The Memo of 20.000 words by Hiroshi Matsuyama -Part 2- Translation [.hack//Archive 02 -G.U.- WHITE]

Disclaimer: The following article is a non-profit fan translation; all .hack title series are owned by CyberConnect 2 and Bandai Namco Entertainment; please buy .hack//ARCHIVE 02 (.hack//G.U.) WHITE Official Complete Documentation Setting and support the official release. You can buy it on Amazon or any online store.

Two People in One Meeting Room (Src: Google)

“Two People in One Meeting Room”

Here’s how it all started.

“In extreme cases, I don’t mind if the number of copies sold decreases. Yes, because it’s only 3 volumes compared to the 4 volumes of .hack//. That’s right, sales will be reduced by one volume. What’s more important for this project is to get fans hooked on the characters. For example, in Japan, there are big and famous doujinshi sales events in summer and winter, right? We want to make the game so that many circles will draw doujinshi there and get excited about it. Even more than .hack. We want people to be crazy about the characters in this game. So we need to make it crazy, hot, thrilling, and grueling.”

Now that I think about it back then, It sounds like a bit of a rant, which is hard to believe coming from a game development company under an “Outsourcing Contract,” but that’s pretty much how I felt.

I discussed with Niizato about the development and three-volume project direction for .hack//G.U. which was started in a new style after the .hack// 4-volumes project which was completed in April 2003.

In the early stages of the project, Niizato and I always held a Two-Person Meeting. It’s not so much a “Meeting” as it is a “Casual” one. We just lock ourselves in a conference room and engage in Zen-like dialogue with each other. During meetings with the entire team, they do not sit in a chair, but stand and mumble to each other and they pass each other without looking at each other.

“For example, this kid, Haseo, has this kind of personality. In that case, he would feel something like this, react this way, and act in this way.”

“Yes, and then Ovan, who is looking down on it from the top of Hulle Grantz Cathedral, will mutter something like this: I’m sure that’s what he going to say,””

“Then Haseo will probably rub his forehead against the wall and blurt this out with a few tears in his eyes.”

“No, No, No, It’s not only his forehead that Haseo is rubbing. He also lost his right arm.”

“No, no, not only that. At that time, he uses his remaining left arm to drag his great sword, the great hundred foot, very heavily.”

“Gh-Gah-Gaaah… And then…”

“Eh? That’s not right… Isn’t it…?”

The simulation is a simple one, in which the two parties simply bounce their “Fantasies” off each other.

Readers of this book must have already heard of the name “Niizato.”

Well, since he is also introduced in the “BLACK” book, I don’t think you can say that you have never heard of him.

His name is Hiroto Niizato. He’s the project leader and the main planner for the entire .hack series. He’s also one of the founding members of the CyberConnect (※1), which was established back in 1996. He’s the oldest person in our company (then and now). He is five years older than me.

He looks young, but not like a single man in his mid-40s. He likes to eat fast food and wears young clothes (in other words, he is flirtatious), so it’s not easy for people who meet him to guess his actual age. I’m usually told that I’m about 10 years older than I am. I have a chain attached to my wallet, I wear sneakers made of enamel, and I have a lot of other things that make me look like… well, that’s about it. I’m not talking about Niizato’s hobbies. That’s not what I’m trying to say.

Anyway, people around him (Inside and Outside of the Company) tend to “underestimate” him.

Well, his “language” is young. He is often careless. They’re not always able to say harsh things to others. Perhaps because of his mild-mannered nature, he is often taken for a fool (to put it plainly).

Indeed, he (in fact) often gets angry with me and receives various remarks from others around him.

But, I have to declare it clearly.

“.hack could not have been created without him.”

And at the same time.

“.hack cannot be created without him in the future.”

And that’s why I am so grateful to him.

I don’t usually tell people how I feel about him.

I’m sure that Niizato himself has never heard of it. It’s just what I think. Why do I say what I don’t usually say here? You may think, “Why do you have to say this here?”

If it weren’t for Niizato, we wouldn’t have created .hack.

