He can’t be just a creepy, bad person.<br /> </div><div style="text-align: left;">Matsukawa: But the meeting on Kawazu’s design became chaos and his designer was even changed. But even then you couldn’t make up your mind on his design, so we had another emergency meeting. So I asked you how you envisioned him, and you replied with the title of a certain film. I had seen that film, and I couldn’t envision Kawazu like that.<br /> </div><div style="text-align: left;">Takumi: There’s this one scene in a film that’s really great, so I showed it to the designer. That scene was placed on the desktop of her computer for a while. A creepy face, full screen.<br /> </div><div style="text-align: left;">Nuri: And the face didn’t fit the rest of the film at all.<br /> </div><div style="text-align: left;">Takumi: I’d point at the scene and tell her that was what I wanted.<br /> </div><div style="text-align: left;">Nuri: “This is the face!”<br /> </div><div style="text-align: left;">Takumi: In the design she first presented, Kawazu looked more handsome than now.<br /> </div><div style="text-align: left;">Nuri: But we weren’t sure whether we should change directions again at that point.<br /> </div><div style="text-align: left;">Takumi: Yes.<br /> </div><div style="text-align: left;">Nuri: So we decided not to. Mr. Takumi has some kind of fixation on creepy characters like that (laugh).<br /> </div><div style="text-align: left;">Interviewer: Was drawing the strongly defined face of Hamigaki (Spark Brushel) as taxing as Kawazu?<br /> </div><div style="text-align: left;">Nuri: Oh, I wasn’t responsible for him either (laugh).<br /> </div><div style="text-align: left;">Takumi: The designs were split among various designers.<br /> </div><div style="text-align: left;">Nuri: But it was clear that Hamigaki too enjoyed Takumi’s love.<br /> </div><div style="text-align: left;">Takumi: They’re all strange fellows, aren’t they?<br /> </div><div style="text-align: left;">Interviewer: Ms. Matsukawa, what did you think of Hamigaki?<br /> </div><div style="text-align: left;">Matsukawa: I thought he was really good when he was finished. I was so happy, while I was yelling how creepy he looked (laugh).<br /> </div><div style="text-align: left;">Takumi: Is he so really so creepy?<br /> </div><div style="text-align: left;">Matsukawa: He is!<br /> </div><div style="text-align: left;">Nuri: Some people really hated him. They didn’t think him just creepy, they physically couldn’t bear seeing him (laugh)<br /> </div><div style="text-align: left;">Takumi: They hated him!?<br /> </div><div style="text-align: left;">Matsukawa: I was glad he was done, while I called him creepy! I was happy we had an amusing character.<br /> </div><div style="text-align: left;">Takumi: …Perhaps I should learn from this.<br /> </div><div style="text-align: left;">Matsukawa: I think women might hate him.<br /> </div><div style="text-align: left;">Takumi: Aha.<br /> </div><div style="text-align: left;">Nuri: His motions and expressions are all so… viscerally real? His tics and the sweat… you can almost smell him.<br /> </div><div style="text-align: left;">Matsukawa: There’s those teeth right? And his nose? All five senses…<br /> </div><div style="text-align: left;">Nuri: They make you think of all five senses…<br /> </div><div style="text-align: left;">Matsukawa: Yeah, he makes you sense all of it.<br /> </div><div style="text-align: left;">Takumi: Really…<br /> </div><div style="text-align: left;">Matsukawa: But I was glad he became a fun character.<br /> </div><div style="text-align: left;">Takumi: How unfortunate, I really thought Hamigaki’s a great character…<br /> </div><div style="text-align: left;">Interviewer: How do you come up with the animations for characters like Hamigaki, Kawazu and the others?<br /> </div><div style="text-align: left;">Nuri: We try to have a good idea already when we first design the characters, but usually, we first decide on the character design and draw their “neutral illustration.” (the basic illustration that is the basis for all animations). We pose them keeping in mind what kind of animations they might have. And then Mr. Takumi will come up with a general direction for the animations or come up with specific ideas for animations. And then there are some things that have to be there because of the story, or other props that have to be included that have no direct connection to the animations.<br /> </div><div style="text-align: center;"><span style="font-size: large;"><b>The Design for Minuki As A Magician Was Difficult!</b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: Were you careful when designing Minuki (Trucy Wright) and the other magicians to not let their designs overlap with that other character with a cape who appeared earlier in the series?<br /> </div><div style="text-align: left;">Nuri: I was very careful. There’s Max, and thereabouts. Their themes were exactly the same of course.<br /> </div><div style="text-align: left;">Takumi: When writing the scenario, I could just write down “magician” and that’s all I had to do. So when I hand over the scenario, it’s only then I finally realize what I just did and apologize.<br />Nuri: When it comes to magicians, the silk hat is of course a symbol you can’t go without. And then there’s the cape. I came up with a way to differentiate between them, but that meant the designs of the capes of the Arumajiki Troupe (Troupe Gramarye) are a bit troublesome. In <i>Gyakuten Saiban</i>, you can’t really place distinctive points in the lower part of the body. Only their upper bodies appear on the screen and the screen isn’t tall in the first place.<br /> </div><div style="text-align: left;">Interviewer: So you have to place those distinctive points above the waist, or else they won’t show in the window?<br /> </div><div style="text-align: left;">Nuri: Exactly. So when some of those markers do end up on the lower side of the design, you have to think of little tricks like making them pose with their arms so they pull the fabric of their clothes up a bit to show off the detail. It took some effort to get that right.<br /> </div><div style="text-align: left;">Interviewer: Did you give Minuki a shorter cape because she’s smaller than the other magicians?<br /> </div><div style="text-align: left;">Nuri: I wanted to show off the details on her cape too, so at first I just made it shorter to make it fit on the screen, but it looked cute on her and suited her, so that was all right. Oh, and her basic colors were a bit different at first, I seem to remember.<br /> </div><div style="text-align: left;">Takumi: Yes, there was the darker variation.<br /> </div><div style="text-align: left;">Nuri: At first I heard that Minuki was supposed to be younger than Mayoi from the previous games, and also magician, so I focused on the double theme of her youthfulness and her mysterious side. But there was no scenario yet early on, so I had no idea what her personality was. So at first I focused a lot on her mysteriousness. But when we decided on their primary colors, Mr. Takumi said that black made her feel too dark, so then I shifted to a focus on her young, cute side. The curled pluck of hair on her right side (when facing her) was also to strengthen her young, cute image, while the hair on the left is long, slightly covering her eyes, which can make her look older and more mysterious.<br /> </div><div style="text-align: left;">Interviewer: She looks really cute when she lets Mr. Hat out and takes her hat off.<br /> </div><div style="text-align: left;">Nuri: (Points at top of his head) If you look at Minuki here…<br /> </div><div style="text-align: left;">Takumi: Ah.<br /> </div><div style="text-align: left;">Nuri: Those two strands of hair standing up. Odoroki has them too, right?<br /> </div><div style="text-align: left;">Interviewer: Ah! Is that because [CENSORED]?<br /> </div><div style="text-align: left;">Nuri: That’s why I added that. It’s part of their [CENSORED]. Oh, please make sure to hide what we just said! They’ll kill me for spoiling it (laugh).<br /> </div><div style="text-align: left;">Takumi: Yes, officially, this is about as far as we can talk about this.<br /> </div><div style="text-align: left;">Matsukawa: Don’t look so difficult at me (laugh).<br /> </div><div style="text-align: left;">Interviewer: Are there so many magicians in this game because your hobby is magic?<br /> </div><div style="text-align: left;">Takumi: Perhaps. I guess so? I’m not sure myself. I was in a magic club in university. To me, magic and mystery are the same kind of entertainment. It’s just that they show it differently.<br /> </div><div style="text-align: left;">Matsukawa: So you took on both themes, sometimes going to the magic side, sometimes going to the mystery side.<br /> </div><div style="text-align: left;">Takumi: At first, I hadn’t expected the story to be that much about magicians. Not until Minuki was created at least.<br /> </div><div style="text-align: left;">Nuri: We had actually planned for Minuki to do all kinds of minor magic tricks with her hat in her hand.<br /> </div><div style="text-align: left;">Takumi: Yes.<br /> </div><div style="text-align: left;">Nuri: She’d shake her magic wand and do tricks. In the first visual we released of her, she’s holding a wand, but she doesn’t carry one in the game. Afterwards, Valant was given a wand. We wrestled with the idea until the end though.<br /> </div><div style="text-align: left;">Interviewer: Valant conjures up all kinds of things whenever he’s cornered.<br /> </div><div style="text-align: left;">Takumi: Yes.<br /> </div><div style="text-align: left;">Matsukawa: He looks cute then.<br /> </div><div style="text-align: left;">Nuri: That’s because the story said the Arumajiki Troupe were supposed to be great magicians, but I thought, “Hey, they didn’t show any of their magic!!” (laugh) Zak and Valant don’t do any magic tricks in their neutral animations. So at the very least, I wanted them to do something at the very end!<br /> </div><div style="text-align: left;">Takumi: Exploding.<br /> </div><div style="text-align: left;">Nuri: Showing off everything in one blast! He always has everything prepared there. Even living animals. I wonder if he remembers to feed it regularly…<br /> </div><div style="text-align: center;"><span style="font-size: large;"><b>The Battle Back and Forth For Mr. Hat </b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: That one animation with Mr. Hat is really amazing.<br /> </div><div style="text-align: left;">Nuri: That’s one of the selling points this time.<br /> </div><div style="text-align: left;">Matsukawa: Selling point? That’s what I want to say! But you didn’t allow me to show even one bit of it anywhere!<br /> </div><div style="text-align: left;">Nuri: (Laugh). Personally, I wanted to impress the players with something that hadn’t been shown before in this series, to show how the series had now changed anew.<br /> </div><div style="text-align: left;">Interviewer: So Ms. Matsukawa thought it was a selling point, but wasn’t allowed to show it off? That must have been frustrating.<br /> </div><div style="text-align: left;">Takumi: We want people to see the animation, but in the game.<br /> </div><div style="text-align: left;">Nuri: In the game.<br /> </div><div style="text-align: left;">Takumi: It’s a delicate matter.<br /> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-w0lpzj2RSJM/YPBHdFPWtyI/AAAAAAAABTg/p32qG8q3ExM3o3oFMVDa5YIdKXltcVXtACLcBGAsYHQ/s250/AA4Long5.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="188" data-original-width="250" src="https://1.bp.blogspot.com/-w0lpzj2RSJM/YPBHdFPWtyI/AAAAAAAABTg/p32qG8q3ExM3o3oFMVDa5YIdKXltcVXtACLcBGAsYHQ/s0/AA4Long5.jpg" /></a></div><br /></div><div style="text-align: left;">Nuri: We figured that with a gimmick like Mr. Hat, Minuki would be able to have her own unique character profile. Oh, and that pochette she uses to keep Mr. Hat and operate him, that’s actually a topit.<br /> </div><div style="text-align: left;">Takumi: Topit? Oh, yeah, I did talk about that once.<br /> </div><div style="text-align: left;">Nuri: You forgot?<br /> </div><div style="text-align: left;">Takumi: I forgot.<br /> </div><div style="text-align: left;">Nuri: You told me that a topit is used in magic tricks.<br /> </div><div style="text-align: left;">Takumi: Oh yeah, I thought I could use it somewhere. I touched upon it in the game. I wanted to make more use of it, but for various reasons…<br /> </div><div style="text-align: left;">Interviewer: And Mr. Hat’s presence was also foreshadowing one of the final mysteries.<br /> </div><div style="text-align: left;">Takumi: Yes, I had thought of Mr. Hat from the start, with the final part of the game in mind. If not and we had just used him as is, we wouldn’t have made him move that much (laugh).<br /> </div><div style="text-align: left;">Interviewer: Are characters always designed with the scenario in mind? Were there times that resulted in difficulties or elements that had to be cut because of that?<br /> </div><div style="text-align: left;">Nuri: When we come up with the first sketches, we propose all kinds of elements. Many of them get rejected. So it hurts the most early on. Because we lose a lot of potential then. I have a feeling a lot of ideas get rejected even though I feel like we’re almost there. Always when I have confidence in a design, Mr. Takumi says “No comment” (laugh). So early on, my whole desk is covered in design ideas. Whenever I point at something, he won’t even look at it a second time. Sometimes I think I’m just imagining things, but it happens rather often in reality (laugh).<br /> </div><div style="text-align: left;">Takumi: Yes, that does happen often (laugh).<br /> </div><div style="text-align: left;">Interviewer: Were there designs you really wanted to have been chosen?<br /> </div><div style="text-align: left;">Nuri: A lot of them.<br /> </div><div style="text-align: left;">Matsukawa: You tried to push another design of Odoroki at first, right?<br /> </div><div style="text-align: left;">Nuri: I feel like I always want to present something better.<br /> </div><div style="text-align: left;">Matsukawa: You had something different in mind, I think.<br /> </div><div style="text-align: left;">Nuri: I wanted to do his hair a bit differently, so I drew a few variations, but in the end, it didn’t change. And Mr. Takumi seemed content with it. Why not go with this, he said.<br /> </div><div style="text-align: left;">Takumi: That’s the way.<br /> </div><div style="text-align: left;">Matsukawa: I remember Odoroki the most. Mr. Nuri looked happy as he brought the rough sketches, saying “This one is pretty good.” Pretty good, that is.<br /> </div><div style="text-align: left;">Interviewer: When you write the scenario, do you fixate on the looks of the characters?<br /> </div><div style="text-align: left;">Takumi: Not really. Especially not during the writing process.<br /> </div><div style="text-align: left;">Nuri: I have the feeling he picks the sketches that fit how he imagines the characters in his head, and during the process, this image takes on a clearer visual form.<br /> </div><div style="text-align: left;">Takumi: That’s often the case. And the scenario and the dialogue lines change too because of that. It works both ways.<br /> </div><div style="text-align: left;">Nuri: So often, the initial order is nothing at all like the final design (laugh). I always ask him if he wanted a design like this or that, but often he’d pick characters that didn’t fit the profile he initially asked for.<br /> </div><div style="text-align: center;"><b><span style="font-size: large;">A New Protagonist: Odoroki Hōsuke</span></b><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: Was it you, Mr.Takumi who decided to make Odoroki the protagonist of this game and to not use the protagonist of the previous three games, Naruhodō Ryūichi?<br /> </div><div style="text-align: left;">Takumi: Yes. The three games<i> Gyakuten Saiban 1</i>, <i>2</i> and <i>3</i> were concluded. So I felt that if we would create new stories beyond that, we’d better change things around. I was of the opinion we could change the protagonist.<br /> </div><div style="text-align: left;">Interviewer: Were there difficulties to creating Odoroki?<br /> </div><div style="text-align: left;">Takumi: Yes. Well, not so much Odoroki, but the problem was the prosecutor. I had trouble with the rival prosecutor (Garyū Kyōya/Klavier Gavin). And also with setting up the new character relationships. I was not sure to do with everyone around them.<br /> </div><div style="text-align: left;">Interviewer: What did you think about the new protagonist from a marketing point of view, Ms. Matsukawa?<br /> </div><div style="text-align: left;">Matsukawa: It was pretty hard. But now I also think we were able to do promote the game in a lot of ways precisely because there was a new protagonist. There are of course fans who were waiting for a sequel who would have been happy to see Naruhodo return after <i>1</i>, <i>2</i> and <i>3</i>. But because Odoroki became the new protagonist, we could reach not only people who have played the previous three games with Naruhodo, but also people who would play this game as their first in the series. It also allowed us to promote this game in various manners. So personally, I think this resulted in a very rewarding opportunity.<br /> </div><div style="text-align: left;">Interviewer: Were the horns in Odoroki’s hair inspired by Naruhodō’s spikey hair on the back of his head?<br /> </div><div style="text-align: left;">Nuri: I didn’t think about them directly, but early on, there was the idea to make the protagonist the complete opposite of Naruhodo, turning him 180 degrees around. But most of the existing fans of the series were of course already used to Naruhodo, so if we’d suddenly go with some dandy, cool protagonist, people probably wouldn’t like them or even feel it was completely wrong. And people would have to spend all that time with the protagonist, from start to finish, with those feelings inside them. In <i>Gyakuten Saiban</i>, the protagonist is also the player themselves, so we were unsure whether we should run such risks with the protagonist. So Odoroki was designed in a way that still vaguely invoked Naruhodo.