"Siren" Mr. Oyama et al. Replicates the question about the new work "Nomiko". Is the latest work hard as "siren"?
Domestic Game Studio Bokeh Game Studio has published the Q & A session videos of the studio on February 25. The latest work " Nomiko: Slitterhead (hereinafter referred to as Noto) " developed by the studio has responded to the questions recruited from domestic and foreign users. This plan has already been released last week (related articles), and this time, it has become a content that has been stepped into the game.
Bokeh Game Studio has a domestic game studio launched in 2020. Mr. Keichiro Oyama, who worked on "Silent Hill" and "Siren", and launched. It is a horror action game that fights the world of the Asian world with the world of Asian, in the world of the world.
Even in this video, three of the producer's Preducer Sato, Mr. Ogura, a creative director, and three people, a game director, are answering various questions.
First of all, based on what we have produced "Silent Hill", "Noto" asks questions such as how different is in the story art style gameplay. According to Mr. Oyama, when you made "Silent Hill", it is said that "I have not yet been in the world, but it's interesting if there is something like this".
It has been a lot of good modern horrors in modern times since there is time from there. In such a situation, it does not work in the same way as in the past, but I want to create something "not in the middle" again. In that respect, the contents being created are different, but the underlying philosophy seems to be common. In particular, not only conventional horror fans but also a young player is aware of the design that is easy to enter.
This work was also asked questions that urban legends, strange stories, and regional customs are treated. According to Mr. Oyama, rather than drawing directly, it has adopted a modern theater inspired by such an occult, and it seems that the cartoonist Morigiro Dajiro is affected. However, in this work, since it is incorporated from Japan's Folklore, such as "siren", it is said that studying continues every day (Nomohiko is a Chinese monster).
Also, compared to the works made by the members, questions such as what works will be the most scary works? However, as Mr. Oyama, he is producing while making a "I made a scared game". He seems to be conscious of how to horrorly, how to scarely scare.
Mr. Sato also comments, and there is no sense of awareness that is surprised. However, as a result, it will be a surprise as a user. According to Mr. Oyama, the world view is made firmly, and among them, the character and the player are synchronized. At that time, he is emphasizing the sense of feeling that he feels a sense of fear when he enters the unknown world.
In addition, based on the height of the completion of the storytelling of "Siren", I was also asked about the commitment in the story of "Notoha". According to Mr. Oyama, the commitment is not different. "Noto" is updating the world view and the motivation of the character every day. Since the development process does not change as "siren" and "silent hill", it was reported that it would be a thick world.
There are also many questions approaching gameplay. "Notoha" asked a single way or asked questions such as how to search for a certain extent. According to Mr. Oyama, it is not a so-called open-world structure, but it is not a straight line. It is a slightly tricky mechanism, and it is said that it wants to make a structure of the story from a multifaceted direction to a stream of stokes. Also, the player can also return (to the enemy) or ask questions such as the main to run away from the encounter. Mr. Okura answered here, and as him, both situations are assumed. Furthermore, there is also a situation where you can attack the enemy from the player side.
It is also asked about the difficulty setting of this work. Mr. Oyama says that it is a work that can enjoy the user who has not touched the horror work so far, but it feels like it is necessary to balance the sense of tension and conflict. However, according to Okura, it is a difficult challenge to balance conflicting level design. It seems that it is difficult to realize the difficulty level that can be enjoyed and overcome. It is said that it does not become difficult and not cleared like at least "siren".
In addition, there is also a question that is a game that will be completed in stand-alone or a part of a big story. Mr. Oyama has never been working on the first work that has been made in the past. First of all, it seems that the main character seems to be able to stand up. However, he started thinking backbone while he is making, and as a result, it is said that the background setting that can not be drawn in a single game. It is said that a big world view is built while making "Notoi".
In "Noto", it was also asked that there is a collection element like "siren" archive. Mr. Oyama also answered about this. It was first to focus on completing the main story while making it as his favorite approach to him, with such a bonus element. Well, however, it seems that it has been overwhelmed by the surrounding elements.
Furthermore, based on the existence of the joke end, which was included in the past, asked questions with "Notoi" or the question that there was such a bonus element. According to Mr. Oyama, the UFO ending of "Silent Hill" seems to have added a hand-free staff. Since "Siren", there is also a part that has been a result that can be laughed seriously. If there is a chance in "Notoha", there is an intention to do something.
In addition, the user who asked the concept of the "Silen" series, and the user who asked Mr. Oyama appeared. According to Mr. Oyama, he wants to express the composition of the battle between "people who are different from humans but the existence that is different from humans but existence and sociality" is not just easy to make the game enemies. It seems that concepts such as the aggregation are used after expressing such concepts.
At the same time, questions asking for the source of inspiration for creature design. As Mr. Oyama, the creature design is one of the deep parts of your mind. From the simple enemies, it expresses that "the human being different from humans but has a culture, justice, intellectual, and intelligence" and wants to create a supersing. As a motif, it looks close to everyday life, but it is likely to be interested in collective awareness such as insects and aquatic organisms as a subject that can not be understood.
Also asked about the game engine of "Noto". According to Okura, using Unreal Engine. SIE used its own engine, but there is also a disadvantage that the initial movement was slower while there is a merit that you can make. Since the Unreal Engine is necessary, it is attractive that it will take up immediately. On the other hand, the part that I think "I want to do a little more" needs to be made by themselves, and it is necessary to balance how to use it well.
The sound plane is also digging down. While the music of the teaser videos was closed, it is a question of whether the atmosphere music is also available. Where Mr Oyama talks, in fact, the music of the trailer was sending six versions from Mr. Atsushi Yamaoka, a composer. Among them, although there was a safe horror BGM, Mr. Yamaoka has suggested that "I want to shake different emotions". As a result, it is a direction that seems to be "What is the game?", And it is a direction that is not a planned harmony. In addition, about the music of the main story, it is also possible to prepare a sweeping song and a music to be surprised.
Also, not only the game but also questions about the studio. A user who can work with Bokeh Studio Games Direct hit. According to all, it is said that no recruitment has not been done yet. There seems to be a part that is taking timing for recruitment. However, Mr. Sato is said to be a starting if you get a contact. First of all, it seems to be desirable to create a game that suits the color of studio, not treated.
Users also received sharp questions. The game industry has become darker in the operation of no finish and the operation of multiplayer, but it is a voice that it is to think that the possibility of originality remains. Mr. Sato also responded that the original title with historic, and the title with originality would be necessary. Mr. Okura also comments that there is still a possibility of originality. In the old days, it was only a major developer, but in the present age, Indies was also prosperous, and he still could see the viewing.
As Mr. Oyama, the perspective that the future of the entire game industry is dark, commented that all consoles were prehistoric. In modern times, personal production titles may be hit on a PC, and there is a spread of diversity that has not been a few years ago. Under these circumstances, it is said that "no game disappears" is not a nonsense. Bokeh Studio Games is not a complete indie, but it's not a major studio standing position, and it is stomat that there is no precedent position. It seems that you are enjoying to discover your own potential every day.
The corresponding platform and release date of "Noto" are undecided for now. According to Mr. Sato, development is that development is Japanese and English basis, and other localizations are not as much as possible.
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