Higurashi Back Staff Room: Tatarigoroshi-hen

Ryukishi07: Hello everyone. This is Ryukishi07.

Uwooooooo!!!

Yatazakura-san, Yatazakura-san!!

What day is today?!

How much until Summer Comiket?!

Yatazakura: Hello everyone. This is Yatazakura.

Uwooooooo!!!

Ryukishi-san, Ryukishi-san!

Today is August 11!!

And the first day of Summer Comiket is August 15, so… Wooooo!!

4 more days!!

We have about 96 hours!!!

Ryukishi07: It’s very different from last time!!

We can do it!!

There is a plenty of time for completion!!!

This is it… Adult!

Adult doujin activities!!

Banzaaaai!!

Yatazakura: Ahh.

But this time it’s a little complicated again…

I need to check for errors thoroughly…

Ryukishi07: After you check for errors, mass-produce the discs.

Attach label stickers.

And pay attention to the layout of your table at the event…

…Last time we even forgot the tablecloth… It was a very sad scenery…

Yatazakura: To begin with… The world of doujin software is a tough world compared to doujinshi…

Ryukishi07: With doujinshi you can browse through them, examine them, and buy them if are satisfied to a certain extent, so the risk is very low, but with software you can’t do that…

Yatazakura: CG collections don’t have some hidden side to them.

You get what you see.

Ryukishi07: But novels games like ours… I wonder how we should promote them…

Rumors are that even the great Tsukihime was barely noticed by anyone when it was first released as the Half-moon version… At least this is what they say…

Yatazakura:  We’ve done our best, and made a good work…

There is no other choice but to build trust.

Ryukishi07: …Uugh、…Isn’t the only dream of a creator to have a lot of people play you game?

For me, my Comiket solo debut was… Very sad…

That is… I can’t even remember what Summer Comiket it was…

Overwhelmed by the busyness of my day job, I was spending day after day just waiting for the night to come.

…The days when I was just terrified of my time spilling out from between my fingers…

By chance, I saw the “member recruitment” message written in the colophon of a doujinshi that I picked up in Yatazakura’s room… And I started my doujin activities in a different PN than now.

With everything getting together harmoniously… I made a modest draft…

Thanks to many people help and advice, I submitted and printed my first 200 books of my personal doujinshi.

Now, thanks to some track record, I can be selected for participation in Comiket, but… The reception was much colder back then…

I still can’t forget the sadness of the notification of failure that I received after submission…

In the end, thanks to the people from the circle I managed to get in… I was able to make it to the event for the time being… But in hindsight… It was better not to be there at all.

Summer Comiket… Even though tens of thousands, hundreds of thousands of people visited it…

…No one picked up the book…

After I tried so hard… After I drew so much…

In the end… Only about 5 copies were sold.

…I was sad.

…I was frustrated.

…I really shed tears at Eimi’s scenario in Comic Party.

I could quit my activities that day out of despair.

But…, I wanted to play catch with people I can only meet at Comiket…

Simply… I wanted to communicate…

…That was my only desire…

Yatazakura:  Uuuuu!

Ryu-tan did his best while spilling tears…

By the way, what kind of doujinshi was it that you put out at that time?

Ryukishi: It’s probably somewhere in the room… But please don’t ask to show you the drawings because it is embarrassing…

Yatazakura:  A work’s quality isn’t decided by drawings alone!

What is important is the contents and the heart!!

Come on, tell us.

Ryukishi: Mmm, …It’s something I came up with myself.

An original work.

Yatazakura:  Ho-ho.

In the doujin world where derivative works are in full swing, you have to have guts to make an original one.

Ryukishi: It’s also 18+…

Yatazakura:  Well, 18+ is typical for doujin.

So, what’s inside?

Ryukishi: Well, it’s in a so-called “demon style” without any gags or anything like this to save it…

Yatazakura: Ho-ho, that’s pretty hardcore.

And what kind of situations does it have?

Ryukishi: Well, like when a girl is taken advantage of by bad people and is forced to do as they pleased.

Yatazakura: I see, I see, that’s something you often see in such manga.

So, what is she forced to do exactly?

Ryukishi: Well, they make her change into different outfits.

Yatazakura: What?

Ryukishi: At the time, FFVII was about to be released, and I was addicted to FF.

Yatazakura: I don’t see where this conversation goes.

Ryukishi: Basically.

One after another, the girl puts on different FF costumes and does H stuff.

Yatazakura: Even if you say FF costumes, there are so many that I have no idea what you are talking about.

Ryukishi: Let’s see… I’ll try to remember…

First, I tried to draw a costume based on pixel sprites of every princess from FFI~III.

Then, it was Rosa from FFIV and Monk, Red mage and Dragoon from FFV!

And of course, Tina and Celes from FFVI!

And even though it was just before the release, there already were some illustrations for FFVII, so I chose the costumes of Tifa-tan and Aeris-tan!!

What do you think?!

An H manga with the theme of FF cosplay, old and modern!

So, she is forced to wear these costumes one after another while doing H stuff.

Isn’t it amazing?!?!

Yatazakura: …Doesn’t our friend H-kun from the vocational school work at Square?

It’s not good to talk about such things publicly.

Ryukishi: And by the way!

This FF chapter is just one story, but there was another one!!!

This is also something that cannot be easily abandoned!!

Imagine this!!

Contrary to the FF one, this one was the “School Uniform Chapter” that everyone could enjoy!!!

Yatazakura: …Looks like the artist is happy.

Ryukishi: Of course, the costumes were completely different!!

Several types of uniforms such as blazers and sailor-suits!

Of course, there were gym clothes too~!!!

Aaa?!

Was Ryukishi07 from that time too shallow?!

There were no any school swimsuits!!!

Yatazakura: Maybe it would be better for you to die, nya.

Ryukishi: Ahhh…!!

If only I could clone myself, I’ll ask my other self to draw the third episode of this series!

Of course, this time it will be the “Ragnar■k Chapter”!!!

With Ako-tan’s and Pri-tan’s costumes…!

The variation of the hair band may also be good … ♪

And Capra-tan’s costume too, of course!

Muna-tan and Sohee-tan, haaa!!

What, you say that Puri-tan’s wearing navy blue bloomers instead of panties?!

Long live GungHoooooooo!!

I’m going to quit my job and become a slave at Gravity!!!

Yatazakura: I see that failing as a human being is in full swing.

Ryukishi has once again traveled to another world, so I will once say closing words this time.

Thank you very much for picking up Higurashi no Naku ni.

I would also like to take this opportunity to thank everyone who cooperated in its production…

My sincere gratitude goes out to all those who support us despite it being such type of work.

Yes… It is made out of gratitude to all of you.

If we managed to make a game that could repay all that favor that we have received from you, we, Ryukishi and Yatazakura, would not be happier.

It is a modest work、… but we hope you enjoy it.

Thank you very much.

We look forward to your continued guidance and encouragement.

From the next scenario, Higurashi will finally have some rapid developments!

We will do our best, so we hope you can look forward to it.

08.11.2003

07th Expansion

Ryukishi07 and Yatazakura

Yatazakura: Next time… Winter Comiket!!

Even if we start production on September 1st… We’ll only have four months!!

Ryukishi: And, and!!

It seems that female Assassin is wearing a school swimsuit no matter how you look at it!

Of course, I also have high hopes for the overexposure of the new Dancer job!!!

Yatazakura: Grit your teeth!!

Aaaye!! I’ll guide you the right path!!!

Ryukishi: Aaa!! The teacher is using violence!!!

Higurashi Back Staff Room: Watanagashi-hen

Ryukishi: Thank you for playing Higurashi no Naku Koro ni ~ Watanagashi-hen

Here’s the creator, Ryukishi07.

Yatazakura: The principal offender, Yatazakura.