The job title “Planner” these days is called “Game Designer.”

In the past, people used to call them “Planners” and I have the impression that the name was not entirely clear, but in short, a “Planner” is a person who plans, projects, communicates, executes, and realizes plans.

Unlike in the past, game development today tends to be on a large scale.

Therefore, it is nonsense to compare it with the past, and the roles of the game developers are becoming more and more divided. Some people are good at managing a large number of developers from different professions, and there are also people who are very good at developing systems, making proposals, and documenting specifications. Well, the work is very varied and cannot be described in a few words.

However, I value Niizato’s most important advantage and skill.

You can say that I respect him.

You can also say that I acknowledge him.

It is…. “Kandokoro.”

Many elements can be cultivated through hard work and experience, but there are others that are not so important.

It is not easy to calculate and it does not come one day out of the blue. Perhaps it’s the accumulation of effort and experience, and perhaps it is not. 

Niizato’s “Intuition as a planner” is what makes him “good” at what he does. That is why he is able to “Ignite the spirit” and “do it.” Well, it may be that we simply “get along.” But even so, “chemistry” is an important element in the creation process. Sometimes, we reach a goal because we are in sync with each other. Some stages can never be reached without “chemistry.” That is why it is sometimes better to work with a minimum number of people with a large number of ideas that can have a negative effect. The root of the matter is the creator’s “delusion” or “selfishness.” It is necessary to have the “core,” which must be in the center of the body at the beginning. The absolutely non-negotiable part. An unyielding determination.

Dialogue with it. As if confirming each other. Little by Little, the shape of the project will come into view-the process of making and breaking, over and over again. And yet, it continues to grow in the center of my body.

That is why Niizato and I always start together in this way.

The unfinished “kid.”

Haseo, The Unfinished Kid.

At the same time, people are not all-powerful.

When we decided on the theme of “Growth” for this work, .hack//G.U., we had one thing in mind.

About the main character, Haseo.

  • Being unfinished.
  • That’s why he’s a kid.
  • That’s why he smells pissed.
  • That’s why I’m in love with him.
  • That’s why he’s Avengers.
  • That’s why he makes the same mistakes and despair.
  • And then he walked forward again.
  • It’s a beautiful growth.

This was decided at the “Two-Person Meeting” from the very beginning.

The main structure of the project was to use the same main character, Haseo, in both TV anime (.hack//Roots) and the game (.hack//G.U.).

We were prepared for the difficulty of portraying the same character in the different time periods and decided to do so.

This is the story which was only told to a small portion of the developer staff at the time. It was a story that did not need to be told out loud.

That is why Haseo’s hairstyle is “Ah.”

That is why Haseo’s forehead is exposed. Parting his hair in the middle. It’s like “I am first.” A kid who doesn’t have anything to say or accomplish starts by pretending to be something he’s not.

Haseo in Xth Form

A life-size high school student who wants to be himself. That’s the kid. So, when he knows everything and becomes ‘Xth Form,’ his bangs fell down, and he becomes a little more honest. But the fact that his bangs are still a little bit crooked is the part of a kid who can’t be honest. The kid who can’t admit to himself that he hasn’t reached the end of the road. He’s an unfinished piece that will not and cannot be completed as long as there’s still a fight left to be fought. That’s why it’s beautiful.

Such were my thoughts.

One of the developer staff at the time pointed out that Haseo’s bangs in the Xth Form were halfway through and made no sense. I was also suggested to let it fall straight down instead of letting it fall in the middle of the head. I was also advised to do it straightforwardly. But I let my “boring thoughts” pass.

It is easy to express various “thoughts” in words like this. But I made a story out of all of them. It is really difficult to describe all of them as a story, an epic poem in 3-volumes.

I have an image, but putting it into a system and an event is a different story.

So, as a result, we asked “Hama-San” = Tatsuya Hamazaki (※2) to help us out.

We knew Hama-san’s ability from the previous .hack project and we asked him to help us with the “Script” so that we could concentrate on creating the game.

