Home » “Blue Reflection: Emperor” Meier Kishida talks with the producer about the intentions of “creating cute female high school students” “Blue Reflection: Second Light”

“Blue Reflection: Emperor” Meier Kishida talks with the producer about the intentions of “creating cute female high school students” “Blue Reflection: Second Light”

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The beautiful girl role-playing game “BLUE REFLECTION: Emperor” launched by Koei Tecmo’s “GUST” studio was released on the PS4 / Switch platform on October 21, and the PC (Steam) version will also be available on November 9 Listed. This work continues the team of the previous work “BLUE REFLECTION: The Sword of the Phantom Dance Girl”. The visual and character design is performed by the well-known illustrator Meier Kishida (Kishida Maier), and the producer is also served by Junzo Hosui.

  • “BLUE REFLECTION” cross-media composite project main visual

The plot of “BLUE REFLECTION: Emperor” describes that in the last summer, the girls embarked on a journey of searching for the truly precious things. Thoughts gather and tell stories about the fetters of girls. Under the blue sky of summer, the only school that existed, the girls who had lost their memories met. Why are the girls called so far? Can they return to their original world? The journey of finding answers to these questions is about to begin.

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Under the arrangement of Taiwan Koei Tecmo, the producer of “BLUE REFLECTION: Emperor” Junzo Hosui and the painter Meier Kishida accepted an interview from Taiwanese media to talk about the development concept of this “beautiful girl game” and how to The intentions of the character design, etc., hope that players in the Chinese circle can better understand the persistence of this game for cute girls.

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    Producer Junzo Hosoi

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    Illustrator Meier Kishida

Hosoi:The gameplay of this game is greatly improved, and the playability as a game is significantly increased. Since the previous game was mainly for players to appreciate the plot, the difficulty of the game was set relatively simple, and the opinions of players from various parties were received after the release, so drastic improvements have been made and the gameplay has been enhanced a lot.

Question: The combat system this time is quite different from the previous one. On the whole, it is biased towards real-time round combat. Why did you come up with such a concept?

Hosoi:The current trend of the world is mainly based on games that emphasize action, but because the previous game is turn-based, this system cannot be completely abandoned, so it combines action and turn-based into a real-time turn-based system. After the player chooses the role of action It also needs immediate reaction thinking, and more emphasis on excitement and speed, but because it is a turn-based system, it still leaves room for players to think. In addition, the general turn-based system must wait for a character to act before selecting the next character’s action, but this work can directly arrange the character’s actions in one breath, making the battle more fluid.

Question: The battle in this game can be switched between Auto and manual. Why did you decide to add the option of automatic battle?

Hosoi:There are two options for preparing automatic battles and manual battles. It is no problem which one the player wants to choose. Just because of this real-time turn-based system, players must pay attention to three characters at the same time, which may take time to get used to, so the default value at the beginning is Auto. Just choose the action of one character, and others will automatically help arrange it; After getting started, you can switch to self-operation.

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Question: Why didn’t the original title be named “BLUE REFLECTION 2”? Do the words used as subscripts have any meaning?

Hosoi:“Miao”, “Emperor” and “Can” will build a huge worldview together, and the subtitles of each work are the meanings they represent in the series. After the players actually come into contact, I believe they will understand the meaning of the sub-standard.

Question: The animated version of “Mio” didn’t explain its relationship with the original and the work until the end. Will the plot of “Di” clearly explain the relevance? Still have to wait until “Can” to understand?

Hosoi:I think that after playing “Emperor”, I should generally understand the ins and outs, and I don’t need to wait for “Can”. The animated version of “Mio” in Japanese is pronounced the same as “Ray”, which means light, which means that the animated version represents a light. As for whether this light is good or bad, I believe it will be understood after the player has played the game. Meaning.

Q: When playing “Emperor”, do you suggest that you have played the previous game or watched the animation?

Hosoi:Although these works are related to each other, as a separate game work, there is no problem if you haven’t touched the previous series.

Question: An important system in this game is the character’s “image space”. How did you build the character story this time? It feels that the role branch line and the main line of this work seem to be closely integrated?

Hosoi:This time, the memory of the characters is used to construct the mental image space, and to realize the things in their memory; and by exploring the mental image space, the memory of the character to which he belongs will be restored bit by bit, thereby advancing the story. The story of the characters in this game is very much related to the main line, and understanding the story of each character is equivalent to understanding the main line.

Q: This game puts a special emphasis on the emotional and dating system between characters. Is there any part in this part that I would like to recommend to players?

Hosoi:By deepening your friendship with the character, not only can you see the character’s exclusive plot and dialogue, but there will also be some changes in the main plot. And you can also get talent points to strengthen the character, open skills, get props, and so on.