<br /> </div><div style="text-align: left;">Interviewer: In his horns?<br /> </div><div style="text-align: left;">Nuri: yes. And he looked like a refreshing face, showing his forehead off. We basically decided on a format for the protagonist for <i>Gyakuten Saiban</i>. Those two horns also invoked idea of a plant sprouting, connecting it to the idea of a fresh, rookie attorney. The idea was that he was hot-blooded, so in animations we could brush his horns back to show him more dynamically, or when he was taken aback his horns would go limp. Changeable hair was the theme, hair that would change with his mood.<br /> </div><div style="text-align: left;">Interviewer: Do you and Mr. Takumi clash when it came to designing the characters?<br /> </div><div style="text-align: left;">Nuri: On rare occasions.<br /> </div><div style="text-align: left;">Matsukawa: “Rare”?<br /> </div><div style="text-align: left;">Takumi: It didn’t happen often.<br /> </div><div style="text-align: left;">Nuri: What I remember the most was when we had to decide on Odoroki’s colors. <br /> </div><div style="text-align: left;">Takumi: Colors? Oh, that.<br /> </div><div style="text-align: left;">Interviewer: Odoroki’s image color is red, right?<br /> </div><div style="text-align: left;">Takumi: At first, we hadn’t decided between red or green.<br /> </div><div style="text-align: left;">Nuri: At one point, I decided green had to be avoided at all cost.<br /> </div><div style="text-align: left;">Takumi: You felt so strongly about green!!?<br /> </div><div style="text-align: left;">Nuri: Yep. I thought I’d get used to green after a while, but after a few days, I knew it was a no-go.<br /> </div><div style="text-align: left;">Interviewer: You preferred red?<br /> </div><div style="text-align: left;">Nuri: Yes.<br /> </div><div style="text-align: left;">Takumi: Most of the team were in favor of red. I was the only one in team green.<br /> </div><div style="text-align: left;">Interviewer: Why green?<br /> </div><div style="text-align: left;">Takumi: I just liked green. I had the idea that red was too on the nose for the protagonist. I’m the type who minds things like that. But once you get used to it, red’s not bad at all.<br /> </div><div style="text-align: left;">Interviewer: Red is quite rare for a <i>Gyakuten Saiban</i> character. Mitsurugi (Miles Edgeworth) has something gaudy.<br /> </div><div style="text-align: left;">Nuri: Mitsurugi’s color is kinda hard to describe in one word.<br /> </div><div style="text-align: left;">Takumi: It’s reddish, but it’s not red. It’s like pink or something.<br /> </div><div style="text-align: left;">Matsukawa: Mr. Takumi didn’t seem too enthusiastic about the color, not until Odoroki’s colors were finally decided on.<br /> </div><div style="text-align: left;">Nuri: And even then we did little adjustments. Just to get the right hue of red.<br /> </div><div style="text-align: left;">Interviewer: Why did you think red was the way to go?<br /> </div><div style="text-align: left;">Nuri: Actually, at first I thought yellow would be good too. Mr. Takumi seemed okay with that too at first, but then we noticed all kinds of problems: he’d blend in with the browns of the courtroom, it was hard to make out the attorney’s badge… We tried a few neutral colors, but then he’d look too flashy or that it was hard to read a character who dresses in those colors… He said I needed to pick an easy to understand color for the character. And the only primary colors left were red and green basically. And personally, green made me think of the postman (laugh). It does have a fresh image, like the <a href="https://en.wikipedia.org/wiki/Shoshinsha_mark">Wakaba Mark</a>. But it didn’t convey the hot-blooded side of Odoroki. It felt more like a gentle color, and even made him feel a bit weak? I had no problems just going the straight, classic road with the hero, donning him in red. So I wanted red.<br /> </div><div style="text-align: left;">Takumi: Yeah.</div><div style="text-align: left;"><br /></div><div style="text-align: center;"><span style="font-size: large;"><b>New Friends</b></span></div><div style="text-align: left;"><br />Interviewer: When it comes to the development of <i>4</i>, I believe that you, Mr. Takumi, took on the role of general supervisor and was again responsible for planning, writing the scenario and direction like with previous games?</div><div style="text-align: left;"><br />Takumi: Yes. To be honest, I didn’t really understand my role myself. In the end, I wrote the whole main scenario myself once again. I did get help though with the sub-scenario text, like the text when you pick the wrong answers or the text you see when you investigate things in the investigation parts. The idea was we’d allow a new director to grow into the role for the future. The idea was that I’d stay behind them to support them, but for one reason or another, I’d always end up stepping forward anyway. But I kept reasonably silent, right?</div><div style="text-align: left;"><br />Nuri: Sure.<br /> </div><div style="text-align: left;">Takumi: I know that the person Takumi Shū am reflected rather strongly in the feel of <i>Gyakuten Saiban</i>, so I was curious to see how someone else would take on <i>Gyakuten Saiban</i> and look at it from a distance. I touched upon this earlier, but after writing <i>Gyakuten Saiban 1</i> unti<i>l 3</i>, I myself thought: “If I’d write any more like this, I’d just be doing the same things over and over.” So I wanted new ideas. That’s one of the reasons I asked for a new team and a director. But when we got started, it was clear the switch didn’t go smoothly. I think the team had trouble with that.<br /> </div><div style="text-align: left;">Nuri: A lot.<br /> </div><div style="text-align: left;">Interviewer: Mr. Nuri, you have something to add?<br /> </div><div style="text-align: left;">Nuri: No, no. I’m fine (laugh).<br /> </div><div style="text-align: left;">Matsukawa: A diplomatic adult (laugh).<br /> </div><div style="text-align: left;">Everyone: (laugh).<br /> </div><div style="text-align: left;">Matsukawa: It was really difficult. Mr. Takumi has like this “yardstick” to measure <i>Gyakuten Saiban</i> with, and if someone doesn’t know how that yardstick works… I can understand perhaps five centimeters of that yardstick, but certainly not ten. Sometimes people don’t look at the same thing at the same scale and that causes some confusion. And this time, we had a lot of new people on the team.<br /> </div><div style="text-align: left;">Nuri: Twenty or so I think.<br /> </div><div style="text-align: left;">Matsukawa: It’s like you’re trying to explain what to draw, or trying to convey something, but at first, you were both actually using “yardsticks” with completely different measurement standards. That happened a lot I think.<br /> </div><div style="text-align: left;">Nuri: It’s a difficult matter.<br /> </div><div style="text-align: left;">Interviewer: When you have a lot of members on the team, they all have things they themselves want to do or for example draw. The director is supposed to bring all of those thoughts and ideas together, but if he’s new on the job too…<br /> </div><div style="text-align: left;">Takumi: Yes.<br /> </div><div style="text-align: left;">Nuri: But most of the work would find their way to Mr. Takumi in the end in phases.<br /> </div><div style="text-align: left;">Takumi: There were issues where I felt it just ended up happening like that because that’s how <i>Gyakuten Saiban</i> works.<br /> </div><div style="text-align: left;">Nuri: To make it clear, this time I actually did see Mr. Takumi making an effort to listen to what other people on the staff wanted to do. But in the latter half of the project…<br /> </div><div style="text-align: left;">Matsukawa: He’d be ruthlessly lecturing the new director: “You know what mystery fiction is!!?” <br /> </div><div style="text-align: left;">Everyone: (Laugh)<br /> </div><div style="text-align: left;">Takumi: This time, I had two friends who share my hobby. The director, and a planner. These two love mystery fiction the most within Capcom. They’re very much like me, so I trust them a lot. I don’t know many people like them. I’d say this or that about mystery fiction, and they’d instantly counter back with something else. I think that within Capcom, those two are the only ones capable of doing that.<br /> </div><div style="text-align: left;">Interviewer: So you could discuss the scenario with them, from the overall mood of the plot to the tricks used?<br /> </div><div style="text-align: left;">Takumi: Yes. I was grateful I didn’t need to explain the mechanics of how the mystery plot would develop further. That’s really important. And they were great people too.<br /> </div><div style="text-align: left;">Nuri: They’re very unique. Sometimes, you just can’t help comment on them. Like that one time…<br /> </div><div style="text-align: left;">Takumi: Don’t say too much.<br /> </div><div style="text-align: left;">Nuri: Well, they were great people. Why are we using past tense? (Laugh)<br /> </div><div style="text-align: left;">Everyone: (Laugh) <br /> </div><div style="text-align: center;"><b><span style="font-size: large;">Revealing The Secrets Behind Writing The Scenario!</span></b><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: The dialogue is amusing to read. How do you write them?<br /> </div><div style="text-align: left;">Takumi: Sometimes the lines just pop up in my mind like a reflex while writing the story. They just appear like that. Like “bad girl” or “Ask the wind.” A character’s personality can change completely depending on word choice, even if the contents are exactly the same. Thinking of how imposing characters like Kawazu and Hamigaki speak is a lot of fun.<br /> </div><div style="text-align: left;">Nuri: I like Kawazu myself too. His character and his lines. He can be rather cute.<br /> </div><div style="text-align: left;">Takumi: He is.<br /> </div><div style="text-align: left;">Nuri: During the design phase, I kept wondering what kind of character he’d be, but when I saw him with his lines and moving in the game, I could feel myself shake in excitement, thinking he was great. <br /> </div><div style="text-align: left;">Interviewer: Kawazu appears in the second episode, <i>Turnabout Corner</i>, where several incidents happen at the same time which all connect. Where do you start when planning such cases?<br /> </div><div style="text-align: left;">Takumi: Each story has a different approach. Well, I say approach, but all I do is just think hard. Anyway, episode 2 is actually a story I wrote when I had been at Capcom for about a year. So that’s about ten years ago. There had been vague plans for a detective game back then. So when I couldn’t come up with any ideas this time this time, I decided to just take one of my old ideas out of the drawer (laugh). When I wrote it for that detective game, I thought the concept of a few minor incidents connecting would be fun, so I worked that idea out. I just rearranged the story for use in 4. I wanted to started with a minor case first, so that led me to the theft of a ramen stall and after that, it was connecting everything together. I renovated the plot a lot for <i>4</i>.<br /> </div><div style="text-align: left;">Interviewer: So the original idea dates ten years back, but you had to rewrite it from the start for this game?<br /> </div><div style="text-align: left;">Takumi: Yes, I redid a lot of the story. There were the three incidents, and then how they’re connected… Yes, I had trouble writing the stories for <i>4</i>, so that’s why I ended up using an idea from ten years ago.<br /> </div><div style="text-align: left;">Nuri: I was quite worried looking from the sidelines. “He’s already having trouble with writing and we’re just at the second episode.”<br /> </div><div style="text-align: left;">Takumi: Just at the second episode.<br /> </div><div style="text-align: left;">Nuri: “And he still has to do two episodes…”<br /> </div><div style="text-align: left;">Interviewer: Like in previous <i>Gyakuten Saiban</i>s, there is minor foreshadowing found in all four episodes that all come together in the end. Do you plan that out from the start?<br /> </div><div style="text-align: left;">Takumi: That of course is planned out from the start. But I can’t remember how I thought of it. You see, each story is done differently. I think this is the first time that I actually wrote a neatly-planned overall story from the start. When I was working on 1, there wasn’t even any plans for an overarching story until I was halfway through writing (laugh).<br /> </div><div style="text-align: left;">Matsukawa: So you improved!<br /> </div><div style="text-align: left;">Takumi: I was pretty awful with writing 3 too. I’d have the structure for the overall story ready and also manage to get the individual episodes somewhat connected, but then there’d still be many parts that didn’t make any sense. This time I had planned out the overall structure first, but as for the individual cases…<br /> </div><div style="text-align: left;">Interviewer: Up until now, episodes 1, 2 and 4 would be directly connected stories, and the third episode usually features a case not directly connected to the main storyline, but this time it feels like episode 2 feels a bit disconnected too.<br /> </div><div style="text-align: left;">Takumi: Oh, really? Up until <i>Gyakuten Saiban 3</i>, I did work like that. You’d have episode 1, then 2, and the third episode was to provide a break. This time I didn’t think too much about that while writing.<br /> </div><div style="text-align: left;">Matsukawa: You kept saying that episode 2 was there to give Odoroki a chance to shine…<br /> </div><div style="text-align: left;">Nuri: And there was the pressure from all of us…(Laugh)<br /> </div><div style="text-align: left;">Matsukawa: When the scenario for the first episode was done, everyone said that Naruhodo-kun took stole the spotlight. <br /> </div><div style="text-align: left;">Nuri: He hogged it!<br /> </div><div style="text-align: left;">Matsukawa: Everyone was saying he got the best part. I think that’s why Takumi tried to push Odoroki in the second episode.<br /> </div><div style="text-align: left;">Takumi: Perhaps.<br /> </div><div style="text-align: left;">Matsukawa: So when the second episode was done, everyone said “the rival prosecutor is so weak, he’s so weak!”<br /> </div><div style="text-align: left;">Takumi: So with episode 3, I thought: “Gotta make him tough, gotta make him tough” (laugh). With <i>Gyakuten Saiban 4</i>, I felt I didn’t need to hold onto the traditions I had held onto until <i>Gyakuten Saiban 3</i>. So I didn’t think too much about it. So I didn’t consciously have the second episode disconnected from the main plot this time. But until the previous game, the third episode was indeed intended to be a short break.<br /> </div><div style="text-align: left;">Interviewer: The first episode this time is rather long.<br /> </div><div style="text-align: left;">Takumi: Hmm, perhaps I poured so much into it because it was the first episode. I’d keep on writing and writing, but I’d never reach the end. I would only then realize the story is just so long (laugh). I didn’t realize it myself while I was writing, but it’s a rather complex, strange story.<br /> </div><div style="text-align: left;">Matsukawa: You had to use a whiteboard to sort out the details of the case.<br />Nuri: I thought it was the last episode already (laugh).<br /> </div><div style="text-align: left;">Takumi: It was really difficult.<br /> </div><div style="text-align: left;">Interviewer: I had the feeling that this game has more foreshadowing and points to be solved than previous games?<br /> </div><div style="text-align: left;">Takumi: Really? I guess I did focus a lot on that. I’m not sure. I didn’t plan to have more of that anyway.<br /> </div><div style="text-align: left;">Nuri: Oh, as we mentioned Minuki earlier, it’s perhaps odd to talk about her without mentioning the Arumajiki Troupe, but when I designed Minuki, the Arumajiki Troupe didn’t even exist yet. They weren’t mentioned in the scenario and her father didn’t look like that.<br /> </div><div style="text-align: left;">Matsukawa: Her father wasn’t even supposed to appear in the first episode.<br /> </div><div style="text-align: left;">Nuri: No, he was.<br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Matsukawa: There’s was nothing but Minuki in the early planning stages. The main cast had been decided on, Mr. Takumi started writing and only then we got talking about what a poor girl Minuki was.<br /> </div><div style="text-align: left;">Nuri: Because her father was suddenly killed. </div><div style="text-align: left;"> <br /></div><div style="text-align: left;">Matsukawa: I was lamenting about what a poor child she was, and Mr. Takumi would say: “It’s okay, it’s <i>Gyakuten Saiban</i>.”<br /> </div><div style="text-align: left;">Takumi: Well, her father is dead. But is the protagonist Odoroki also a poor kid? I din’t really know actually (Laugh).<br /> </div><div style="text-align: left;">Interviewer: There are a surprising amount of unfortunate people in these games, but you still feel happy after finishing them.<br /> </div><div style="text-align: left;">Matsukawa: That’s good to hear. After solving several mysteries in episode 4, Minuki even looks like nothing has happened… (laugh)<br /> </div><div style="text-align: left;">Takumi: It’s a difficult matter.<br /> </div><div style="text-align: center;"><span style="font-size: large;"><b>Everyone’s Favorites?