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Fate/EXTRA Record | TBA 2025

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Geddoe

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Fate/EXTRA Record








Sito ufficiale

Piattaforme ancora da confermare, intanto apro :miagi:
 
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Radoom91

 
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Dice current generation platforms :miagi:
Unito alle parole di Niino che voleva uscire su più pittaforme possibili direi che andiamo sul sicuro che esce anche su switch e pc.

Non me li aspettavo Rinfags lo studio BB, si sono messi VR Rin nel loro studio, e dire che la waifu di Niino è BB :sard:


 
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YUSUKE86

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CS a turni, jrpg, grafica anime (e donzelle a gogò).

PS: Purtroppo non ho mai visto l'anime di Fate.. (ha troppe serie...)

Però è interessante.  :sisi:

 

Geddoe

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Non me li aspettavo Rinfags lo studio BB, si sono messi VR Rin nel loro studio, e dire che la waifu di Niino è BB :sard:



Per lei dobbiamo aspettare Fate/Extra CCC Record :geddoe:

Anche perché do per scontato che NON ci sia, lo avrebbero già specificato altrimenti :sadfrog:

 

Radoom91

 
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Per lei dobbiamo aspettare Fate/Extra CCC Record :geddoe:

Anche perché do per scontato che NON ci sia, lo avrebbero già specificato altrimenti :sadfrog:
Devono ancora mostrare Tamamo anche, do per scontato BB ci sia in infermieria e Kirei a fare spook random.
Discorso diverso magari per le sorelle Aozaki, Shiki e forse anche Arcueid, perchè non so quanto un fan possa esser triggerato dal vederla :asd:

 

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Sposto qua le interviste/dichiarazioni fatte dallo Studio, per creare uno storico.

16/12/19 Nino, studio director.

Although I was addicted to making offices and recruiting jobs, I finally settled down and became an environment where I can make games.

Let's take a look back at the studio.
In studio BB, I'm going to make three things.

1. Related work of existing titles of TYPE-MOON
2. New title in Nasu's view of the world (in a broad sense)
3. Completely new title in TYPE-MOON style (in the broad sense)

For “3”, which is too ambiguous, please think that it is ant. If the president and mushrooms say "It looks interesting", it's like an ant!

By the way, “Tsukihime R”, which I often get inquiries about, is eagerly working on the TYPE-MOON itself ... I'm in a position to look forward to it! That's why it is not a work under the jurisdiction of studio BB, so please understand that.

...... So, now that you are starting, what games can you make with studio BB? How much quality can you play? “1” is being developed as a benchmark to measure the ability of studio BB.
I feel like I can show you something by next summer.
Then everyone, thank you again.

Kazuya Niino / studio director
After preparing offices, hiring, and all that topsy-turvey stuff, I can finally settle down in an environment where I can make games. Once again, let's take a look at the studio.

Studio BB is going to make 3 things.


1. Work related to existing TYPE-MOON titles.
2. New title that incorporates Nasu's worldview (in a broad sense).
3. Completely new title with a TYPE-MOON style (in a very broad sense).


"3" may sound very ambiguous. Think of it as, whatever took our fancy. Something the president and Kinoko said "That seemed interesting," to.


By the way, we get a lot of questions about the Tsukihime remake. TYPE-MOON itself is eagerly working on that. I'm actually waiting to enjoy it myself! Anyway, I hope you understand its a work outside studio BB's jurisdiction.


So, at this opening juncture, what games are studio BB looking to make? What type of quality can you expect? To answer that, please use the development of "1" as a benchmark for studio BB's abilities. I think there will be something to show no later than next summer.


Thank you again.


Nino Kazuya/studio director.
Motocross Saitou (@moot_sai) did the pixel art we're currently using for our homepage!
A slightly fictitious Yokohama, a slightly fictitious office, in a place near our office.
Thank you so much for the wonderful picture!
15/1/20 Tsukada, writer.

My name is Kouya Tsukada and I will be the writer for Studio BB.
Since this is my first time here, I'll start with a brief introduction of my career history.

Now I am a writer for video games, but my career started in the movie industry. I lurked around film production jobs, holding my dream of one day becoming a director close to my heart. But to be a director, I needed to create stories, which got me engaged to creating scenarios until the script writing became my main job.
Years later, unexpectedly enough, I considered writing for video games and got accepted immediately, leading me to where I am now. As someone who always loved video games, being a game creator was a dream on par with being a movie creator. After my first time in the work field, I got fascinated with games' unique way of expression and storytelling and ended up a prisoner to game creation.

