
I would change the story midway through, but just changing one thing would have a profound effect on other things, so near the end there was almost no wiggle room left (laughs). I'm sure everyone thinks the same about anything like this that deals with time paradoxes, but most of my effort went into making sure that there were no contradictions and that the story didn't hit a dead end.Īt first I had been making something that unfolded in a different way, so that caused a lot of trouble.

What did you pay the most attention to when you were thinking it up?

So, of course, some things came up where we decided to have them speak not through words, but through their expressions, although it was interesting.
Shadow of memories digipad ps2#
Moving to the PS2 meant that even though they were both shown as real time events, our capability to express things like emotions in their facial expressions was totally different. If I had to point out something, it would be that the image quality seemed cheaper than it is now. We weren't at a stage when we had put much detail into them yet, though, so the basic composition is the same. Did you have fewer cutscenes or something like that in the PS version?.I think it was worth it in the end, though. We had to stick to a schedule, after all. We switched to the PS2 midway through, so one of the struggles was playing around with the way things were set up with the PS2's specs in mind. I actually started planning this game for the PlayStation. Was there anything you struggled with in creating the game?.
Shadow of memories digipad trial#
and also something that wasn't stressful, which took some trial and error. Instead of actually dying and saying, "Okay, let's start over," I wondered if I could make something meaningful with regards to that. I wanted to deal with the idea of dying in a different manner from the way games normally do.
Shadow of memories digipad plus#
On Suikoden I drew the main designs, character lines and maps, but this time I'm directing, so I did the planning, scenario, character designs, plus I made some of the 3D models and handled directing.

Please tell us your role on Shadow of Memories. I'm sure you have many fans from your Suikoden days.We spoke to Junko Kawano, Shadow of Memories' planner, character designer and general producer, during the game's development. Source: Shadow of Memories Official Guide, page 102-107 Shadow of Memories: Junko Kawano Interview