</b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: By the way, Mr. Takumi, you think of the episode titles every time, right? Is it hard to come up with a Turnabout title every time?<br /> </div><div style="text-align: left;">Takumi: I don’t think it’s difficult at all. I even feel at ease, I just have to add the word Turnabout to get a title. But perhaps it is starting to get difficult now. This time, it was the director who came up with the titles for the first and last episode.<br /> </div><div style="text-align: left;">Interviewer: Of the episodes you have written until now, which are your favorites?<br /> </div><div style="text-align: left;">Takumi: Hmmm, which are my favorites? It’s hard picking one out. <i>Turnabout Circus</i> (<i>Turnabout Big Top)</i>, I guess. I also like the final episode of <i>Gyakuten Saiban 3</i>, because I worked hard to make it all work. As for this game, I think I like episode 1. I don’t mean to say to the people they have gotten the best just by playing the first episode and that they’re all done by then though.<br /> </div><div style="text-align: left;">Interviewer: And your favorite characters?<br /> </div><div style="text-align: left;">Takumi: Characters? I like Godot.<br /> </div><div style="text-align: left;">Matsukawa: I like Obachan (Wendy Oldbag) and Missile.<br /> </div><div style="text-align: left;">Takumi: Missile?<br /> </div><div style="text-align: left;">Nuri: Kirio (Adrian Andrews). Oh, it’s not about her looks. I like her role in the story. I like her in <i>Gyakuten Saiban 2</i>. How her human side is shown there. I also like her manga-esque cuteness in <i>3</i> too though.<br /> </div><div style="text-align: left;">Interviewer: Who do you like for their looks?<br /> </div><div style="text-align: left;">Nuri: The old lady (laugh). The old lady in <i>Gyakuten Saiban 3</i>.<br /> </div><div style="text-align: left;">Takumi: The old lady in <i>3</i>? Ah, wiggly cheeks.<br /> </div><div style="text-align: left;">Nuri. Wiggly cheeks. Bikini. That looks so cute.<br /> </div><div style="text-align: left;">Takumi: Moving like waves. I see, I see.<br /> </div><div style="text-align: left;">Interviewer: And your favorite characters from <i>Gyakuten Saiban 4</i>?<br /> </div><div style="text-align: left;">Nuri: From <i>4</i>? I like Kawazu.<br /> </div><div style="text-align: left;">Matsukawa: I like Kawazu and prosecutor Garyū. We worked hard on the prosecutor, you see. He’s a really good guy!<br /> </div><div style="text-align: left;">Nuri: And in the end, I do like Akane (Ema Skye). How she’s become a bit cynical.<br /> </div><div style="text-align: left;">Interviewer: Why did she become like that?<br /> </div><div style="text-align: left;">Takumi: I don’t really know myself. I was just writing like always and before I knew it, she turned out like that (laugh).</div><div style="text-align: left;"><br />Interviewer: Who came up with the idea to give her <a href="https://en.wikipedia.org/wiki/Karint%C5%8D"><i>karintō</i></a> (Snackoos)?<br /> </div><div style="text-align: left;">Takumi: She was eating karintō already in the original drafts. But In the next case, she’d be eating <a href="https://en.wikipedia.org/wiki/Amanatt%C5%8D"><i>amanattō</i></a> or <a href="https://en.wikipedia.org/wiki/Konpeit%C5%8D"><i>konpeitō</i></a>, things like that. But when she was actually designed and drawn, the bag she was holding actually had “karintō” clearly printed on it…<br /> </div><div style="text-align: left;">Nuri: She was also supposed to eat <i>amanattō</i> early on?<br /> </div><div style="text-align: left;">Takumi: Yeah.<br /> </div><div style="text-align: left;">Nuri: Really? I always thought she only ate <i>karintō</i>.<br /> </div><div style="text-align: left;">Takumi: I hadn’t expected the bag would say <i>karintō</i> so clearly.<br /> </div><div style="text-align: left;">Nuri: The pixel art is pretty small, so I can understand you hadn’t expected that.<br /> </div><div style="text-align: left;">Takumi: It was really well readable. So I figured, why not stick to <i>karintō</i>.<br /> </div><div style="text-align: left;">Matsukawa: At first, it was just supposed to be “some bag”. Just that!<br /> </div><div style="text-align: left;">Takumi: At first, Akane’d say that whenever she was in a bad mood, she’d eat <i>amanattō</i>, but I had to change it to <i>karintō</i>…<br /> </div><div style="text-align: left;">Interviewer: So the idea is she eats sweets when she’s irritated?<br /> </div><div style="text-align: left;">Takumi: There’s no deeper meaning to it. I just thought it’d be funny to see her chew on <i>karintō</i>. Like Nuri, who was always licking glucose.<br /> </div><div style="text-align: left;">Nuri: I always buy a big stash for 3000 yen. My body craves it…<br /> </div><div style="text-align: left;">Takumi: He has like these blocks of glucose. He’s always licking them.<br /> </div><div style="text-align: left;">Nuri: I think it’s good for your body too.<br /> </div><div style="text-align: left;">Matsukawa: But people don’t work as well with low blood sugar levels.<br /> </div><div style="text-align: left;">Takumi: People need sugar.<br /> </div><div style="text-align: left;">Matsukawa: It’s better to take sugar, I’m sure!<br /> </div><div style="text-align: left;">Takumi: Everyone eats chocolates.<br /> </div><div style="text-align: left;"></div><div style="text-align: left;">Matsukawa: Me too.<br /> </div><div style="text-align: left;">Takumi: Perhaps they;re onto something with <i>karintō</i>. I had one for the first time in a long while, and they’re quite good.<br /> </div><div style="text-align: left;">Matsukawa: Let’s have a tie-up with <i>karintō</i>!!<br /> </div><div style="text-align: left;">Takumi: Yeah! Sounds like a delicious idea! (laugh)<br /> </div><div style="text-align: left;">Interviewer: You’d be forced to use <i>charintō</i> then (TN: <i>charintō</i> is a pun on <i>karintō</i>, charin being the onomatopoeia for the ringing of a bell)<br /> </div><div style="text-align: left;">Takumi: Yeah, there was that ringing sound effect too. It took a long time to get that effect right. It was difficult to explain what I was looking for.<br /> </div><div style="text-align: center;"><span style="font-size: large;"><b>Turnabout of the Characters</b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: You don’t have to hate them, but are there characters you don’t really like because of their personality or looks?<br /> </div><div style="text-align: left;">Matsukawa: Hmm… I guess Minami (Alita Tiala). I don’t really like her early on, but I can really sympathize with her after she changes in the evil Minami.<br /> </div><div style="text-align: left;">Interviewer: Sympathize with her!?<br /> </div><div style="text-align: left;">Matsukawa: Once she shows her evil self, she becomes such a fun character (Laugh). You’re really pulled in the world of the developers who worked on her. In the good meaning of the phrase. She’d be so… normal if she wouldn’t change like that.<br /> </div><div style="text-align: left;">Takumi: Yeah, I think so.<br /> </div><div style="text-align: left;">Matsukawa: So I just think she look so great, when her facial expressions change and her eyes look coolly at you. People get attracted to characters that suddenly change appearances midway.<br /> </div><div style="text-align: left;">Interviewer: The theme of <i>Gyakuten Saiban</i> is of course turnabouts. The personalities of characters also make turnabouts.<br /> </div><div style="text-align: left;">Takumi: Yes, but there are times where people start to predict those changes because I’m always writing them like that. So you also have to have characters who don’t change. I try to be careful.<br /> </div><div style="text-align: left;">Interviewer: Halfway through the second episode, I realized Kawazu stole the panties, but I didn’t know his motive. At this point, you’d just assume it’s a sexual crime, but once the mystery is solved, I realized he was just a very pure person. That’s a turnabout too, I guess?<br /> </div><div style="text-align: left;">Takumi: Yes, exactly that!! That’s what’s important to have.<br /> </div><div style="text-align: left;">Nuri: When working on Kawazu’s designs, Mr. Takumi would keep saying that he really isn’t some creep. But he seemed like just a creepy guy who stole panties, so we’d draw him with that image in our heads. But Mr. Takumi would keep saying we had it wrong. That he was just a normal guy. But the artists and Mr. Takumi kept working on cross-purposes. He just didn’t convey well what kind of person Kawazu was.<br /> </div><div style="text-align: left;">Takumi: It’s difficult.<br /> </div><div style="text-align: left;">Nuri: It is. It was only when Kawazu’s design was done I saw what he meant.<br /> </div><div style="text-align: left;">Takumi: I’m glad. It’s rare to have a character you can’t explain easily. Kawazu is one of them.<br /> </div><div style="text-align: left;">Nuri: He’s one of those characters so typical of Mr. Takumi. He’s so unique, you won’t see many of the same type around (laugh). But that makes it difficult to explain him to others. He can’t really give any clear examples.<br /> </div><div style="text-align: left;">Matsukawa: Another of those characters where you need <i>Gyakuten Saiban</i>’s unique “yardstick”.<br /> </div><div style="text-align: left;">Takumi: Other characters are easier to explain.<br /> </div><div style="text-align: left;">Interviewer: I like characters that seem bad at first, but turn out to be good people. I can’t have enough of them.<br /> </div><div style="text-align: left;">Takumi: They are rare though (laugh).<br /> </div><div style="text-align: left;">Matsukawa: I think prosecutor Garyū is one of them. In the latter half of the game, he becomes a really good guy.<br /> </div><div style="text-align: left;">Takumi: He was hard to work on.<br /> </div><div style="text-align: left;">Interviewer: He plays the perfect handsome guy, but has a cute side to him too.<br /> </div><div style="text-align: left;">Matsukawa: Yeah!<br /> </div><div style="text-align: left;">Nuri: And he can be a bit of an airhead too…</div><div style="text-align: left;"> <br /></div><div style="text-align: left;">Matsukawa: Just think of it! Who’s crazy enough to play the air guitar in a courtroom?<br /> </div><div style="text-align: left;">Everyone: (Laugh)<br /> </div><div style="text-align: left;">Nuri: That’s not an air guitar. Mr. Takumi’d always say “It’s not an air guitar!!” (laugh)<br /> </div><div style="text-align: left;">Takumi: It isn’t an air guitar. You can actually hear the sound it makes. <br /> </div><div style="text-align: left;">Matsukawa: Skeleton Guitar?<br /> </div><div style="text-align: left;">Nuri: Shadow Guitar?<br /> </div><div style="text-align: left;">Nuri: (Laugh). It’s like Godot and his coffee. But we had already considered the air guitar before it became popular.<br /> </div><div style="text-align: left;">Matsukawa: There’s was a real boom in popularity.<br /> </div><div style="text-align: left;">Takumi: So then we started hesitating.<br /> </div><div style="text-align: left;">Interviewer: So the air guitar became popular before the game was released?<br /> </div><div style="text-align: left;">Takumi: Yeah. That was kinda painful.<br /> </div><div style="text-align: left;">Nuri: Early on, we had a guitar placed behind Garyū and also a band ready for whenever he was ready to go. But then we talked about whether he’d go that far.<br /> </div><div style="text-align: left;">Takumi: Yeah.<br /> </div><div style="text-align: left;">Nuri: We wanted him to be more neutral than that.<br /> </div><div style="text-align: left;">Takumi: We were careful not to make him too showy.<br /> </div><div style="text-align: left;">Nuri: He was in the role Mitsurugi used to have, so it wouldn’t really work to make him such a showy character.<br /> </div><div style="text-align: left;">Takumi: He’d be like one of those one-shot manga characters.<br /> </div><div style="text-align: left;">Nuri: (Laugh). Before I started on the design, Mr. Takumi offered a lot of ideas. They sounded fun, but I thought that if I’d use them…<br /> </div><div style="text-align: left;">Takumi: It’d be bad?<br /> </div><div style="text-align: left;">Nuri: Yeah. I was worried how he’d turn out.<br /> </div><div style="text-align: left;">Interviewer: Garyū is like an straightforward, handsome man. He’s an overall nice guy.<br /> </div><div style="text-align: left;">Takumi: Really? I don’t really know myself.<br /> </div><div style="text-align: left;">Matsukawa: At first he seems like he’s showing off, and he’s also older than the protagonist, so he treats Odoroki a bit like a child. But at the end, they fight together. Mitsurugi in the previous games seemed to be fighting within the system in order to find the truth, but Garyū doesn’t seem to care about the system at all. ”Who cares about the organization?” “Give me the truth right now.” I have the feeling he seems someone who cares more about the result.<br /> </div><div style="text-align: left;">Interviewer: When it comes to emotion and logic, Mitsurugi will favor logic. Garyū on the other hand seems hot-blooded and all about emotions from start to finish.<br /> </div><div style="text-align: left;">Takumi: Really. But I think Kawazu is like that too. Perhaps the characters aren’t that black-white this time. I can’t tell what actions they’d take if they’d appear another time.<br /> </div><div style="text-align: left;">Nuri: Garyū for myself was a character I thought was grey, or at least with a lot of parts I didn’t manage to grasp.<br /> </div><div style="text-align: center;"><span style="font-size: large;"><b>Those Familiar Faces</b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: There are a few characters who return from the previous games. How did you pick them out?<br /> </div><div style="text-align: left;">Takumi: Good question. There were no particular reasons. We used them whenever they were necessary. I don’t know the details myself, but the role Harabai (Mike Meekins) got was actually meant for another character, but in the end, there was no time left, so…<br /> </div><div style="text-align: left;">Matsukawa: And that’s why he was forced to quit the police. Poor man.<br /> </div><div style="text-align: left;">Takumi: They say that in this country, the power is divided in three: judiciary, legislature, administration. So the police can’t be working in the courthouse or something like that… I’m not sure if that’s how it works. Anyway, it was safer to make him quit his old job. But he still wants to return to the police.<br /> </div><div style="text-align: left;">Interviewer: So if he returns in a future game, he might be back at the police.<br /> </div><div style="text-align: left;">Takumi: I hope so for him. And Director Hotta (Hotti) also appears in <i>4</i>.<br /> </div><div style="text-align: left;">Nuri: Yeah.<br /> </div><div style="text-align: left;">Takumi: He just appeared because we had a hospital setting. Previously, he was named Hotta after <i>bottakuri</i> (overcharging rip-off), this time his name Hikita came from <i>hittakur</i>i (snatch). He gets around a lot, as a patient.<br /> </div><div style="text-align: left;">Interviewer: Are their brothers with different names or just completely unrelated persons perhaps?<br /> </div><div style="text-align: left;">Takumi: No, they’re the same person. He’s the same man, and I wrote him as if he always get in somewhere, somehow.<br /> </div><div style="text-align: left;">Interviewer: Had you considered using the previous main characters like Mitsurugi and Mayoi?<br /> </div><div style="text-align: left;">Takumi: No. Like I mentioned earlier, we wanted to create a story for a new protagonist. If Mitsurugi or Mayoi had appeared, it would all have been meaningless. This might sound like an egoistic act of the author, but I wanted to make something separate from the previous three games.<br /> </div><div style="text-align: left;">Matsukawa: I think nobody had even considered going there when making this game. The idea was to start in new territory, so we only wanted to bring the necessary essentials over from the previous games.<br /> </div><div style="text-align: left;">Takumi: From the people above we got the order to make the game connect to the world of the previous games, and to have Naruhodō appear, so I wanted to make a fun game within those limitations.<br /> </div><div style="text-align: left;">Interviewer: As the rival prosecutor, Garyū and Mitsurugi overlap in terms of roles, while Minuki and Mayoi do the same in the roles of heroines. So I guess that would have made it difficult to use Mitsurugi and Mayoi too?<br /> </div><div style="text-align: left;">Takumi: Yes. I think the way barely got away with how Naruhodo-kun was used. Because we want the new protagonist to be the hero of course. Itonoko (Gumshoe) is a different story. He wasn’t supposed to appear at first actually, but because of how the story developed, he made his appearance. He’s fun to write.<br /> </div><div style="text-align: left;">Matsukawa: A perfect attendance record!<br /> </div><div style="text-align: left;">Interviewer: So the only ones to get an award for perfect attendance are Naruhodo-kun and Itonoko…<br /> </div><div style="text-align: left;">Takumi: And Auchi (Winston Payne) and the judge. The judge is the same person too.<br /> </div><div style="text-align: left;">Interviewer: Are the characters from the previous games still alive in your mind?<br /> </div><div style="text-align: left;">Takumi: They’re all a part of me, so of course they’re still alive. But I don’t think about what happened to them “afterwards.” They just live happily in that world. I don’t like settling on all kinds background stories and story settings. That’d only limit the ways everyone else likes to think about them, and I am bad at deciding on things like that in the first place.<br /> </div><div style="text-align: center;"><span style="font-size: large;"><b>A Taste For Naming Is Important!