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.hack//20th Anniversary Book -Interview- Translation
(P.128-131)
Special Interview Project #2
Listen to President Matsuyama
Looking back on the 20-year history of .hack
with the G.U. Development Team
The three members of the .hack (series) development team, who have been involved in the project since .hack//G.U. and now lead the .hack series, spoke about their perspectives and difficulties in their respective roles.
—-xxxx—-
Kazuyoshi Futatsuka
He was in charge of producing in-game movies for .hack//G.U., as well as supervising cinematography and directing videos for .hack//G.U. TRILOGY and .hack//Sekai no Mukou Ni. He was also the art director for .hack//G.U. Last Recode and produced a live drama for the “.hack//LiVE” (2010) live event. Recently, he worked as the director of Demon Slayer -Kimetsu no Yaiba-: Hinokami Chronicles.
Hisashi Natsumura
He has been involved in the development of the series since .hack//G.U. for creating motion, effects, and 3D models. In .hack//G.U. TRILOGY, he was in charge of rigging 3D models (preparation work for animation production), and in .hack//G.U. Last Recode, he worked as the director. He is currently working as a senior game designer and is also involved in the development of Demon Slayer -Kimetsu no Yaiba-: Hinokami Chronicles.
Masayuki Sano
He was in charge of the limited-time scenario for .hack//fragment, sub-scenarios for .hack//G.U., .hack//Link, .hack//Versus, and .hack//G.U. Last Recode Vol.4 Reconnection. He also worked on scenarios for .hack//LiVE (2010), Thanatos Report, and .hack//G.U. Begins and has written a few novels in the .hack series (like .hack//Bullet). Recently, he participated as a game designer in Demon Slayer -Kimetsu no Yaiba-: Hinokami Chronicles.
Looking Back on 20 Years of .hack
Matsuyama: Looking back on 20 years of .hack, it’s a bit of a long time ago, but what is the most memorable project that you have been involved with?
Futatsuka: I would have to say my first anime film work, .hack//G.U. TRILOGY. The size of members of Team Sai (a video production team formed when an anime film project was decided) was small at the time. What started as just a collection of movies turned into a full-fledged production, including scenarios, which was a lot of fun.
Matsuyama: I can say it’s fun now, but it was tough back then (laughs). As Futatsuka-san mentioned, we started just lightly editing and summarizing the movies from all three volumes of the .hack//G.U. game. However, as terrestrial broadcasting was transitioning to digital, the resolution had to be up-converted from 720p to 1080p, and the requirements increased to the point that the script and CG had to be done from scratch if the film wanted to be presented as a visual work.
Futatsuka: That’s right. It was a transitional period from SD to HD, and as the size of the data grew, it became very difficult to process the images. I remember discussing with the president about the cost of the rendering server and saying something like, “How much money do we need to spend?” There were a lot of firsts, so there was a lot of hard work, but it was quite fun (laughs).
Matsuyama: Games can only be played within the limits of the specifications of the game console, but with video works, once they are rendered, they are all video, so there were no restrictions on parts, which was a big difference. Rendering cannot be done for free, and it takes a lot of time, so there is still a lot of redoing and reworking, but I think there was a difference in that it opened up a new level of visual flair.
Futatsuka: Also, the knowledge I gained from game production came into play. The way effects were created, and the way particles were suppressed, it expressed well, it was very interesting for me coming from the video industry.
Matsuyama: But there was a time when we created, even the parts of the background art that were not shown, as is the habit of game in-house. If you were creating a video work, you should only create the part that would be seen on the screen. (laugh).
Natsumura: I was also in charge of creating the bones and rigs for the models in .hack//G.U. TRILOGY, but at first, the models were created without worrying about polygons being filled in, just like in a game. But if the skirts were to get stuck in the thighs in visual work, that would be bad. We were sometimes asked to fix it with a bone, and we would say, “No, we can’t do that, so let’s start from the model and fix it.”
Matsuyama: In a sense, that experience was utilized in high-end game production. However, back then, we had to work very recklessly. I couldn’t do it anymore, but I would stay overnight at the office.
Futatsuka: It was a time of change, and we were still young (laughs). In 2008, when .hack//G.U. TRILOGY was released, the company logo changed the stance on doing something interesting, and the president’s ambition is also on display.
Matsuyama: I’ve heard a lot about you, but which project left the biggest impression on you, Natsumura?
Natsumura: After all, it was .hack//G.U. that I was first involved with. During my first day at the company, I saw the prototype of the data-drain scene where Kite was draining Haseo’s data, even though Haseo’s design was different from ours. At the time, I was a rookie with no idea of what was right and what was left, but I was allowed to do many things I wanted to do in the project. I could do the motion for Atoli, the main heroine if I wanted to. I remember being surprised that they would entrust me with such an important part of the project. After that, I said I wanted to do anything and everything (laughs).
Matsuyama: In addition to motion, you also did modeling and effects work. That may have been the last time we could do that.
Natsumura: I appreciate the good times we had. However, Anai-san, my supervisor at that time, would criticize me for not being able to manage the schedule. He would say things like, “Don’t bring other companies’ work to me on your own,” or “But I wanted to do it” (laughs).
Matsuyama: I’m very pleased with your energy (laughs). The scale of development for PS2 was completely different from today. Even for .hack//G.U. there were about 30 developers, so each person was responsible for different tasks.
Natsumura: That’s right. Everyone around us was working regardless of the industry. We would first create a model together, and then add motion after that was completed. We worked full overtime every day, but it was still a lot of fun. I think I was at my most workaholic back then. I think those were the days when workaholism was hippie-dippie.
Matsuyama: Well, it’s time (laughs).
100 threat “Joke scenarios” in a row!
Matsuyama: What project left a deep impression on you, Yano-san?
Yano: I was given my first main scenario of .hack//Link. The number of scenarios, both main and sub, was overwhelming. It was a lot of work in terms of time, but I was able to learn how to create stories in real time while writing them, and I was able to get feedback from internal checks, so I learned a lot.
Matsuyama: Partly not because it was a title for PSP, but also because the amount of text in .hack//Link was so big that the cost of localization became too high and there was no American or European version.
Yano: Even if all three volumes of .hack//G.U. were added, the volume of .hack//Link would still be greater than the previous one.
Matsuyama: It’s a funny story to be able to travel through the stories of all the .hack games and have all the characters appear in the game (laughs). It was also unusual for a PSP title to take three and a half years to develop. The initial cost estimate was to complete the game in one year, but I decided on my own that we had to go as far as we could go, which made the second and third years very difficult. Do you have a personal favorite scene in the .hack//Link scenario?
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