Ryukishi: …Well~… In doujinshi you often see such afterword, but as I am typing it, it’s not finished at all yet ☆

Our work that’s it.

Yatazakura: Yeah…

Even the Christmas song has already ended…

Ryukishi: Jingle bells, jingle bells, the change of the CD jacket~ ☆

We made the jacket at the wrong address~ ♪

30 hours until the Winter Comiket~ ♪

We have to replace 150 wrong jackets ~ do the master-up ~ and burn those 150 copies on the discs~… Someone please tell me it’s a liiiiiiiiiieee!!

Yatazakura: What we need to do before the mastering, only this text?..

But I only have 4 hours until my work tomorrow!!.

Ryukishi: Hnnggg…, thank you for everything~… Today was the last day of work for me, but I still have a lot of it that carried over the next year~ ☆

Yatazakura: I’m about to lose my sense of equilibrium…

…Uguuu…

I’m dizzy from taking too many energy drinks ☆

Btw, I usually type “hosi” to convert it to “☆”, but sometimes I mistype and end up converting it to “H死” (hsi)~ or “H-death” ☆

Ryukishi: H-death?!

You know what this is, Raiden!?

Yatazakura: …I don’t, and I wish I could experience it firsthand.

Ryukishi: …Seems we’ve been going off on a tangent for a while now.

Yatazakura: Alright… It’s time to get serious.                        

Ryukishi: Cough…

Good evening, everyone.

This is Ryukishi07.

The serial sound novel Higurashi no Naku Koro ni started in the summer of 2002, and we finally finished working on the second chapter.

It was scheduled to announce it in the fall, but I apologize for the delay in the announcement due to my busy day job.

However, in exchange, I think I have managed to pack inside everything that I wanted.

I hope you enjoy it ☆

Yatazakura: Well, Ryukishi07-san.

When is the next scenario?

Ryukishi: …Mmm…, Spring Revo…, no!

By Summer Comiket at the latest!!

Yatazakura: …With my Akira-chan vision I can see that today, half a year later we’ll be in similar situation~!!

Ryukishi: …Ga- gao.

…I will do my best…

Yatazakura: …Huh?

I had a strange vision now.

Ryukishi: …Did you see something?

Yatazakura: Yes.

It’s this picture.

Ryukishi: ……Ah!!

I, I forgot about this~!!

He-he-he! This one is still a secret, isn’t it?

He-he!!

Yatazakura: What the hell is this…?

No way… A figure?!

Garage kit?!

To put it like an expert, it’s a garage kit?!

Speaking of which… She looks like Rena!

The one who jumps out before the title logo!!

No doubt about it!

She even has a spear?!

Ryukishi: …Yeah… Even we ourselves are surprised…

Test player reshizou22… [*1]

They said that they are trying to make Rena into a figure…

Yatazakura: Hmm~..!!

But this is… Isn’t it amazing!!

Will they sell it when it’s finished…?!?!

Ryukishi: Well… They haven’t decided on the details yet.

It seems that they are working towards Wonder Festival in February 15 of 2003…!

I am really, really… looking forward to it!!

Thank you, reshizou22!!!

Yatazakura: …Apparently, it’s based on Rena that jumps out at the start…

Unya~, I can’t wait~~!!!

I want to take it home~!!

Ryukishi: We will inform you again when more information comes in ☆

…Well, how will it look when it’s finished? …I’m really looking forward to it!

Yatazakura: Now, when we are done with that,

Thank you very much to BT for making a great mini-game [*2] this time as well~!!!

Renapan was good, but SFB has exceeded it with various hidden modes and is really elaborate!

Ryukishi: In particular, the ora-ora mode in the second half of K-flag event [*3] is a must-see!

Everyone, please play ☆

Yatazakura: …When I first saw the K-flag, I thought it was an H-game ☆

Te-he☆

Ryukishi: H-death!!!

This is H-death without a doubt!!!

Yatazakura: …Hmm.

To think that even if we are still not done with mastering and mass producing, you are already ready to die.

Ryukishi: … Sigh… I want to die.

I want to feel easy ☆

This・is・why ♪

H-Death~~!!!

Yatazakura: Which kind of H-Death do you prefer?

Ryukishi: Hu- huh?!

…W- will it come true if I tell you?!?!

For real?!

Yatazakura: Well, try it out and say it~ ☆

Ryukishi: What else could it be!!

Doing × to a schoolgirl with a backpack and a lightsaber × big boobs!!

After enjoying plenty of ××××, do ××× even more!!!

And also, making her call me ××××××… gasp ☆

Gasp-gasp H-Death.

(About 27 pages cut)

Yatazakura: Since Ryukishi07 has left this world, I, Yatazakura, will take his place.

Thank you very much to all the test players who played Onikakushi-hen and sent us their impressions!

We would appreciate it if you could tell us what you noticed and what your thoughts are this time as well.

We are going to work hard on the next chapter.

Again, thank you very much for playing this time ☆

Also, I want to thank my brothers who helped me and did not leave at the crunch time when even the mastering hasn’t been done yet…

And to you who picked this up ☆

12.28.2002

03:25


[*1] reshizou22

reshizou22 was a test player for Onikakushi-hen and Watanagashi-hen, as well as a model-kit maker. Apparently, they were pretty famous among other modelers, and their site (now inactive, Internet Archive link (NSFW)) was a “goldmine, full of beautiful kits, tips and tutorials”.

[*2] Mini-games

Each of original Higurashi arcs contained a mini-game made by BT.

SFB stands for “Sphie de Bomber”, and Sphie is a character from Leaf’s MagicalAntique visual novel.

Sphie drawing by Ryukishi:

[*3] K-flag, ora-ora

Originally K-fura. I couldn’t figure out what this stands for, except that “fura” means an “event flag”.

“Ora-ora” is, obviously, a JoJo reference.

Faust: Ryukishi07 Long Interview

Source: https://sai-zen-sen.jp/works/extras/faust07higurashi/01/01.html


Introduction

In May 2005, a long interview with Ryukishi07 appeared in volume 5 of the literary magazine Faust by Kodansha. It was the time when Higurashi no Naku Koro ni, which had been attracting a lot of attention, finally entered the solution phase with the announcement of Meakashi-hen.

“Why would a literary magazine talk about Ryukishi07?”

“Aren’t games and literature incompatible?”

Some readers seemed to have such questions. However, “being popular right now” isn’t enough to be featured. There was a solid reason for this.

The answers are all in this interview.

The interviewers are Katsushi Ota, editor-in-chief of Faust, and also writer and game developer Koji Watanabe. Both will take a unique look at the backbone and creative roots of Ryukishi07 and the structure of Higurashi.

Six months later, Ryukishi07 published his novel Kaidan to Odorou, soshite Anata ha Kaidan de Odoru in Faust vol. 6 Side-A and Side-B. This special feature on the character and journey of Ryukishi07 can be called a prologue to the novelist Ryukishi07, who is more than just a doujin game writer.

This is a rare reprint of the interview, revived after six and a half years.

KEIYA


— Congratulations on the completion and release of Meakashi-hen. This series is an undeniable masterpiece, which I don’t need to put into words. I have enjoyed it immensely.

Ryukishi07: Thank you. I am relieved.

— If Meakashi-hen is the solution, then Watanagashi-hen could be positioned as the problem. For the first time in my career as a literary editor, I wanted to extract only the text of a game and publish it as is in Kodansha Novels.

Ryukishi07: Is that OK to do? *laughs*

— Of course, I rarely come up with such ideas by mistake. I dislike novelizations that lack artistry, and since I consider novel games to be a new mode of expression that uses text as one of its key elements, rather than novels themselves, such an act is essentially a great misunderstanding and sacrilege against expression. But Higurashi no Naku Koro ni is special. I think this work is an “invention” that expands the dimension of expression of conventional novels and novel games, and presents the possibility of a new way of storytelling. I do not think the greatness of this “invention” would be impaired in any way if it were converted into a novel form. Therefore, I would like to send a formal proposal to you again after its completion.