Hama-san told us, “I have a clear idea of what I want to give shape to, but I don’t have the content yet. But I don’t have what it takes yet. Let’s do it together!”

And I did.

I explained the purpose of dividing the script writing team into two for the Game and TV Anime. I explained the purpose of the project to them.

Hama-san and I would work on the game (.hack//G.U.).

Ito-san and Miu Kawasaki will work on the TV Anime (.hack//Roots).

Under this new structure, game scenario production has been restarted.

In the act of writing a screenplay, creating a story, and spinning a tale. Hama-san also possesses an “intuition” that no ordinary person has. In a sense, there was probably no one as qualified as he was.

I could feel how surprised he was when I first explained the project to him.

The resetting of THE WORLD after the loss of Aura, which took four volumes of the previous work .hack//. Well, this part may have been similar to the feelings of the fans of the previous works.

Hama-san drank it, including “That.”

And he was willing to walk alongside us.

And so, naturally, a wonderful chemical reaction took place.

A wonderful chemical reaction took place.

Well, there are many things, but the biggest was the “Swaying the Light.”

At first, Alkaid was a temporary heroine in Vol.2 and she played a minor role, simply contrasting with Atoli. It was not yet time to bring back Shino to life. That should have been her only role.

However, I fell in love with the lines written by Hama-san.

Yes.

“I am single-minded and persistent!”

Yes, there is such a thing. There’s a fun and scary part of creating a work of art. The creator falls in love with the character.

And so, at once, she became a big part of the story and the work.

It is as if a single picture can change someone’s life.

A single spun word could change the nature of a work of art.

I read the script on the train during a business trip to Tokyo. I clearly remember saying to Senkoshi (※3), a staff member who was with me at the time, “You will do another interesting work.”


Meaning of that Sign  (※)

※1) CyberConnect

To be precise, it used to be called CyberConnect Ltd. The original company name was established in 1996 with only 10 people on staff. Later, in 2001, Matsuyama became CEO and President, and the company was changed to CyberConnect2 Ltd. It became a corporation in 2003. Therefore, a company called CyberConnect doesn’t currently exist. There’s only .hack in a fictional world called CC Corp. By the way, the “2” in CyberConnect2 is the number “two.” When changing the company name symbolizes Matsuyama’s commitment to not letting the work developed during CyberConnect2 become something that never happened and Matsuyama’s determination to become a company that does + Alpha + Alpha Work!

※2) Tatsuya Hamazaki

He has been involved in .hack project since the previous .hack series, so called “1st Season.” His work is the original manga work, .hack//Legend of the Twilight. The author of the novel .hack//AI Buster. For the .hack//G.U. project = 2nd Season, he wrote the scripts for all three volumes of the game and also the script for Terminal Disc. he also wrote the manga, .hack//G.U.+ and the novel .hack//G.U. 

※3) Yutaka Senkoshi

One of our staff members and director.

His name is Yutaka Senkoshi. He’s the director of the “Naruto Ultimate Ninja” series. On this day, he happened to be in Tokyo on a business trip with Matsuyama for a meeting about “NARUTO.” So, the script check was done on the way.


The stories that Hama-san creates are very interesting to me as well.

The game script is usually completed first due to the nature of game development. Then, the game development continues for several years. The game itself is completed.

As game development progresses, the content of the game undergoes significant change. Systems that did not exist are added, systems and developments that should have existed are lost, and so on. Since it is a game, each time this happens, even the game script (the story, development, and dialogue) that should have been completed is revised. It is impossible that there will be no revisions. From the beginning to the end, revisions are made everywhere.

Even after Hama-san wrote the script, there were still revisions throughout the game as the game development progressed.

We made all the corrections ourselves because that is what happens in the development process at CyberConnect2.

However, the parts of the game that players liked the most were probably created by Hama-san.

As the game developer, our role is to make it easier to eat.

He did a really good job.

So, I would like to talk with Hama-san a lot more and try new things in the future.

I am looking forward to talking with him again and trying new things.

Walking Together (Src: RPG Site)

Walk Together

The miracles have taken place with .hack//G.U. Games.