I took part as a writer in many titles, but I believe the most noteworthy among them are Yuugure no Valkyries (the first game script I wrote), Digimon Story: Cyber Sleuth (the game that showed me how fun game writing can be, although I wasn't the main writer there), Dragon Quest Builders 1 and 2 (games I worked with Mr. Niino and handled the entire script all by myself), among others.
I poured my blood and tears into the scripts of all these titles, so I'd love to know that any of played one of them.

Speaking of scripts and scenarios... the Studio BB's mother, Type-Moon, is THE Kinoko Nasu's studio. I believe a lot of you expect high quality stories from Studio BB, too. The pressure weighing on me is outrageously huge, but I hope I can stay chill and enjoy my storywritting.
I'll be devoting myself to writing a script that leave all of you satisfied, so thank you in advance for your support.
24/1/20 Intervista di 4gamer a Nino.

-The Type-Moon fanbase is much larger than what Niino was prepared for. He wasn't expecting his new studio's name to be trending on Twitter the day it was announced. Now he got a feel of the scope of his project and the pressure is big.

-Niino's first contact with Type-Moon was 13 years ago. After finishing Etrian Oddysey, he needed a new project to start working with and since he was a huge Tsukihime, he asked Type-Moon to let him make a Tsukihime game for Atlus. Type-Moon said no because they were focusing on the Fate/ side of the franchise at the moment.

-Later, when Niino was already working at Image Epoch, he went back to his idea of making a Type-Moon RPG, but this time he asked about Fate/ instead of Tsukihime because that was more "current" at the time.

-Niino was trying really hard to impress, so he pitched Nasu the most sci-fi project he could: "The solar system's oldest object was discovered on the Moon: the Type-Moon, a 3cm³ omnipotent wish-granting cube." Nasu accepted but changed the name from Type-Moon to Mooncell because it was embarrassing.
CCC was pitched early into /EXTRA's development because Niino is a Sakura fanboy and wanted to make a game where you chase a bunch of Sakura in a dungeon.

-To no one's surprise, the studio was named both as a joke about it being the B studio and for Niino's personal waifu reasons.

-Studio BB's story starts when Niino was at Square Enix and Naoki Yoshida (producer/director of Final Fantasy XIV) says he wants to make a game with Type-Moon. Niino had just finished directing Dragon Quest Builders 2, so he's was ready to have his next project with Type-Moon, but unfortunately, the Square Enix' higher-ups answer was "Ok, but not now". Niino is already past his 40s, so he's worried about how many games can he still make before he retires. At this point, he wants to focus only on games he actually wants to make, so "not now" is not an acceptable answer for him anymore. He explained his situation to Type-Moon and Takeuchi is like "Dude, just work on our place". Suddenly, they start looking for offices for a new studio and made that "We're hiring" thing on the website.

- It's a new separate studio because the roster of employees in the main Type-Moon studio is pretty much the same for the past 20 years and factoring in new people into that could be messy. Also because Niino was advised into developing his games independently (although working together and receiving help from Type-Moon).

-The main Type-Moon studio wants to develop their current series at their own pace, so Studio BB should develop TM titles on a different axis from them. So, no Studio BB speeding up the remake's release. But Niino did tell Nasu and Takeuchi that the game he's currently aiming for will be big enough to compete with the remake when they both release in about 5, 6 years.

-He can't give details about the 3 games Studio BB is producing because they are not in a presentable stage yet. They already started development in August for 1 of them, a mid-sized project in collaboration with another company. Then when the year started, they started the development on the other one, a small-sized project that can be done entirely within the Studio BB. Both of these games will serve as a build-up for the aforementioned Tsukihime-sized 3rd project, both in the TM lore they will present and as way to make the Studio BB team more experienced.

-Niino says is ready to retire if that bigger project is satisfactory. He talked with Nasu and Takeuchi before about how since his days are counted, he has to work only on what he really wants to do and make sure every game counts.

-Studio BB's games will be canon to the Nasuverse and will stay true to all the lore and worldbuilding, but they won't be sequels or spin-offs to any existing title. At least one of them will be almost entirely brand-new stuff.