Ryukishi07: I am thrilled to hear this, but it’s also somewhat frightening. But before that, I may have to finish Higurashi no Naku Koro ni first. I will do my best *laughs*

— We have heard that the entire game is scheduled to be completed next summer, so the real battle is just about to begin. I am both impatient and thrilled to think that this pleasure will continue for another year or more. Well, I would like to begin with a brief explanation from the editor-in-chief of Faust Vol. 5, which will feature Higurashi no Naku Koro ni by Ryukishi07. I played it for the first time at the end of last summer, and I was strongly impressed. In Faust Vol. 3, which was published that summer, I ran a special feature on “shindenki”, which featured a competition between three authors, Kinoko Nasu, Udaru Harada, and Masaki Motonaga. In the opening paragraph I wrote about how I was struck by the synchronicity of the fact that there were other people who were simultaneously working in the genre of bishojo games, which Nasu and his colleagues had created, to depict the boundary between the “ordinary and the extraordinary” in their stories. I thought to myself, “I have to get one of these talents to write a new work on Faust!”. And so, I contacted Ryukishi07.

Ryukishi07: When I first met you, I had a passion to try my hand at something other than Higurashi, so the timing of the meeting was very interesting. Unfortunately, I am a person who rarely reads printed words, so I am afraid I did not know about Faust, but since Nasu-san, whom I greatly respect, was publishing there, I thought I had to pay attention to this magazine.

— Thank you. Now, Faust is not a video game magazine, so I don’t think it would be a good idea to try a just put a strategy guide here. Therefore, I would like to focus on the personality and the character of Ryukishi07 and where he is going. Today, I would like to conduct a long interview with Ryukishi07 prior to the talk session with him and Kinoko Nasu scheduled for a later date, and I have appointed Koji Watanabe-san as the interviewer. As you know, Watanabe-san is a living witness to the developing of Japanese game industry, having been a part of the scene since the dawn of it. Through his books such as Hirakikomori no Susume (Kodansha Gendai Shinsho), he is also trying to encourage “individuals” to communicate with the rest of the world. In this way, Watanabe-san is one of those who have created the backbone of Ryukishi07’s emergence, and I can think of no one more qualified to be the interviewer for Faust.

Koji Watanabe: Nice to meet you.

— When I first met Ryukishi07, there was something that left me speechless. That is when I realized he is a talent that came out of the world of novel games in a purely cultured way. While I was playing Higurashi no Naku Koro ni, I was convinced that Ryukishi07 must have been immersed in the shin honkaku mystery scene, and I thought, “He must also be a fan of Yokomizo Seishi!”, but that wasn’t the case at all *laughs* As an editor of Kodansha Novels, I felt that this was a problem. For example, Kinoko Nasu was clearly a talent that came out of the shin honkaku mystery genre, a talent that was very close to my context as an editor. But Ryukishi07 is clearly different from Nasu-san in this respect. When we first met, he told me he had never even heard of Kyogoku Natsuhiko until recently. “What does that mean?”, I thought.

Ryukishi07: I learned Kyogoku-san’s name only after hearing it from a fan. He also said, “I’m sure you like Kyogoku-san”… *bitter laugh* Now I am very embarrassed that I did not know the name of someone as great as Kyogoku-san…

— But my thinking has also made a 180° turn since then. What I mean is that the world of novel games that Ryukishi07 has emerged from has a history of over ten years, starting with Kamaitachi no Yoru [*1], for which Takemaru Abiko was in charge of the scenario. I realized that the world of novel games has already accumulated a wealth of talent over a long period enough for talent to only emerge from there. Besides, the essence of the shin honkaku mystery, which I love, is present in the starting point of the novel game genre through Abiko-san. I decided the interviewer should be someone who understands both games and a mystery genre, so I sent Higurashi no Naku Koro ni to Watanabe-san at the end of last year and said, “It’s very interesting, so please think you’ve been tricked by me and give it a try!” Though, maybe Watanabe-san was pretty skeptical at first *laughs*

Watanabe: Well, when I actually played it, I stood and applauded in front of the screen! *laughs* I spent the beginning of the year playing Higurashi no Naku Koro ni. I was really impressed by the precise structure of the Watanagashi-hen and Meakashi-hen parts. Anyway, I’m looking forward to this conversation.

Ryukishi07: Glad to meet you.

Hunger to create

Watanabe: You are of the same generation as Kinoko Nasu, right?

Ryukishi07: Yes. The generation of Nintendo Famicom. When I was in elementary school, Famicom was all the rage, but my father hated video games, so we didn’t have one at home. The hunger for games that I felt back then definitely connects to today *laughs*

Watanabe: That’s deep *laughs*

Ryukishi07: On the other hand, for some reason, we had a computer. It was the era of NEC PC-8001 [*2], and I used to play by typing in game programs written in BASIC that appeared in BEMAGA [*3]. It was a completely self-sufficient world. So, I could only play very simple games at home that were not even close to Space Invaders or Breakout, but since I knew the source of the program, I could freely modify the parts I didn’t like. “Let’s change the shape of the UFO to something weird”, for example *laughs* In a sense, the things I modified in my own way became my own creations, but when I showed them to my friends, no one wanted to play. Of course, the games released on Famicom were much more interesting. However, I was attached to the games that had aspects I had designed, and I was frustrated, wondering why they wouldn’t play the game I made. Since that time, I have had a strong desire to have others see my world.

Watanabe: In a sense, it’s an ideal start for a creator.

Ryukishi07: I wonder *bitter laugh* Later, around the time I entered junior high school, such a desire to have others see my world turned toward drawing manga. There was hardly anyone around me who could draw, and the so-called otaku culture of today did not exist at all. So, manga was just the right medium for me to have others see my worlds. After all, with manga, unlike games, anyone can casually look at it. But around the time I entered high school, people who were better at drawing than me started to emerge, and it discouraged me *bitter laugh* It was around that time, I guess, when the Comiket venue was moved from Harumi to Ariake [*4], that I took an interest in so-called “doujin activities”. However, I didn’t have my own circle yet, so I would go to other people’s circles and help them with coloring their illustrations. Sometimes I wrote scenarios for games, but they were quickly rejected by the higher-ups in the circle, and I ended up getting frustrated.

Watanabe: That was in high school, wasn’t it? What did you do after you got a job?

Ryukishi07: After graduating from high school, there was a gap in my doujin activities for a while. It was about five years ago that I created my current circle called 07th Expansion.

Watanabe: Why did you stop drawing manga?

Ryukishi07: It’s because I could no longer depict the four-dimensional world in my mind with my drawing skills. For example, if I tried to draw a scene like “A kaiju appears in the middle of Ginza!”, I couldn’t depict the streetscape of Ginza. I couldn’t draw what I wanted to draw. It was painful. In order to express myself, I had to adjust my ideas to a level that I could draw. But with writing, I can actually express myself. Though, with doujin, it is not so easy.

Watanabe: Why?

Ryukishi07: In doujin activities, unlike with manga or games, it’s hard to get others to pay attention to your writing. Even at Comiket, the area where the writing-related circles are located is called a “highway”.

— “Highway”? What does that mean?

Watanabe: People use it as a detour because other places are too crowded. Other times it was called “autobahn”, which is pretty mean.

— I see! *laughs* That’s indeed mean. However, I have heard that only six copies of the novel that served as the basis for Nasu’s Kara no Kyoukai were sold at Comiket, so the existence of such a derogatory term is understandable.