Looking back on the project as a whole, many things come to mind, but one thing is worth mentioning.

The reality of serialized works is that “volume 2 (Mutation) does not sell as well as volume 1 (Infection).” Naturally, this means that “volume 3 (Outbreak) will sell less than volume 2.” Well, that is normal.

Everyone buys manga starting with the first volume. I do the same, and I am sure everyone does the same too.

Even in TV anime and dramas, the first episode is the first thing to watch. After that, if you think, “This is interesting, let’s watch the next episode,” it will lead to the “Next” episode. But if they think, “Hmm, it’s not good enough,” the viewer numbers will decrease.

Well, it’s a matter of course, isn’t it?

In fact, it is. The same is true for all four volumes of .hack//. This is just a rough result.

Game Sells Copies Number
.hack//Infection250.000 Units
.hack//Mutation220.000 Units
.hack//Outbreak190.000 Units
.hack//Quarantine130.000 Units

The decline of the first, second, and third volumes is still small. This is an uncommon occurrence. The number of “dropouts” is increasing.

Naturally, we knew this trend from the result of the previous work and the same can be said of any other works in the world.

This is an unavoidable struggle for a series of works.

That is why we have taken “various” countermeasures.

However, when it comes down to it, the question is “How to minimize the decline in the number of works?” That’s what it comes down to.

That’s the type of “countermeasure” I’m talking about.

However…

The results for the three volumes of .hack//G.U. are as follows.

GameSells Copies Number
.hack//G.U. Vol.1 Rebirth170.000 Units
.hack//G.U. Vol.2 Reminisce 180.000 Units
.hack//G.U. Vol.3 Redemption190.000 Units

The results are startling and true.

There are many possible reasons. We have also set the peak of the project itself to “Vol.2.”

We have also timed the broadcast of the episode of the TV anime (.hack//Roots), the public radio recording event, and the Tokyo Game Show to coincide with the “Vol.2” period.

On the other hand, some analyzed that “used copies of Vol.1” circulated for four months before Vol.2 (Reminisce) went on sale, and people who had played Vol.1 (Rebirth) bought Vol.2 (Reminisce).

These various analyses were literally flying around from various people involved, but what I felt was that the Vol.2 market was a very good one.

“I’m sure it means that we were able to walk with our clients.”

Oh, that’s a big leap, isn’t it?

Well, still…

Still, I think that was the greatest miracle in the three volumes of .hack//G.U. and the greatest mystery that remains unresolved to this day.

Perhaps someone who bought and played “Vol.1 (Rebirth)” lent the game software to a friend and said, “It’s fun, you should try it,” and the friend who played it said, “I enjoyed it so much, I’ll buy the next Vol.2 (Reminisce) myself.”

Is that why the sequel had higher numbers? Maybe that’s why the sequel had higher numbers.

And maybe the same thing happened with “Vol.3 (Redemption).”

Maybe not.

The truth may lie elsewhere.

But I think it’s okay if we don’t know the truth of the matter.

As the president of the game development company in the game industry, I am not so sure.

I am here “As one of the Creator.”

If it’s possible, I would like to think “like this.”

I would like to think, “That’s why this was such a wonderful project.”

I would like to say that I am proud on behalf of all the people involved in the development of this project, and at the same time, I would like to be a little bit proud of the project.

(Src: Zerochan)

A Tale of Illusions

A story of loss, that was never told in .hack//G.U.

“The Chup-Chop Incident.”

.hack//Games and .hack//G.U., 2010-2017. The “Terminal Disc incident” happened in 2015, to be exact, a story that was never told in it.

  • The story of Mia, who’s revived in the epilogue of .hack//(Quarantine), disappeared again.
  • The story of Elk becoming Endrance.
  • The story of the extraction of the Morganna Factor by CC Corp.
  • The story of Another Hero in that place at that time.
  • The story of “Piros” from “Piros 2nd” to “Piros 3rd.”
  • The story of a man who hides his face with a mask.
  • The story of vows.

I had to omit this incident so as not to distract from the focus of the story that should have been told in the “Terminal Disc” at the time.