</b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: The third episode in the game has a lot of foreigners. Lamiroir, Machi Tobyae. How do you come up with their names?<br /> </div><div style="text-align: left;">Takumi: They were difficult, because I hadn’t thought of foreign names before. It took me quite some while to make up how I’d name them.<br /> </div><div style="text-align: left;">Interviewer: Where do their names come from?<br /> </div><div style="text-align: left;">Takumi: Nothing particular. Take Lamiroir’s manager for example. I was checking something while standing near one of the female staff members who likes cooking and I noticed a recipe she had. Ingredients: Romaine lettuce. So I thought, why not.<br /> </div><div style="text-align: left;">Interviewer: There’s really romaine lettuce?<br /> </div><div style="text-align: left;">Takumi: Yes, it exists. I didn’t know myself until then. I think it’s used in Italian food or something like that? But I thought the name looked beautiful. Anything goes for a name. As long as it has impact, or “flavor.” So I figured, Romein Letouse might work for a guard-like character.<br /> </div><div style="text-align: left;">Interviewer: And Lamiroir and Machi Tobaye?<br /> </div><div style="text-align: left;">Takumi: I honestly don’t remember where Machi Tobaye came from. Lamiroir basically come from the French l<i>a miroir</i>, mirror. I don’t remember why she’s named after a mirror though. Perhaps because she’s a landscape artist? Like a mirror that reflects the landscape on the canvas.<br /> </div><div style="text-align: left;">Interviewer: I don’t understand Hamigaki’s name either.<br /> </div><div style="text-align: left;">Takumi: Hamigaki’s name was actually meant for another character.<br /> </div><div style="text-align: left;">Nuri: He had been in the scenario really early on.<br /> </div><div style="text-align: left;">Takumi: Anyway, I rather liked the name Hamigaki, so I wanted to use it. I think the name was first for a rakugo artist?<br /> </div><div style="text-align: left;">Nuri: Yes. Something-tei Hamigaki.<br /> </div><div style="text-align: left;">Takumi: That’s it! Something-tei Hamigaki. The story I had thought of at that time needed a rakugo artist. But he disappeared after a while.<br /> </div><div style="text-align: left;">Interviewer: And Doburoku Ese (Drew Misham) comes from <i>ese</i>, a fake?<br /> </div><div style="text-align: left;">Takumi: Yes. No special meaning to Doburoku. I just think it sounded cute.<br /> </div><div style="text-align: left;">Interviewer: And Makoto (Vera Misham)’s <i>makoto</i> (truth) forms a set with <i>ese</i>, fake?<br /> </div><div style="text-align: left;">Takumi: Yes. Probably.<br /> </div><div style="text-align: left;">Matsukawa: Of course it does (laugh).<br /> </div><div style="text-align: left;">Takumi: It’s kinda like we’re playing riddles. It’s not like every name has a particular meaning to it. Like Romain Letouse.<br /> </div><div style="text-align: left;">Interviewer: What comes first, a character’s name or design?<br /> </div><div style="text-align: left;">Nuri: They usually have names already. But they often change later on. I think Machi changed this time?<br /> </div><div style="text-align: left;">Takumi: It did?<br /> </div><div style="text-align: left;">Nuri: I think he had a different gender too….<br /> </div><div style="text-align: left;">Matsukawa: Yeah, he changed.<br /> </div><div style="text-align: left;">Takumi: Oh yeah, he was a girl at first. I don’t why, but we made him a boy later on. Sometimes that happens to make a certain trick in the mystery plot work.<br /> </div><div style="text-align: left;">Nuri: Yeah. A lot changes during the process, so I try not to work too much of the names. Their roles in the stories are much more important than their names. Ages are much more important when it comes to the designs than names.<br /> </div><div style="text-align: left;">Takumi: More than names, yeah.<br /> </div><div style="text-align: left;">Interviewer: As we’re talking about names anyway, is it hard to make sure you come up with names for locations or places like Borscht that don’t exist already?<br /> </div><div style="text-align: left;">Takumi: Restaurants and other places don’t pose any difficulties. They’re not really important after all. So I just decide on the names on a whim. I’m more careful with names of characters. It’s what gives them life.<br /> </div><div style="text-align: left;">Interviewer: Do you base places on restaurants you yourself frequent, or use names of places you know and change them a little?<br /> </div><div style="text-align: left;">Takumi: Ah, recently, I went to a place where they had a lot of fancy clothing shops and I was looking at the names of the shops. I often saw the pattern where similar-looking words are repeated. <i>Prêt-à-porter</i>. So I was thinking, what about if you named a new brand <i>Osuto Mesuto</i> (TN: <i>osu to mesu to</i>/male and female). I thought that sounded good.<br /> </div><div style="text-align: left;">Interviewer: You like puns, don’t you?<br /> </div><div style="text-align: left;">Takumi: Not really puns. Just playing with words.<br /> </div><div style="text-align: left;">Nuri: But you always tell us to not call them puns.<br /> </div><div style="text-align: left;">Takumi: I do.<br /> </div><div style="text-align: left;">Nuri: “They’re not puns!!”<br /> </div><div style="text-align: left;">Matsukawa: “It’s my taste in jokes!!”<br /> </div><div style="text-align: left;">Takumi: It depends. I don’t use puns for character names.<br /> </div><div style="text-align: left;">Nuri: …He’s always like that.<br /> </div><div style="text-align: left;">Takumi: Take Naruhodō Ryūichi for example. Not a pun in sight.<br /> </div><div style="text-align: left;">Interviewer: <i>Naruhodo</i>! (I see!)<br /> </div><div style="text-align: left;">Takumi: … I suppose there’s Machio Mamoru (Dustin Prince. TN: “<i>Machi wo mamoru</i>” means “Protecting town”). But I generally don’t use puns!<br /> </div><div style="text-align: left;">Matsukawa: That doesn’t make any sense!<br /> </div><div style="text-align: left;">Takumi: Look at Mitsurugi Reiji. I really gave his name a lot of thought. But usually when I say they’re puns, everyone just shrugs at me.<br /> </div><div style="text-align: left;">Interviewer: Mitsurugi’s name reflects the sharpness of a sword (<i>tsurugi</i>), right?<br /> </div><div style="text-align: left;">Takumi: Yes. Itonokogiri (fretsaw) too. The moment you think of a name like Itonokogiri, you just want to use it. Generally, I like these kinds of names that just suddenly pop in your head.<br /> </div><div style="text-align: left;">Interviewer: I suppose it’s hard to come up with object and other things that are mentioned in the story, like Incuritis?<br /> </div><div style="text-align: left;">Takumi: Incuritis… that’s one example I wish you hadn’t mentioned (laugh). I mixed the names of existing poisons for atroquinine, making it sound like something that’s bad for you.<br /> </div><div style="text-align: left;">Interviewer: Had you considered using a real poison in episode 4?<br /> </div><div style="text-align: left;">Takumi: No. To be honest here, the main reason was because I thought there was no poison in existence that met the qualifications the story required of it. The most important quality it needed to had was that the poison could be applied seven years ago and still be poisonous. I didn’t know whether such a poison existed or not. For example, I thought I had heard that cyanide only lasts for six months. So as the writer, I thought it’d be easier if I invented a poison myself.<br /></div><div style="text-align: center;"><span style="font-size: large;"><b> </b></span></div><div style="text-align: center;"><span style="font-size: large;"><b>Miracles That Go Beyond Human Imagination Are Fun</b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: Thanks to the new mechanic Perceive, we can now look at some characters In detail. Was it more difficult to create the graphical assets because of that this time?<br /> </div><div style="text-align: left;">Nuri: If we had worked like we had done before, we could have rough line work in the original artwork, but obviously, we couldn’t have that in the artwork we use in the Perceive parts. The lines of the original pictures would be too obvious for everyone to see… So we had to draw each line perfectly, and also work on all the details. It meant a lot of extra work.<br /> </div><div style="text-align: left;">Interviewer: Do you scan in the original artwork once you are done with it?<br /> </div><div style="text-align: left;">Nuri: We often draw on the computer right away nowadays to save time. Usually we’d draw the art a bit smaller than for print media for efficiency and because of the resolution, but once we decided on adopting the Perceive mechanic, we had to enhance the resolution of the artwork. If we had drawn the character art at the resolution we used to work with and used that in the Perceive segments, you’d see clearly whenever a line was a bit crooked. It’d make it too clear on the game screen that the art was actually “drawn”. It’d infringe on the reality of the characters, so we paid a lot of attention to that.<br />Interviewer: So you had to draw artwork at a higher resolution especially for Perceive?<br /> </div><div style="text-align: left;">Nuri: Often, it had not been decided yet on which animation cycles Perceive would be used. That’s what really caused a lot of trouble for us. So for all the characters we knew would get a Perceive segment, we had to draw all of the animations at a bigger size and clean the artwork up. All of them could be chosen, so ultimately we had to do all of the animations like that (laugh).<br /> </div><div style="text-align: left;">Interviewer: Is it true that Odoroki already had his bracelet as a prop long before it was decided he’d use the bracelet to use Perceive?<br /> </div><div style="text-align: left;">Nuri: Yes. I just added it in because I wanted something on his arm, something that’d stand out (laugh). His arm just stands out whenever he points his finger.<br /> </div><div style="text-align: left;">Takumi: Yes, it’s right in front of you.<br /> </div><div style="text-align: left;">Nuri: Mr. Takumi and I, we trust each other. I was sure he’d do something or just mention the bracelet in the story.<br /> </div><div style="text-align: left;">Takumi: Yeah, he sure looked like he was sure I’d figure something out with the bracelet.<br /> </div><div style="text-align: left;">Nuri: But I was surprised how much was focused on it actually.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Really?<br /> </div><div style="text-align: left;">Nuri: Yeah. You hadn’t decided on having that bracelet on top of the screen yet.<br /> </div><div style="text-align: left;">Takumi: Oh, yeah, that’s right.<br /> </div><div style="text-align: left;">Nuri: That’s why I was happy.<br /> </div><div style="text-align: left;">Takumi: That’s good to hear.<br /> </div><div style="text-align: left;">Interviewer: Are there other things that were decided upon because of the designs?<br /> </div><div style="text-align: left;">Nuri: I think that happened a lot with the main cast this time?<br /> </div><div style="text-align: left;">Takumi: Really?<br /> </div><div style="text-align: left;">Nuri: We started designing the main characters at the same time as the writing of the scenarios. The story wasn’t there yet, so we had to imagine how the characters would look like before the story was done. I’m sure there were times where you saw the designs first, influencing the story later on.<br /> </div><div style="text-align: left;">Takumi: Ah, Garyū and his brother.<br /> </div><div style="text-align: left;">Nuri: The tone of his dialogue lines changed a lot.<br /> </div><div style="text-align: left;">Interviewer: Mr. Nuri, did you come up with the animation when Apollo’s shocked and the part beneath his nose goes all the way down like this?<br /> </div><div style="text-align: left;">Nuri: You mean near the end of that damage animation, right? That didn’t come out of one of my idea drawers. I was just one step ahead of that. You remember?<br /> </div><div style="text-align: left;">Takumi: Sure I remember.<br /> </div><div style="text-align: left;">Nuri: There’s that animation where he opens his mouth in shock. I was trying a lot of variation, and I was just erasing his mouth. So part of his mouth was already gone and that looked a lot like when the part beneath his nose dives. Mr. Takumi just happened to be standing next to me, and he thought it looked good. So he told me to erase a part here and add something there, and there it was.<br /> </div><div style="text-align: left;">Matsukawa: Just a flash of inspiration.<br /> </div><div style="text-align: left;">Nuri: When we were done it took me a while to process how this expression actually works myself (laugh). His jaw goes like this… it’s a really funny face.<br /> </div><div style="text-align: left;">Interviewer: It’s quite unique.<br /> </div><div style="text-align: left;">Nuri: Very. “I have never…”<br /> </div><div style="text-align: left;">Takumi: Yepyepyep.<br /> </div><div style="text-align: left;">Nuri: “…Seen a face like that,’ Mr. Takumi said. So we added it to the game. So one extra part was added to that damage animation.<br /> </div><div style="text-align: left;">Takumi: Precisely.<br /> </div><div style="text-align: left;">Nuri: The phase before that was what I had originally intended to be the peak of that animation. I couldn’t link the two expressions immediately, so I had to add an extra face to connect them for a multi-faceted surprise animation.<br /> </div><div style="text-align: left;">Takumi: We can time character’s animations and facial expressions down to 1/60 sec. So the moment that face appears, we could time so he’d immediately enter a different animation. I remember we worked a lot on the timing.<br /> </div><div style="text-align: left;">Interviewer: Do you work on the timing of those animations yourself?<br /> </div><div style="text-align: left;">Takumi: Yes. Other people helped me too this time, but until <i>Gyakuten Saiban 3</i>, I always did it myself.<br /> </div><div style="text-align: left;">Nuri: As Odoroki’s name means "surprise", I had plans from the start to make his shocked animation his most unique one. Perhaps we went a bit too far though.<br /> </div><div style="text-align: left;">Matsukawa: He looks really odd.<br /> </div><div style="text-align: left;">Takumi: I like it when coincidences lend a hand. Like some force’s at work that goes beyond our human imagination. Sounds interesting, right?<br /> </div><div style="text-align: left;">Interviewer: Speaking of surprises, I was shocked that Mugitsura (Eldoon) was wearing a w*g.<br /> </div><div style="text-align: left;">Takumi: Oh, that was just because we joked around.<br /> </div><div style="text-align: left;">Nuri: Yeah. It was just something we came up with on the spot. Let’s give him this bowl, like he’s wearing ramen.<br /> </div><div style="text-align: left;">Takumi: That had been there from the start.<br /> </div><div style="text-align: left;">Nuri: Characters like Mugitsura are all about the impactful impression they leave, so it’s fun coming up with ideas like that for them.<br /> </div><div style="text-align: left;">Takumi: Yes.</div><div style="text-align: left;"></div><div style="text-align: left;"><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-d_XauKw9jag/YPBHoU8Z6II/AAAAAAAABTk/xhw_613jSHgNM5GbJpJAZDF9QiOu3ehSQCLcBGAsYHQ/s250/AA4Long6.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="187" data-original-width="250" src="https://1.bp.blogspot.com/-d_XauKw9jag/YPBHoU8Z6II/AAAAAAAABTk/xhw_613jSHgNM5GbJpJAZDF9QiOu3ehSQCLcBGAsYHQ/s0/AA4Long6.jpg" /></a></div><br /> </div><div style="text-align: left;">Interviewer: I was also surprised by the animation when you point out the contradiction in Hamigaki’s testimony.<br /> </div><div style="text-align: left;">Nuri: That was Mr. Takumi. In person.<br /> </div><div style="text-align: left;">Takumi: Oh that. I showed them myself, using my own body. Like I was Hamigaki.<br /> </div><div style="text-align: left;">Matsukawa: He was all energetic, using his own face as an example. “Like this!!”<br /> </div><div style="text-align: left;">Nuri: I burst in laughter.<br /> </div><div style="text-align: left;">Matsukawa: When it was decided that Hamigaki would use a toothbrush, Mr. Takumi went to the designer, and showed him in person what he meant.<br /> </div><div style="text-align: left;">Takumi: (Moving his hand like he’s brushing his teeth) Like this.<br /> </div><div style="text-align: left;">Nuri: Hamigaki was made with Mr. Takumi’s acting..<br /> </div><div style="text-align: left;">Takumi: Yes, he has a lot of me. They say I look a bit like him.<br /> </div><div style="text-align: left;">Nuri: Hamigaki, you mean, right? He looks like you.<br /> </div><div style="text-align: left;">Matsukawa: Hamigaki. He’s the one who looks like you.<br /> </div><div style="text-align: left;">Takumi: Eh? No way!<br /> </div><div style="text-align: left;">Matsukawa: We’d say he looks a bit like you.<br /> </div><div style="text-align: left;">Nuri: His animations.<br /> </div><div style="text-align: left;">Matsukawa: When you’re lost in thought.<br /> </div><div style="text-align: left;">Nuri: How he nods.<br /> </div><div style="text-align: left;">Matsukawa: He looks like you when you snort.<br /> </div><div style="text-align: left;">Takumi: I see… I guess he looks like me.<br /> </div><div style="text-align: left;">Matsukawa: When I told Mr. Nuri Hamigaki looked like you, he told me to not tell you.<br /> </div><div style="text-align: left;">Nuri: Some people said they hated the way Hamigaki nods (laugh).<br /> </div><div style="text-align: left;">Takumi: I get it, I get it.