Kishida:There were many characters at the beginning of the previous game, but to be honest, even if the relationship with them gets better, there are not many gameplay benefits. If you interact more with your favorite characters this time, there will be substantial benefits in the story and the system.

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Question: Does this mean that in order to break through the level, many characters need to be attacked? If you just want to focus on developing feelings with a specific character, will it affect the game process?

Hosoi:Although a certain level of communication is required in terms of obtaining talent points, etc., as long as there is a battle together, the level itself will be improved. After all, it is an RPG. It doesn’t say that it is necessary to force communication to break the barrier. However, each role system will require a basic level of communication. If you want to attack one person alone, I think it will not have much impact.

Question: Speaking of the highly acclaimed part of the previous work, one of them is the music of the teacher “Asano Hayato”. I would like to ask if there are plans to release a digital version of the original soundtrack that will be released in the future, so that fans in non-Japanese regions can also obtain it?

Hosoi:A digital version will be released, so please look forward to it.

Q: Is there any plan to upgrade this game for PS5? How about the quality performance of the Switch version?

Hosoi:There are currently no plans to do anything specifically for PS5, and there are no plans in this regard. For the Switch version, I myself don’t feel too much difference, but some people may still feel that the PS4 version is a little better in terms of fps and resolution.

Question: I would like to ask Mr. Kishida, since the tone of this work has changed significantly compared with the previous work, are there any changes or ideas in the character setting?

Kishida:The previous work wanted to echo the “BLUE REFLECTION”, so the overall was biased towards blue tones. This work is based on the world view and story setting, using a darker tone. For example, in the costume setting of the “anti-imager” after the protagonist’s transformation, the previous work is white and pink, with a more dreamy and ethereal feel; this time, a lot of dark elements are added, almost composed of black.

Question: Whether it is the first generation, the animation “Mio”, and the original work “Emperor”, short-haired girls are used as the heroines. Is this Kishida-sensei’s personal preference?

Kishida:Huh~ It’s really difficult to answer. If I like it or not, I like short-haired girls of course, but I have to hand over other protagonists’ style designs. Also, the heroine of the mobile/PC game “BLUE REFLECTION SUN / Chan” has long hair (laughs). In fact, at the beginning, it was not a special decision to “what kind of protagonist to design”, but first drew a lot of girls’ shapes, including the “heart” of the supporting role of this work, and let the production team choose. On the animation side, maybe you think the lively short hair image is more suitable, right? It’s just a coincidence that I chose short-haired girls in the end than I am “my personal preference.”

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    Animated protagonist “Yang Yingli”

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    The protagonist “Ai Young”

Question: Did Mr. Kishida encounter any difficulties in character design?

Kishida:The protagonist’s styling and the reverser’s styling are both very difficult. Designing the game protagonist is a relatively time-consuming task. In addition, as I just mentioned, there are many short-haired characters in the “BLUE REFLECTION” series. I am also worried about the previous games. The protagonist “Nanako” or the animated protagonist “Yang Yingli” collided with the styling, so I wondered whether to add distinguishable elements such as the head of the dumpling, and finally thought of the “hair band” that the heroines of ancient games often wore. Retro features, maybe it will have unexpected selling points.

Three short-haired heroines together on the cover of Famitsu Magazine

Question: Are there representative keywords when designing each role?

Kishida:The part of the protagonist “Ai Yang” holding the scythe was requested by the producer Hosoi of the production team. Holding the scythe also represents the element of “darkness”. I am also on Ai Yang’s pink uniform dress. Add purple plaid to match the image of dark colors. In the previous work, the character design was mainly based on the feeling of a magical girl. This time, it emphasized the close-fitting and sexy look. After several proposals were proposed, it was decided after discussing with the producer of Hosoi.

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    Aio

“Heart” is actually the first character to be designed. At the beginning, I thought about what kind of image she would give her, making her handsome and cute after her transformation, and finally decided to highlight her good figure. The red plaid skirt before the transformation is an extension of the design after the transformation. The anti-imager has a punk style with a little cute element.

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  • Heart

The image of “Ling Na” includes long hair and voice. They all give people the temperament of a big sister who is responsible for taking care of everyone, so I mainly want to design her to be very elegant, and the skirt is also a long skirt. The yellow plaid skirt also directly used the anti-imager shape, and added some dark elements to present a feeling like a skeleton.

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    Linna

Q: Is there any character design you are most satisfied with?

Kishida:I think it should be the “heart”. I just said that she was the first character designed. During the discussion with Mr. Hosoi, I was trying to figure out how good a female body I can draw. When I asked, “How about this?”, the result was “heart”, and Mr. Hosoi also thought it was very good. Later, I made it into a 3D module, and designed the post-transformation look. I saw it and thought it was “so cute”. Because it is an image that I have not often drawn so far, but the result is very satisfactory, so I like this character very much.