“Extraction.”

And that was it… the truth of the story of expression disposed of as if it were a thing.

The cloak of the “Untold Story” is the “Chup-Chop Incident,” and it’s true identity is…

The truth of the story.

Yes.

.hack//Link… [See the story in Link on Part 1, Part 2, & Part 3]

This is a project that contains all of the “Untold Stories” until now.

This is how it will be spun into the future.

Naturally, the “Chup-Chop Incident” is included in the .hack//Link game for PlayStation Portable. However, since this book is the complete documentation of .hack//G.U. and this page is a memoir of that game, I won’t go any further into the book’s contents.

If you have played .hack//Link, you already know what the “Chup-Chop” is.

I often intentionally gave out a little “hint” of the work that will be done “Down the Road” and its contents. I am planning ahead and preparing various things for the future. I’m trying to let consumers enjoy the “anticipation” and “expectation” with a little excitement…

Well, that’s why I often get scolded (Laughs).

But I will continue to “do it” in the future.

(Src: Google)

So “ZERO.”

Another story of loss.

.hack//ZERO

  • The Story of Carl, the Daughter of Tokuoka
  • The story of Skeith and Sora
  • The story of Macha, who became Mia and met Elk
  • The story of the six unconscious people.
  • The story of Aura‘s hair becoming straight silver.
  • The story of the generation of the Book of Twilight.
  • The story that leads from .hack//SIGN to .hack//Infection.

…………… So “.hack//ZERO”.

Is an incomplete story.

The novel .hack//ZERO is scheduled to be published in three volumes. Currently, we only release the first volume. It is up to the author, Michiko Yokote-Nee-san, to decide how long it will take before the clock starts ticking again.

We have included the story of .hack//ZERO in the game .hack//Link as a project that contains all the “untold stories” until now… But it is not .hack//ZERO, which is a novel written by Nee-san.

It has been, it is, and it will be.

I am at least trying to get this .hack//ZERO novel moving again.

How will it come to fruition and be seen by customers? We cannot declare how it will “come to fruition” and be seen by our customers at this point, as it has not yet taken shape. But I can only say that the “3rd Season” will include this.

The 3rd Season is the final chapter of the .hack project.

As was stated in the “BLACK” memoir.

I originally wrote the proposal for the .hack//ZERO novel.

How will it turn out? It will be answered soon.

That is the best answer for you. I hope it will be the best answer and result for you.

I apologize for the delay. Please bear with me for the time being.

Like “Haseo.”

This book is a collection of the complete setting materials for all three volumes of the PlayStation 2 game, .hack//G.U.

The “BLACK” volume is the counterpart to the “WHITE” volume, which was divided into two volumes due to the sheer volume of concept image and materials. If BLACK is called the Character Edition, WHITE is the World Edition.

I personally wrote about what I was actually thinking and feeling as I planned and developed the three volumes of the game, .hack//G.U. along with the characters of the time.

Even so, the contents are only “part” of the story.

Of course, this project was not completed by just me, Niizato, Ito-san, Nee-san, and Hama-san.

In reality, many, many people at CyberConnect2 were involved in the game development. Each one of their ideas and sentiments took shape, and over the years, they gradually came together as a team. All the development staff who participated in the project gave their all as professionals in their field.

I remember all the “Fun” and “Hardships” of the process.

In this memoir, I try to focus on the “things I felt particularly strongly about.”

It would be boring if I only talked about “Painful Memories.” There’s nothing more ridiculous and unimportant than a creator bragging about how hard he or she had to work. It doesn’t matter to the customer how hard the creator has worked.

Also, if you only “Create”, your “Product”, your “Work,” will not be released to the world.

It takes a lot of power from the producers, advertisers, and salespeople outside CyberConnect2 Inc.

Many people are far away from CyberConnect2.

It also required the power of the voice actors. It needs the power of sound directors and engineers.

We should not forget about the QA teams that are responsible for finding defects in the game software that is being completed.

There are many companies whose job is to play the game software that is being finished and find and report defects before the game is finished. They are called debugging companies.