Ryukishi07: Back then, I thought there was no point in presenting my work unless others could see it. That’s why I chose the card game genre for my circle’s first production. At the time, a card game called Leaf Fight was very popular, and I decided to make original cards for it. It was considered that in doujin others would not take you seriously if you did not create so-called “secondary works”, and I was of the same mindset. But just at that moment, Tsukihime by TYPE-MOON, led by Takashi Takeuchi and Kinoko Nasu, became a huge hit as an original doujin work, and it opened the door to the new world of doujin activities.

— It was so exciting. Even people like me, who are on the outside of the doujin movement, could feel the enthusiasm.

Ryukishi07: *Nods* And while I was marveling at how amazing Tsukihime was, Yatazakura, a current 07th Expansion member, told me he was currently studying the novel game engine that it uses. He said, “It’s called ‘NScripter’ and it’s fun”. So, we decided to try to make a sound novel using that software. That was Higurashi no Naku Koro ni. The main part of the scenario is based on a piece I wrote called Hinamizawa Bus Stop when I tried to do a theater play.

Watanabe: I was just wondering, do you place the game system and the story together in your mind?

Ryukishi07: Whether it’s the system, the story, or the packaging of the game, all the elements are meant to express the world in my head. It all goes together.

Watanabe: That’s not surprising. It is what I think games are supposed to be. A game package is closed, isn’t it? Time and space stay still inside it, and as soon as the start button is pressed, time begins to move, and the story unfolds in response to the player’s choices. A game is essentially made up of a number of such systems, and I think the narrative structure of Higurashi is very much aware of this. In other words, “system=story”. Nowadays, everyone who makes games is struggling with the relationship between the two. They think that if they enhance the system, the narrative will become less important, or if they focus on the story, the game will become a movie instead of a game. Especially, major developers are struggling with this, and when they create an unusual number of flags [*5] in novel games, the fun of exhausting the choices is accepted in terms of gameplay, but it is no longer a “story” anymore. On the other hand, there are cases where a full CG movie in an RPG is made so long that it becomes a movie itself, as in the case of Final Fantasy.

Ryukishi07: It just so happened that Higurashi no Naku Koro ni took the form of a novel game. If Yatazakura had said, “I just bought a video camera, and it’s quite fun”, it might have become a movie. For me, the question what method to use was actually a minor one. Though, of course, I like games, so it’s easier for me to understand them.

Watanabe: For you, the most important thing is to express that “story=worldview”, and the novel game just happened to be the place to put that expression into?

Ryukishi07: Yes. We chose novel games because they are very graphical, even though the text is the main form of expression, and because it has music as the powerful direction tool. I am not very skillful with words, so I appreciate the musical support.

Watanabe: No, you are good *laugh* I think it is difficult to write this kind of text unless you have had some kind of writing training for a certain period of time. Have you used to write before?

Ryukishi07: Before Higurashi there was once novel game that was abandoned midway through the project, and I wrote the scenario for that. I wrote about five or six books worth of text for that game alone.

Watanabe: Why did that game project go down?

Ryukishi07: The illustrator left the circle in the middle of the production… I was so frustrated that after all the hard work I put into writing the scenario, I couldn’t get the game just because I didn’t have an artist to draw for it… That’s why I decided to draw for Higurashi myself.

Watanabe: So, the scenario of the game itself was completed?

Ryukishi07: More or less, yes.

Watanabe: I wish I could read it.

Ryukishi07: It’s a very generic story if you look at it now, and I’m too embarrassed to put it out *laughs*

Watanabe: Really? Please show me it someday *laughs* According to what Ota-san told me, you don’t read many books — which means that your writing is not directly influenced by novels, right? You purely have been playing novel games and after that wrote your own. So, do you have any other influences or things that have moved you? For example, do you like movies?

Ryukishi07: I watch movies a lot. Speaking of being moved, I was shocked when I saw Spielberg’s first film Duel. It is actually a TV movie. It was also completely unknown at the time of its debut. When I heard that even director Spielberg did not have a spectacular debut, I realized that there is no such thing as a genius who does not struggle. I think that episode has encouraged me a lot.

Watanabe: Anything else?

Ryukishi07: In terms of influencing Higurashi no Naku Koro ni, I would say Blair Witch Project. It had a strong influence on me in learning how to connect the inside and outside of a work to make it more exciting. Using TIPS to tell the outside story also comes from Blair Witch Project. The pamphlet was really well done, and it was like a TIPS section of that movie.

Ability to see the scary side of things

— Still, Higurashi no Naku Koro ni is scary, isn’t it? Where does that “fear” come from?

Ryukishi07: There are many scary things in the world, but I believe that in the end, everything comes down to “misunderstanding”. The play script that became the prototype for Higurashi, Hinamizawa Bus Stop, was about a single misunderstanding that led to unspeakable horror. Misunderstandings and mistakes are really scary. For example, suppose Ota-san was about to touch the doorknob with his right hand when he left this room, but suddenly he changed his mind and switched to the left hand. When I see that, I ask myself, “Is something bad going to happen to the doorknob of the reception room on the 26th floor of Kodansha if I touch it with my right hand?” *laughs* But Ota-san may have just noticed at the time that he actually had a small cut on his right hand. But I don’t know that, so I can only think of all sorts of things that could go wrong. Furthermore, let’s say that I tell this story to someone else. If I were to tell someone else about it, and the idea that “the doorknob of the reception room on the 26th floor of Kodansha is kinda dangerous” will come back to me after circulating in the world, then for me it would become even more credible.

Watanabe: Even if you were the one who started it *laughs*

Ryukishi07: But it isn’t clear to the person who starts it, is it? There are a lot of such things happening in Higurashi no Naku Koro ni.

Watanabe: Do you easily get scared?

Ryukishi07: It’s not so much that I get scared, but rather that I have the ability to perceive anything as scary *laugh*

Watanabe: What scares you the most?

Ryukishi07: It’s people. For example, if the other person’s response is delayed for a moment, I think to myself, “This person definitely had a reason to hesitate”. It’s probably nothing serious, but in those fleeting moments I feel the horror.

Watanabe: You are truly a horror-making machine *laughs* If you are like that, isn’t it also scary that, for example, everyone stand at the left side of the escalator?

Ryukishi07: It is scary. In Tokyo, people line up on the left side, but in Osaka on the right side. Imagine someone coming from Osaka stand on the right side as usual. So, they look back and forth and see that everyone is standing on the left. Feeling awkward, they look around, and the eyes of the people around seem to accuse them of something. They just don’t know the rule: “In Tokyo, when you ride an escalator, you should stand on the left side”. Moreover, this rule is not universal, it’s local. Still, the rules cannot be broken. And when rules are broken, there is a retaliation. Higurashi no Naku Koro ni depicts the horror of Hinamizawa as a village society, but that horror is very much a problem stemming from its local rules.

Watanabe: The problem of “assumptions”. Most people act only on their assumptions. They do not have a clear picture of the real world. For example, there is a cup of oolong tea in front of us now, but I am sure we would not notice it if it were barley tea.

— Speaking of which, I recently learned about a fraud case in Japan in which apple juice was sold under the name of cherry juice, but in reality, almost no one who drank the juice noticed the difference in taste until the accusation was made.

Watanabe: We all have a part of us that we shut out, our consciousness. That’s why we don’t even notice the horror… In your case, I’m sure your consciousness is constantly awake.

Ryukishi07: I don’t think it brings me any merits, though *laughs* I believe that people who are the complete opposite of me, who are always positive and think about things in a cheerful way, will surely have a better life. If you are my type and don’t train your mind, you may become a shut-in.

Watanabe: There is a part of us we can train to keep our mental state flat by keeping a simple view as much as possible in order to have a harmonious social life.