-We already know enough about the games Niino makes, so the interviewer asks instead about the games Niino plays. He usually about 30 games that he plays without finishing. One he's really enjoying right now is Borderlands 3. He praises its difficulty curve and its Japanese localization.

-The worst thing you can say to Niino is that one of his games was ok. He wants all the players to consider them either really good and a complete trainwreck, no inbetweens. However, when circumstances demand his game to be limited, he redistributes the work in order make the game have at least one part that's really good instead of making the whole game consistently ok. Because he believes no one will want a sequel to a game that was just ok the whole time, but they might want a sequel for a game that had one really good part.

-When asked for an example, Niino says his default response is usually focusing on the OST as the one part to make really, as he believes a good OST can often emotionally carry a whole game and keep the emphasis on the right spots. He goes on a bit more about that, but I don't really understand music enough to explain that part. Sorry. Niino's games do have quite memorable OSTs though.

-Back to the previous question, the interviewer now asks about what Niino played as a kid. The was big fan of RPGs and PC games, but he didn't have a PC to play the latter, so he just collected magazines and imagined what it would be like to play all those games there. People often tell him he knows a lot about old PC games, but he actually just read a lot about them and never played most of them.

-Judging by his work in Etrian Oddysey, the interviewer guessed Niino was a Wizardry fan. He answers he played the Famicom version as a kid and didn't like, but grew to appreciate it a lot as the years came by. But the interviewer was right in his guess that EO was somewhat an attempt to fix everything Niino didn't like about Wizardry. Another recurring trait in his dungeon crawlers is making the first floor of the dungeon the hardest.

-Studio BB's team is was 7 people before the hiring campaign. 1 director, 1 developer, 1 writer, 1 programmer, 1 2D artist, 1 3D artist and 1 project manager. Niino thinks that's enough to make a 2D game, but for a tried his ideal was to hire at least 3 more programmers. The interview was taking before the campaign was over, so we don't know if he managed or not.

-Studio BB's games are current planned to go on the PS4, Switch and PC, but Niino wants them be playable in as many platforms as possible, so he's also considering smartphones, Xbox and Cloud.

-Niino wants his work in Studio BB to be his manner of passing the torch to the future generations, teaching his new employees all he can to keep his style going even after his retirement, sorta like how it was done with Dragon Quest.

-Niino's favorite Type-Moon elements are Dead Apostles and FGO's Wandering Sea.

-The official TM terminology is a big part in making TM games, but many fans are new and there's so many new terms that even a 20 years fan like Niino is finding hard to keep up, so his games will constantly have simple explanations for all the terms, so we can all "study the Type-Moon lore" all over again.

-As we already know, the writer for Niino's games will be Tsukada, who already worked for him making the entire script for both Dragon Quest Builders games. It was a rocky work where the two disagreed a lot, but ultimately they think their constant clash of opinions is what made the DQB good and they want keep doing that for the Studio BB's games.

-Tsukada normally feels a huge pressure from having to write alone for someone as attentive to the script as Niino, and Type-Moon's reputation as story-centric titles only makes it worse, but Nasu encouraged him saying the bigger the pressure, the more the writer gains EXP to level up.

-The most memorable thing Nasu said to Niino when making /EXTRA is to do whatever he wanted, as something that could work as a finale to Fate/ series. He just had to do something that didn't ruin Fate/stay Night's reputation. As a result of his works, Fate/ got a ton of spin-offs and became what the interviewer describes an endless party. To that Niino responds that no party lasts forever. He says Fate/'s 10-year long party is ending and that he wants his work to help setting things up for TM's next 10-year long party.
16/3/20 Hibara, art designer.

Hired a new art designer named Hibaru Kuroko, who introduces themselves and explain how they got into T-M by reading Kara no Kyoukai.
Mentions working on a 3D game based on an existing TM IP.
Currently, Hibara is working on a game based on an existing Type-Moon work which will be brought to life with 3DCG.
15/5/20 Takenouchi, art director.

Nice to meet you, I'm Yoshikazu Takenouchi and my fateful bonds leads to be working as the new art director for Studio BB.
My job involves mainly designing concept arts, backgrounds and assets.

I have experience working with President Takeuchi in Fate/Grand Order and with Director Niinou and Writer Tsukuda in Dragon Quest Builders 2, and due these bonds they called me to work with them in whatever project they're currently making.

