ange bleu a écrit:
Edit : DS pourrais-tu nous faire un petit résumé sans spoil de l’interview croisés de Nasu, Koyama et Tsukuri ou alors c’est vraiment sans intérêt pour ceux qui n’ont pas fait le VN ou ne veulent pas se faire spoiler ? ^_^
Beamu !!!Sinon, en vrac, dans l'ordre où elles me viennent à l'esprit :
-Mahoyo (First Part) est un hommage au fiction juvenile des années 80 et donc, pour rester dans le même état d'esprit, no sex. Cette première partie est censée représenter toute l'insouciance et la liberté de la jeunesse, avant l'âge adulte et ses responsabilités.
-Le directeur (Tsukuri) est celui qui s'était déjà occupé de ce certain combat entre Saber et Archer dans
Fate/hollow ataraxia mais si j'en dis plus, je spoile F/ha, ce qui est pas cool pour vous.
-Originellement, l'histoire se passait en 87. Mais comme les deux parties d'après se situeront dans le futur, Nasu aurait du prendre en compte des grands évènements comme la chute du mur de Berlin. Il a la flemme donc l'histoire se situe quelque part dans les années 80.
-Nasu aime toujours autant inventer des trucs au milieu de la discussion.
-Au moment de son apparition Soujyurou est plus puissant que n'importe quel autre protagoniste du Nasuverse. Note : Je sais pas si le terme "protagoniste" fait ici référence uniquement à Kokutou Mikiya, Tohno Shiki, Emiya Shirou et Gun God ou s'il faut prendre tous les personnages principaux du Nasuverse. Mais euh, Soujyurou plus fort que Gilgamesh, même en sachant d'où il vient et ce qu'il fait, lololol quoi.
-Koyama a parfois été gêné par le CharaDesign qu'avant dessiné Takeuchi pour le Light Novel de Mahoyo.
-Nasu joue à DarkSoul au lieu d'écrire ses prochains VN
-Alice est un personnage extérieur au système normal de thaumaturgie. C'est un personnage qui ne peut donc exister que dans Mahoyo et qui ne pourra jamais apparaître ailleurs.
-Nasu a fait des lol recherches pour les comptines utilisées par Alice.
-Soujyurou ignore tout des jugements de valeur et du sens du bien et du mal
-Alice ferait une bien meilleure copine (girlfriend) que Aoko.
-Il y a plein de CG qui ne durent parfois que le temps d'un clic
-Tsukuri voulait complètement briser la "voie promise" des VN, c'est à dire une vue à la 1ère personne au travers du personnage masculin avec les autres personnages qui ne regardent que le personnage qu'incarne le joueur. D'ailleurs, je copie colle ce bout de discussion puisqu'il est sans spoil :
4Gamer:
Speaking of which, I have some questions for the person in charge of production, Tsukuri-san. As we mentioned before, this work is supported by its high-level production. In the very beginning, what did you have in mind when you first took up 「Mahoyo」?
Tsukuri:
It wasn't as big a project in the beginning. I thought of creating something similar to illustrations in a novel, without too many illustrations. Once development actually began, it became impossible to properly show 「Mahoyo」's world with existing production techniques. An enjoyable play experience was still possible, but it wouldn't be something appealing to the soul when finished. Ending with a whimper.
4Gamer:
「Mahoyo」 is different from 「Fate」, almost all events in the script are done from a third-person point of view. I feel this in itself is a very big difference.
Nasu:
The original script from the novel was written in the third-person point of view, and the content was fairly simple as well. It's mainly to capture Aoko, Alice, and Soujuro's daily lives, for the purpose of "objective observation," I wanted to use the third-person point of view. However, in reality it's very difficult to write a visual novel in the third-person. If I wrote in the third-person using current galgame's or visual novel's structure, there would be holes in the graphics and production. Tsukuri Monoji's directing solved this problem perfectly.
4Gamer:
When you say the structure of current visual novels, you mean the method where characters' portraits are placed on top of background CG facing the player as they speak, and when the action picks up, special event CG's are used? In 「Mahoyo」, there is no longer a difference between portraits and event CG.
