Interview with Yosuke Saito from Taipei Game Show (Corrections)

The last post that I made regarding this interview with Yosuke Saito and also Ishikawa Yui was a complete mess that was not entirely my fault. The translation there stemmed from Japanese answers being translated into Chinese (most likely on the fly). I then took that Chinese text, used an online translation page to translate it into Japanese from which I translated once more into English.

Phew! I’m tired just trying to get that straight!

Suffice it to say, a completely Japanese source, Game Watch, has posted this interview in Japanese to help clear up a couple important points that seemed like they came right out of left field. I’ll highlight the most important points.

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ーThe demo received positive marks in Japan, but what sort of feedback did you get from the players?

Saito: Our goal for the demo was to give players a hands-on experience, to witness firsthand how fluid the action is, and to show them what to expect from the final product. We released a demo because it’s difficult to explain in words what a game will be like—it’s better to show you the game and let you experience it for yourself. I’m extremely pleased with all the positive feedback the demo has been receiving. Even though it is an Action RPG, we really want to save the RPG elements for the final release of the game, things like the story, various forms of level progression, and buying and selling items.

ーYou’re not able to use the lock-on function in Hard or Very Hard. Will this stay the same in the final release?

S: There are many settings at work including the lock-on function, but it won’t be accessible in Hard or Very Hard, unfortunately. For Easy and Normal modes, you can equip a Plug-in chip to turn on this ability, but you are also free to remove it to further personalize your own difficulty level. If you’re not good at action games, you can equip every chip to help you on Easy mode so all you need to do is move the joystick. On Normal, you are also welcome to equip or unequip the lock-on chip as you like. I think the player will be able to customize the game around their own gameplay preferences.

ーWe were able to see a few new weapons in the demo that included background illustrations and corresponding weapon stories. I’m sure there will be many more in the final release of the game. Can we expect to see these illustrations change as you level up your weapon?

S: I can’t say much about this, but… (haha) Even though the background illustrations won’t change as you level up the weapons, the corresponding weapon story will. The weapon itself will also change its appearance.

ーIn the demo, we saw the 3D screen change to a 2D side-scroller. Was there any particular reason you designed stages like that?

S: The previous NieR also implemented similar 2D side-scrolling and top-down views. It’s one of the many things that make a “NieR” gameーa fun action gameーso we wanted to throw in a little homage to retro games and what made them so good. It was all the brainchild of Director Yoko Taro, especially since he loves retro 2D games. Simply put, Platinum Games is handling all aspects of the action, so these stage designs are their way of respecting the previous NieR.

ーThis is a question for Ishikawa-san. Do you have any interesting stories to tell us from your recording sessions?

Ishikawa: Right, I don’t have any funny stories to tell, but when we first began recording, but back then character illustrations were still in development. We had very little to work from. Now we have things like images of 2B and we can actually see how characters robots move, but in the beginning, all we had was a video of real actors performing a particular scene. That was a first for me. It was really interesting to see how that would eventually become part of the actual game.

ーThe ending of the demo was so shocking; how does that connect to the finished game? Or was is purely a separate story only meant for the demo?

S: Hmm… What do you think, Ishikawa-san?

I: You’re passing this to me? (haha) Well, I’ve played the demo and, of course, I know the story, but I thought the ending was a huge cliffhanger.

S: It actually caused a bit of a controversy in Japan. People were wondering things like, “Could this actually be the ending of the game!?” (haha) First of all, it’s not a separate story made specifically for the demo. Although it doesn’t depict the very beginning of the game, it still takes place roughly during the beginning. I hope you look forward to the official release of the game to see the resolution of this cliffhanger!

ーSo, will there be multiple endings this time around?

S: Yes, there will be multiple endings, but exactly how many is a secret.

ーAnother question for Ishikawa-san. Without spoiling anything, can you tell us what do you think of 2B?

I: (hahaha) Okay. First of all, the story itself is shocking in a multitude of ways—I’m really scared I might accidentally blurt something out. 2B isn’t allowed to express emotion, but in small places, here and there, you can see her treating 9S with gentle care. Since she isn’t overly flamboyant, she may be holding back her feelings, although they tend to unintentionally show in the heat of the moment or in slight subtleties of the heart. I recorded so many lines while thinking how it would be nice if she could express how she really feels.

