gun in the dark

Guns Undarkness – TGS 2022 Interview with Masahiro Meguro

At the 2022 Tokyo Olympics, we had a chance to sit down with former ATLUS [1,880 articles]” href=””>ATLUS Composer Shoji Meguro [3 articles]” href=””>Shoji Meguro discusses his first indie game gun in the dark [3 articles]” href=””>Gun’s Shadowrecently successfully funded on Kickstarter.

gun in the dark is invisible [24 articles]” href=””>stealth sci-fi RPG [14,497 articles]” href=””>RPG is where you try to surrender on an enemy before engaging in turn-based combat. As Meguro’s first attempt at making his own game, he applied to Kodansha [6 articles]” href=””>Kodansha’s Game Creator Lab, an independent support organization for game developers. Although not selected, he received 500,000 yen and The remaining development funds for the game were raised through crowdfunding.

Despite leaving ATLUS, he plans to work with the company as a freelance composer. We ask for details below.

Now that you are no longer with ATLUS, does that mean you can work with other companies?

Akashi Meguro: “I have a great relationship with ATLUS, so I don’t think I’ll be working with other companies for a while. That’s not to say I can’t work with other people on a song or two, but as far as making a full soundtrack, I’m only going to work with ATLUS cooperation. But it also does not guarantee that I will become a composer in the future Role [8 articles]” href=””>persona game. “

How about your original concept gun in the dark The change you came up with in 2005 to now?

Meguro: “It has changed almost completely. The only constant is that I know I want to do a JRPG [553 articles]”href=””>Sci-fi gunfire JRPG.”

The synopsis mentions that there is a divide between the rich and the poor. Does this game have a political message?

Meguro: “No, I don’t like to think about politics, so it doesn’t focus on any political topics. In a world where the divide between rich and poor leads to world-destroying wars, we have to see what humanity will do after such a big reset.”

Stupid question, but when choosing the year 2045 as the setting, was that year chosen randomly or was there a special reason?

Meguro: “I try to look at the timeline of events and technological developments in the real world and come to the conclusion that in a certain year, the technology will probably reach a certain point. So when I put all of this out there, I think out 2045.”

In the screenshots and video, the protagonist’s name is just “Protagonist”. Does this mean you can name roles?

Meguro: “Ah, yes, the player will decide his name. It’s a bit of a spoiler, but there’s a scene where Will will say ‘Hey, register your name.'”

Characters also often appear with specific weapons. Is everyone limited to one weapon, like Naomi with a pistol, or can you change them all?

Meguro: “That’s a good question. For the protagonist, you can choose any weapon you want, while the supporting characters focus on one weapon type, like Naomi’s pistol, but they also have secondary weapons that you can choose for them.”

Can you talk about the stealth system?

Meguro: “You don’t completely avoid encounters like in some games. Instead, you try to sneak up on enemies and hide your character around cover to get the best position for sneak attacks.”

“When aiming at an enemy, a certain percentage of accuracy can be seen. The longer you aim at the enemy, the higher the accuracy will be, which will cause more damage to start the fight without missing out. However, this is a risk The longer you hold the grip, the better the accuracy, but the chances of the enemy turning around and finding you also go up. So you’ll be in a situation where your goal is ‘Come on, a little more than 100%…please don’t turn around.’ “

it sounds a bit like XCOM.

Meguro: “Oh I love XCOM. He (pointing at Kodansha’s Yuki Katayama) showed me it and said “Hey, try this game!” I was so obsessed with it that I fell behind in my work (laughs). “

gun in the dark

I see there is a relational system.Is it similar to Role? What are the benefits of developing interpersonal relationships?

Meguro: “Yes, it’s very similar to Role. You can talk to your teammates to improve your relationship with them to unlock team combo attacks in battle. “

Now that you are developing a whole game and not just music, you have to think about a lot of things like modeling, animation, level design, etc. What is the most fun and challenging?

Meguro: “It’s all very difficult. (Laughs) It’s hard to choose one thing because I get tired of it very quickly. I’ll do one thing for a month or two, then get tired of it, and then do another thing for a month or two. , until I get tired of it, and so on.”

When making music for a game, do they let them know the music for a particular level or scene, or do you just make a bunch of tracks and apply them later?

Meguro: “80% of the time I make tracks for a specific scene or level, and about 20% of the time I make and place them after the fact.”

For video game music, do you have to think about anything related to the game, like matching the beat to the tempo of the characters or arranging a chorus when certain events happen?

Meguro: “Of course we take into account the speed of the track, making sure the song isn’t too harsh or different from one scene to the next – there are many components involved. Timing isn’t really something I think about, I just make it for different scenes A different track.”

Is there anything you want to say to the fans before we let you go?

Meguro: “We’re really excited to be able to achieve our goals and make games for everyone. Seeing everyone’s enthusiasm gives us 120% to work even harder. I hope the fans look forward to the music and support us in making our first game. As a designer, I’m like an inexperienced first-year student. I’ll keep trying to improve the game. To those who funded us on Kickstarter and those who didn’t, we thank you for your Support. Please look forward to it.”

Thank you for your time, Mr. Meguro!

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