Ryukishi07: Yes. It is often said, “Be insensitive”. Life is easier if you don’t worry about little things. On the contrary, they say, “Many people who commit suicide are good people who are aware”. It’s probably bad for the mental health to try to always deal with things in your own head so as not to bother others.

What is really “scary”?

Ryukishi07: I often hear from people who have played Higurashi no Naku Koro ni that being chased by a girl with an axe is really scary, but I don’t think that is what where the real horror is. The horror that occurs in the village of Hinamizawa is not something that only exists in games. It is something that exists in the world around us. But I think that’s because of my poor writing skills, that many things aren’t getting through.

Watanabe: No, it comes across well enough. The world on the other side of reality becomes infinite by the closure of time and space. The current social structure of Japan is such that all Japanese people pretend to have forgotten and avoid looking at this infinite world, which is fun but actually very scary. This social structure of Japan is expressed in Higurashi no Naku Koro ni by integrating the closed space of the game and the closed space of Hinamizawa.

Ryukishi07: *Nods* Japan itself is closed. Japan today is a really scary place. Everyone lives by mutual intimidation. People live by nature by holding a knife to each other and never approaching each other within range of the blade, but somehow the Japanese have forgotten that they are holding knives. They think the world is not scary.

Watanabe: We usually see the not-scary side of life, but in fact, once you peel back the thin skin of that side, it becomes a terrifying world. In Higurashi no Naku Koro ni that world is sometimes revealed.

Ryukishi07: In the past, the community provided a time and place where we could be open with each other and forgive each other. For example, a drinking party is like that.

Watanabe: It seems that in village society, people were able to reset their relationships during the annual festival. Even if you had been cut off from your village, you had a chance to come back on the festival day.

Ryukishi07: Even if you did something that violated a taboo, for example, if you lost your temper with a neighbor and were punished for it, there was a mechanism in place that allowed you to be forgiven. Of course, most Japanese people consider losing one’s temper to be very embarrassing, so it doesn’t usually happen. Come to think of it, there was a time when manga with main characters who often lost their temper was popular. The background of “Japan, where people can’t lose their temper” was what made it interesting. But I think the younger generation today is influenced by such manga, and for them it is not taboo to lose their temper anymore. This is also scary.

A world of madness blended into everyday life

Watanabe: What was the first “scary” experience in your life that got you interested in horror?

Ryukishi07: When I was in elementary school, whenever I went to a friend’s house to play, I would always say, “Let’s play!”. That were the magic words, to which he would reply, “Okay!”. It was an absolute rule. However, one day he answered, “No way”. The routine was broken. I was so shocked that I stopped breathing and couldn’t move. At that moment, I really was terrified. The fear that something that was supposed to be routine would suddenly become something completely different. That was the first “horror” I felt in my life. I was becoming more and more isolated in the school community, partly because I didn’t have a Famicom, as I mentioned in the beginning. Because I didn’t have a single game cartridge, I always went to other kids’ homes to play. And I never brought a single cartridge with me. Once or twice, they would probably forgive me, but in my case, it was all the time, so one day they said, “No way”. After that, I was bullied at school for some time. That was also another reason for that, but the problem was that even the guys who didn’t know why I was being bullied started to be on the bullying side. People don’t want to be victims, so they desperately try to stay on the side of the bullies.

Watanabe: This is scary. The school is also a small closed village society just like Hinamizawa.

Ryukishi07: It is. There is no other community in the world as scary as school. During cleaning time, someone hit the girl who was cleaning together with me with a broom. And because I was nearby, she got angry and said, “You hit me!”, even though I didn’t do anything. When the teacher came in, a different girl said, “I saw him hitting her!”. That was all it took for the teacher to decide that I was the culprit and a liar. I was terrified. In the real world, we are more careful about trials, lawsuits, and other such things, but in the closed world of school, it is so easy to get a verdict. It is scary. If I get the chance, I would like to do a horror story set in an elementary school one day.

Watanabe: Such a closed space is scary, but whether it is in a school or a village deep in the mountains, as long as you only deal with the surface, you will be happy.

Ryukishi07: That’s true.

Watanabe: It is true not only for villages and schools but also for workplaces and among friends.

Ryukishi07: After all, the Japanese are a “culture of pretending not to see”.

Watanabe: Because we are an island nation, there is an assumption that as long as everyone knows the rules, everything will be alright.

Ryukishi07: For example, in the U.S., you can freely express your individuality, but in Japan, you always have to worry about bumping shoulders with others. But as long as you pay attention to that, you can live a normal lukewarm life.

Watanabe: In general, galge are mostly about that lukewarm time, aren’t they? It’s about enjoying those slow and lazy days where nothing happens. Higurashi no Naku Koro ni uses that galge format in a meta way. I think you are the most malicious and scary person for using it like this *laughs*

Ryukishi07: Galge are all about enjoying the joyful moments in life. Getting intimate with a girl is fun, even if it is in a virtual space *laughs*.

Watanabe: But that state is really a finite one. By confining it to the package of a game, it is turened into an endless loop. So, no matter what kind of person you are, once you are confined to that world, it’s unconditionally fun. However, when such a happy person learns that their happy time is in fact finite, they are in for a terrible shock.

Ryukishi07: That’s right. Japanese people today only know about good times. In the old days, because everyone was well aware of the terrible aspects that existed in the world, “a hedge between was keeping friendship green”. But the time of that friendship has lasted so long that the Japanese have forgotten the horror of it all. They have forgotten the reason for their complacency in the first place. They have come to believe that warmth is all there is in the world.

— What arises there is the horror of “misunderstanding” that you mentioned.

Ryukishi07: *Nods* For example, in galge, girls never speak ill of others to the protagonist, perhaps because they are just afraid of giving other rival girls a bad reputation. In To Heart [*6], the heroine, Akari Kamigishi, is attached to the hero, perhaps because she is guarding him from other girls. That situation is an absolute horror story! *laughs* However, in the game, that situation is depicted only from the protagonist’s perspective, so the protagonist feels showered with attention. I think To Heart is good, however, because its creators were aware of this and created the game deliberately. I don’t think that’s the case with more recent galge.

Watanabe: Just being alone in that lukewarm state. It is as if we are forcibly creating a time where nothing happens.

Ryukishi07: I think this is one of the reasons why Japan is becoming an American-style rights-oriented society. Everyone knows only that lukewarmness, so when push comes to shove, they try to hit first. This is also a horror story in a way.

Watanabe: I think it is necessary to show the darker side of life every once in a while. That is the role of media, but the Japanese media lacks it.

Ryukishi07: Young people today don’t know that part of life. When we remain ignorant of the truth in this way, we are too afraid of the madness of the world that sometimes shows through. That’s why they can’t cope well with changes in their surroundings and become shut-ins.

Watanabe: Up to now, we have been cheating through life so that everything is in that lukewarm state. However, because we’ve been doing it for too long, there is a widespread misconception that the lukewarmness will continue forever.

Ryukishi07: Nothing is eternal. That is why there is a part of us that is longing for it. Unless you are aware of the finite nature of life, you cannot understand the horror of society.

— Reality is an awfully scary place.

Ryukishi07: That’s right. The reason why everyone follows the rules is because if you break them, you will suffer terrible consequences. In the real world, you never know what will happen if you put off your mask.

Watanabe: A peaceful world like Japan today is a world of lies. It is basically impossible that there will be no wars and no one will starve to death for a long time to come.

Ryukishi07: Postwar Japan has been trying desperately to work hard and bring itself closer to an ideal, to peace, and it was definitely a success. But our mistake was that we were so filled up that we forgot that the world is really scary. Then, even if ten things were fulfilled, we would be extremely dissatisfied if only one thing was not fulfilled. In the past, knowing the terrible reality, we would be thankful for just one tenth of fulfillment. I don’t want us to become that kind of people who get mad just because we are not satisfied with something. One of the messages hidden in Higurashi no Naku Koro ni is that I want people to know the horror that exists in reality. Basically, it’s entertainment, but I’d be happy if you noticed the deeper message.