In this industry it's common to meet again the people you're bonded to... but I never expected this to be how it would go (sweats).
Now I'm like a have to do a good job wherever I go to preserve and connect more bonds.

Well, now seems like a good show some of the art I did for Fate/Grand Order.


This set are rough sketches used for Part 2 Chapter 4, the Yuga Kshehtra arc.
When I first started drawing these art, I kept getting the wild ideas and the respective story writer incorporated a lot of them into canon.



This is rough indoor assets for Part 2 Chapter 5, the Atlantis/Olimpus arc.
The worldbuilding shared between both arcs was already defined from the start, so I remember needing to ask the respective story writer(s) a lot about how far I was allowed to mess around with the line of design.


Here's another art I did for the Atlantis/Olympus arc.
This was produced long before the chapter, so my memory about it is not very detailed, but I remember I had the time of my life drawing this one. (laughs)
This big crystal-ish mountain filling most of the screen was designed after Mt. Olympus.

As for the project I'm currently working on, I again got the wildest ideas in my conversations with Director Niinou, so I was officialized for jobs and it's time for me to make a few pieces of concept art like the ones I just presented.

Due to the current state of national emergency, the meetings and the art processing are being done online but everything is running in a relatively steadier pace.

We on the staff are all working diligently, looking forward to the day we can present you with an enjoyable experience.
Give out games a try whenever they are complete.

Art director: Yoshikazu Takenouchi
15/6/20 Ueyama, programmer.

Nice to meet you, I'm Ueyama the programmer.
It's an honor to be joining Studio BB.

I'm here due to my previous connections with mr. Niinou, as we already worked together developing Last Ranker and Black Rock Shooter: The Game for a company named Image Epoch.
Both titles were extremely enriching experiences, leaving so much of an impression that I could say they formed my future development philosophy.
When I was hoping for a chance to work with Niinou one more time, destiny brought us together again.

My previous work is comprised mainly of developing apps and their client software.

My most recent job has been programming some of the missions in Ace Combat 7: Skyes Unknown.
I have a bad habit of commenting on any detail I notice, and this usually ends with me having to do someone else's work to fix the detail I pointed out. Ace Combat 7 was a project where this habit of mine allowed me to experience an impressive variety of fields in game development, more so than any other before.
That was the largest project I've ever worked on, and I'm very lucky to have contributed to it as I could. It gave me the confidence I need.

Up until now, I aimed to be a programmer that does anything. But Studio BB, with our low member count, is a work environment where I have to do not only anything but everything.
I need to see the big picture of the projects I'm involved in and I'm not expecting it to be easy, but I'm excited to learn everything I can learn here.

Studio BB is currently starting work on a new in-house title.
Please wait, as we are still going to need a lot of time.

Programmer: Tooru Ueyama
14/7/20 Yanagi, project manager.

Hello.
I'm Yanagi, the project manager.

Since July we've been introducing our staff members one per month, and with me that all of them. Here's the links to all of them.

Now, about me, Yanagi, the project manager.
I worked PR and administration for Square Enix's online games. Most members of the Studio BB staff are people who worked with Niinou before, so I believe some of already guessed I'd be connected through Square Enix. I'd be wrong about that! I never personally met Niinou before (I have a vague feeling we worked on the same floor on the Square Enix office but we'll never know...), so our work together here started from introducing ourselves.

Since we're such a small team, I'll have to handle both the progress management and the PR. I look forward to my opportunities to share Studio BB's developing process, state and even some pre-release screenshots with you all.

The present state of Studio BB

How's Studio BB like?

Let's move on to my report on the state of Studio BB.

All 7 of our members are working with gusto! is what I'd say under ideal circumstances, but with the coronavirus pandemic (COVID-19) on the news everyday, society is going through a big period of anxiety. Due to this situation, we from Studio BB have been working from home since the start of March.

Comes April with no signs of life returning to normality, and we even officially go into an state of emergency.
We had to seriously consider a long-term home office practice, and rearranged our houses so we could work from home just as efficiently was we could work from the office.

Later the state of emergency was lifted, but as you know, we're still in a situation where we can't afford to be careless.
Since we from Studio BB already have all the setup we need to perfectly communicate as a team, and because this work model is more convenient for everyone involved, we decided to keep working from home going forward.

Please do not worry, as our development is progressing without a hitch!

What's Studio BB doing?