<br /> </div><div style="text-align: left;">Matsukawa: The women hated him.<br /> </div><div style="text-align: left;">Nuri: They all said he irritated them.<br /> </div><div style="text-align: left;">Takumi: That was the whole concept behind him.<br /> </div><div style="text-align: left;">Interviewer: Is there a reason why Garyū Kirihito has a scar on his hand? Or was that just added mainly for design reasons?<br /> </div><div style="text-align: left;">Nuri: That scar was added quite a long time after we had finished his initial design and his original artwork. I discussed the scar with Mr. Takumi. I wanted to have some story for it.<br /> </div><div style="text-align: left;">Takumi: I asked for a scar so we’d have a mouth for the skull appearing on the back of his hand. The scenarios had already been finished by then. It does happens a lot that more is added to the story because of happenings like these. But this time… nothing came of it. There was no time anymore.<br /> </div><div style="text-align: left;">Nuri: There was no place to add the story to.<br /> </div><div style="text-align: left;">Takumi: I was afraid to make the story even longer than it already was by then. Sounds like a bad excuse maybe.<br /> </div><div style="text-align: left;">Nuri: If only we had the time. <br /> </div><div style="text-align: left;">Interviewer: Is there an important secret behind that scar, connected to his motive?</div><div style="text-align: left;"> <br /></div><div style="text-align: left;">Nuri: Something like a tear-jerking episode that happened in the past of the Garyū brothers.<br /> </div><div style="text-align: left;">Matsukawa: The way Odoroki’s bracelet got written in the story is an example of this process succeeding, in the case of Garyū Kirihito it was all too late.<br /> </div><div style="text-align: left;">Nuri: We were already in the last phase of the development cycle when we got working on his Perceive section. When I discussed the scar with Mr. Takumi, he had a pretty good story with the brothers, so it’s a bit sad we didn’t manage to add it.<br /> </div><div style="text-align: left;">Interviewer: Are there other character-related story elements you thought of that got in the game, Mr. Nuri?<br /> </div><div style="text-align: left;">Nuri: The badge on Naruhodo’s beanie. Quite some time after Naruhodo’s design had been finalized, Mr. Takumi suddenly gave me the scenario for episode 4 and told me to add something to Naruhodo’s head. I decided to use Akane’s badge. Decided that on my own (laugh).<br /> </div><div style="text-align: left;">Interviewer: So was Naruhodo given that badge by Akane?<br /> </div><div style="text-align: left;">Takumi: That’s what I assume.<br /> </div><div style="text-align: left;">Nuri: Perhap Akane gave him the data (laugh).<br /> </div><div style="text-align: left;">Matsukawa: As part of her forensic investigation?<br /> </div><div style="text-align: left;">Nuri: She might have been helping him with that badge. It’s not just a normal badge. But she wouldn’t know what it would have been used for (laugh). But then Naruhodo made smart use of it, something like that. Oh, about Naruhodo’s beanie, the idea is that Minuki made it for him, that’s why it’s the same color as Minuki’s magic panties.<br /> </div><div style="text-align: left;">Takumi: Oh, I didn’t know.<br /> </div><div style="text-align: left;">Nuri: I try to come up with all kinds of explanations for the designs.<br /> </div><div style="text-align: left;"></div><div style="text-align: left;">Interviewer: Does that mean Mr. Nuri thinks more of details like that than Mr. Takumi?<br /> </div><div style="text-align: left;">Nuri: I don’t think so… But I do pay a lot of attention to details like that, so I try to come up with ideas as I work on them.</div><div style="text-align: left;"><br />Takumi: (Snort)</div><div style="text-align: left;"><br />Everyone: (Laugh)<br /> </div><div style="text-align: center;"><span style="font-size: large;"><b>A New Challenge, With the Same Old Feeling</b></span><br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Interviewer: We’ve reached the end of this interview. Do you have any messages for all our readers?<br /><br /></div><div style="text-align: left;">Matsukawa: Thank you for buying the official walkthrough!</div><div style="text-align: left;"><br />Takumi: The <i>Gyakuten Saiban</i> series has now seen its fourth entry, but the one thought I have when I work on these games has not changed in all this time. It’s one thing: I want people to have fun with an entertaining work of mystery fiction. The protagonist of this series may change, but that one thought will never. This time too I gave everything I had to create this. With the game finally completed, I’m completely empty again, like it always goes. I hope everyone will enjoy the game: that’s the best ending Gyakuten Saiban 4 could have.</div><div style="text-align: left;"><br />Matsukawa: With trial and error, we succeeded in creating this game. I can only imagine that the people who reading this have gone through several phases too before they got this book. I’d be happy if you’d play the game again as you page through this book and take a look at the history of how this game was developed. This book has a lot of information about the development of the game, so perhaps you could play the game again, imagining how a character could also have turned out if things had gone differently. I recommend a second playthrough!<br /> </div><div style="text-align: left;">Nuri: As a new chapter in the <i>Gyakuten Saiban</i> series, we have characters with a slightly different taste than before, but also characters that are exactly like you’d expect of this series. I think we succeeded with mixing up the old and new type of characters. So I hope that both old and new fans of the series will enjoy this game. As a new chapter, the animations and facial expressions of the characters are more detailed now, and we gave us all working on those details, so I’d be happy if you’d play the game a second or a third time to take a better look at all the details!</div><div style="text-align: left;"><br />Interviewer: Thank you very much for today.</div><div style="text-align: left;"><br />(April 2nd, 2007. Capcom Development Building)</div>Ashhttp://www.blogger.com/profile/16349298369385273080noreply@blogger.com5tag:blogger.com,1999:blog-448989406699353420.post-85481098231633041782021-07-12T13:24:00.003+02:002021-07-13T19:31:04.079+02:00 Is Shin at Home a Softie for his Son? The Developers of Gyakuten Kenji 2 Answer Questions from our Readers (2011)<div style="text-align: left;">Title: Is Shin at Home a Softie for his Son? The Developers of <i>Gyakuten Kenji 2</i> Answer Questions from our Readers / 「信さんは家では息子に甘いパパ? 『逆転検事2』開発者が読者の質問に回答」<br />Source: <a href="https://dengekionline.com/elem/000/000/358/358418/">Dengeki Online</a></div><div style="text-align: left;"> <br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-jxciXdA6fSc/YOwjixLpobI/AAAAAAAABRc/FOPXCMSGpzw84XtGv3hjNdDdL-9sX2ySACLcBGAsYHQ/s200/GKQA1.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="181" data-original-width="200" src="https://1.bp.blogspot.com/-jxciXdA6fSc/YOwjixLpobI/AAAAAAAABRc/FOPXCMSGpzw84XtGv3hjNdDdL-9sX2ySACLcBGAsYHQ/s0/GKQA1.jpg" /></a></div>Summary: In April 2011, Dengeki Online posted an article with a short Q&A with the developers of <i>Gyakuten Kenji 2</i> ('<i>Turnabout Prosecutor 2</i>'), which had been released on the Nintendo DS about two months earlier. The questions submitted came from readers of Dengeki and are about various topics, ranging from questions about the writing process of the plots to asking about details regarding the character designs or how certain characters are portrayed in the game. </div><div style="text-align: left;"><br />Images are taken from the source article. Copyright belongs to their respective owners. The article contains spoilers for the plot of the game.<br /></div><span><a name='more'></a></span><div style="text-align: left;"></div><div style="text-align: left;"></div><div style="text-align: left;"><br /><span style="color: red;"><b><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-Mo6OuelT-dg/YOwj7rmgOeI/AAAAAAAABRk/p2nwQhgMkK8kPKwly34t_5INU14_Bwm2gCLcBGAsYHQ/s256/GKQA2.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="192" data-original-width="256" src="https://1.bp.blogspot.com/-Mo6OuelT-dg/YOwj7rmgOeI/AAAAAAAABRk/p2nwQhgMkK8kPKwly34t_5INU14_Bwm2gCLcBGAsYHQ/s0/GKQA2.jpg" /></a></div> <br /></b></span></div><div style="text-align: left;"><span style="color: red;"><b>Q</b></span>: Is Mitsurugi’s partner not Itonoko, but Mikumo? (From: Yūki)</div><div style="text-align: left;"><br /><b>A</b>: Mitsurugi (Edgeworth) and Itonoko (Gumshoe) of course form a duo as a prosecutor and police detective. In terms of the protagonist and the heroine, Mitsurugi and Mikumo (Kay Faraday) of course form a duo. In terms of comedy, Mikumo and Itonoko form a duo of <a href="https://en.wikipedia.org/wiki/Glossary_of_owarai_terms#boke"><i>boke</i></a>. So together they form <span style="color: red;"><b>a happy trio</b></span>.</div><div style="text-align: left;"> </div><div style="text-align: left;"></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-aAjjVnyk0ME/YOwkEg2gSWI/AAAAAAAABRo/wsvauYh0IYUVHJZSTVQ6cnx94i4aaiMsQCLcBGAsYHQ/s256/GKQA3.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="192" data-original-width="256" src="https://1.bp.blogspot.com/-aAjjVnyk0ME/YOwkEg2gSWI/AAAAAAAABRo/wsvauYh0IYUVHJZSTVQ6cnx94i4aaiMsQCLcBGAsYHQ/s0/GKQA3.jpg" /></a></div><div style="text-align: left;"><b> </b></div><div style="text-align: left;"><span style="color: red;"><b>Q</b></span>: We haven’t seen Mitsurugi brooding and moody anymore like in the main <i>Gyakuten Saiban</i> (<i>Ace Attorney</i>) series. Why don’t we get to see his more humble side anymore? (From: Koro)<br /><b> </b></div><div style="text-align: left;"><b>A</b>: Perhaps because he has grown now he has become the protagonist. And it’s likely Mitsurugi could show his weaker moments there because he was with Naruhodō. He wouldn’t let Itonoko or Mikumo know when he’s disheartened.<br /><b> </b></div><div style="text-align: left;"><span style="color: red;"><b>Q</b></span>: This game showed Mitsurugi got his love for tea from his father Shin. Did he inherit other hobbies or habits from his father? (From: Mashiro)</div><div style="text-align: left;"> </div><div style="text-align: left;"><b>A</b>: The hobbies he got from his father are chess, and reading the the six major legal codes. And he also <span style="color: red;"><b>inherited the way that pluck of hair stands on the back of head, and his objection pose with which he puts pressure on his opponents</b></span>.</div><div style="text-align: left;"><br /><b><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-ML_EILQtHk0/YOwkP7wJa3I/AAAAAAAABRs/ZxCgJvbkmm8oht7ZJXyFkIoEnkWxXeeSwCLcBGAsYHQ/s350/GKQA4.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="349" data-original-width="350" src="https://1.bp.blogspot.com/-ML_EILQtHk0/YOwkP7wJa3I/AAAAAAAABRs/ZxCgJvbkmm8oht7ZJXyFkIoEnkWxXeeSwCLcBGAsYHQ/s320/GKQA4.jpg" width="320" /></a></div> <br /></b></div><div style="text-align: left;"><span style="color: red;"><b>Q</b></span>: Where do they sell that frilly thing he always wears? Is it order made? (From: Bikini Monster, and more)<br /><b> </b></div><div style="text-align: left;"><b>A</b>: It’s an order-made item by a designer hired by Karuma Gō (Manfred von Karma). It’s not something you can easily find, so if you want one try to make one yourself.</div><div style="text-align: left;"> </div><div style="text-align: left;"></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-9ZR1kWKAMb0/YOwkbyfe-8I/AAAAAAAABR0/Kq4QwF6chfMP8bf1YNHfU5m4O2TPG6magCLcBGAsYHQ/s256/GKQA6.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="192" data-original-width="256" src="https://1.bp.blogspot.com/-9ZR1kWKAMb0/YOwkbyfe-8I/AAAAAAAABR0/Kq4QwF6chfMP8bf1YNHfU5m4O2TPG6magCLcBGAsYHQ/s0/GKQA6.jpg" /></a></div><div style="text-align: left;"><br /><span style="color: red;"><b>Q</b></span>: Is Mikumo a dog person or a cat person? (From: Igi Airī)<br /><b> </b></div><div style="text-align: left;"><b>A</b>: <b><span style="color: red;">Bird person</span></b>. But if she had to choose, probably a cat person. She was playing with the cat in the prison with the animals.<br /><b> </b></div><div style="text-align: left;"><span style="color: red;"><b>Q</b></span>: Does Mikumo go to high school normally? (From: Payan)<br /><b> </b></div><div style="text-align: left;"><b>A</b>: It might not look like it, but <b><span style="color: red;">she does goes to school</span></b>. Her best subject is P.E.</div><div style="text-align: left;"> </div><div style="text-align: left;"></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-3DTpEjXuXX8/YOwkk7uxPuI/AAAAAAAABR4/OvhXY4ZevqYDd2t3kc3SUQ6TduUu0c7UQCLcBGAsYHQ/s256/GKQA7.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="192" data-original-width="256" src="https://1.bp.blogspot.com/-3DTpEjXuXX8/YOwkk7uxPuI/AAAAAAAABR4/OvhXY4ZevqYDd2t3kc3SUQ6TduUu0c7UQCLcBGAsYHQ/s0/GKQA7.jpg" /></a></div><br /><div style="text-align: left;"><span style="color: red;"><b>Q</b></span>: Why does Ichiyanagi Yumihiko have a conductor’s baton? (From: Moeru Lion)<br /><b> </b></div><div style="text-align: left;"><b>A</b>: According to himself, the investigation of a case is always dangerous. It’s dangerous to just touch evidence found. So he pokes the evidence first with his baton to see what happens. By the way, the reason why he’s wearing gloves 24/7 is because no matter what trouble he might get into, he’ll never leave fingerprints. This is how a first-rate prosecutor conducts himself.</div><div style="text-align: left;"> </div><div style="text-align: left;"></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-_d__vLSMWqo/YOwkvHvCbtI/AAAAAAAABSA/zmWjt_yohGYWa_lskJcvX0QDL5w_3w5MACLcBGAsYHQ/s256/GKQA8.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="192" data-original-width="256" src="https://1.bp.blogspot.com/-_d__vLSMWqo/YOwkvHvCbtI/AAAAAAAABSA/zmWjt_yohGYWa_lskJcvX0QDL5w_3w5MACLcBGAsYHQ/s0/GKQA8.jpg" /></a></div><div style="text-align: left;"><b> </b></div><div style="text-align: left;"><span style="color: red;"><b>Q</b></span>: What does Mikagami hit with her hammer? The floor? (From: Gyakuten Ronpa)<br /> </div><div style="text-align: left;"><b>A</b>: It’s the floor. They don’t find footprints, but <span style="color: red;"><b>gavel prints</b></span> whenever she has visited a crime scene. In the early production stages, there was an idea to have Ichiyanagi take out a stand she could use her gavel on.</div><div style="text-align: left;"><br /><span style="color: red;"><b>Q</b></span>: Can the gavel of the judge also extend like that of Mikagam? (From: Aru)<br /><b> </b></div><div style="text-align: left;"><b>A</b>: No. He’d hurt his back if he’d swing a long gavel like that.</div><div style="text-align: left;"> </div><div style="text-align: left;"></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-gjnNCsQuYbw/YOwk4D48quI/AAAAAAAABSI/46J5Ah9wriYdwcVwpa9MAYt0QnOdWDrdACLcBGAsYHQ/s256/GKQA9.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="192" data-original-width="256" src="https://1.bp.blogspot.com/-gjnNCsQuYbw/YOwk4D48quI/AAAAAAAABSI/46J5Ah9wriYdwcVwpa9MAYt0QnOdWDrdACLcBGAsYHQ/s0/GKQA9.jpg" /></a></div><br /><div style="text-align: left;"><span style="color: red;"><b>Q</b></span>: What does Shigarak's pose with the double peace sign mean? (From: Tsukushinbopopopo)<br /><b> </b></div><div style="text-align: left;"><b>A</b>: That isn’t a peace sign. It’s a gesture often used in the English-language world and is to emphasize a phrase with quotes (“”← like this). You’ll see it used a lot in foreign drama series, so try to look for it next time you watch one!<br /><b> </b></div><div style="text-align: left;"><span style="color: red;"><b>Q</b></span>: Did Shigaraki pass the bar exam at age 19? If that’s true, that’d make him a prodigy like Mitsurugi. </div><div style="text-align: left;">(From: Shīpī)<br /><b> </b></div><div style="text-align: left;"><b>A</b>: Yes, he passed it then. That’s pretty amazing. I wonder how many notepads he had to eat for that?</div><div style="text-align: left;"> </div><div style="text-align: left;"></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-9o2fwawVsT0/YOwlETt7mqI/AAAAAAAABSQ/vY8UBhPzYNIJK7mye6W5fE2W8HT0Y_OZwCLcBGAsYHQ/s256/GKQA10.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="192" data-original-width="256" src="https://1.bp.blogspot.com/-9o2fwawVsT0/YOwlETt7mqI/AAAAAAAABSQ/vY8UBhPzYNIJK7mye6W5fE2W8HT0Y_OZwCLcBGAsYHQ/s0/GKQA10.jpg" /></a></div><br /><div style="text-align: left;"> </div><div style="text-align: left;"><span style="color: red;"><b>Q</b></span>: Has Shigaraki never had problems with his stomach by eating paper? (From: Mitsurugi Fan Club Member No. 3)<br /> </div><div style="text-align: left;"><b>A</b>: It’s<span style="color: red;"><b> paper the human body can safely consume</b></span>, so it’s okay! He’s actually also careful when it comes to his health.</div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-XnsqzEoHAbY/YOwlPh9fvJI/AAAAAAAABSY/38fbLu-A1sINn7KpoVEEkrW5aMJ37AcPACLcBGAsYHQ/s256/GKQA11.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="192" data-original-width="256" src="https://1.bp.blogspot.com/-XnsqzEoHAbY/YOwlPh9fvJI/AAAAAAAABSY/38fbLu-A1sINn7KpoVEEkrW5aMJ37AcPACLcBGAsYHQ/s0/GKQA11.jpg" /></a></div> <br /><span style="color: red;"><b>Q</b></span>: When Shin had his photograph taken, he said he had confidence in his hair today, so why did he keep his hat on? (From: Mayun)</div><div style="text-align: left;"><br /><b>A</b>: He apparently meant that he had confidence in his hair today (with his hat on). A gentleman’s dandy appearance starts with his hair.