Watanabe: I have high hopes that Higurashi no Naku Koro ni will eventually be completed and that it will permeate all over Japan, so that many people can share the world of Ryukishi07’s mind. If it comes that far, I’m probably going to feel that horror even in my sleep *laughs* But that’s what it means to make people understand the world. The problem is that Japanese education today doesn’t move in that direction. In reality, we need to show not only the front but also the sides and back, the various aspects that make up the world in a three-dimensional way, but we teach only the ideal world on the front.

— And if everyone just follows, they will have a good life.

Watanabe: But that is an illusion. Not the truth.

Ryukishi07: Adults have struggled to create the world we live in today, so they wanted to raise their children in an ideal way. But from the perspective of a child raised only in ideals, that is just the norm.

— The first half of the Onikakushi-hen of Higurashi no Naku Koro ni, in which a slow everyday life goes on and on, is, to put it blantly, extremely boring and mild *laughs* But I don’t think the second half after the night of Watanagashi would be that scary without a solid construction of that mild everyday life. There is a movie I like called The Deer Hunter directed by Michael Cimino, a Vietnam War movie starring Robert De Niro and Christopher Walken, and the structure of Higurashi no Naku Koro ni is very similar to that movie. The film is about a group of men from a small town in rural America who are about to go off to fight in the Vietnam War, and the first hour of the film is spent showing the scene of one of the men’s wedding party. Frankly, it’s boring to sit through an hour of rural American daily life when you’re watching a movie about the Vietnam War *laughs* You watch and think, “Forget about that, just show us the war scene!”. But just as I was thinking that, the scene suddenly switches to the extreme conditions of the war zone, where De Niro and his friends are taken prisoner by the Vietcong in enemy territory in Vietnam and forced to play Russian roulette with each other for their gambling. That switch is done very well. It’s like the structure of Higurashi no Naku Koro ni — if you don’t build up the slow everyday scenes in the first half, you can’t successfully depict the crazy world of the second half.

Ryukishi07: I can understand that very well. Stephen King has said something like, “If I were making a family drama, it would be a regular family drama except for the last episode”. I sympathize with that a lot. However, I don’t think it’s that easy to do in practice, because unless you are a master like King, there must be cases where the show is cut down midway through the broadcast *laughs* With Higurashi no Naku Koro ni as well, I had a lot of trouble finding the right timing for the transition between the everyday life and the extraordinary situation.

Watanabe: That part is really well calculated. Moreover, the first half of the game is well done so that galge fans will be pleased.

— That is the bottomless malice of Ryukishi07 *laughs* Everyone gets knocked out by it.

Ryukishi07: Just the very opening part is made intense to grasp the audience’s attention, but the first half of the game consists only of a leisurely time. Then, in the latter half, the moment when the story is turned upside down becomes its best part. I really wanted to make the CD jacket look like a galge *laughs*

Watanabe: Why not make a fake jacket? Maybe even put a heart mark on it, something like Higurashi no Naku Koro ni ♡ *laughs*

A four-dimensional world in his head

Watanabe: When you go through Meakashi-hen of Higurashi no Naku Koro ni, it’s surprising how precise it responds to Watanagashi-hen. I don’t think you can create something like this unless you have the multifaceted world of the story completely in your mind, including the settings of individual characters, the map, and the timeline.

Ryukishi07: Indeed, there is such a thing. The story of Higurashi no Naku Koro ni was not created from the beginning to the end. I started with the setting and history of Hinamizawa. Once that was done, I then created the characters or pieces. Then, I gave each character a purpose. Each character should move around the setting, Hinamizawa, according to their own goals. This is actually a TRPG [*7] style of story construction. The characters are all NPCs [*8] and move on their own according to their own victory conditions. And, in the world in which the characters move autonomously in such a way, if we follow the viewpoint of the main character, Keiichi Maebara, it becomes the first arc, Onikakushi. But in reality, various characters are moving freely in places that Keiichi cannot see. Keiichi can only see the results, so it appears to him those strange things are happening one after another. That is the trick behind Onikakushi-hen. Next, I rewind time to the initial stage of the game and slightly move the position of the pieces. This time it becomes Watanagashi-hen. Like that, you don’t change any of the rules at all, but by changing the characters’ starting position, it becomes a completely different story. The three scenarios in Higurashi no Naku Koro ni differ only slightly in the placement of the character pieces at the starting point.

Watanabe: So, you are saying there are some universal rules.

Ryukishi07: Yes. Actually, I don’t want you to guess who is the culprit; I want you to figure out what the rules of this story are. I want everyone to find the maximum common denominator of the setting and the behind-the-scenes tricks for each scenario. If you could figure it out, you could create a new scenario for Higurashi no Naku Koro ni by yourself.

Watanabe: This may sound like talking about life, not a game, but there is an ultimate proposition in physics: “Can the theory that makes up the universe be expressed in a single line of equations?” Physicists say that if we can figure it out, we should be able to reconstruct the universe itself. It is similar to what you’ve just said, isn’t it? You create a mathematical three-dimensional board in your mind and give parameters and vectors to the pieces standing on that board. You can’t put these things down on paper, can you?

Ryukishi07: I can’t. It’s just like you said. It is all in my head, but I am not able to put it into writing. I am often asked in interviews if I have any paper materials, but there are so few. I only had notes to help me remember some things, like Rena repeating “ka na, ka na?” twice *laughs*

Watanabe: That is amazing. It is not easy to draw a solid structure in your mind, moreover not a static one. A solid structure is in three dimensions, right? Add to that the flow of time, and you get four dimensions. That four-dimensional world exists in Ryukishi07’s head, in its complete form. That is why you are able to write various types of stories, such as Watanagashi-hen and Meakashi-hen, which are based on the same time frame but from different perspectives.

Ryukishi07: It’s only now that Watanabe-san pointed it out to me that I realized it myself, but it’s definitely in my head. Something hazy…

Watanabe: It’s probably something like a four-dimensional space, floating and isolated in the air.

Ryukishi07: Yes, it is something that cannot be put into words. You can’t communicate that to people in its four-dimensional form, so you just pull out a part of it and express it by rearranging it into three dimensions.

Watanabe: The “trick of misunderstanding” mentioned earlier comes into play when you have to convert the story into a linear, straight, three-dimensional one. The truth is multifaceted, but because we see only one aspect of it, the horror is born.

Ryukishi07: I really want to make a complete work in this four-dimensional space in my head. But if it remains there, it will be invisible to others, so it needs to become three-dimensional, turned into a scenario and be directed. But I’m not a good writer, so sometimes I wonder if the real horror I intended to portray is properly conveyed to others.

Watanabe: No, that energy you’ve achieved isn’t something to mess with. I think that Ota-san, as an editor at Kodansha, will seriously consider the debut of the novelist Ryukishi07. But it is important to find a way to express on paper the manifestation of your unique talents, such as the rows of text on the screen in Higurashi no Naku Koro ni, which itself feels frightening. I think it will be a step ahead of the multi-font attempt in Faust.

Ryukishi07: My texts are very light, though.

Watanabe: That’s why they are good.

Ryukishi07: Thank you. But because they are so light, I think it has the power to appeal to those mistakenly believe it is safe and lukewarm. Maybe, in that sense, it’s a conscious choice from my side.

Watanabe: I find your texts extremely consciously made.

