Vampire On Titus
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Nintendo Life interviewed Nirvana Initiative's director Akira Okada about the new gameplay mechanics in the upcoming sequel. (BTW if you have any interest in the original Somnium Files and haven't played it yet, it's on sale for 8 dollars on Steam. So there's no better time to dive in) Some highlights:
There was also a new two page spread for Nirvana Initiative in Famitsu this week. It mostly reiterates the same details but gives some new visuals so I OCR'd it and used DeepL to translate:
From the interview it seems like they're addressing all of the issues I had with the first one, which is already a fantastic game IMO. I feel better about the Somniums already from reading Okada talk about the strategy aligning with the personality of the Psync subject. The best Somniums in the first game were the ones where the dream logic still conferred back to things you knew about the character, like the one for Ota's mother.
The end of the interview also has a tease about the interrogations. Which makes me think they may have made some improvements there as well. I still think you could do a lot with the interrogations by incorporation the dual protagonist mechanic into it.
Also repeating this again. The first game, AI The Somnium Files, is on sale for 8 dollars currently.
What feedback did you take from fans of the first game, and how did it change your approach to the Investigation and Somnium segments?
After the release of the last game, I was name-searching like a maniac, at work and at home, and I took the liberty of collecting the opinions of fans. I was grateful for the many opinions and feedback. If you are reading this, maybe even your feedback will be reflected in the game.
For the Investigation part, it was already simple and complete from the first game, so little has changed in regards to appearance. However, we have made many minor adjustments.
One major improvement in terms of direction was the introduction of motion capture. The action in the previous game was stiff, so taking the character animations to the next level was a real challenge.
Motion capture was the only way to make Mizuki, a powerful character, look good in motion. I think it was very difficult for the motion capture actors to play that superhuman. But as a result, we were able to create many scenes that are fun to watch.
On the other hand, the Somnium parts were improved in a number of ways.
Many people commented that there were not enough hints and that the game was too random. When I saw that, I couldn't help but cry because I sympathized with them so much. After the sobbing subsided, we devised a system called "Keys" in which the number of clues would keep increasing. The more you investigate the Somnium world, the more clues you would get and the easier it becomes to explore.
Also, people often commented that there was not enough time and that it was too difficult, and I shared their opinion, so I went back to the past to scold myself from three years ago. I was rebuked, and after returning to the present day, I asked the programmer to create difficulty level settings. As with the previous game, you can play with a focus on the scenario.
Another comment was that they wanted to be able to explore freely without time limits, to which I nodded strongly in complete agreement (as I later found out, I had a broken neck at the time). I had to rush to work, so with my neck bent at a right angle, I wrote up the specifications for an "unlimited Psync" in which a Somnium, once cleared, could be played without a time limit. After a bit of ego-boosting, I called an ambulance.
We also added a navigation function because the map was confusing, added a "Lock Info" screen that records hints, and made many other minor functional modifications.
How do the two new Investigation gameplay elements, "Virtual Reality" and "Wink Psync", change up gameplay, and are these unique to Mizuki and Ryuki, respectively?
Both Mizuki and Ryuki can use them.
I think the "Virtual Reality" offers a new style of deduction that is unique to this game. The game world has expanded compared to the previous game, and you can use Aiba's and Tama's special vision modes freely in the virtual reality space and move around in it. The world seen through X-rays and the world seen with thermal imaging are as different as they can be. A case is always multifaceted. Clues are hidden in the most unexpected places, and I want people to be immersed in the fun of discovering them.
"Wink Psync" is a feature that allows you to delve deeper into the personalities of the characters. Like cases, people are multifaceted. Their likes, their anxieties, are they lying...?Wouldn't you like to take a peek inside their heads to see their true nature? It would be terrible this were real...(laughing)
I think that by learning more about the fascinating characters that Uchikoshi-san creates, we will come to like them even more.
The Somnium sequences were the first game's most unique feature, how have these been improved for the sequel?
Although I mentioned system-related improvements above, there are actually many more improvements of all kinds.
What I was most conscious of when designing Somnia was the "individuality" of the Psync subject. In the previous game I would sometimes wonder, "Is this really the right way to beat this character's Somnium?" I was left with several questions in my mind.
I did like the excessive punching and tackling commands...it showed the irrationality of dreams perfectly. (laughs)
In this game, we made sure the strategy would align with the personality of the Psync subject. It was not an easy task to balance the character's personality versus playability, and it took a long time. I felt like I was Psyncing with the characters and looking inside their heads.
Perhaps it was because of this persistence that we were able to create a rich variety of spaces, effects, and gimmicks that give a unique impression in each stage of the game.
There was also a new two page spread for Nirvana Initiative in Famitsu this week. It mostly reiterates the same details but gives some new visuals so I OCR'd it and used DeepL to translate:
New elements introduced in the investigation part - In the investigation part, the story is told by visiting various locations, examining, and interviewing people at the scene. Two new elements have been added to this title.
(left side)
Augmented reality part - In this part, the "Ai-Ball," the eye in Mizuki's left eye socket, reproduces a 3D scan of the crime scene as a virtual space in which the investigation takes place. As in the Somnium part, you will search for clues to the case by actually moving your character. In addition to collecting evidence, it is likely that there will be times when you will have to solve riddles and puzzles set up at the scene of the crime.
Switching between modes that can apply special vision, such as x-ray or thermal vision. (screenshot caption)
(right side)
Truth part - When enough clues are gathered in the extended vision part, the game moves on to the "Truth" part. In this part, the player must look back at the sequence of events and apply those clues to the questions that have emerged, deduce the truth, and clarify the situation. If you are able to deduce the truth without contradiction, you will be able to see a reconstruction of the case through the protagonist's convincing (?) performance. The interaction with Al-Ball and the other characters is sure to be a lot of fun.
New elements introduced in the investigation part!?
In the investigation part, the story is advanced by visiting various locations, investigating and interviewing people at the scene. Two new elements have been added to this title. (screenshot caption)
From the interview it seems like they're addressing all of the issues I had with the first one, which is already a fantastic game IMO. I feel better about the Somniums already from reading Okada talk about the strategy aligning with the personality of the Psync subject. The best Somniums in the first game were the ones where the dream logic still conferred back to things you knew about the character, like the one for Ota's mother.
The end of the interview also has a tease about the interrogations. Which makes me think they may have made some improvements there as well. I still think you could do a lot with the interrogations by incorporation the dual protagonist mechanic into it.
Also repeating this again. The first game, AI The Somnium Files, is on sale for 8 dollars currently.