I can't give you a concrete title yet, but we're currently doing 2 game projects.

One of them is a joint project with another developer, who has been collaborating with us since late 2019.
We're holding web meetings with members of both companies every day while we make our progress.

The other one is a smaller project that Studio BB can complete on its own, from our starting point in 2020.
We're currently testing engines and 3DCG softwares to see if we can implement what we want, while still being open to reconsider what lore elements and gameplay can use.

Niinou already explained the direction Studio BB games are going to take, so please read it if you're interested.

...and that's pretty much all I have to report on how things are in Studio BB.
Look forward to future updates.

 

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Ricordo quando presi il primo import per psp... e lo droppai alle prime ore, madonna il battle system se era brutto e i dungeon osceni  :asd:  

 

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Ricordo quando presi il primo import per psp... e lo droppai alle prime ore, madonna il battle system se era brutto e i dungeon osceni  :asd:  
Indubbiamente il bs era orrido, le qualità del gioco risiedevano in ben altre parti.

Per il combat già si vede che hanno cambiato totalmente dal sasso/carta/forbice.
(Faccio un repost)
 

Fortunatamente han' cambiato il combat, sembra AP based, in basso a destra Nero ha 4 action point e presumo il numero in alto a sinistra delle carte sia il costo per utilizzarle.
Non ho capito a che serve la command list in basso a sinistra, forse puoi cambiare le "carte" in possesso, tipo quando usa l'attacco una carta va al "cimitero", ne rimangono 4 in azione e 5 in panchina(o forse è il numero massimo di carte) , e volendo puoi usare il sort per cambiarle o ti serve un'abilità(?).
Le carte sembrano livellabili il che è bene, bisogna vedere come...
Vedo tanta bella roba.

Sembra anche che sblocchi un'abilità dopo una serie di parate contro Drake(?), infatti va da 5 a 6 nella command list, boh...



Il gioco sembra davvero early in sviluppo, nei corridoi gli studenti non hanno neanche le ombre(?) o Drake e Shiki hanno una presentazione rigida, però se il livello finale è quello di Hakunon/Shinji o di Rin, sarà un gran bel gioco, sinceramente non me lo aspettavo.
Pensavo ad una scritta o qualcosa di messo li veloce, mi hanno sorpreso.

------------------

Alle 13 c'è uno stream di Niino con la Ueda per festeggiare i 10 anni, probabile sganciano info.




 
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Infatti ora sembra decisamente migliore il bs, ma non così divertente lo stesso, vedremo.

Idem i dungeon, su psp erano orridi, ma se migliorano solo la grafica non hanno risolto il problema, eran da rifare da zero. Dal materiale mostrato sembrano comunque vuotissimi  :ehh:

 

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Ma non ho capito, è una sorta di soft-reebot della serie EXTRA??

 

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Nuova intervista con Niino, più che altro biografica, nessuna news.

-Niinou's relationship with videogames started with buying a Famicom and falling in love with pixel art, leading the 7~8 years old Niinou to constantly be reproducing the 8-bit sprites with color pencils on graph paper.
-Later, when he was 10, he started learning about game programming by cluelessly playing around with a pocket computer until he managed to get something done.
-His first game there was a completely gimmickless dice game. Just two players taking turns using a random number generator to advance squares until one reaches the goal first. Niinou then went to show off his proud accomplishment to his computer-savvy teacher and got a "I don't get what's so fun about this" in return.
-After that, he started checking what the dice games available in the market were like and felt forced to admit his game was shit, as real dice games were a lot more engaging with all the different stuff happening according to the squares you land on.

-His first real job was as a graphic designer at Pax Softnica, doing the sprite work for all 3 Hamtaro games on the Game Boy Color.
-Although he loved his job making sprites, he had his ambitions to make his own games where he had full creative control, which lead to Atlus eventually accepting his first game project, Trauma Center: Under the Knife, and later his most successful work, Etrian Oddyssey.
-Niinou's main design focus is making games the players never get tired of playing. More subdued games you can't stop playing over games you play a lot and get quickly burned out.
-Another highly valued factor is making the game experience equal parts challenging and rewarding.