Ryukishi07: I don’t want young people today to think that they can’t create because they can’t write beautiful words. Watanabe-san said earlier something that fit my thoughts perfectly: the most important thing is the four-dimensional space in your head. This space is your creation in the true sense of the word. However, since it cannot be expressed as is, it must be reduced to some kind of three-dimensional medium. I don’t think that the original 4D work is inferior just because the technique at the time of that reducing is inferior.

Watanabe: Exactly! There is no doubt that 4D space, or the artist’s passion, is the most important thing. However, since major game makers cannot control what is inside the individual’s mind, they have no choice but to focus on the rest of the work. It can’t be helped. They have no choice but to work with what kind of system to program, how to do sales and marketing, and so on. But the unfortunate thing is that it is the only one that runs on its own. They were so focused on how complicated the story branching should be and what kind of sales promotion campaign to launch, and when they realized it, there weren’t left many people with 4D space in their heads among the developers.

Ryukishi07: The skill of game creation has been replaced with how well it is transferred into the three dimensions. As a result, a company that makes good games is a company with technical capabilities, and although the real work is supposed to be a 4D world in an individual’s head, for some reason it is mistaken as if the technology to convert it into 3D is the essence of game creation. The original is more important. Normally, readers with good sense would just read into the 4D part without permission. It’s what called “reading between the lines”. I’m sure there are works about which you can say, “This person is not good at writing, but what he writes is amazing”.

Watanabe: If the work has passion, if it has a hundred of other works as a foundation, the reader will definitely notice it.

Ryukishi07: Nowadays, if you go to a game shop in Akihabara, you’ll see it right away, but the points of evaluating games tend to go to the number of CGs they contain, the use of famous illustrators, and so on.

Watanabe: Whether there are many patterns of sprites or how long the videos are is a matter of the maker’s own circumstances, or more specifically, the mobility of the company. That’s the only thing that is being appreciated.

Ryukishi07: That’s right. Many people have only been refining the method of making a 4D world into 3D. And those who had their own 4D world had to join some large company in order to make that world 3D. The only thing I can be proud of is that I was able to directly challenge the reader with my 4D world without thinking only about refining the 3D.

Watanabe: I feel that this is thanks to your style. It’s like it’s written in blood. It proves that you can work without having to train by copying others or rely on a system to do someone else’s work. As you said, young people today are focusing only on how to learn the technology rather than how to create beautiful 4D worlds. They tend to go to join a game school or a big company, but that’s not everything.

Ryukishi07: The technology of converting what’s inside your head to 3D is just “multiplication”. But that’s right! The starting point is more important. Certainly, I think that a large company that has the structure and funds to bring the conversion rate close to 100% is a great company. However, if the original 4D part is not good, it will be a useless work no matter how high the conversion rate is. I would like the reader to read my works and think, “This is originally a 100% work, but the art is bad, so only 10% conveyed”. It’s like I’m desperately trying to make excuses for the lack of strength in my work *laughs*

— With the introduction of IT, a new environment for creators is rapidly being built.

Ryukishi07: People often say, “it’s amazing that Ryukishi07 can do so many things by himself,” but that’s not true. If I was only thinking about how to convey my 4D world as it is, I had to do various things on my own. It’s the opposite to say that we are in an era without the spirit of frontier or an era without dreams. There has never been a time as full of opportunities as it is now. In order to make something like Higurashi no Naku Koro ni, you only need one computer of moderate performance, and you can easily get that computer for enough money to earn a little part-time job. All that’s left is the courage to not spend all that money on pachinko and cigarettes *laughs*

Watanabe: If you do it seriously, you can build that minimum environment in a month with a part-time job.

Ryukishi07: Yes, and as long as you have the environment, you can do it alone. Of course, my work also has its amateurish parts. From a industry point of view, it may full of things that people say, “it can be forgiven because it’s a doujin work” about, but I think it’s still significant that one person can do most of the creative work. Moreover, nowadays, things made in doujin can reach the world to some extent. For example, printing CD jackets used to be tough because we didn’t have the know-how. But now there is even a printing company specializing in doujin works, and if this is your first time, they will kindly teach you in detail. In terms of distribution, the number of stores that sell doujin works has increased, mainly in Akihabara, there is mail order, and recipients can easily obtain information about works through the Internet. It’s a really good environment.

Watanabe: Moreover, if done badly, doujin works sell better than those made by companies *laughs* In today’s Japan game world, we are in a sad situation where we have to work hard to find a job, join a company with a name, listen to what our boss says for more than ten years, work even harder, and finally release the game we made to the major distribution and look how it sells only a few tens of thousands of copies and still is at the top of the charts.

Ryukishi07: It’s a really good time to do it alone. If you can’t do it because you don’t have time, or find some other excuse for not doing it, I want you to try, just a little bit. It can be just two hours before going to bed. Even if you go to work at 9 a.m., you should be free from 12 to 2 a.m. At that time, you can go to your computer and open your development soft, whether it’s Microsoft Word or Adobe Photoshop. Higurashi no Naku Koro ni was born in that time interval.

— When I was listening to your story, it was interesting to think that the design philosophy of Higurashi no Naku Koro ni and Faust are basically the same. They are like siblings. After all, I wrote in the proposal for Faust that “future manufacturing will succeed not because of large number of people and large capital, but because of small number of people and small capital”.

Watanabe: That’s true. I, too, think that Faust and Higurashi no Naku Koro ni are extremely similar. This may be why the literary magazine Faust decided to write about such different genre.

Expressing yourself in a doujin

Ryukishi07: Even if you don’t know how to do doujin activities, you can now easily look up the know-how on the Internet. In the past, there was no such information, so we had to find it ourselves. For example, for TYPE-MOON of Tsukihime, there is a slight time lag between the release of Tsukihime and their breakout. I think that time was the hardship that Takeuchi-san and Nasu-san went through, and thanks to their hard work a new path for us today was created. At least, Higurashi no Naku Koro ni has walked on the rails laid by TYPE-MOON. If the order had been reversed, Higurashi no Naku Koro ni would not have gone that smoothly. There is definitely a big trend in the doujin activity scene, and first of all, Watanabe Seisakujo (now French-Bread) showed that in the world of action games, even doujin works can be as amazing as pro ones. Next is TYPE-MOON’s Tsukihime. It paved the way for not secondary creations, but for original doujin works. Higurashi no Naku Koro ni is going on the rails that were already laid others, but we have also brought in some new things… For example, that it’s okay to be bad at drawing *laughs* Also, it may be the first time that it is not necessary for a work to be 18+. In the past, novel games had to be 18+ to be able to compete.

Watanabe: Even Tsukihime couldn’t escape that path.

Ryukishi07: TYPE-MOON has turned pro now, but I sometimes wonder if they had stayed in doujin, perhaps there would not have been any 18+ scenes in Fate/stay night. I should ask Nasu-san about this *laughs*

Watanabe: The original purpose of eroge was to show erotic scenes, but now the main thing is the narrative or the unique sensibility of moe. In a way, it hijacked novel games.

Ryukishi07: Games like AIR [*9] are like this.

Watanabe: Also, novel games are text-based, but because they are games, there have to be branches in the story. Chunsoft worked hard on branching in their Kamaitachi no Yoru and Machi. But Higurashi no Naku Koro ni intentionally eliminates branching altogether, but still, or rather, that’s why it’s interesting. This is also why it took over the main building, which is literature. Higurashi no Naku Koro ni is a work that is a symbolic of these two reversal phenomena.

Ryukishi07: I didn’t do it for the sake of it, it just turned out this way.

— Are you thinking about adding choices for your next works?