</div><div style="text-align: left;"><br /><span style="color: red;"><b>Q</b></span>: Mitsurugi Shin is such a gentleman, how wonderful! How tall is he? And he is a talented defense attorney, but is he soft on his son at home? (From: Juri)</div><div style="text-align: left;"><br /><b>A</b>: He’s about as tall as the grown-up Mitsurugi. He is always mindful to act the best he can at the office, in the court and as a father at home. He won’t be overly soft on his son, but he loves his son dearly.</div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-aYpixXBpsFI/YOwlXt4ippI/AAAAAAAABSg/_5N5tMwJiEYWOYciYV46EBeBarejagplgCLcBGAsYHQ/s301/GKQA13.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="301" data-original-width="250" src="https://1.bp.blogspot.com/-aYpixXBpsFI/YOwlXt4ippI/AAAAAAAABSg/_5N5tMwJiEYWOYciYV46EBeBarejagplgCLcBGAsYHQ/s0/GKQA13.jpg" /></a></div> <br /><span style="color: red;"><b>Q</b></span>: What’s the trap for that’s hanging from Hayami’s backpack? (From: Shōnosuke)</div><div style="text-align: left;"><br /><b>A</b>: Her food for the day. Whenever she has to do a stake out for an article, she’s able to obtain food with her trap. It’s of course not to capture persons who are running away from her because she’s trying to interview them. <span style="color: red;"><b>Probably</b></span>.</div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-oDvU5_isBzo/YOwlgtKa4EI/AAAAAAAABSo/W5SCR_VLepcd63uGZPh2RF1aeQHC0wl-QCLcBGAsYHQ/s256/GKQA14.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="192" data-original-width="256" src="https://1.bp.blogspot.com/-oDvU5_isBzo/YOwlgtKa4EI/AAAAAAAABSo/W5SCR_VLepcd63uGZPh2RF1aeQHC0wl-QCLcBGAsYHQ/s0/GKQA14.jpg" /></a></div><br /><span style="color: red;"><b>Q</b></span>: I think Tsukasa had romantic feelings for Tenkai, but what does Tenkai think of her? (From: Sirenia)<br /><b> </b></div><div style="text-align: left;"><b>A</b>: She loves Tenkai like her father or family. Tenkai loves her as his precious daughter, in the past and still now even.</div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-dMkYPIj0_Gc/YOwlr9fKxDI/AAAAAAAABSw/hy5PMZoTwMI3smb88u30kM_vLJe1U9ohACLcBGAsYHQ/s261/GKQA15.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="260" data-original-width="261" src="https://1.bp.blogspot.com/-dMkYPIj0_Gc/YOwlr9fKxDI/AAAAAAAABSw/hy5PMZoTwMI3smb88u30kM_vLJe1U9ohACLcBGAsYHQ/s0/GKQA15.jpg" /></a></div> <br /></div><div style="text-align: left;"><span style="color: red;"><b>Q</b></span>: What do all those prosecutor’s badges mean on Ichiyanagi Bansai’s chest? Are those badges taken from prosecutors by the Prosecutorial Investigation Committee? (From: Saishū Heiki)</div><div style="text-align: left;"><br /><b>A</b>: Exactly. He collects the badges from prosecutors who had them taken away from them by the Committee. And if you look closely, you’ll see he has room for one more badge. <b><span style="color: red;">He was planning to put Mitsurugi’s badge there</span></b>.</div><div style="text-align: left;"><br /><span style="color: red;"><b>Q</b></span>: I felt a shudder when I realized Ichiyanagi Bansai, Karuma Gō and Ganto Kaiji (Damon Gant) were all active in the same period. Are there any plans to show how these three became evil? (From: TOMO-PON)</div><div style="text-align: left;"><br /><b>A</b>: It’d be fun if we could tell the story of those three! But it’d probably become something like a dark Roman picaresque. I doubt that’d make for a good game…</div><div style="text-align: left;"><br /><span style="color: red;"><b>Q</b></span>: Could you tell me which of the new characters were popular with the staff? (From: Tiger Inu, and more)</div><div style="text-align: left;"><br /><b>A</b>: The most popular among the female staff was <span style="color: red;"><b>by far Ichiyanagi Yumihiko</b></span>.</div><div style="text-align: left;"><br /><span style="color: red;"><b>Q</b></span>: Why didn’t Obachan (Wendy Oldbag) appear in this game? What is she doing now? (From: Akī, Honey Toast, and many more)</div><div style="text-align: left;"><br /><b>A</b>: You don’t see her, but she’s actually chasing after Mitsurugi. The idea is that she’s in one of the rooms of the Zodiac Art Gallery you can’t enter, but sadly enough her lines were cut.</div><div style="text-align: left;"> </div><div style="text-align: left;"></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-2Kyan41VnlA/YOwl2bWfq2I/AAAAAAAABS4/lrgdwoe0XfsH1zG5yIE39iW54ZsiCgmxACLcBGAsYHQ/s256/GKQA16.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="192" data-original-width="256" src="https://1.bp.blogspot.com/-2Kyan41VnlA/YOwl2bWfq2I/AAAAAAAABS4/lrgdwoe0XfsH1zG5yIE39iW54ZsiCgmxACLcBGAsYHQ/s0/GKQA16.jpg" /></a></div><br /><div style="text-align: left;"></div><div style="text-align: left;"><span style="color: red;"><b>Q</b></span>: When you work on the scenario, do you start with the overall outline of the case? Or do you start with a situation? (From: Saiyajin no Pūgī)</div><div style="text-align: left;"><br /><b>A</b>: The situation of the case. We start with “it’d be interesting if a case like this happened.” Because first we have to make sure that the case itself will attract attention and interest.</div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-TZanFCkyT7I/YOwmA-2zAvI/AAAAAAAABTA/qs0Eyblwt74kZLaBWKE0PZlKezK9S2k2wCLcBGAsYHQ/s256/GKQA17.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="192" data-original-width="256" src="https://1.bp.blogspot.com/-TZanFCkyT7I/YOwmA-2zAvI/AAAAAAAABTA/qs0Eyblwt74kZLaBWKE0PZlKezK9S2k2wCLcBGAsYHQ/s0/GKQA17.jpg" /></a></div> <br /><span style="color: red;"><b>Q</b></span>: The IS-7 Incident connects to the later DL-6 Incident and would change the lives of many. It’s basically the “prime incident”. Was this planned? (From: threewaves)</div><div style="text-align: left;"><br /><b>A</b>: It was already decided we’d write about<b><span style="color: red;"> Mitsurugi Shin’s final case and his first and final confrontation with Karuma Gō</span></b> at the story plotting stages. So yes, we knew we were working on the “prime incident.” We already knew how the trial would end, so the most difficult part was how we’d make use of that conclusion and write an ending to the case.</div><div style="text-align: left;"><br /><span style="color: red;"><b>Q</b></span>: What’s the most valuable object in the black market auction? (From: Hottokei, and more)</div><div style="text-align: left;"><br /><b>A</b>: Rumors say some objects go for more than 100,000,000 yen. Of the objects Mitsurugi and the others saw, the most valuable is probably the Alif Red statue.<br /> </div><div style="text-align: left;"><span style="color: red;"><b>Q</b></span>: I’d like the know where the name of the Great Kaiju Borumoth came from. (From: Chairoi Seien)<br /> </div><div style="text-align: left;"><b>A</b>: It’s a cow kaiju, so it comes from <a href="https://en.wikipedia.org/wiki/Horumonyaki"><i>horumon</i></a>.</div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-yRl1Dt5LAgo/YOwmLbVc_cI/AAAAAAAABTI/jR3THQco-yg0QVcA6pDY1fgeSfyXs6uMQCLcBGAsYHQ/s256/GKQA18.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="192" data-original-width="256" src="https://1.bp.blogspot.com/-yRl1Dt5LAgo/YOwmLbVc_cI/AAAAAAAABTI/jR3THQco-yg0QVcA6pDY1fgeSfyXs6uMQCLcBGAsYHQ/s0/GKQA18.jpg" /></a></div> <br /><span style="color: red;"><b>Q</b></span>: I think Itonoko helped a lot in <i>Gyakuten Kenji 2</i>. Are there plans for a spin-off with him as the protagonist? A spin-off with Mei also sounds fun. (From: Mika)</div><div style="text-align: left;"><br /><b>A</b>: It’d be fun to have other series with other protagonists besides Mitsurugi. However, <span style="color: red;"><b>perhaps a detective game wouldn’t work if Itonoko's the protagonist</b></span>. If Mei (Franziska) becomes the protagonist, we’d need an assistant who can stand all the whipping so that might be difficult.</div>Ashhttp://www.blogger.com/profile/16349298369385273080noreply@blogger.com0tag:blogger.com,1999:blog-448989406699353420.post-25859458652745145972021-05-30T13:37:00.002+02:002022-04-21T11:11:13.682+02:00Objection to Takumi Shū from the Developers!! (2007)<div style="text-align: left;">Title: Objection to Takumi Shū from the Developers!! /「開発者から巧舟へ異議あり!!」</div><div style="text-align: left;">Source: <i>Gyakuten Saiban 4</i> Official Guidebook</div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-zbxW4SvAqWw/YLN4VeG8jPI/AAAAAAAABQE/bi-aw0vwwYM5iUgiINRR-k-y0AuC4PekACLcBGAsYHQ/s283/aa4koshiki.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="283" data-original-width="200" src="https://1.bp.blogspot.com/-zbxW4SvAqWw/YLN4VeG8jPI/AAAAAAAABQE/bi-aw0vwwYM5iUgiINRR-k-y0AuC4PekACLcBGAsYHQ/s0/aa4koshiki.jpg" /></a></div>Summary: The official guidebook for <i>Gyakuten Saiban 4</i> (<i>Ace Attorney 4 - Apollo Justice</i>) features a short segment where various members of the development team finally got a chance to object to all the work Takumi Shū (as general supervisor of the game) made them do. From programmers to graphics artists, sound engineers and even the director of the game, they all have something to say to their boss who sometimes seemed only to be “bullying” his team with detailed directions regarding their work. Of course, it was all worth it to create the game. The funny segment gives a unique look into the various things the team members had to do under Takumi’s directions.</div><span><a name='more'></a></span><div style="text-align: left;"></div><div style="text-align: center;"><span style="font-size: large;"><b>Witnesses</b></span></div><div style="text-align: left;"> </div><div style="text-align: left;">Endō Mitsuru: I’m the director, actually. I direct this and that.</div><div style="text-align: left;"> </div><div style="text-align: left;">Nishiyama Naomi: Programmer. I mainly worked on setting up the scenario on the actual hardware.</div><div style="text-align: left;"> </div><div style="text-align: left;">Honda Toshihiko: Programmer. I worked on overall management and on the various mechanics. The most visible mechanic I worked on is the Mason System.</div><div style="text-align: left;"> </div><div style="text-align: left;">Horiyama Toshihiko: I worked on the BGM.</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō Yoshiki: I worked on the sound effects.</div><div style="text-align: left;"> </div><div style="text-align: left;">Fujii Periko: Characters, sprite animation and more.</div><div style="text-align: left;"> </div><div style="text-align: left;">Yamamoto Yūsuke: I worked on the sprite animation of the characters.</div><div style="text-align: left;"> </div><div style="text-align: center;"><span style="font-size: large;"><b>Defendant</b></span></div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi Shū: General supervisor who had jobs like writing the scenario.</div><div style="text-align: left;"><br /></div><div style="text-align: center;"><span style="font-size: large;"><b>Objection to Mr. Takumi’s computer! Chapter: Incidents That Left an Impression</b></span></div><div style="text-align: left;"> </div><div style="text-align: center;">1 <br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Honda: Mr. Takumi had troubles with the development tools, so I went up to his computer, but I was shocked at what I encountered there. The keys on his keyboard were worn down completely! Like, they were completely smooth and slippery! And he uses a trackball instead of a normal mouse, and he has swapped left and right for his click buttons in the configuration, so when I tried to use his computer, my fingers got instantly cramp. <br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: It was the keyboard I had used to type out all the scenarios ever since the first <i>Gyakuten Saiban</i> (<i>Ace Attorney</i> GBA). “My fingers can even melt plastic!” You never know what hidden powers people might have. After Mr. Honda solved my problem and returned to his seat, I quickly returned the button layout back to normal (Just kidding).</div><div style="text-align: left;"></div><div style="text-align: left;"> </div><div style="text-align: center;"><span style="font-size: large;"><b>Objection to Mr. Takumi’s orders and requests! Chapter: The Troubles We Endured</b></span></div><div style="text-align: left;"> </div><div style="text-align: center;">1 <br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Endō: Basically, he's very obsessed with the quality of the game, which made making this game a battle against the available time we actually had. “If you spend too much time on that part, we won’t have time for the rest…” So many times I had to hold in and not speak that line. Sometimes I failed at that and just blurted it out to him.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: We had a different team structure this time, so I myself had trouble adapting too. Personally I thought I was just covering the bare necessary elements… but maybe I’m crazy. Because of me, Endō had to reschedule everything more than a few times. Sorry!</div><div style="text-align: left;"> </div><div style="text-align: center;">2 <br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Nishiyama: This happened early on, when we were going over the game plans.</div><div style="text-align: left;"> </div><div style="text-align: left;"><span> </span>Me: Sorry, could you explain the details of how the life gauge works?</div><div style="text-align: left;"> </div><div style="text-align: left;"><span> </span>Takumi: Oh, please use <i>Gyakuten Saiban 2</i> and <i>3</i> as a reference!</div><div style="text-align: left;"> </div><div style="text-align: left;"><span> </span>Me: !</div><div style="text-align: left;"> </div><div style="text-align: left;"><span> </span>Yamazaki: Oh, when characters appear to replace someone else? Please use <i>3</i> as the base.</div><div style="text-align: left;"> </div><div style="text-align: left;"><span> </span>Me: !!</div><div style="text-align: left;"> </div><div style="text-align: left;"><span> </span>Endō: Oh, For the Psyche Locks, use the Nintendo DS version of <i>2</i> as your reference.</div><div style="text-align: left;"> </div><div style="text-align: left;"><span> </span>Me: !!!</div><div style="text-align: left;"> <br /></div><div style="text-align: left;">I had to replay all of them during the development process. Hahaha. I keep getting stuck in <i>2</i>, even after all those times. It’s so haaaard.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: <i>2</i> is really difficult, isn’t it!? The stories I could tell you… Anyway, I’m sorry! I’m a planner who doesn’t actually write out his game plans…</div><div style="text-align: left;"> </div><div style="text-align: center;">3 <br /></div><div style="text-align: left;"><br />Honda:</div><div style="text-align: left;"> </div><div style="text-align: left;"><span> </span>Takumi: Do this like this.</div><div style="text-align: left;"> </div><div style="text-align: left;"><span> </span>Takumi: A bit faster.</div><div style="text-align: left;"><span> </span></div><div style="text-align: left;"><span> </span>Takumi: Three pixels to the left.</div><div style="text-align: left;"><span> </span></div><div style="text-align: left;"><span> </span>Takumi: No, do it the way it was first. Etc.</div><div style="text-align: left;"><span> </span></div><div style="text-align: left;"><span> </span>Me: Like this? I don’t get it anymore (><)</div><div style="text-align: left;"> </div><div style="text-align: left;">Mr. Takumi has a unique way to be picky about things, changing things until he’s absolutely content with something. It was like experiencing the pain of giving birth. Well, it makes for a good memory now.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: That last line is a magic spell that can turn any feelings of resentment into something nice. I always use it myself too. I’m sorry!</div><div style="text-align: left;"> </div><div style="text-align: center;">4 <br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Horiyama: On one hand, it felt like a series of hardships, with big and small orders about everything, but now that’s all behind us and we managed to bring the game to the public, all of the pain has been transformed into a beautiful memory.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Written like some literary figure. I have to remember that! Yeah, creating the music was difficult. Thank you!</div><div style="text-align: left;"> </div><div style="text-align: center;">5 <br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: What made an impression on me was how fixated he was on the <a href="https://en.wikipedia.org/wiki/Shawm"><i>charumera</i></a> of Yatabuki (Eldoon) in Episode 2. The animation and the tune had to synchronize perfectly or else it wouldn’t look nice, so I assume the animator must have struggled with this too.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Sorry, I must have been out of my mind then. Just kidding of course. I think that the Chief Takumi living inside of me told me that I had to be very fuzzy about the <i>charumera</i>.</div><div style="text-align: left;"> </div><div style="text-align: center;">6 <br /></div><div style="text-align: left;"><br />Fujii: When Mr. Takumi was checking the animation of the witness falling at the very end of Episode 1, he said it looked too plain so he told me to make the pot Masaka (Olga Orly) had dropped earlier levitate. I replied: “Did nobody clean that up during the break!?” But it looked funny on the screen, so I guess that was okay.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: When people comment on my ideas, I have a tendency to be mean and just go with it anyway. And that’s why that pot is floating at the end of Episode 1. Perhaps I should have made that pot levitate in the final chapter too.</div><div style="text-align: left;"> </div><div style="text-align: center;">7 <br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Yamamoto: In the team, we referred to the Minuki (Trucy) of seven years ago as Kid Minuki, When Kid Minuki uses Mr. Hat, I had her move her mouth, but because the animation was so tiny, he told me to give up on that because it was too hard to make out. So now she doesn’t move her mouth.