S: I won’t spoil anything, but listening to you just now almost made me cry. (haha)

I: The release can’t come sooner! I want to get rid of this antsy feelingーlike I MUST play this game right now!!

ーPS4 Pro Support?

S: We talked about this with Platinum Games, and of course you can play おn a 4K TV, but when 4K is actually supported, it spoils the 60fps action. At any rate, when we set our minds on it, we were able to make it work. We entirely intend to preserve Full HD 4K/60fps so you can get every ounce out of NieR:Automata. We’re very particular with the motion blur, shadows, and other fine details. After that, we need to maintain the overall performance stability, I suppose. For example, the action cannot lag when a ton of enemies appear on screen.

ーIn your demonstration, when you ran from place to place, we got a feel for how big the stages will be. Will we be mostly walking or running between locations?

S: You can also fly in the sky and ride on animals. In the presentation, we literally ran through some of those areas because half of it is filled with story elements. Just past where we stopped at the front gates of the Amusement Park, it opens up to an entirely new area for you to explore. I hope we were able to tease that a little for you!

ーBefore the presentation began, we saw multiple characters in a trailer. How many playable characters will there be?

S: So far, we’ve only stated that 2B and 9S will be playable. There’s also A2, but whether she’s playable or not is a secret, so look forward to that reveal! Maybe she won’t be a playable character. (haha)

ーIs this game somehow connected to the previous NieR title? Does it have anything to do with Drakengard?

S: I could talk all night about how things are connected, but to answer you briefly, there is no need to play any of the previous games to enjoy Automata’s multiple endings. Simply, if you have played them, I think you’ll really get a kick out of seeing Emil again. As it turns out, though, Hanae-kun (voice of 9S) went back and played them ALL again to refresh his memory. (haha)

ーNow that you mention Hanae-san, didn’t he manage to clear Very Hard?!      Can you share anything more about that?

S: Yeah, he wrote to me on LINE and said, “I’m at the last boss now, but I have to work in the morning, so I need to sleep.” I wrote back and told him, “Go to bed!” About an hour later, I saw he wrote on Twitter that he beat Very Hard. I tried to tell him that he should sleep since he had to appear on the “Oha Suta” TV program the following morning. (haha)


Source: Game Watch

Official Live Broadcast #3

And just as it seemed last night, we will be getting the 3rd Live Broadcast this week! Please check the details below!


Watch on NicoNico Douga.

Friday, January 27 at 8:00pm

Co-producer:
Ehara Junichi

Producer:
Nishimura Eijiro (PG)

Game Designer:
Negishi Isao (PG)

Guests:
Isobe Keiko (Operator 6O)
Hatsumi Meari (Operator 21O & Anemone)

Interview from Taipei Game Show 2017!

According to an interview by A9VG, we’ve learned a couple new things regarding the game and what’s in store for us…

Please note that I’m going from a very round-about way to translate this. I know *nothing* of Chinese but I do understand Japanese. I used an online translation site to first translate this into Japanese and then I attempted to translate that into English. ^^;

First of all, the Chinese version of the game has been confirmed for this spring.

—Will there be any changes from the demo leading into the actual release of the game?
Saito: We released the demo version with the intention of gaining some important feedback from players. The main purpose was to allow players to experience the action part of the game and let them tell us what they thought.

—In the Hard and Very Hard modes, the player is not able to use the lock-on function. Will this still be true for the official release of the game?
Saito: Yes, the lock-on function is not accessible in the harder difficulty levels, but in Normal and Easy modes, the player can select whether or not they want to use this function.

—In the demo, we’re only able to explore the area on foot. Will there be other modes of transportation in the official release?
Saito: In the official version there will be aerial vehicles and also animals that you can ride on.

—In the demo, we could see that weapons have their own stories with illustrations. Will the official release have more of this, additional illustrations, for example?
Saito: As you level up your weapons, you can gradually unlock additional portions of the Weapon Stories. The background image that’s used for the Weapon Stories won’t change, but the actual appearance of the weapons will.

—Ishikawa-san, do you have any interesting stories for us?
Ishikawa: Perhaps when I started working on this game. At the time, even the character designs were not yet complete. Since the dubbing was done along with the development of the game, I could really get an inside look on its production.

