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Posted (edited)

Фрагменты интервью, переведённое Project Umbrella:

 

MIKAMI: "For 'CODE: Veronica,' which Kato's involved in as director, I only provided the initial direction. I wanted to take advantage of the Dreamcast's features, so I simply told him 'focus on the visuals.' The game itself follows the first, but with more depth. I think CODE: Veronica's the rightful successor to the first game, not '2' as you'd imagine. However, I felt the game's volume was too large. Kato said, 'It's necessary', so I allowed it, but that was my only judgement (laughs). As a director, Kato was rather straightforward, while Kamiya of '2' emphasized direction and drama, and Kazuhiro Aoyama of '3' was more concerned with action. As a producer, I respect that and share my opinions, but Kato's focus is on volume. As he understands the essence of the first game and wanted to improve the quality along the same lines, he was best suited for the job."

 

KATO: "In fact, I made 'Veronica' before '3,' so at the start of production, I thought of 'Veronica' as '3.' At that time, I decided to go back to our roots and create an atmosphere similar to that of '1,' in other words, a European Gothic horror game. Scares and an atmosphere similar to those of '1' were the starting point of my conception.

The story of '2' has a lot of flashy human relationships, and I think it has a strong Hollywood style of entertainment. On the other hand, '3' feels like more of an action game. That's why I wanted 'Veronica' to be a horror game with a deep, gradual sense of dread. I wanted to make 'Veronica' the most horror-oriented of the three. That's why we put a lot of effort into making sure the worldview and scenario were well integrated. You imagine, 'This is the kind of place where these characters live, so there are these kinds of traps.' Just by looking at the traps, you can get a sense of the interests of the people who live there and the insanity of the place without any sense of incongruity. I was very careful to unify these worldviews.

For 'Veronica,' I was particular about the element of surprise and the fear of not showing something. By 'fear of not showing,' I mean the fear that something might pop out eventually, or something dangerous might happen. In the end, the scariest things are those that force you to use your imagination whether you like it or not. The element of surprise is the fear of being surprised. That's just what it is. It's the kind of thing that makes you gradually feel fear, and then suddenly, 'BANG!' That 'bang!' is also meant to turn your attention somewhere else, and then startle you with another 'BANG!' from elsewhere. If there's no element of surprise, it's not scary."

Edited by zcativ
UPD.

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8 часов назад, zcativ сказал:

переведённое

:troll_face_6:

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9 часов назад, zcativ сказал:

I felt the game's volume was too large

 

как же он был прав :cn:

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Лучший Резидент из тех, которые сделал не Миками :troll_face_3:

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8 часов назад, Shibito сказал:

Лучший Резидент из тех, которые сделал не Миками :troll_face_3:

Разработка игры это труд большого количества человек и Миками один из этого количества

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15 минут назад, Tobias_Ripper сказал:

Разработка игры это труд большого количества человек и Миками один из этого количества

 

d4cde068844d65dda17f8de2951d0fd5d61e9cb1

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