-As mentioned in the other interview, before Fate/EXTRA, Niinou's first contact with Type-Moon was asking to make a Tsukihime game with them.
-Since his Atlus era, Niinou has been sending hundreds of e-mails asking to work with Type-Moon on a game and kept getting the "Our company is too busy with many other projects" response, but eventually he changed his mindset to "If I show them an interesting idea, they'll want to take it", so he presented Fate/EXTRA and got what he wanted.
-Niinou recommends other upcoming game creator to follow his attitude of insistently approaching companies until you managed to get the chance to make the game you want to make.

-Niinou then went to Square Enix, where he was highly successful with Final Fantasy XIV and the 2 Dragon Quest Builders games, but dropped all that to make Studio BB.
-Square Enix was a large company and those large company circumstances made it impossible for Niinou to develop the DQB games as fast as he wanted, so he wanted the next project to be something he could fully control the pacing of progress.
-He's the kind of guy who only feels motivated to do something when it's challenging, and somewhere along the current challenge he always starts thinking about the next challenge, because life is short and there're just so many games you can make.
-As mentioned in the other interview, Niinou proposed to make a Type-Moon game with Square, but Square answered "Ok but not now", so Niinou left them and opened his own studio to work for Type-Moon now.
-Niinou is actually really happy to leave Square Enix because their work environment was too good and he wants the dev process to be awful and challenging, as mentioned above.

-Studio BB is a team of 7 people with a lot they wanted to do but were denied by the industry's constraints, so Niinou is providing a paradise where they can do the games they want the way they want. And this paradise Niinou is talking about is the actual physical studio office they now can't go to because Covid.
-Takenouchi (the art director)'s main priority is making the scenery not look stupid. He's a strong believer that designing for a fantasy setting should never mean the buildings are allowed to look impractical for that series' ruleset. Never be bizarre just for the sake of being bizarre, basically. Create something that makes sense for the setting. Meanwhile, Hibara, the art designer (mainly character designer) is the bigger Type-Moon enthusiast and places the main priority on how faithful everything is to Type-Moon's style.
-Niinou talks about how the game development process is about first finding out what you want to make, then studying if it's possible, then running a lot of tests to see if you can really do it in full, and only then you start making it. Fate/EXTRA being announced means it already overcame these first 3 very time consuming steps and everything is putting their efforts into it with full confidence that they can do it.
-Basically, what Niinou is trying to say with this is that Record will be out SoonTM
https://www.yaruki-lab.jp/niinou-kazuya/

 
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Radoom91

 
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Nuove info nello special di fine anno.
 

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Intervista a Kazuya Nino

Machine Translation:
TYPE-MOON
Game Director / Producer
Kazuya Shinnou
Representative works: "Labyrinth of the World Tree", "Dragon Quest Builders", "Fate/EXTRA Record


<Question 1: Which game titles released in 2020 impressed you the most (or shocked you the most)?

Ryu ga Gotoku 7: Whereabouts of Light and Darkness
It was a bold genre revamp from action to command RPG, which is hard to imagine, and on top of that, it was a new and attractive game. The characterization of the protagonist and the story were excellent, and the "generational change" that could have lost a lot of customers was completely successful. I am looking forward to the sequel, in which the main character, Kasuga Ichiban, will play an active role.

<Question 2: What was the most impressive work among the entertainment contents released in 2020?

The most memorable work among the entertainment contents released/released in 2020 is "Blade of the Demise" ......, isn't it? As a person who lives in the content industry, I was wowed when I saw a grandmother and her two grandchildren (or so it seemed) who happened to be in the elevator talking about Onimei no Hata. The grandson said it was the second time he's seen the movie. ...... I'm going to do my best too.

<Question 3: Who do you personally have your eye on in 2020?

Sota Fujii. Because I've gotten older lately, I'm really glad to see a talented young person in my life. His success has made me very aware of young people in entertainment and sports. In the game industry, too, there are many young and talented people. I sincerely want to make sure that I don't become an old man so that they can be active.

<Question 4: What are your aspirations for 2021, and what is your message to the readers of 4Gamer?

Last year, we started working as a small organization as studio BB. As a game development studio, I think we have to prove that we can deliver interesting games to everyone. We will do our best sincerely without thinking too much about unnecessary things. Next year, I'll be working on the already announced "Fate/EXTRA Record" and another small project as studio BB, so I'd like to show you the progress of both. In the past few years, many game developers of the same age have become independent. The development environment, including general-purpose game engines, has changed dramatically, and I think we are now in an interesting era where we can approach game development in many different ways. Next year is sure to be another great year for game developers and players!
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