—What significance does the content in the demo have to do with the official release?
Saito: In Japan, it was discussed whether or not the demo depicted the ending of the game. We can reveal here that what you see in the demo occurs roughly at the half-way point of the game. We selected that part so you can get a nice chunk of the game to experience. The story in the demo is not an independent story from the rest of the game.

—Ishikawa-san, how do you feel about your role as 2B?
Ishikawa: There are so many emotional moments in the story. As for 2B, she isn’t allowed to express her own feelings. Although she doesn’t sound like it, I think she’s a really gentle person. She’s also very concerned about 9S.

—What can we expect from the PRO?
Saito: We initially discussed using 4K with the PRO, but as an action game, we needed to be sure we had at least 1080p/60fps. So, the movement in the PRO version should feel more fluid with better lighting and shadows.

—How many different characters can we expect to play?
Saito: Right now we can confirm that 2B and 9S will be playable.

—We know there’s a connection between NieR and the Drakengard series. Should people play the previous games to prepare for this one?
Saito: There is a connection between them all, but there’s absolutely no problem if you haven’t played them. Simply, if you are familiar with the other titles, you may notice some interesting things. For example, the voice actor for 9S, Hanae-san, has played all of the previous games.


Source: A9VG

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According to other Japanese-Chinese translations, not just mine, it appears as though the events that we see in the demo may not actually take place at the *beginning* of the game, but rather a bit further in. It’s described as the “mid-way” point or half-way through the game, but the DOD/NieR series always use multiple playthroughs… so perhaps this could be towards the end of the first run through, “Branch A”.

There are several points that create confusion with this statement, one is my own translation of some of the storyboards and scripts from the Character Introduction video that was originally shown at the NieR Music Concert & Talk Live. Plus, it appears as though 2B and 9S had never met–so would that mean that 2B is alone for the whole first playthrough? Or perhaps there’s an entirely different story gimmick in play that we have no clue about yet?

We don’t have much to go on here, so it may be better to give our brains a rest and just wait until the game is finally released. We’ve only got a month left to go here in Japan… <3

NieR:Automata Presentation in Taipei

Producer Saito Yosuke and 2B voice actress Ishikawa Yui attended the NieR:Automata live presentation at Taipei Game Show 2017. The NieR:Automata presentation only lasted for 30 minutes, but we were able to see a couple new things of interest. If you missed the broadcast, you can view it below:

And here are a couple of my notes that I took during the presentation:

  • Presents would be given to those who managed to clear the Very Hard mode of the demo at the game show.
  • Ishikawa Yui plays the demo on Easy mode to demonstrate that even those who are not very good at action games can pick this up without any problem.
  • You are able to further customize various aspects of the Auto mode with L2.
  • There aren’t may RPG aspects in the demo because they want you to experience that in the actual game.
  • Events will happen seamlessly throughout the game.
  • There will also be a traditional Chinese version of the game (繁体字版)
  • Yui says that during recording, she was asked to deliver lines more emotionlessly since the YoRHa androids are not allowed to express emotion.
  • Saito was both very shocked yet extremely pleased to see so much fanart.
  • The presentation on stage was only 30 minutes, so the time went by very quickly. He mentioned that the planned to show off more of these new areas at the booth.

 

NEW AREAS

The Amusement Park:

  • Fireworks shoot into the sky almost constantly.
  • Once you enter through the gate, you will be in the “amusement park” stage.

  • This area will have different types of enemies, but since this area is related to the story, not much could be discussed.

Department Ruins:

  • This area had been shown in previous concept art.

Land of Forests (森の国)

  • Within the Department Ruins is a shutter that is closed. At some point in the game, however, you will gain access to something that will open this path, allowing you into the Land of Forests.

  • The image of the Land of Forests appears to be yet another abandoned city with two large skyscrapers in the center.

Additional images from this presentation can be found here.

Taipei Game Show 2017, NieR:Automata Presentation at 2:00pm

The Taipei Game Show 2017 will be broadcast live on YouTube. The NieR:Automata presentation will start today, January 22, at 2:00pm Taiwan time, so be sure to do the necessary calculations for your own timezone. According to Yosuke Saito, they plan to show a little bit of the Amusement Park and Submerged City areas.