Question: In this work, Mr. Kishida, which character does he like best? The reason is?

Kishida:As mentioned earlier, it is “heart” in terms of design, but if it is purely about appearance, it should be “Yongxi”. When I was designing Yongxi, I thought it was cute. After I saw the game screen after the 3D module was completed, I added an emoji and thought, “Although I designed it by myself, it’s really cute.”

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    Yuki

Question: The female characters designed by Mr. Kishida tend to be slender. However, in recent years, there has been a trend in the world that emphasizes the strong power of women. Will Mr. Kishida consider this element when designing the character?

Kishida:Although I know that there is such a trend in the world, the players who mentioned the uniformed female high school students in Japan, coupled with my style of painting, and the players who will buy the GUST brand game of Koei Tecmo, should not be the players who pursue that kind of directionality. So I wouldn’t be particularly aware of this part, just portraying the “image of the heroine pursued by Japanese players.” But speaking of adjustments, when I painted the previous character, I drew a little more slender and weak. This time, with the feedback of the players and the request of the producer, I made the character more plump in the range that suits my style of painting. , More showing the beauty of the female body.

Meier Kishida and Tridamo exchange each other’s characters to draw each other

Question: In the previous work “BLUE REFLECTION”, Mr. Kishida actually returned to his high school alma mater to collect materials, did he do the same this time?

Kishida:This time, there was no special on-site collection. After all, the materials after the previous investigation were quite sufficient. The Guangrong Tecumo scene team who went to collect the materials at that time also left a lot of information and technology. However, because this time is not so much a campus, there are more “I don’t know where it is.” The fantasy style is very strong, so the situation is different from the previous work.

Question: In the past, Mr. Kishida used to cosplay as the first heroine “Hinako”. Is there still a chance for fans to see the beauty of the teacher this time?

Kishida:If necessary, of course I am completely OK. But this time I didn’t make any special clothes. In fact, I personally wanted to play cosplay last time… If I can find similar clothes, isn’t it okay?

Question: Is the reason for teacher cosplay based on personal interests?

Kishida:It’s not my interest. It’s just because I am a painter. If I usually do some strange things, it should make everyone find it very interesting. Obviously this person draws some beautiful girls, and in the end they do some stupid things. I am very happy to be treated as a joke by everyone, and I can also use it as a publicity by the way (laughs).

Question: Are there any specific reference objects when designing the character this time?

Kishida:In fact, I usually collect various reference materials, but because of the existence of the previous work “BLUE REFLECTION” this time, the design and worldview are still used, so this time there may be no special reference or affected objects. But as mentioned before, the uniform design of the previous work is biased towards being as realistic as possible. This time it is an attempt to present diversification. The stage is also set to a world that will not appear in real life, and it is switched to a policy that can be exaggerated or fantasy. The conspicuous design is used in pink or yellow. In fact, this part is a reference to the “uniforms used as popular clothes” of girls in other Asian regions such as Korea, and found that many of them are biased towards bright colors. When it comes to uniforms in animations and games, they tend to be exaggerated and deviate from reality. I prefer classic models so I design a look like the previous one. I always feel that it should be realistic and restrained. But this time instead, I referred to “the dress of a realistic girl who doesn’t even look at ACG”, and found that this style is also a “trend in reality” from their point of view, so in turn, this colorful design Used in games.

Q: This time the weapons held by the characters are very distinctive. How did you design it?

Kishida:The weapon part is mainly the idea of ​​the development team, and I then design it according to the requirements of the development team. As for why the weapon of the “reverser” turns into the shape of a sickle, hula hoop, and spear, what I have to say is a bit like the former BOSS “prototype”, combining the image of the original species with the weapon.

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Question: Should Mr. Kishida first draw the illustration for the character part, or should I specify it first? I mainly want to know whether Mr. Kishida has more ideas or the production team has more requirements?

Kishida:These were discussed at meetings, and Mr. Hosoi basically put forward rough expectations, and 90% of the exterior design was my thoughts. As for the setting part, I did know in advance that “this character is probably of this kind of personality”, but generally I proposed a lot of different character designs. After discussing what kind of character is needed in the game, I put the character in the game story. Here, it can be said that it is a complementary process to modify the detailed settings in conjunction with the script.

Q: Finally, I would like to ask Mr. Kishida, is there anything you want to say to the players in the Chinese circle?

Kishida:The characters that appear in this work this time include the previous characters. Each character is carefully designed one by one. Regardless of the protagonist or supporting role, every girl is created with the mind of the protagonist’s level. I am confident that everyone will find someone they like, not just one person, but several people. The system is also designed to be able to communicate and date with these girls, so I hope everyone must get to know these girls more.

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