The YoRHa Musical and YoRHa Boys Stage Play, Interview by Famitsu

<< This is an early release of the translation. >>
If there are any typos or other mistakes,
these will be corrected in the next day or so.
Thanks for your understanding!

<YoRHa Musical Ver.1.2>

Today (January 4th) is the first meeting for the “YoRHa Musical Ver.1.2”, but as for actual practices…

Matsuda: Practices will start from tomorrow (January 5th). We plan on working on making the play over the course of the next month.

After this meeting once everyone has had their first look at the script, do you ask the cast what they think about it?

Yoko: No… because I didn’t finish it until early this morning!

Eh!?

Matsuda: I got his E-mail around 2:30 this morning and finished reading it around 6am. (haha)

I understand there’s usually not much time to cover the play, but for the playwright to finish the script just before the first meeting…

Matsuda: It’s not all that unusual. Just, the play this time around is on a much larger scale… (voice trails off)

Yoko: SoRRy for making you wait!

So, you’re comment in the end of the year issue of Famitsu, where you said “I haven’t finished writing the script,” you weren’t joking… Since the “YoRHa Musical” is essentially the third run of the stage play, I assume that the fundamental story will remain untouched, but are there any details that have changed?

Yoko: For the previous plays, I wrote the original manuscript but Asakusa Kaoru write the script, but this time I took Asakusa’s script and made some edits to it to make it more my style. I ended up taking out a couple characters and creating a new character that Maria Yuriko will be playing.

A new character!? Judging from her name, it seems like she’s a member of the Resistance.

Matsuda: Definitely watch out for that. As I read the script, by removing some of the characters, I think the relationship between characters is much clearer and more fleshed-out… I think it’s been improved a lot.

Yoko: The previous versions of the play were set up to be “Girls Theater” where a lot of young girls perform, but this time around, that wasn’t necessary any longer, so it wasn’t necessary to actively aim for a large cast. I think the number of cast members is appropriate this time.

Matsuda-san, you worked with Yoko on the previous “YoRHa Stage Play” and “Thou Shalt Not Die –Zero–”, but what was your first impression on the “YoRHa Stage Play”?

Matsuda: I remember being really shocked at the setting that required the girls to wear blindfolds. I was like, “they’re going to be blindfolded on stage!?” (haha)

Yoko: At the meeting he asked me, “Can’t we have them remove the blindfold sometime at some point?” and I was like, “Okay, I guess we can have them take it off somewhere in the middle.”

Matsuda: (haha) But I’m glad No2 ***** **** *** at the end. Not only that, but when I saw the release of the game, I was really impressed how well it connects with the play.

Yoko: I’m glad this concept connected so well with the game. That’s because I’m good at figuring out how things can fit together as though that was the plan all along.

From a director’s standpoint, what do you think about Yoko’s world view?

Matsuda: The setting and details are so finely detailed, I think it makes my job as director much easier. He sets it up in such a logical way that I can just think, “This is like this, and therefore this needs to be like this.” It’s at these moments that I really think this is the foundation of the “World of Yoko”. 

What do you think when you watch Matsuda-san’s directing?

Yoko: During the process of developing a game, I do a lot of directing, but I think Matsuda-san has an amazing talent of utilizing rhythm and the precise timing of sound. Because we work in the same industry I can appreciate his amazing attention to detail. Even with the new musical drama, I was quite surprised with how much of a professional director he is, how he’s able to pick certain songs and incorporate them into the play.

 Is there anything that you feel like you really put your heart into directing this play?

Matsuda: With the previous plays, “” didn’t exist at the time, but now since the game’s been released, I think the fans will have a better understanding of the play’s world and it will be important for us to draw out the fine details from the game. The impact of live music

Yoko: Not solely drawing from the game, but also accentuating the strong points of a stage performance, I think if we can do that, it’d be great; I would be really grateful. For example, there are certain costume designs that look better on stage, so we needed to change the designs from the game a little bit. I think the costume designs look really great for the play.

Okabe: Costumes were even made for the musical performers; Emi was pleased very much. For the music concert, we discussed what sort of clothing would be appropriate and each individual prepared their own attire for the concert, but this time for the musical, the costumes are all taken care of, so everybody’s really excited.

