[Interview] Shin Hayari Kami 3, Gag element removed and focused on fear and reasoning

Among the numerous works of Nippon Ichi Software, which is known as an original game developer, there is a series of different works. This is the Horror Suspect Adventure Game Hayari Kami series based on Japan's urban ghost story. It is also a game with its own fan base in that it solves urban ghost stories with occult or science with a moderately horrible atmosphere.

Shin Hayari Kami 3, which will be officially released in Korea on the 28th, is the latest series of series, released in five years. In fact, the official launch was made a year ago, but through the Koreanization of Intra Games, I can enjoy the game comfortably in Korean. This work is characterized by reducing the gag elements that were rewarded in the previous work and raising the weight of the scientific route.

What kind of thoughts and affections did the developers of Shin Hayari Kami, who showed the development of the series and developing, made the game with affection? In line with the official release of Shin Hayari Kami 3, I met Niikawa and Sohei, CEO of Nippon Ichi Software, and Ikeda Shinichi, who was a three-year-old development director, to solve various questions about the latest series.

Q. nice to see you. Prior to the interview, please introduce yourself.

CEO Niikawa Sohei (hereinafter referred to as Niikawa) : Hello, Nice to meet you. It is Niikawa, who was in charge of the scenario producer of the first Hayari Kami. In Shin Hayari Kami 2, scenarios were written in Shin Hayari Kami 3, and the original scenario of 1 ~ 3 episodes was written. In addition to Hayari Kami, we participated in the development of the Magi Electric Disgaia series.

Ikeda Shinichi (hereinafter referred to as Ikeda) : Ikeda is the development director of Shin Hayari Kami 3. In Shin Hayari Kami 3, we conducted full progress management and quality control. He previously served as the director of Disgaia 2 and Classic Dungeon X2.

Q. Five years after the previous work, we launched a sequel. It's been a long time, but is there a reason?

Niikawa : It was the greatest that I couldn't prepare the development line right away. Since the two scenarios were divided, I wanted to make three quickly, reflecting the voices of the users, but it took a lot of time to deliver it.

Q. Please briefly introduce what kind of game it is.

Ikeda : Shin Hayari Kami 3 is the third horror suspension adventure game in the series following the Sinha-Nari Kami and Shin Ha-nari Kami 2. This work is a story about the bizarre strange incident that becomes the head of Ghosaki, the head of the current police, and the urban legend as a keyword. According to the player's judgment, it is characterized by solving the events in two directions: science and occult.

Q. Unlike the previous film, which drew two years later, this work has no change in time z1. Why did you set it up like this?

Niikawa : The second episode was the story of Saki, the main character who overcame the big trauma in the first episode. In the second episode, the characters such as scam and partner Sena were established, and they wanted to dig deeper into their stories, so the third part made it a story of almost the same time series.

Q. This work seems to be the first mission of a special team that specializes in urban ghost stories. I am curious about the meaning of the special team.

Niikawa : Special Customer Windows will be investigated by the newly installed 'Special' in the 3rd episode. It can be relaxed in general. For more information, please check the main story.

Q. The gag element of the previous work was fun, but on the other hand, it was an element that interfered with the immersion of the story. This work is said to have removed the heterogeneous gag elements in the story and concentrated on the urban ghost story. Is there a reason for changing like this?

Ikeda : I checked the reactions and appreciation of the user until the previous work, and I developed it to exclude elements that were not very well. The gag element was very repercussion, but there was no good evaluation, so this time I refrained.

Q. I think the horror direction has been strengthened while adding movements to the CG. I wonder how it had made such a movement and how it was difficult.

Ikeda : The addition of cg was a big part that I wanted to add fear. The difficulty was that the movement was added in the development process, but there was a problem to solve the opposite effects because of the fact that it was not very effective.

Q. What is the part that you are particularly careful when you make a distinction between the occult and science routes.

Niikawa : Clearly distinguishes the story of science route and occult route, and after clearing both science routes and occultruts, users can imagine the facts of the event into their heads. I paid attention to the eggplant.

If you explain more about the divided part of the science route and the occult route, this is established from the invitation. I think that the approach is different by observer or choice. So when an incident occurred in the city legend, I thought it would be nice to have a scientific approach, occult approach, and both sides.

And not only by one, but also when both sides have been experienced, the player has made it possible to know the truth. It can be a self-confidence, but I think it's a well-made structure. (laugh)

Q. The previous work was somewhat disappointing about the weight of science routes and the development of the story. How much do science routes have in this work?

Niikawa : Basically, we wanted to make the weight of the science route and the occult route the same. However, I pursued fear or bizarre story, so I feel closer to the occult side.

** Q. I wonder if there is a change added to the self-queus system or an improvement.

Ikeda : The basic system inherited the previous Hayaragami 2. Text, etc. I tried to increase quality. Korean translation has struggled a lot in Intra Games.

Q. In my previous work, I wondering if I had to introduce this system because there was no lack of colleges every time. What is the meaning of the collage point in this work, and why did you add this system?

Niikawa : College Point is one of the options. We are assigning points as an option that requires courage, not just an option. If the protagonist does not have the courage, it would be nice if you can sympathize with the options that cannot be selected.

Q. I am curious about what we are worried about to create a new urban ghost story.

Niikawa : It's interesting to find something new, but it's usually borrowing an existing city legend. It's a familiar material, but it's because it has a different ripple depending on the region or the person who delivers it. If you collect various materials and connect them to the case, I would like to adopt a interesting city legend.

Q. Is there a possibility of creating urban ghost stories in Korea later?

Niikawa : Unfortunately there is no plan for now, but it is not impossible because it is interested in overseas city legends. I will be interested. If you have interesting urban ghost stories, please let me know a lot.

معرفی Q. Lastly, please say a word to Korean fans who love Shin Hayari Kami series.

Niikawa : Please expect a lot of expectations for Shin Hayari Kami 3, which has been concentrated so far. Thank you for your support for the Hayari Kami series and Nippon Ichi software.

Ikeda : Thank you for supporting the Hayaragami series. Shin Hayari Kami 3 has been developed so that series fans have fun.

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