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tansuikabutsu

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tansuikabutsu

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#1  Edited By tansuikabutsu

Part 2 of my translation of Dengeki Game's recent interview with Katsura Hoshino, "Catherine"'s producer. Part one is here, and there's many more to come -- this is a long interview. 
 
---  

 - By the way, in the west there are a lot of games where the protagonist is an adult, but in Japan it's mostly teenagers or young boys. What are your thoughts on that?

Hashino: I'm not sure I have a general theory about the matter, but if I have to say one thing, it's that Japanese people are under the illusion that adult life is boring. Well, it truly *is* boring, you know (laughs). To complement that, the reverence of young people's life is strong. But I think the tendency is changing. The dreams of people who grew up in the Famicom era were always influenced by the games they played, and a lot of them continue to enjoy games to this day. In a way, these 30 and 40 year olds are also winning in life -- even in their old age they still have a lot of fun playing a load of games. Since then we moved into an even more virtual world, and all sorts of communication tools are now available. That's why even though today's protagonists are mostly kids, I think in 10 years time we will see many games designed to resonate with the Famicom-era people in their 40s and 50s.

- It also seems to me that since the Famicom-era, there were a lot of Atlus games oriented towards an adult audience [1].
Hashino: The developers at Atlas are often not concerned about making games for a specific target audience, but rather about making something they themselves like. As the members of the developer teams aged, they probably started making adult-oriented games. Even in the Persona series, even though we made it with young people in mind, we still left a lot of things in it that resonate with us. When you decide to make something you don't understand yourself, you end up with nothing but calculation and guesses. And even if you're very good with these calculations, they will be easily seen through by the players. It's especially true when writing for adults - it must be something you yourself feel is good and interesting. You have to know yourself what is interesting and what is no good. If I have to sum up what "a game for adults" is, I'd say it have to be something not designed by calculation, but a straight, honest thing.

- When writing entertainment for adults, you must probably entertain some self restraint. What are your thoughts on that subject?
Hashino: For example, when deciding on the gap between your work's character setup and worldview as opposed to simple eroticism, I think you must have some self restraint. In Catherine's case, however, the situations are probably appropriate for people in our character's age group, and their expression isn't extreme. It's also visually not erotic at all. Or is it erotic? (laughs). In any case, erotica is not the goal of playing the game. It's hard to define what is erotic, but I don't think we have scenes that will make anyone scowl. Rather, I'd like to have an experience that can only be felt in a video game, beyond anything that's shown in individual cut scenes. Adults are full of that kind of imaginative power.

- Next, let us hear the reason you made love the theme of Catherine.
Hashino: In the beginning, we had the idea of making a game about "the nightmares of soldiers in the battlefield between one battle and the next", but we soon realized that not a lot of people have had real life experience of being a soldier. When you have a high-school student as your protagonist, it's not difficult to presuppose people will have that "yeah, I understand" feeling when playing school activities, but once you're in your 30s or 40s, careers and life styles start to diverge, and there isn't much shared experience anymore. But there is one thing - the connection between men and women. Love and the problems of marriage - if you're an adult it's most likely a large part of life around you. In addition, while love is a popular theme in movies and TV shows, there aren't many games that tackled adult love issues in a serious manner, so we thought it would be interesting.

- When thinking about the theme of love in video games, the first thing that comes to mind are romantic adventure games and romantic simulations, but Catherine's feel is certainly different from most of those.
Hashino: In your average romantic adventure and simulation game, you try to win over a girl you're interested in. Catherine isn't a "winning over" game. We start in a situation where you already have a lover, and throughout the story it's the girls who are on a full-scale attack (laughs). In a way, it's a story that happens after the romantic simulation scenario is over.

[1] Adult oriented Atlus games - Atlus games such as the "Shin Megami Tensei" series, the "Busin" series and the "Desperia" series deal with gods and demons, as well as with the human condition. They can be enjoyed by young people, but are full of themes that take on a deeper significant for adults.

[2] Romantic adventure and simulation games - In romantic simulation games, the player's approach determines who will become the protagonist's lover between several heroines, and changes the story's ending. On the other hand, in recent romantic adventure games, there are next to no selections to be made, and the games act more like digital novels, where enjoying the drama is the important part.
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tansuikabutsu

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#2  Edited By tansuikabutsu

Well, it's been a while since I had an account here, so maybe it's time to try that blog thing. I've had blogs in the past, all abandoned now, so we'll see how it goes. 
  
But we'll leave introductions for a later post. It's best to start with actual content! 
 
My favorite Japanese games magazine is currently Dengeki Games. It's a monthly, fairly thick, and seems to have more actual content than most of its competition. The latest issue, out last week, has a cover shot of Catherine, from the game with the same title that was recently covered here on GB, accompanied by a long interesting interview with Katsura Hashino, the game's producer. Most of the interview is about the concept of "games for adult players", which is not nearly as advanced in Japan as it is in the west (the interview touches on why that is quite a bit). Anyway, I decided it's good training material, so I'm translating it bit by bit and sharing the results. The first part is right here. 
Numbers in square brackets refer to footnotes from the original interview. You'll find them at the bottom. After that I'll add my own comments if there are any (there are for this part). 
 