Matsuda: The cast and Yoko were all at the auditions, so I think this new cast is much closer to his original vision for the characters.

Yoko: Last time, I think the young women we casted felt synonymous with the characters, but this time, we’ve added many people who have their own careers, so I think the play will be much more complete with its slightly different direction. I’m personally very excited to see the differences between the new and old versions of the play.

See Also: About my audition to the YoRHa Musical Ver.1.2

-This time since the play is called a “Musical” with live music, I think it will be different from the past concert. Can you tell us anything on this front?

Okabe: The concert “Memory of Dolls” in 2017 included a live recitation drama, but this time the recitation has become a full-fledged theater performance, so I think that will take the spotlight. The play is just now taking shape, but I think the final result will be forged through trial and error.

-So, the general flow is drama―>live performance―>drama?

Matsuda: That’s right. The live performances a sort of scene change, choosing specific songs that reflect the feelings of the character.

Yoko: There won’t only be live performances but also BGM music that will play from time to time.

Okabe: I think the live performances will greatly enhance the excitement of pivotal moments.

-Yoko-san, was it your wish to make a musical out of this?

Yoko: No, the capacity of the auditorium is much larger than last time, so Matsuda-san said, “I’d like to get our value’s worth,” and so the word “musical” came out of that discussion.

-Then this didn’t originally start out as a musical?

Yoko: No. The concert seemed to be extremely popular, so now I get the feeling that Famitsu wants to fill the remaining seats with a misleading article along the lines of “we want to experience the emotion of the concert one more time!”

-Then I dare to make the headlines! (haha) I believe there are still A seats available. Have you already decided which songs will be performed?

Matsuda: We made the final decision at the last meeting.

-Do you have any plan to perform songs that weren’t included in the last concert?

Okabe: I think there’s quite a few.

-There were a couple songs made specifically for the previous “YoRHa” stage plays.

Okabe: Yes, there are two songs that were used in the previous two plays, “Normandy” and “Quadalcanal”, but this time we plan on arranging them for the musical.

-That’s very exciting. Yoko-san, I asked about your desire to make a stage play, but what is it that attracts you to stage performances?

Yoko: With games, we can control everything, but stage performances are live so we can’t necessarily control everything about it. I really like how the whole thing feels as though it’s alive.

-Lastly, let’s hear some enthusiasm for up-coming performances!

Okabe: When I saw last year’s concert along with the live recitation dramas, I felt like it exceeded my expectations. I’m really looking forward to the musical, as I’m sure it will also be beyond my imagination. I’ll be doing my best to put on a great show for all those who can attend!

Yoko: I finally finished writing the script, so thinking about all I’ll have to do now is maybe some minor edits here and there has me feeling quite relieved. If it sounds interesting to you, please come to the show.

Matsuda: I would like to invite you to come and experience the stage version of YoRHa that combines live musical performances with acting and dance routines as well as exciting fighting scenes. I hope to see you there.


<YoRHa Boys Ver.1.0>

Story Summary
Automatic Infantry Android, YoRHa
M Squad, an all-male model squadron, was created on a test case basis. The boys trained in a place resembling a school setting. The story begins with the enrollment of the second term students including the main character, No9. New students get acquainted to school life with the aid of their senior models. But then, those who harbor doubts about the YoRHa squad appear…

-How did the “YoRHa Musical Ver.1.2” reading go yesterday?

Yoko: Yesterday, at the script reading, I think I could grasp the atmosphere and got a better feel of each character’s personality. I realized that there were some parts to the story that required additional scenes, so I’ve got more work to do. On the other hand, I actually wrote too much for the “YoRHa Boys” stage play and had to cut out a lot… It was like a game that didn’t have a definite length, so I could keep on writing freely without really thinking about it. But a stage play needs to be a certain length, so it was hard to get used to that. I always write like crazy.

-Is it normal for plays to be about 2 hours long?

Tani: There are shows that are 2 hours long, but I think people’s general attention span is somewhere between an hour and 40-45 minutes.

-The “YoRHa Boys” stage play is directed by Tani-san. Yoko-san, what is your impression of his direction from what you’ve seen?