Nasu:
There are almost no event CG's in 「Mahoyo」. The ones players think are event CG are actually put together from portraits.
4Gamer:
How many CG's are there?
Koyoma:
Probably not even 200. If you only count the ones where characters are present, there really aren't that many. A lot of materials are made where Tsukuri cuts and pastes after figuring out how to produce a scene, we don't have an exact number.
Tsukuri:
Up until now it has always been like a FPS, so this time I wanted to make it in a way that matches Nasu's third-person point of view, instead of directing it in first-person. Putting portraits on top of backgrounds has always been the method used, even when there are 2 characters, they face the player instead of facing each other. Even then, they go on as if the player doesn't exist, having a conversation with each other while looking this way.
4Gamer:
In a way, this is the "promised way" of visual novel.
Tsukuri:
Right. While producing 「Mahoyo」, I was able to feel the inconsistency of this presentation method, so I did my best to not use it. I feel that kind of "promised way" has already become an obstacle to a player when he or she is trying to experience and understand a game.
4Gamer:
Actually during for this interview, aside from Nasu and Koyoma, I also wanted to hear Tsukuri-san's opinion on this. Speaking of which, an event in 「Fate/hollow ataraxia」 left a deep impression on me, the battle between Saber and Archer at the Fuyuki Bridge. That scene was produced by Tsukuri-san right?
Tsukuri:
Thank you, yes that's me.
4Gamer:
I was tremendously shocked when I saw that scene, on the level of "this has surpassed all common expectations in a conventional visual novel" ...at the time, I really felt it was something that cannot be surpassed.
Nasu:
For the production of that scene, Tsukuri first made the storyboard, and then we added content around it. In terms of production, Fate is already a good as it gets, so when it comes to scenes in 「Fate/hollow ataraxia」, one of the challenges is to create something new.
4Gamer:
Ah about that, I played it many times over, so I'm really happy Tsukuri-san could make it today. Since then, I've always felt more critique should be focused on a visual novel's production.
Tsukuri:
I'm very happy to hear you say this. However, in 「Mahoyo」's case, most of my resources are from the first-person point of view, and it would have been impossible to convert them all to the third-person. In the end, I decided to challenge myself by creating third-person scenes using the first-person resources... if things didn't turn out like this, 「Mahoyo」 probably would have been released a year ago, I'm so sorry!
Nasu:
Allow me to re-emphasis the impressiveness of the feat that Tsukuri-san managed to accomplish. When he says first-person resource, he means materials created using methodologies used all the way up to 「Fate」. So with Shirou Emiya as the protagonist, all materials were created based on his point of view. So in effect, there only existed artworks from the main protagonist's point of view.
Koyoma:
This includes portraits and backgrounds, all materials were drawn in accordance with the conventional "promised way" of visual novels. Being able to create a scene with the effect of a camera moving around without extra drawings of views from above or below, it gives you an "Eh~~ Like this!" feeling. Cutting up a finished drawing and recreating it freely is a ridiculously scary technique.
Nasu:
That's the "Tsukuri magic."
4Gamer:
Ah, calling it magic is perfect, what kind of work went into that kind of production? Did you make the storyboards beforehand, or did you put together the graphics like a puzzple during production?
Tsukuri:
It's mostly the latter, storyboards were drawn for some important scenes. Scenes like everyday conversation were made in an explorative process during production, like "if I do it like this, these will tie together really well." Doing every single waypoint markers by hand would have wasted too much time, so I asked our programmer Seibei to make a dedicated production editor. In this way I was able to focus all my attention on pure production, so if you want to call it magic you should call it Seibei magic.
4Gamer:
It seems the layout process from animation is used in all everyday event scenes. At least for this work, I think the phenomenon of "2 characters talking to each other while facing the front" that was mentioned earlier doesn't exist.
Tsukuri:
Yup, after playing you'll feel scenes with a lot of movement are more attractive. During production, the part that took the most time was using my existing resources to create layouts. Of course we also focused a lot on battle scenes, but I hope to pass the feelings we put into the everyday scenes to the player as well.
4Gamer:
In other words you can no longer accept the "promised way" of conventional visual novels? When did you make this realization?