Let me know what you think! 
 
 
 "Catherine" and Games for Adults
 There was a time when computer games were recognized as nothing more than "children games". But much like a society that shows a multitude of aspects as an era advances, games too continued to evolve in a multitude of ways, and today people of ages that can be called "adult" are playing computer games in many forms. Of course, many of them are people who were children in the "Famicom era", when the TV game revolution took place, and continued enjoying video games into their adulthood. 
In any case, today many people agree that video games are a form of entertainment that can captivate adults as well as children. That said, when we think about "games for adults" (and by that we don't mean games designated for adults because of sexual or violent scenes, but games designed for people with a certain amount of life experience), just how many come to mind, if at all? And what kind of games are they? One answer might include "Catherine", which arrives in stores this month. In this special report, we talk to Catherine's producer, Mr. Katsura Hashino, about the appeal of his current game as well as about the possibilities in "games for adults".
---

- To start, can you tell us the motivation for creating a game that can be enjoyed best by people in their 30's and 40's?
Hashino: Up until now I was involved with the "Persona" series [1], which we designed so both high school students and people who attended high school a few years before could identify with. As we continued with that process, I suddenly found myself wondering if there are any games I, who just turned 30, could identify with just as easily. If we look at TV and movies, we find many works that depict adult life faithfully. But in video games, once you reach those bewildering 30's and 40's, you can't succeed by giving your characters a sword to wield any more, but must show the struggles of adult life in order to have your players identify with the characters. Those were my thoughts that motivated me to make the game.
I wasn't sure it was a good idea to have a 32 year old man as the protagonist, but since he was accompanied by two pretty women I looked forward to make an adult-oriented romantic adventure game. But as we were making the game, our two women turned out very different from those that are in your standard romantic game (laughs). You often hear the expression "my bride [2]" in regard to game and anime heroines, but thematically our two girls are intensely the exact opposite. In that way they can never become "my bride" (laughs).

 - When you play the game, the scene where they come across each other is too real -- in its own way it's even "horror", isn't it? (laughs)
Hashino: When you're drinking with friends it's fun to hear about someone's scene of carnage at home after his infidelity was exposed, isn't it? Because it happened to someone else (laughs). It's kind of a popular story. So we thought it would be quite fun, but when you actually play the scene it's scary (big laugh). That's why as opposed to Persona, where we didn't put any words into the protagonist's mouth in order to make him one with the player, we thought it would be harsh to do the same here, and we set it up so the player enjoys watching this man called Vincent from the side.  

 - What are your thoughts about making a game where the protagonist is an adult?
Hashino: I could insert references that only people of my generation can understand. Like "Golden Play Theater" [3] (laughs). I think people in their twenties will probably not even realize it is a parody, let alone actually know it, but that's actually what's great about it. Besides that, when you become an adult your time becomes limited and your actions are mostly influenced by whether they're advantageous to you or not. I want to create a game that makes you notice the unusual and hazy things in the world.

[1] "Persona" series - Starting with Persona 3, this is the series of games that Katsura Hashino is best known for producing and directing.
[2] "My bride" ("ore no yome") - A typical expression from men regarding their ideal female type characters. In most cases, it's used in regard to 2-dimensional anime characters.
[3] "Golden Play Theater" - As is apparent when looking at the top-left of Catherine's screen, the game is set up as a program of the "Golden Play Theater". The motif is the same as the actual old TV show, "Golden Western Theater". "When we were kids video players were not yet popular, and we often saw movies for the first time on television. There are probably many with intense memories of it." (Hashino)

 (My own note - Golden Western Theater was a Japanese TV show that aired in the '70s and '80s, showcasing mostly American movies. You can see its opening titles here, that are clearly the inspiration for Catherine's opening, here: http://www.youtube.com/watch?v=ZdOz9eKIkOk)     

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tansuikabutsu

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#3  Edited By tansuikabutsu

 I am also adding new Japanese titles often enough to have an opinion on the matter, and I think having rules for this is excellent. 
 Normally I would also want to settle on a single transliteration system to use constantly, much like Wikipedia does (I'd say some sort of modified Hepburn, probably), but it's not as simple as it first seems. I like my long vowels as double english characters, but still transliterate Tokyo and not Toukyou. Katakana English words are also on a case by case basis - I just know what sounds good to me in a particular title, but can't put my finger on why that is.

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#4  Edited By tansuikabutsu
Ni no Kuni: The Another World -> Ni no Kuni: Shikkoku no Madoshi         
(at least until we get an official English title) 
 
They dropped the Engrish "The Another World" from the title a while ago. Also, this new subtitle is for the just released DS game. Once the page is changed, I'll request a separate entry for the (completely different) PS3 game and a franchise to put the two under.
 
 done - mracoon
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#5  Edited By tansuikabutsu
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#6  Edited By tansuikabutsu

In addition to the Steven Meretzky that contains a list of his credited games, there is an empty Steve Meretzky (with no N in the first name) page that should be deleted. 

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