Yoko: Tani-san is also a playwright, so I watched some of the DVDs of plays he worked on and everything had a dark story. There was a story about mental illness, the story of a kidnapped person, a story about trauma and inner psychology, like… really surprisingly dark material.

Tani: (haha)

Yoko: Plus, there is absolutely no salvation from beginning to end, like hellish proportions. (haha) I really wonder if he can direct a poppy play like “YoRHa Boys”.

-I find it hard to believe that “YoRHa Boys” will be ‘poppy’… As far as a story that has no salvation, I think Yoko-san is notorious that sort of thing. (haha)

Yoko: For the most part, my work has its base in commercial entertainment, whereas Tani-san’s work is “real”. It’s really sick. (haha) If you compare “YoRHa Boys” with some of Tani-san’s other work, you’d think the story’s rather bright and bubbly. It’s like playing.

Tani: No, no no, it’s not. (haha)

-Have you completed the script for “YoRHa Boys”? I heard you just finished the musical script yesterday, so…

Tani: What!? Yesterday? (haha)

Yoko: I finished writing “YoRHa Boys” at the end of the year!

-Tani-san, I assume you’ve been able to read the script. What is your impression?

Tani: It was really good. Especially halfway through, I found myself thoroughly engrossed in it. The ending is quite to my liking; I read it excitedly while on the train.

Yoko: This time I’m depicting a sort of prequel that connects with the game, but in terms of the “YoRHa Musical”, I feel like the content in this stage play pairs well with the musical. I was actually thinking about using the same script as the musical and just gender bending all the characters, but I thought it would be better to do something original, so I thought up something new. Merely, the theme and the frame of the stories are similar, so please look forward to picking out the differences.

-So, there’s something extra we can enjoy if we go see both of the plays? Hearing that, does it make you more curious about the “YoRHa Musical”?

Tani: The “YoRHa Boys” stage play has its own color, so I’m not all that concerned about the musical.

-What about the music in “YoRHa Boys”?

Yoko: Unlike the musical, Okabe-san doesn’t need to do anything, so he’s just hanging out. He didn’t even need to be here today.

Okabe: I didn’t hear about the meeting today until yesterday; he was like, “Can you come tomorrow?” (haha) I guess that’s about how it’s done. (haha)

-Then is Tani-san choosing what songs to use?

Okabe: Yes, that’s right. I believe we’re focusing on music from “”. However, there are many quiet  and scaled themes from “” so we may use more songs from “Drakengard” if a scene requires something more ferocious.

Yoko: Regarding the music, nothing has been decided yet, so I believe Okabe-san’s going to double check the themes that Tani-san assigns to various scenes.

Okabe: I heard that we’re going to use the two theme songs from the musical, “Normandy” and “Guadalcanal”, but even that hasn’t been finalized yet. (haha) At the script reading yesterday for the musical, it became apparent that we really needed to include those two themes, so we may decide something similar at the reading for “YoRHa Boys” as well.

-I think a lot of “NieR” fans are excited about this play since it’s a completely original work, but could you tease a little something about it?

Okabe: Hardly anything about it has been decided yet, so there’s not much I can say. (haha) So, can I talk about something a little off-topic? Yoko-san and I have known each other for a long time, and ever since those bygone days, he’s continually said things like “handsome people must die”. More recently, with “”, Taura is a good-looking guy. Tani-san is young and good-looking as well. And of course the cast of “YoRHa Boys” are all good-looking, so with this play, I’ve come to realize that Yoko-san has a strange way of drawing good-looking people closer to him, contrary to his own thoughts. (haha)

Yoko: Once “YoRHa Boys” wraps, I think all the good-looking guys, including Tani-san, should succumb to instant death.

-That’s extreme. (haha) I bet the cast members who read this interview will be shocked. (haha)

Yoko: If this is included in the article, I think the person who writes this is a bit crazy, too.

-If you say so, I think it’s probably accurate. (haha) Can you give a brief comment that we can use in this article?

Yoko: I think it’s symbolic that the world of YoRHa begins with a stage play, continues on in the game and the recitation dramas, and finally ends with yet another stage play. I’m honestly very happy.

-Finally, Tani-san, if you could please cleanly conclude the discussion.