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Actually, it was because the idea of someone moving his mouth while using a ventriloquist dummy had already been used in the series before… Sorry… </div><div style="text-align: left;"><br /></div><div style="text-align: center;"><span style="font-size: large;"><b>Objection To Our Tasks! Chapter: Incidents That Left An Impression</b></span></div><div style="text-align: left;"> </div><div style="text-align: center;">1 <br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Nishiyama: We don’t have all the characters until the very end of the development cycle. So we use temporary characters while we’re working on the game until the actual characters are done. And that leads to funny moments. Take Minuki for example. Her stand-in was of course Mayoi (Maya Fey). Sakai Masaka (Olga Orly) had the producer Sakurahime (Dee Vasquez). And for prosecutor Garyū (Klavier Gavin), we had Auchi (Payne) earlon on. Just imagine Auchi saying those cool lines of Garyū…. Heheheh. Try casting other people in the roles for yourself, it might lead to very different kind of <i>Gyakuten Saiban</i> to enjoy!</div><div style="text-align: left;"> </div><div style="text-align: left;">A way of enjoying the game “for experts.” Wouldn’t it be fun if after completing the game the first time, there’d be an extra bonus option to shuffle the characters around? Well, Ms. Nishiyama, get working on that!</div><div style="text-align: left;"> </div><div style="text-align: center;">2</div><div style="text-align: left;"> <br /></div><div style="text-align: left;">Horiyama: Let’s talk about the theme music of Lamiroir, which was composed by Mr. Takumi. To be honest, the first time I heard it, I thought “?” but listening to it over and over again while working on the data, I grew to like it. I kept hearing it in my mind even on my way to work.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: We had a fight over the song. Even before I started writing the scenario of Episode 3, I already had an idea of what song I’d wanted, so I composed the whole song on my own in secret without telling Mr. Horiyama. Thank you for giving in to my selfishness and adding the song to the game… I won’t do that again!</div><div style="text-align: left;"> </div><div style="text-align: center;">3 <br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: During the live act of Lamiroir in Episode 3, there’s a scene where Garyū falls while holding his acoustic guitar. I still remember how we made the sound effect of him falling. </div><div style="text-align: left;"> </div><div style="text-align: left;"><span> </span>He reminded me of Beat Takeshi in a certain film.</div><div style="text-align: left;"><span> </span> </div><div style="text-align: left;"><span> </span>“And now you’ll have to fall down for me while holding the guitar.”</div><div style="text-align: left;"><span> </span> </div><div style="text-align: left;"><span> </span>I<span></span> stepped inside the recording booth and I had to keep falling on the floor with a guitar hanging from my shoulder.</div><div style="text-align: left;"> </div><div style="text-align: left;"><span> </span>“No, that’s not quite right. What if we knock the guitar down?”</div><div style="text-align: left;"> </div><div style="text-align: left;"><span> </span>So then I kept knocking the guitar down on the floor.</div><div style="text-align: left;"> </div><div style="text-align: left;"><span> </span>“Well, let’s throw the guitar around.”</div><div style="text-align: left;"> </div><div style="text-align: left;"><span> </span>So I kept throwing the guitar around. And after thirty minutes…</div><div style="text-align: left;"> </div><div style="text-align: left;"><span> </span>“Yes, that’s it!”</div><div style="text-align: left;"> </div><div style="text-align: left;"></div><div style="text-align: left;">Takumi: That is a nice memory. I was watching in suspense, wondering when you would finally give up.</div><div style="text-align: left;"> </div><div style="text-align: left;">Sandō: P.S. I think you know, but the guitar we trashed was my own.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Hmmm… Given we had gone so far, we might as well have recorded the sound of your guitar on fire…</div><div style="text-align: left;"> </div><div style="text-align: center;">4 <br /></div><div style="text-align: left;"></div><div style="text-align: left;"></div><div style="text-align: left;"><br />Fujii: In general, I like weird characters, so I had a lot of fun adding animations to Kawazu Kyōsaku (Wesley Stickler). My one regret was that I didn’t manage to beat the creepiness of Hamigaki (Spark Brushel).</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: When it comes to character creation, things really go fast once you get in the later phases. The way I was pumped up by the time we got started on Hamigaki was insane. But it was Kawazu’s creation that made it possible for the other characters to go their own (crazy), I think.</div><div style="text-align: left;"> </div><div style="text-align: center;">5</div><div style="text-align: left;"> <br /></div><div style="text-align: left;">Yamamoto: I think that giving me the job of having to create the sprites for characters like Kid Minuki 8 Year Old, Makoto (Vera Misham) 12 Years Old (Seven Years Ago), Machi 14 Years Old is just bullying a 38 year old middle-aged man.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: I just thought that you’d definitely come up with cute girls, while thinking of your little child waiting at home for her father who won’t be coming home tonight again because of work.</div><div style="text-align: left;"> </div><div style="text-align: left;"> </div><div style="text-align: center;"><span style="font-size: large;"><b>EXTRA: When Mr. Takumi Got Me Out Of A Slump or Trouble!!</b></span></div><div style="text-align: left;"> </div><div style="text-align: center;">1 <br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Endō: As a mystery fan, being able to work with Mr. Takumi (another mystery fan) on a detective game is a reward on its own.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Ten years ago, when we joined the company, we worked on something together. We made a promise that one day we’d work on a new detective game together and now we finally made it come true. Thanks!</div><div style="text-align: left;"> </div><div style="text-align: left;">Endō: As for getting me out of trouble. There was that time when I had made a mistake and was in big trouble, when Mr. Takumi, who was sitting next to me, made an ever bigger mistake so he got me out of my trouble.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Big trouble? There’s nothing particular I recall. But perhaps my mistakes are all “Big Mistakes.” But if my mistakes can help someone else out, I guess it’s not bad to make a mistake sometimes (No, I shouldn’t).</div><div style="text-align: left;"> </div><div style="text-align: center;">2 <br /></div><div style="text-align: left;"><br />Nishiyama: When I first read the original scenario for <i>Gyakuten Saiban 4</i>, I was surprised by it. And then things got adjusted again and by the time the scenario actually transformed into a game, I was shocked by it again. If you could listen to my one wish? The next time you rewrite a scenario, try to make less writing mistakes…</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: Sweet-talk them before you attack them. The carrot and the stick. You’re good. As expected of the woman who was given the title Iron Lady Who Points Out 100 Mistakes In 1 Day (“Iron” is my invention). Who made all those mistakes? …. Sorry…</div><div style="text-align: left;"> </div><div style="text-align: center;">3</div><div style="text-align: left;"> <br /></div><div style="text-align: left;">Sandō: He did this for other sound effects too, but the clear manner in which Mr. Takumi explained in words the kind of sound he wanted when a Perceive segment was successfully cleared, was a life saver. Like “It’s like the sound of something bursting inside of you. Ah, like when a shell cracks.”</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: It’s really hard to describe a sound in words. To be honest, I think people will disagree on whether that explanation above is clear or not. You can really sense how kind Mr. Sandō is…</div><div style="text-align: left;"> </div><div style="text-align: center;">4 <br /></div><div style="text-align: left;"> </div><div style="text-align: left;">Fujii: That sketch in Makoto’s sketchbook is drawn by Mr. Takumi himself.</div><div style="text-align: left;"> </div><div style="text-align: left;">Takumi: The smiley in the sketchbook, right? Sorry for meddling with your work! But I have the confidence now I could draw even more! (Doesn’t learn a bit).</div>Ashhttp://www.blogger.com/profile/16349298369385273080noreply@blogger.com0tag:blogger.com,1999:blog-448989406699353420.post-28406950796355192682021-05-30T09:33:00.001+02:002021-05-30T09:38:16.475+02:00Twitter: Musical Memories (2021)<div style="text-align: left;">Title: Musical Memories<br /></div><div style="text-align: left;">Source: Sugimori Masakazu's <a href="https://twitter.com/m_sugimori">Twitter</a><br /></div><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-syZP5mg38OE/YLM_I-jiA4I/AAAAAAAABP8/QyP3RYb6ZKwQjLbdKQx1kmtZeGiw9LmmgCLcBGAsYHQ/s200/sugimori.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="200" data-original-width="200" src="https://1.bp.blogspot.com/-syZP5mg38OE/YLM_I-jiA4I/AAAAAAAABP8/QyP3RYb6ZKwQjLbdKQx1kmtZeGiw9LmmgCLcBGAsYHQ/s0/sugimori.jpg" /></a></div>Summary: On May 22, 2021, Sugimori Masakazu wrote a few tweets regarding his role in the development of the very first <i>Gyakuten Saiban</i> (<i>Ace Attorney</i>) game on the GameBoy Advance. As the composer of the soundtrack of the first game in the series, he was responsible for a large part of the atmosphere of the first game. In this short series of tweets, Sugimori talks about how he basically had complete freedom over the soundtrack, but what's even more interesting is the reveal by Sugimori how it was Mori Atsushi, who worked on the sound effects of the game, who made many sound-related series staples possible in the first place.<p></p><p>In the translation below, each paragraph is a seperate tweet. </p><span><a name='more'></a></span><p></p><p>I watched two of Kondō Hiroyuki’s <i>Gyakuten Saiban</i> streams after another. He was still doing them! (I thought it had ended with Golden Week lol). Episode 3, where Tonosaman (The Steel Samurai) first appears is really intense lol. By the way, the theme of Tonosaman is the only song created for <i>Gyakuten Saiban 1</i> (<i>Ace Attorney </i>GBA) everyone on the development team unanimously gave the OK sign. Eh? What about the other songs? Hahaha… (said the person who composed every track as he liked and added them to the game as he liked). [<a href="https://twitter.com/m_sugimori/status/1396020949955145731">Source</a>]<br /><br />By the way the first song I created was the normal investigation theme. The development circumstances were really difficult at that time, so I had a lot of trouble with it. We didn’t have actual GBAs at Capcom then, just bare motherboards. We’d put a speaker on it, a small one. But it’s not like you could hear anything without box resonance lol (especially the lower sounds). [<a href="https://twitter.com/m_sugimori/status/1396022584399917056">Source</a>]<br /><br />So everyone became mad at me because we couldn’t hear a thing. So I maxed out the volume and velocity (and we still couldn’t hear anything). Then one day the real thing was delivered and we could finally listen to the music properly with the speaker resonance. But then they got mad at me because now the sound was clipping lol. [<a href="https://twitter.com/m_sugimori/status/1396023205530193924">Source</a>]<br /><br />To be honest, up to the third song, the problem I had weren't about whether the track was good or not: I just couldn’t hear anything. Everyone working on a game, please be gentle to the sound people early on in the development process if the hardware isn’t ready yet. Our section can only put up a fight when the other sections have done their job and have prepared everything for us lol. [<a href="https://twitter.com/m_sugimori/status/1396024655882854403">Source</a>]<br /><br />Have I ever mentioned the tremendous work Mr. Mori did for <i>Gyakuten Saiban</i>? (He was my senior who worked on sound effects and later my boss at my previous work).Without him, neither <i>Gyakuten Saiban</i> nor <i>Ghost Trick</i> would’ve existed the way they do. [<a href="https://twitter.com/m_sugimori/status/1396144776580243458">Source</a>]<br /><br />In short, the snappy ringing sound effect, but also voices like “Hold it!” and “Objection!” didn’t exist in the game until Mr. Mori joined the team. The senior who worked on the sound effects before Mr. Mori had a policy of not using PCM (basically live sounds). Mr. Mori had to take over halfway into the project and started adding live sounds in the game, saying that if the people in charge didn’t like it that he’d take full responsibility for his actions. [<a href="https://twitter.com/m_sugimori/status/1396146226731442179">Source</a>]<br /><br />Naturally, I made full use of this change in policy. With the PCM option initially not being an option at all, I had been mainly making the music using the PSG (programmable sound generator), but at the time it had only been my second year with the company and I had never touched a PSG before. There was no way I’d be able to use the PSG as good as my neighbors over at the <i>Rockman</i> (<i>MegaMan</i>) team lol. Add to that the development circumstances I wrote about earlier and I was honestly really struggling desperately. [<a href="https://twitter.com/m_sugimori/status/1396147762962452482">Source</a>]<br /><br />It was at that time Mr. Mori came and said: “I’ll take full responsibility, so use the PCM all you want, don’t worry about the number of notes and just compose what you like.” It was like being given water in the desert, freed from the chains that bound me. So yes, I started making tracks the way I wanted. And then the programmer became angry at me. “Damn it, why are you using so much memory for your music suddenly!” [<a href="https://twitter.com/m_sugimori/status/1396148855087931393">Source</a>]<br /><br /></p><div style="text-align: left;">So I quickly went up to Mr. Mori and told him programming got angry at me (expecting him to stand up for me). But Mr. Mori said: ‘Well, apologize to them then.’</div><div style="text-align: left;"> </div><div style="text-align: left;">(΄◉◞౪◟◉`) This was my face then.</div><p>Probably. I can laugh at it now though lol. [<a href=" https://twitter.com/m_sugimori/status/1396150174427144193">Source</a>]<br /><br />But it is an undeniable truth that the music and sound effects of <i>Gyakuten Saiban</i> that all of you know wouldn’t have existed without Mr. Mori. After he had added the voices and the sound effects, he said to me with a cool look on his face: “See how the atmosphere of the game changed completely? This is how you fight on your own ground.” All I thought was: “But I was the one they got angry at.” But what a great memory this became lol [<a href=" https://twitter.com/m_sugimori/status/1396152547463688196">Source</a>]</p>Ashhttp://www.blogger.com/profile/16349298369385273080noreply@blogger.com0tag:blogger.com,1999:blog-448989406699353420.post-26535205139370505082020-12-21T11:11:00.004+01:002021-08-18T16:54:56.906+02:00The Secret Of How The Gyakuten Saiban Feeling Is Created! Creating an 3D Adventure Game: A Demonstration of the Gyakuten Saiban Script System (CEDEC 2015) (2015)<div style="text-align: left;"> Title: The Secret Of How The <i>Gyakuten Saiban</i> Feeling Is Created! Creating an 3D Adventure Game: A Demonstration of the <i>Gyakuten Saiban</i> Script System (CEDEC 2015) / 「『逆転裁判』らしさが生まれる秘密! “逆転裁判のスクリプトシステムによる実演を交えた3Dアドベンチャーの作り方”【CEDEC 2015】」<br />Source: <a href="https://www.famitsu.com/news/201508/28087129.html">Famitsu</a><br /> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-u2sfMRtkVBs/X-BvRvFwIjI/AAAAAAAABL4/AjSX6Yr-NLAwAVFkhgSmE6gpxwcreNlxgCLcBGAsYHQ/s200/cedec2015.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="200" data-original-width="200" src="https://1.bp.blogspot.com/-u2sfMRtkVBs/X-BvRvFwIjI/AAAAAAAABL4/AjSX6Yr-NLAwAVFkhgSmE6gpxwcreNlxgCLcBGAsYHQ/s0/cedec2015.jpg" /></a></div>Summary: Computer Entertainment Developers Conference (CEDEC) 2015 was held in August 2015 and one of the lectures featured was one of Capcom programmer Kimoto Masahiro, who had worked on <i>Gyakuten Saiban 5</i> (<i>Ace Attorney 5 – Dual Destinies</i>) and <i>Dai Gyakuten Saiban – Naruhodō Ryūnosuke no Bōken</i> (<i>The Great Ace Attorney: Adventures</i>). In the lecture, Kimoto explains how scripts are used to create the typical feel of the Gyakuten Saiban series, by controlling factors like camera, text speed and music. He explains how the tools were created to simplify the task for the planners, but also points out what other problems were created because of their work process. This article is a translation of Famitsu's report on the lecture. <br /></div><div style="text-align: left;"><br />
