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Shadow of memories digipad
Shadow of memories digipad












  1. Shadow of memories digipad trial#
  2. Shadow of memories digipad plus#
  3. Shadow of memories digipad ps2#

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.

shadow of memories digipad

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

  • The story is complex, with you going back and forth in time.
  • I brought in videos I'd shot as a hobby and asked for them to be used as references. I put in cats because I personally like them. Those definitely weren't mocapped (laughs).
  • Were things like the cats created normally?.
  • We didn't dress them up in costumes, but we did a variety of things - if for example the character wore a long skirt we would wrap something long around them, or adding a fringe to the person playing Eike since he's always conscious of his. We needed to capture for about three hours of the game, so in total we spent tens of days holed up in the studio. We rented out a studio and basically spent all day working on it.
  • Did you not actually have that many models undergo mocap?.
  • Still, it ended up being about as difficult as it was to transplant them onto someone as tall as Eike. We used a method where we would have the children captured by adults, and then remake them as children afterwards. Although their bodily proportions are quite different from real world proportions, so some of them look a little doll-like (laughs).
  • I think that the characters' movements are truly rich.
  • shadow of memories digipad

    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.

  • Having the protagonist die right at the start of the game isn't something that has been done before, is it?.
  • I'm personally a fan of Goethe's Faust, so it was while wondering whether I could use elements of it to create something new that I began working on this game. I was basically trying to make something original, so I wanted to make something that would have a strong impact, and I also wanted to do something themed around time travel and death.
  • Could you tell us why you chose this theme and this kind of game?.
  • 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.

    shadow of memories digipad

    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














    Shadow of memories digipad