Tani: I’m Tani, and I will die. (haha) While treating the world view very carefully, perhaps you could say there’s meaning in my participation as director? I think Yoko-san will make some edits if I go a little too far, so I will challenge myself until the very end. Just like the characters in the play, I, too, will struggle and suffer, even cough up blood as I try best to make this a great play. The rest of the cast and staff have such overwhelming skill, I want to follow their lead. Thanks a lot.

-During your introduction at the first meeting, you said you wanted to make a play that doesn’t lie. What did you mean by that?

Tani: Stage plays are fiction, essentially a lie, so I have this theory that if I tell an additional lie, it’s all over. Do not lie in that world view; everything you show must be the truth. For the stage, I think only if you go to this length, the audience will come to see the show. I hope that “YoRHa Boys” will be such a play.



▲ (Left to Right) Tani Aoto, Yoko Taro, Okabe Keiichi, Saito Yosuke

<A message from Saito Yosuke>

Although, he normally doesn’t come out and say “I want to do that!”, all through the development of, Yoko-san was constantly talking about how much he wants to do a stage play. Now that his dream is coming true, I think it will certainly be interesting. I’m thoroughly looking forward to it, too, since a major theme deals so much with humanity even though our characters are androids. So, to everyone who comes to the show or watches it on NicoNico, I hope you will pay close attention to the great actors and the unique characters they play. For the musical, it’s pretty rare to get the chance to hear a live performance from Okabe’s group helmed by “Okabe of the World”. It would be great if you could come see the show with the feeling as though this might be your last chance.


Source: Famitsu
Translation by: Fire Sanctuary

Interview with Yosuke Saito from Taipei Game Show (Corrections)

The last post that I made regarding this interview with Yosuke Saito and also Ishikawa Yui was a complete mess that was not entirely my fault. The translation there stemmed from Japanese answers being translated into Chinese (most likely on the fly). I then took that Chinese text, used an online translation page to translate it into Japanese from which I translated once more into English.

Phew! I’m tired just trying to get that straight!

Suffice it to say, a completely Japanese source, Game Watch, has posted this interview in Japanese to help clear up a couple important points that seemed like they came right out of left field. I’ll highlight the most important points.

* * * * * * * * * *

ーThe demo received positive marks in Japan, but what sort of feedback did you get from the players?

Saito: Our goal for the demo was to give players a hands-on experience, to witness firsthand how fluid the action is, and to show them what to expect from the final product. We released a demo because it’s difficult to explain in words what a game will be like—it’s better to show you the game and let you experience it for yourself. I’m extremely pleased with all the positive feedback the demo has been receiving. Even though it is an Action RPG, we really want to save the RPG elements for the final release of the game, things like the story, various forms of level progression, and buying and selling items.

ーYou’re not able to use the lock-on function in Hard or Very Hard. Will this stay the same in the final release?

S: There are many settings at work including the lock-on function, but it won’t be accessible in Hard or Very Hard, unfortunately. For Easy and Normal modes, you can equip a Plug-in chip to turn on this ability, but you are also free to remove it to further personalize your own difficulty level. If you’re not good at action games, you can equip every chip to help you on Easy mode so all you need to do is move the joystick. On Normal, you are also welcome to equip or unequip the lock-on chip as you like. I think the player will be able to customize the game around their own gameplay preferences.

ーWe were able to see a few new weapons in the demo that included background illustrations and corresponding weapon stories. I’m sure there will be many more in the final release of the game. Can we expect to see these illustrations change as you level up your weapon?

S: I can’t say much about this, but… (haha) Even though the background illustrations won’t change as you level up the weapons, the corresponding weapon story will. The weapon itself will also change its appearance.

ーIn the demo, we saw the 3D screen change to a 2D side-scroller. Was there any particular reason you designed stages like that?

S: The previous also implemented similar 2D side-scrolling and top-down views. It’s one of the many things that make a “NieR” gameーa fun action gameーso we wanted to throw in a little homage to retro games and what made them so good. It was all the brainchild of Director Yoko Taro, especially since he loves retro 2D games. Simply put, Platinum Games is handling all aspects of the action, so these stage designs are their way of respecting the previous.