Images are taken from the source article. Copyright belongs to their respective owners. </div><div class="separator" style="clear: both; text-align: center;"><span><a name='more'></a></span> </div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-Ls_vUF2R7_A/X-Bvj2mR_WI/AAAAAAAABMA/znsGUq_UAc47YC5GyHEgbP8gZ_NbzQvOwCLcBGAsYHQ/s400/cedec0.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="400" src="https://1.bp.blogspot.com/-Ls_vUF2R7_A/X-Bvj2mR_WI/AAAAAAAABMA/znsGUq_UAc47YC5GyHEgbP8gZ_NbzQvOwCLcBGAsYHQ/s16000/cedec0.jpg" /></a></div><div style="text-align: left;"></div><div style="text-align: left;"></div><div style="text-align: left;"><br />Japan’s greatest game developers conference CEDEC 2015 was held in Pacifico Yokohama between August 26-28 2015. This is a report of the session “<i>Creating an 3D Adventure Game: A Demonstration of the Gyakuten Saiban Script System</i>”.</div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-hN-hsvYkPa8/X-BvyZIYyKI/AAAAAAAABME/UrK4f_0EZ3YaCR5Xp84WMUqMwWiuvj5BACLcBGAsYHQ/s400/cedec1.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="301" data-original-width="400" src="https://1.bp.blogspot.com/-hN-hsvYkPa8/X-BvyZIYyKI/AAAAAAAABME/UrK4f_0EZ3YaCR5Xp84WMUqMwWiuvj5BACLcBGAsYHQ/s16000/cedec1.jpg" /></a></div> <br />The session’s lecturer was the programmer Kimoto Masahiro of Capcom’s Development Division 4. The focus of the lecture was the creation of scripts (simple programs).</div><div style="text-align: left;"><br />The lecture started with a presentation of Kimoto’s resume and an introduction of <i>Gyakuten Saiban</i>. Readers here will probably already know this, but <i>Gyakuten Saiban</i> is a series of adventure games starring defense attorneys. Players take on the role of the defense attorney, prove the innocence of their clients who are accused of a crime they didn’t commit and try to win a Not Guilty verdict. As the title Turnabout Trial suggest, the games are about winning a hard-fought “turnabout” from doom. There are spin-off games like the <i>Gyakuten Kenji</i> (<i>Ace Attorney Investigation</i>) series. The latest entry in the series, <i>Dai Gyakuten Saiban – Naruhodō Ryūnosuke no Bōken</i> (<i>The Great Ace Attorney: Adventures</i>), was released recently in July.</div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-yv9V9_yy070/X-Bv7PSqBuI/AAAAAAAABMM/B2EWeh60c28yoQuh-W_2lNeUgCt1g7nkACLcBGAsYHQ/s400/cedec2.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="400" src="https://1.bp.blogspot.com/-yv9V9_yy070/X-Bv7PSqBuI/AAAAAAAABMM/B2EWeh60c28yoQuh-W_2lNeUgCt1g7nkACLcBGAsYHQ/s16000/cedec2.jpg" /></a></div> <br /><span style="font-size: x-small;"><b>Kimoto Masahiro</b><br />* 2011<br />- Doctorate in Information Sciences Osaka University - Graduate School of Information Science and Technology Sciences<br />- Entered Capcom<br />- Working on <i>Gyakuten Saiban 5</i><br /></span><ul style="text-align: left;"><li><span style="font-size: x-small;">Control through scripts</span></li><li><span style="font-size: x-small;">Characters</span></li><li><span style="font-size: x-small;">Sound</span></li><li><span style="font-size: x-small;">Camera</span></li><li><span style="font-size: x-small;">Mini-games</span></li><li><span style="font-size: x-small;">Designing and implementing dev support tools</span></li></ul><span style="font-size: x-small;">* 2013<br />Working on <i>Dai Gyakuten Saiban</i></span></div><div style="text-align: left;"><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-0IwSxGMZz8I/X-BwJZ_EyXI/AAAAAAAABMU/wK9qH-SaBPIDOZJpqnduXf7ZP6Ow6976gCLcBGAsYHQ/s400/cedec3.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="400" src="https://1.bp.blogspot.com/-0IwSxGMZz8I/X-BwJZ_EyXI/AAAAAAAABMU/wK9qH-SaBPIDOZJpqnduXf7ZP6Ow6976gCLcBGAsYHQ/s16000/cedec3.jpg" /></a></div> <br /></div><div style="text-align: left;">And with that, the lecture on the creation of scripts started. In simple terms, the creation process of Gyakuten Saiban series usually starts with the scenario writer(s) creating the scenario, which is converted to scripts. Performance directors then add the dramatic presentation and this is at the end converted to executable data.<br /><br />The term “performance directors” is used here, but there are no Capcom employees who specialize in stage direction, so this work is usually done by several planners. The term “performance directors” is used for convenience by Kimoto, which this report will do too.<br /><br />Let’s look at how it’s all done in more detail. First the scenario. The scenario writer will write the manuscript of the game while following certain rules. It’d be possible to just convert this scenario to a script and have it executed as a game, but then the characters would just stand still while their lines appears on screen, so Kimoto explains this wouldn’t be any fun as a game.</div><div style="text-align: left;"></div><div style="text-align: left;"></div><div style="text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-J9xLr2h5bGM/X-Bwchk7RLI/AAAAAAAABMg/pfgQxfpFocQ_zvar31x08OnqBdjuAfYQACLcBGAsYHQ/s400/cedec4.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="400" src="https://1.bp.blogspot.com/-J9xLr2h5bGM/X-Bwchk7RLI/AAAAAAAABMg/pfgQxfpFocQ_zvar31x08OnqBdjuAfYQACLcBGAsYHQ/s16000/cedec4.jpg" /></a></div><br /><div style="text-align: left;"><h2><span style="font-size: x-small;"><span style="font-weight: normal;">Scenario </span></span></h2></div><div style="text-align: left;"><h2><span style="font-size: x-small;"><span style="font-weight: normal;"> </span></span><span style="font-size: x-small;"><span style="font-weight: normal;">↓</span><span><span style="font-weight: normal;"> </span></span><span><span style="font-weight: normal;"> </span></span><span style="font-weight: normal;">← Programmers (Flow control, flag control)</span></span></h2><h2><span style="font-size: x-small;"><span style="font-weight: normal;">Script </span></span></h2></div><div style="text-align: left;"><h2><span style="font-size: x-small;"><span style="font-weight: normal;"> </span></span><span style="font-size: x-small;"><span style="font-weight: normal;">↓</span><span><span style="font-weight: normal;"> </span></span><span><span style="font-weight: normal;"> </span></span><span style="font-weight: normal;">← Performance directors</span></span></h2></div><div style="text-align: left;"><h2><span style="font-size: x-small;"><span style="font-weight: normal;">Script + Dramatic presentation</span></span></h2></div><div style="text-align: left;"><h2><span style="font-size: x-small;"><span style="font-weight: normal;"> </span></span><span style="font-size: x-small;"><span style="font-weight: normal;">↓</span></span></h2></div><div style="text-align: left;"><h2 style="text-align: left;"><span style="font-size: x-small;"><span style="font-weight: normal;">Final Data</span></span></h2><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-YZxboW6O_ng/X-BxAw2tDBI/AAAAAAAABMs/WciBSbwstMMjFH4M2_S6hwy2YrCZKlrigCLcBGAsYHQ/s400/cedec5.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="400" src="https://1.bp.blogspot.com/-YZxboW6O_ng/X-BxAw2tDBI/AAAAAAAABMs/WciBSbwstMMjFH4M2_S6hwy2YrCZKlrigCLcBGAsYHQ/s16000/cedec5.jpg" /></a></div> <br /></div><div style="text-align: left;"><span style="font-size: x-small;">Scenario writers write the manuscript follow certain rules (putting ■ in front of people who speak, lines that start with [Tab] are messages etc. ). This is reflected like this in the game.</span><br /><br />The performance directors can then control the speed of the text, pause time, the sound effects and BGM that play, screen flashes and filters to make the presenation more game-like. Kimoto explains that this dramatic presentation is very important to give these games their distinctive feel, but the work takes a lot of time.</div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-Y5qfUDwQmSM/X-BxV4kLCUI/AAAAAAAABM0/coru1XjpObQL-8w7f-Yol4cCfooBFFBBQCLcBGAsYHQ/s400/cedec6.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="400" src="https://1.bp.blogspot.com/-Y5qfUDwQmSM/X-BxV4kLCUI/AAAAAAAABM0/coru1XjpObQL-8w7f-Yol4cCfooBFFBBQCLcBGAsYHQ/s16000/cedec6.jpg" /></a></div><br /> </div><div style="text-align: left;"></div><div style="text-align: left;"></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-eED7u9t7J9c/X-BxeKPmMSI/AAAAAAAABM4/Hpi4zqrGVjclIT2iJkPubSMuh9vQFthuACLcBGAsYHQ/s400/cedec7.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="400" src="https://1.bp.blogspot.com/-eED7u9t7J9c/X-BxeKPmMSI/AAAAAAAABM4/Hpi4zqrGVjclIT2iJkPubSMuh9vQFthuACLcBGAsYHQ/s16000/cedec7.jpg" /></a></div><div style="text-align: left;"> </div><div style="text-align: left;">So how are the scripts created? They changed their way of working tremendously halfway in the series. Until <i>Gyakuten Saiban 4</i> (<i>Ace Attorney 4 – Apollo Justice</i>), they’d write the commands directly in the scenario data, but Kimoto confesses that it was prone to input mistakes.</div><div style="text-align: left;"><br />Starting with the spin-off title <i>Gyakuten Kenji 2</i> ("<i>Turnabout Prosuector 2</i>"), they started using an Excel file to create the scripts. They can select comments from a menu, so input errors are minimized, and there’s no need to memorize all the commands yourself anymore. It’s possible to directly input the commands too, but if there’s an input error the cell will become red, and it will jump to the faulty cell so you can correct it immediately.</div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-mzGvZPLxT48/X-Bxvc8TymI/AAAAAAAABNE/3kjRImNITEAwlmkZodmt_NpMO802gZT2QCLcBGAsYHQ/s400/cedec8.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="400" src="https://1.bp.blogspot.com/-mzGvZPLxT48/X-Bxvc8TymI/AAAAAAAABNE/3kjRImNITEAwlmkZodmt_NpMO802gZT2QCLcBGAsYHQ/s16000/cedec8.jpg" /></a></div><br /> <div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-KJmllU2c6Pc/X-ByBN_iVjI/AAAAAAAABNM/DBf5ZGQtbCUdDOebPoZ2OLSmpd09j42_gCLcBGAsYHQ/s400/cedec9.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="400" src="https://1.bp.blogspot.com/-KJmllU2c6Pc/X-ByBN_iVjI/AAAAAAAABNM/DBf5ZGQtbCUdDOebPoZ2OLSmpd09j42_gCLcBGAsYHQ/s16000/cedec9.jpg" /></a></div><br /></div><div style="text-align: left;">When you select a command in the script, it’s necessary to pass an argument (a kind of data). When using a new method, they made it so it’s shown clearly on screen how you need to pass an argument, so there’s no need to perfectly memorize all the commands, and you can check everything at once.</div><div style="text-align: left;"><br />They also made it so that depending on the argument passed, other arguments will also automatically change accordingly. For example, if you pass a character and their animation as an argument, and you change a character, the animations you are able to pick will change accordingly.</div><div style="text-align: left;"> </div><div style="text-align: left;">There is also a localization tool baked in. You can input English text while looking at the Japanese. You can also have the English version compiled when the game’s done just by selecting the English version. <br /> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-psQ5cqZnIgU/X-ByVRt8DWI/AAAAAAAABNU/Hgy4oQKQKXY063LpmM2_YG1NghrrBPuKwCLcBGAsYHQ/s400/cedec10.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="400" src="https://1.bp.blogspot.com/-psQ5cqZnIgU/X-ByVRt8DWI/AAAAAAAABNU/Hgy4oQKQKXY063LpmM2_YG1NghrrBPuKwCLcBGAsYHQ/s16000/cedec10.jpg" /></a></div><br /> <div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-uawzH4CECCU/X-ByfobaLeI/AAAAAAAABNY/m1HvPcz5wu04WiApHM2wbAXBmtbhFNSSgCLcBGAsYHQ/s400/cedec11.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="400" src="https://1.bp.blogspot.com/-uawzH4CECCU/X-ByfobaLeI/AAAAAAAABNY/m1HvPcz5wu04WiApHM2wbAXBmtbhFNSSgCLcBGAsYHQ/s16000/cedec11.jpg" /></a></div><br /></div><div style="text-align: left;">Because it would take a tremendous amount of work to convert the scenario text to a script file by hand, they have mostly automated the process with tools. They have made it so that certain fixed dramatic performance actions, like moving the camera to the person speaking, are done automatically. Kimoto also explained about certain techniques that helped them minimize mistakes, like having a reset command for the text speed at the start of a text box, to make the game forget the settings of the previous box. <br /><br />Kimoto explains that <i>Gyakuten Saiban</i>’s script has 800.000 to 900.000 character count, so it’d be very difficult to correct and change things if everything was in one single file. That’s why they split the scripts up per scene, for about 500 files. But there are also problems that arise precisely because they split it over multiple files<br /><br />One example is that the control of flags and inventory. More and more data is accrued as you progress in the game, and it wouldn’t be practical to specify that in every single script file. They solved this problem with a preset script that specifies the flags and inventory before a script starts.</div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-DOM3SO_Zl2k/X-By2p0iiXI/AAAAAAAABNk/YjYOr2NZ6vQPW2MX29jnqNbf5auybs1WQCLcBGAsYHQ/s400/cedec12.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="400" src="https://1.bp.blogspot.com/-DOM3SO_Zl2k/X-By2p0iiXI/AAAAAAAABNk/YjYOr2NZ6vQPW2MX29jnqNbf5auybs1WQCLcBGAsYHQ/s16000/cedec12.jpg" /></a></div><br /> <div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-EPWbIT8JKTA/X-BzBc62dNI/AAAAAAAABNo/mqsFIWkKvT8vWgklqXgjShI9NpFumVHvQCLcBGAsYHQ/s400/cedec13.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="400" src="https://1.bp.blogspot.com/-EPWbIT8JKTA/X-BzBc62dNI/AAAAAAAABNo/mqsFIWkKvT8vWgklqXgjShI9NpFumVHvQCLcBGAsYHQ/s16000/cedec13.jpg" /></a></div></div><div style="text-align: left;"></div><div style="text-align: left;"></div><div style="text-align: left;"></div><div style="text-align: left;"></div><div style="text-align: left;"></div><div style="text-align: left;"></div><div style="text-align: left;"><br />Another problem is that the scene direction would change compared to the scene preceding it. If the camera angle, BGM and the animations of the characters aren’t passed between scripts, the transition between scenes won’t be smooth and feel off. </div><div style="text-align: left;"><br />It’s possible to make it so the game will check the script file of the preceding scene first and reflect those settings, but it takes a lot of time if the game would have to do that each and every time. They solved it by creating “metadata” that’s taken over by the following scene. This metadata is also useful when checking the script. </div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-Z_UcwFNXe04/X-BzVbe2iiI/AAAAAAAABN0/fn6YX8rNWUgQds2XkijaEhsIMWl2dOmgwCLcBGAsYHQ/s400/cedec14.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="400" src="https://1.bp.blogspot.com/-Z_UcwFNXe04/X-BzVbe2iiI/AAAAAAAABN0/fn6YX8rNWUgQds2XkijaEhsIMWl2dOmgwCLcBGAsYHQ/s16000/cedec14.jpg" /></a></div><br /> <div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-67uYywo4p98/X-BzescRUUI/AAAAAAAABN4/ursHjlKoGy8QTdS-YUd0Pmtpfl8mu62zgCLcBGAsYHQ/s400/cedec15.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="400" src="https://1.bp.blogspot.com/-67uYywo4p98/X-BzescRUUI/AAAAAAAABN4/ursHjlKoGy8QTdS-YUd0Pmtpfl8mu62zgCLcBGAsYHQ/s16000/cedec15.jpg" /></a></div><br /></div><div style="text-align: left;"></div><div style="text-align: center;"><span style="font-size: large;"><b>Creating even more 3D-like presentation</b></span></div><div style="text-align: left;"><br />The <i>Gyakuten Saiban</i> series made the jump to 3D with <i>Gyakuten Saiban 5</i> (<i>Ace Attorney 5 – Dual Destinies</i>). They wanted to make even more use of 3D with the following title, <i>Dai Gyakuten Saiban – Naruhodō Ryūnosuke no Bōken</i>. The game for example introduced characters who walked in from the side, or who slowly approach the camera</div><div style="text-align: left;">. <br />They made it so they can control the camera through the scripts, like the perspective, moving the focal point and changing the angle.</div><div style="text-align: left;"><br />They also introduced a function to control line of sight. This allowed them to control where the eyes of a character are directed at. This gave the performance directors even more creative room, as it can even change existing animations dramatically. Kimoto confesses he wasn’t sure whether such a function was really necessary at first, but that he was surprised that it really added something when he saw it in action.</div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-mVRVTzS5YCs/X-Bzsgq1bKI/AAAAAAAABOA/_NCxD1eBCG8mDRPXCyYHKbQvFEIBwNF1ACLcBGAsYHQ/s400/cedec16.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="400" src="https://1.bp.blogspot.com/-mVRVTzS5YCs/X-Bzsgq1bKI/AAAAAAAABOA/_NCxD1eBCG8mDRPXCyYHKbQvFEIBwNF1ACLcBGAsYHQ/s16000/cedec16.jpg" /></a></div><br /> <div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-2Etx9g4YRX0/X-Bz0T-v8FI/AAAAAAAABOI/VpAa1ZceL50Can1HlBplgeGpfz_HjGc_ACLcBGAsYHQ/s400/cedec17.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="400" src="https://1.bp.blogspot.com/-2Etx9g4YRX0/X-Bz0T-v8FI/AAAAAAAABOI/VpAa1ZceL50Can1HlBplgeGpfz_HjGc_ACLcBGAsYHQ/s16000/cedec17.jpg" /></a></div><br /></div><div style="text-align: left;">Finally, Kimoto demonstrated how to use the script in the lecture. He first showed off a boring in-game scene with only the scenario text, but by adding animations that matched the lines of the characters and adding BGM, he made the same scenario text look far more appealing as a game.</div><div style="text-align: left;"> </div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-6jNImGPwmCI/X-Bz_ipFg2I/AAAAAAAABOM/5t5yHfcggCYwMo2s-HnCuvnRxafhnT9MQCLcBGAsYHQ/s400/cedec18.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="400" src="https://1.bp.blogspot.com/-6jNImGPwmCI/X-Bz_ipFg2I/AAAAAAAABOM/5t5yHfcggCYwMo2s-HnCuvnRxafhnT9MQCLcBGAsYHQ/s16000/cedec18.jpg" /></a></div><br /> <div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-KcFsXpjXbxE/X-B0IWcV1FI/AAAAAAAABOU/UBXWB8dgahUAmPO4BbSngnopRJn0HrpIACLcBGAsYHQ/s400/cedec19.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="400" src="https://1.bp.blogspot.com/-KcFsXpjXbxE/X-B0IWcV1FI/AAAAAAAABOU/UBXWB8dgahUAmPO4BbSngnopRJn0HrpIACLcBGAsYHQ/s16000/cedec19.jpg" /></a></div><br /></div><div style="text-align: left;">Kimoto explains that performance direction is really important and that <i>Gyakuten Saiban</i> was only created after a long process of trial and error. With that, the session ended.</div>Ashhttp://www.blogger.com/profile/16349298369385273080noreply@blogger.com1