Tsukuri:
En... I used to work like "this mark goes here" as well... but while working on 「Mahoyo」, I was very concerned about this from the beginning.
Nasu:
It's probably due to a difference in perspective. For example, players will probably accept anything from an ADV. Relying on the "promised way," you can create story at a fairly low cost. However, there are people who, being able to slowly understand that, and being a producer, cannot accept it, actually Tsukuri Monoji is a prime example of that.
Tsukuri:
Aside from the story being in the third-person, another big reason is the quality of the backgrounds and character portraits are on a totally different level compared to the ones I've worked with before. With 「Fate」 I still used markers, but I felt such deep dimension and depth from 「Mahoyo」's graphics, I had to make them come alive. I originally just wanted to combine the backgrounds and character portraits without any inconsistency, but the more I mixed them, the closer I felt to that "conventional promised way." In the end, I thought "wouldn't it be more fun to just produce everything with camera angle techniques."
4Gamer:
So is Tsukuri satisfied with how 「Mahoyo」 turned out? What do you think about it? ...to tell the truth, I think it can be further improved, especially the everyday scenes.
Tsukuri:
Ah, sorry, you are right. I feel a lot of places "lack coordination." I will do my best to fill them in next time.
Nasu:
I just hope Tsukuri-san can relaxed a bit before he breaks down (laughs).
-La scène du parc d'attractions n'existe pas dans le LN. Note : C'est assez impressionnant parce que woh, il s'en passe des choses pourtant durant cet acte.
-Beamu. Beamu everywhere. And more beamu ! Seriously, so much beamu !
-Nasu est un grand fan des VN type ADV
-Il voulait créer une oeuvre qui soit complète par elle-même. Il trouve que bien trop d'oeuves ces temps-ci sont crées avec en tête une adaptation anime et que la manga est donc incomplète. Il voulait avec Mahoyo avoir une oeuvre qui atteigne sa magnificence sans la moindre adaptation. Un VN qui, à la lecture, fasse dire au lecteur : un anime ne servirait à rien, l'oeuvre est complète et parfaite par elle-même.
-La suite de Mahou Tsukai no Yoru aura peut-être des choix
-Des explications sur la 5e magie ? Lolnope, attendez la suite.
-Il travaille sur Tsukihime en parallèle de Mahoyo mais le plus urgent pour lui, c'est de finir le dernier DLC de DarkSou... de sortir Fate/EXTRA CCC.
-La suite de DDD après la fin de Mahoyo
Voilà en gros. J'ai dégagé le plus de spoil possible, s'il en reste c'est parce que je ne juge pas que ce soit du spoil gênant, mes excuses si vous pensez le contraire. Il y a quelques phrases un peu cryptiques mais vous le comprendrez en jouant au VN.
Sinon ange, y'aurait moyen de rajouter qui permette de rajouter du texte sur du texte ? Genre furigana style. Elle a été rajoutée y'a pas longtemps sur Beast's Lair et c'est vachement amusant de s'en servir.
Et sinon Necrelia, Kiri sait parfaitement qui est le Master actuel d'Archer hein.
Edit : Ok, maintenait que j'ai maté l'épisode, je sais ce qui te dérange Necrelia. Dans les LN, Kiritsugu tue personnellement les 498 autres personnes. Il ne voit pas quelqu'un d'autre le faire, il les tue de ses propres mains. Après, concernant son choix final de tuer Ilya et Iris, on peut être ou ne pas être d'accord avec lui. C'est à chacun de trouver sa propre réponse. Mais cela n'en reste pas moins incroyablement cruel pour Kiritsugu. Au fond, son vrai voeu, ce qu'il désirait le plus, ce n'était plus la paix dans le monde, ce n'était plus d'être un Héros de la Justice. C'était simplement de vivre paisiblement avec sa femme et sa fille. Mais il est incapable de l'accepter, incapable de sacrifier beaucoup pour conserver peu et n'a pas eu d'autre choix. Que de tuer des êtres auxquels il tient pour, une fois encore, sauver des gens qui n'entendront jamais parler de lui.