ーThis is a question for Ishikawa-san. Do you have any interesting stories to tell us from your recording sessions?

Ishikawa: Right, I don’t have any funny stories to tell, but when we first began recording, but back then character illustrations were still in development. We had very little to work from. Now we have things like images of 2B and we can actually see how characters robots move, but in the beginning, all we had was a video of real actors performing a particular scene. That was a first for me. It was really interesting to see how that would eventually become part of the actual game.

ーThe ending of the demo was so shocking; how does that connect to the finished game? Or was is purely a separate story only meant for the demo?

S: Hmm… What do you think, Ishikawa-san?

I: You’re passing this to me? (haha) Well, I’ve played the demo and, of course, I know the story, but I thought the ending was a huge cliffhanger.

S: It actually caused a bit of a controversy in Japan. People were wondering things like, “Could this actually be the ending of the game!?” (haha) First of all, it’s not a separate story made specifically for the demo. Although it doesn’t depict the very beginning of the game, it still takes place roughly during the beginning. I hope you look forward to the official release of the game to see the resolution of this cliffhanger!

ーSo, will there be multiple endings this time around?

S: Yes, there will be multiple endings, but exactly how many is a secret.

ーAnother question for Ishikawa-san. Without spoiling anything, can you tell us what do you think of 2B?

I: (hahaha) Okay. First of all, the story itself is shocking in a multitude of ways—I’m really scared I might accidentally blurt something out. 2B isn’t allowed to express emotion, but in small places, here and there, you can see her treating 9S with gentle care. Since she isn’t overly flamboyant, she may be holding back her feelings, although they tend to unintentionally show in the heat of the moment or in slight subtleties of the heart. I recorded so many lines while thinking how it would be nice if she could express how she really feels.

S: I won’t spoil anything, but listening to you just now almost made me cry. (haha)

I: The release can’t come sooner! I want to get rid of this antsy feelingーlike I MUST play this game right now!!

ーPS4 Pro Support?

S: We talked about this with Platinum Games, and of course you can play おn a 4K TV, but when 4K is actually supported, it spoils the 60fps action. At any rate, when we set our minds on it, we were able to make it work. We entirely intend to preserve Full HD 4K/60fps so you can get every ounce out of . We’re very particular with the motion blur, shadows, and other fine details. After that, we need to maintain the overall performance stability, I suppose. For example, the action cannot lag when a ton of enemies appear on screen.

ーIn your demonstration, when you ran from place to place, we got a feel for how big the stages will be. Will we be mostly walking or running between locations?

S: You can also fly in the sky and ride on animals. In the presentation, we literally ran through some of those areas because half of it is filled with story elements. Just past where we stopped at the front gates of the Amusement Park, it opens up to an entirely new area for you to explore. I hope we were able to tease that a little for you!

ーBefore the presentation began, we saw multiple characters in a trailer. How many playable characters will there be?

S: So far, we’ve only stated that 2B and 9S will be playable. There’s also A2, but whether she’s playable or not is a secret, so look forward to that reveal! Maybe she won’t be a playable character. (haha)

ーIs this game somehow connected to the previous title? Does it have anything to do with?

S: I could talk all night about how things are connected, but to answer you briefly, there is no need to play any of the previous games to enjoy’s multiple endings. Simply, if you have played them, I think you’ll really get a kick out of seeing Emil again. As it turns out, though, Hanae-kun (voice of 9S) went back and played them ALL again to refresh his memory. (haha)

ーNow that you mention Hanae-san, didn’t he manage to clear Very Hard?!      Can you share anything more about that?

S: Yeah, he wrote to me on LINE and said, “I’m at the last boss now, but I have to work in the morning, so I need to sleep.” I wrote back and told him, “Go to bed!” About an hour later, I saw he wrote on Twitter that he beat Very Hard. I tried to tell him that he should sleep since he had to appear on the “Oha Suta” TV program the following morning. (haha)


Source: Game Watch

Interview from Taipei Game Show 2017!

According to an interview by A9VG, we’ve learned a couple new things regarding the game and what’s in store for us…

Please note that I’m going from a very round-about way to translate this. I know *nothing* of Chinese but I do understand Japanese. I used an online translation site to first translate this into Japanese and then I attempted to translate that into English. ^^;

First of all, the Chinese version of the game has been confirmed for this spring.