These companies are also (naturally) involved in this work.

Many things cannot be seen just by looking at the end roll of the game.

It’s because of the support by so many people that the game appears on store shelves. It’s like a newborn baby that cannot do anything on its own. Some people have said that the game is like their own child, which is a very apt description.

In a sense, that may be true.

Some people also say, “It’s a miracle that this work of art was released to the world.”

Each work (product) is a miracle in itself.

How many “reasons to give up” do we face in the process of creating a work of art over a long time and through the hands of many people?

How many “reasons” and “triggers” for giving up, how many “reasons” for not being able to do something, and how many “accidents” will we face in the process of creating a work of art? 

I’m sure that “the product” is on the “shelf” after overcoming such various obstacles.

I share your words that each one of them is that “special.”

I share your belief that each one of them is that special.

I share your belief that every one of those experiences is much more special.

You, who are holding this book in your hands, are one of them.

I’m truly happy about the miracle of meeting you through this one work of art.

So you can get back up again.

No matter how we are hit.

No matter how we are beaten down.

It doesn’t matter if you fall and get mud on your face.

When that happens, look up a little.

It doesn’t matter if your hands are on the ground.

Just put a “grin” on your mouth.

Then you can start walking again.

It doesn’t have to be fast.

It’s enough to walk as fast as you can.

Just like that “Haseo.”

That’s why you can fight again.

I dream that children 200 years from now will be able to do this work.

CyberConnect2, Inc.
President and Representative Director

Director of .hack//G.U.
Hiroshi Matsuyama

Author’s Blog Note

This 2-part memoir of Hiroshi Matsuyama is dedicated to telling the behind-development story of .hack//G.U. series. It is a wonder work of art that Matsuyama, Niizato, and his development team had worked on which now has been released to the public since 2006-2007 with three volumes Vol.1 Rebirth, Vol.2 Reminisce, and Vol.3 Redemption on PlayStation 2.

It is also one of the best games and the masterpiece of our childhood days that leave traces in our hearts which can never be replaced with other modern games that we play now. The story of Haseo and his journey, growing up by meeting various people and experiencing something that he never told before, along with exploring the field & dungeon, combat system, and also Avatar Combat System still gives me goosebumps and excitement as always.

Haseo, as we know as the Terror of Death has gone through the progress of his journey and become the best character of all time. Along with a wonderful cast, some of them are being jerks and sh*t, but hey we got our waifus there, and also OVAAAAAAN!!

I’m greatly thankful to Matsuyama-san, Hiroto-san, Hamazaki-san, and Ito-san, along with everyone who was involved in the development process for giving us these wonderful works of art that are truly unforgettable, and hopefully, still be remembered 200 years from now.

.hack//G.U. Last Recode, a remastered version of its masterpiece of art that they had created.

And now, this masterpiece game of our time can still be played through a fully-remastered version .hack//G.U. Last Recode on PlayStation 4, PlayStation 5 (Backward Compatibility), PC (Steam), and Nintendo Switch. With fully remastered visuals, updated gameplay, new other elements, and an all-new story, .hack//G.U. Vol.4 Reconnection is an epilogue and deep conclusion to the G.U. Series Saga.

I hope that those who have not played can try this masterpiece, even though it’s repetitive, but once you get a hold of it, you’ll be interested more in how this goes and keep investing in how this story will tell as you progress through.

I am translating this in the hope that this memoir message that Matsuyama had written can reach international fans as well, along with other behind-the-scenes stories that hadn’t been told as well.

For all people who had been long-time fans of the .hack series, including .hack//G.U. series, I thank you for your continuous support hopefully boosting this game to the players who have not played this game before would help us reach the goal where the .hack//IMOQ remake can be announced and revitalization of the series. (I hope Bandai can just sell those IPs to CyberConnect2 and let them whenever they want with it.)

I sincerely thank you for all you reading this and hope you all continue to support the series even now.

CATEGORIES:

.hack-Translation

No responses yet

Leave a Reply

Your email address will not be published. Required fields are marked *