—Will there be any changes from the demo leading into the actual release of the game?
Saito: We released the demo version with the intention of gaining some important feedback from players. The main purpose was to allow players to experience the action part of the game and let them tell us what they thought.

—In the Hard and Very Hard modes, the player is not able to use the lock-on function. Will this still be true for the official release of the game?
Saito: Yes, the lock-on function is not accessible in the harder difficulty levels, but in Normal and Easy modes, the player can select whether or not they want to use this function.

—In the demo, we’re only able to explore the area on foot. Will there be other modes of transportation in the official release?
Saito: In the official version there will be aerial vehicles and also animals that you can ride on.

—In the demo, we could see that weapons have their own stories with illustrations. Will the official release have more of this, additional illustrations, for example?
Saito: As you level up your weapons, you can gradually unlock additional portions of the Weapon Stories. The background image that’s used for the Weapon Stories won’t change, but the actual appearance of the weapons will.

—Ishikawa-san, do you have any interesting stories for us?
Ishikawa: Perhaps when I started working on this game. At the time, even the character designs were not yet complete. Since the dubbing was done along with the development of the game, I could really get an inside look on its production.

—What significance does the content in the demo have to do with the official release?
Saito: In Japan, it was discussed whether or not the demo depicted the ending of the game. We can reveal here that what you see in the demo occurs roughly at the half-way point of the game. We selected that part so you can get a nice chunk of the game to experience. The story in the demo is not an independent story from the rest of the game.

—Ishikawa-san, how do you feel about your role as 2B?
Ishikawa: There are so many emotional moments in the story. As for 2B, she isn’t allowed to express her own feelings. Although she doesn’t sound like it, I think she’s a really gentle person. She’s also very concerned about 9S.

—What can we expect from the PRO?
Saito: We initially discussed using 4K with the PRO, but as an action game, we needed to be sure we had at least 1080p/60fps. So, the movement in the PRO version should feel more fluid with better lighting and shadows.

—How many different characters can we expect to play?
Saito: Right now we can confirm that 2B and 9S will be playable.

—We know there’s a connection between and the series. Should people play the previous games to prepare for this one?
Saito: There is a connection between them all, but there’s absolutely no problem if you haven’t played them. Simply, if you are familiar with the other titles, you may notice some interesting things. For example, the voice actor for 9S, Hanae-san, has played all of the previous games.


Source: A9VG

* * * * * * * * * *

According to other Japanese-Chinese translations, not just mine, it appears as though the events that we see in the demo may not actually take place at the *beginning* of the game, but rather a bit further in. It’s described as the “mid-way” point or half-way through the game, but the DOD/NieR series always use multiple playthroughs… so perhaps this could be towards the end of the first run through, “Branch A”.

There are several points that create confusion with this statement, one is my own translation of some of the storyboards and scripts from the Character Introduction video that was originally shown at the Music Concert & Talk Live. Plus, it appears as though 2B and 9S had never met–so would that mean that 2B is alone for the whole first playthrough? Or perhaps there’s an entirely different story gimmick in play that we have no clue about yet?

We don’t have much to go on here, so it may be better to give our brains a rest and just wait until the game is finally released. We’ve only got a month left to go here in Japan… <3

Exclusive Interview: J’Nique Nicole

Shortly after SQEX updated the official  site with the English version of the new theme song, I was intrigued to find out as much as I could about the vocalist.

The quality of her voice reminded me a lot of the Japanese singer AI. I looked into it some more and came to the conclusion that this wasn’t AI, but probably an entirely different vocalist than we’ve heard before.

A week later, I was able to attend the NieR Music Concert & Talk Live concert and we learned the name of the new vocalist: J’Nique Nicole.

01

Ever since then, I had been working on this interview and, being delayed by many personal ups and downs in my life, I feel badly that it’s taken me this long to put the final touches on this to share. So, for everyone involved, I’m very sorry for working so slowly.

Then, without further adieu, please enjoy the interview:

Continue reading

Famitsu Interview – August 18, 2016

20160818

Like the theme song, there will be multiple versions of songs

—You received a warm welcome at last year’s Paris Games Week, but how do you think that compares with the “NieR Fever” in Germany? Although this hasn’t been discussed by the press yet.

Saito: The members of the media have brought up the music and expressed their fervent desire to have a concert hosted in Germany. The whole world is enamoured with Okabe-san.

Okabe: No, no, no! I thought the people in Germany were just being nice, but I’m still very grateful. Although putting on a concert overseas is just a dream. (haha)

Saito: Our staff has expressed their enthusiasm to do another concert, but I’m afraid they’d be more wishy-washy if we actually did it. (haha) Putting on a concert in our home country was hard enough. (haha)

Okabe: Yes, it was pretty rough. (haha) Not only was it rough for me, but it must have been really hard on the concert staff who gave it a real concert feeling that spring. So, compounding everything for an international concert…… I’ll keep on dreaming. (haha)

Saito: Well, if sells well, we could make it a possibility.

Continue reading

Famitsu April 25 Interview

20160427-01

◼︎ Let’s take another look at NieR Replicant since it’s been released on Playstation Now.

Saito: Sorry for the sudden inconvenience, but Yoko is running a little late…

Oh.

Saito: But, we can start without him. (haha) You can add in his comments after the fact wherever you like. (haha) Or maybe just put them in bold.

Alright. (haha) So…… Now that the previous game is available through Playstation Now, may I ask your thoughts on it as you look back at it once more?

Saito: I’ve heard here and there that there are some people who’ve heard the soundtrack from the first game but never actually played it, so with in the works, this is a great opportunity for them to try it out. It’s absolutely not necessary to play Replicant in order to play Automata—we’ve made sure of that—but still we’d love for more people to give it a try. It will only be available for a limited rental period at a reduced price, though. Even still, we’d love to get more people to experience it. I think there may have been many people who stopped playing after the A Ending, but if you hang in a little longer, the story gets much fuller from the B Ending on, so I really hope you try it out!

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After Concert Interview

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This is an interview conducted after the Music Concert & Talk Live by multiple outlets, each one coming from the same material, but releasing slightly different versions. The following is a translation of the review by Game Watch.

  • It’s also interesting to note that, although there may only be one interview, multiple venues covering it may release differing results, quotes included.

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NieR: Automata – New Information and First Reveal of Live Gameplay

As we approach the 6th anniversary of the original, at long last, the “NieR Music Concert & Talk Live” will be held this weekend on Saturday, April 16. Although music from the first will be the main focus of the concert, we will get the first chance to hear the new theme song as well as additional information about the game and its story. New information will be discussed during the “Talk Corner”.

Information regarding the new information with Producer Yosuke Saito, Director Yoko Taro, Composer Okabe Keiichi, Character Designer Yoshida Akihiko, Game Designer Taura Takahisa will be reported on Famitsu.com at a later date. This is the portion of the interview that relates strictly to the concert.

Please look forward to the May 5th, 2016 issue of Famitsu, on sale April 21, for an 8-page spread on: Automata detailing the additional information not included here.

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Famitsu Interview with Yoko Taro and Yosuke Saito

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—What did you think about everyone’s reaction to the new “NieR” announcement at E3 2015?

Yoko: There were a lot of people talking about “NieR” on Twitter from within Japan after the announcement, and I felt like the reaction we got from overseas was from a specific nitch of fans, but after the announcement, many foreign fans were saying how much they loved; I was really shocked. I couldn’t have imagined how much people were going crazy over the news.

Saito: It’s really surprising, huh? Like, where were they all hiding…? (haha)

Yoko: No matter how loud they scream, in the end I sort of doubted whether or not we could actually sell it… (haha)

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Dengeki Online Interview with Yoko Taro and Yosuke Saito

This is an interview with Producer Saito Yosuke and Director Yoko Taro conducted by Dengeki in Paris, France at the “Paris Games Week”.

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**Is there more than one playable character?**

—How is the development of the game going thus far?

Saito: We’ve still got a long way to go, but as far as action games go, that’s just about been taken care of. We’re currently fitting in the various RPG elements.

Yoko: I’m satisfied with where the action is at this point, but I’ll let Platinum Games decide what they want to do with it.

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