Ryukishi07: There is a possibility that it can be introduced as a gimmick to enhance the narrative. But I don’t want to do it if it’s just a simple “branching” in a game that doesn’t need it. At first, Higurashi no Naku Koro ni was criticized a lot for it. “It’s an interesting work, but I wish there would be choices to make”. It seems that if you don’t have choices, it looks unfinished. There were also comments like, “The finished version will have choices, right?”. Many people thought that it was more fatal than the absence of the 18+ scenes *laughs* But if you think about choices in terms of gameplay, the essence of it is to decide the merits and drawbacks of your choices. They are testing the player. Which is correct? Ah, unfortunately, this was the right answer. But this is not a “choice” in the true sense of the word. It’s just a game. It’s exactly like an action game. True choices are meaningless unless the concept of right or wrong answers is diminished. In Higurashi no Naku Koro ni, there is only one choice in TIPS [*10], it’s about a red box and a blue box, and no matter which one you choose, you will come out with something, and in the end, there is no right or wrong answer, but at best, that’s about it. But actually, in Higurashi no Naku Koro ni, the protagonist Keiichi Maebara should have passed through a lot of choices. He tends to run alone, but in his mind, he’s always trying to choose the best option. Tatarigoroshi-hen is easy to understand. When it comes to “how to save Satoko” you definitely have choices in a normal novel game. It’s like, “1. I have to kill my uncle / 2. I’ll think about it a little more / 3. I need to talk to someone”. But you don’t have to put options in there and slow down the speed of the story. Human thinking is something that rushes through.

Watanabe: It’s hard to do that. Your writing has enough power to make the reader empathize with the “protagonist who runs through the options”. I was holding my breath as I was reading.

— When you’re playing Higurashi no Naku Koro ni, your breathing becomes shallow *laughs*

Watanabe: Something like the speed of the flow of the story brings out the fourth-dimensional world from Ryukishi07’s mind. It’s usually difficult to maintain such tension.

Ryukishi07: Maybe that’s why there are so many typos *laughs* For the time being, I’m just typing on the keyboard with feeling. I imagine myself as Keiichi-kun, and I have a headache and adrenaline rush. So, Keiichi’s actions are, in a sense, very “Ryukishi07-like”.

Watanabe: If it was a typical game, there would be choices in that scene. “Would you kill or not? If you chose to kill, that means that you felt that way, right?”. It would try to substitute emotions with the system mechanics. Furthermore, this is something that we’ve been talking about with Ota-san, but Higurashi no Naku Koro ni is very new in that it creates a game outside the game by eliminating choices. On the Internet, various people are thinking and making theories. Including such side products, it is a game called Higurashi no Naku Koro ni. Is this hindsight or an extension of passion?

Ryukishi07: Of course, I’m making a “story without answers”, so it’s sad if it ends with just “I didn’t understand”. It’s not just about who the culprit is, I want you to think about many different things.

Watanabe: I love Chunsoft games, but whether it’s Kamaitachi no Yoru or something else, it’s rare for a topic to get a lot of buzz outside of the game. Going through choices one by one makes you great as gamer. It’s not a game to unravel the structure of a game, but a game to move your hands. In the case of Higurashi no Naku Koro ni, it’s more important to move your thoughts, not your hands.

Ryukishi07: That’s right. I wanted everyone to work with their heads, so I included the All-Cast Review Sessions where the characters encourage reasoning. If you just play a game and finish it normally, I don’t think I can fully convey the fourth-dimensional world that I have in my mind. You enjoy it for the first time for real only after you think a little bit.

— At that moment, Higurashi no Naku Koro ni truly changed from a “novel” to a “game”. As a result of denying the already existing gameplay of other games, it has acquired infinite gameplay that develops between humans. In that sense, we are lucky that it has come out in this era where blogs and bulletin boards are developing on the Internet. After all, there is a limit to how much you can think and get excited just by yourself.

Ryukishi07: It’s really important to be able to have discussions online, isn’t it? No matter where you live, if you have Internet connection, you can talk about Higurashi no Naku Koro ni.

— It is also what it means to “do literature.” A work that becomes classic always has good criticism outside of it, and the history of literature is driven by the overwriting of new works and criticisms based on other works and criticism. Right now, you are releasing a new chapter of Higurashi no Naku Koro ni once every six months, and players are having heated discussions on the Internet, which means that on a simple level they are walking exactly the same path as the one that literary history has been going.

Watanabe: Based on what I see on the Internet, everyone reads it quite thoroughly, and sometimes they come up with amazing ideas that I can’t think of.

Ryukishi07: Even I sometimes see interesting theories that make me wonder if I can write a new scenario with this *laughs*

Watanabe: I’ve been wrestling with this idea a little bit, but I don’t think professional critics are actually necessary for Higurashi no Naku Koro ni. As for its merits, Onikakushi-hen is available for free on the Internet, so if you just play it, you will see yourself, and you also can see how exciting it is by looking at the discussions on the forums. Even if a critic says so and so, it’s not welcome at all *laughs*

Higurashi no Naku Koro ni gave birth to a new concept. This is an invention. As long as it is certain that the situation on which all existing systems are based will change, they will inevitably hit plateau at some point. I think Higurashi no Naku Koro ni is the first game to respond to the new situation of the expansion of computer networks and that decided to deny the conventional computer games by completely eliminating choices, and as a result, it acquired infinite gameplay that unfolds between humans. This is Columbus’ egg.

Watanabe: The job of major developers is to improve the quality of computer games through the collective work of many people, so in a sense, the stagnation was unavoidable. That’s why it’s meaningful that you started out as an indie.

Ryukishi07: I think Higurashi no Naku Koro ni is similar to Neon Genesis Evangelion. At that time, we were desperately discussing things like “What is the Marduk Institute” and “What’s the whole deal with the Human Instrumentality Project” and that was fun.

— In other words, that was also a form of literature.

Ryukishi07: However, even with games other than Higurashi no Naku Koro ni, you can enjoy it in that way. When I was playing Kanon, I was thinking about it in a Higurashi no Naku Koro ni way. So, by playing Higurashi no Naku Koro ni, I want everyone to know that there are such kinds of ways to have fun. The All-Cast Review Sessions are a presentation in that sense, even if a bit forceful.

Watanabe: I think the All-Cast Review Sessions are important not only for that, but also for restoring the players’ peace of mind *laughs* If it weren’t for that, I would be devastated and not feel like coming back to reality.

Ryukishi07: I think they are also good for giving the characters some space. In Kizuato, there was an extra scenario after you finish the game, wasn’t it? Because of that, I knew Chizuru was a hypocrite *laughs* That kind of information also increases the appeal of the characters.

— There was no an All-Cast Review Session in Meakashi-hen, wasn’t it?

Ryukishi07: I thought it would be better not to have it there because of the atmosphere. I wanted to cherish the aftertaste. Though, I could have put it on as a sprite presentation.

— Speaking of sprites, there was a gimmick at the end.

Watanabe: Eh, what’s about that?

Ryukishi07: In fact, there are two more TIPS that become available at the very end. You can’t see it unless you go there again after the game is completed.

— A certain stunning character gets a sprite.

Watanabe: I didn’t know about that. Don’t tell me anything!

Ryukishi07: Nobody notices that *laughs*

— Anyway, Higurashi no Naku Koro ni will continue to bring us joy for three more chapters.

Watanabe: Do you keep up with the pace of releasing once every half a year?

Ryukishi07: I thought about increasing the pace at least once, but I don’t think I can make a good product if I don’t have some space, so I decided to continue with that release schedule. I will work hard for another year and a half.

Watanabe: Please do your best. I’m also looking forward to the new work that will appear in Faust in the near future.

— You are welcome to write as many pages as you want.

Ryukishi07: Well, I don’t really worry about the number of pages when I’m wokring. I may be a bit of a dangerous writer *laughs*

— This type of dangerous writers is what we want here in “Faust”. Thank you both for your time today.

(January 2005, Kodansha 26th floor reception room)


[*1] Kamaitachi no Yoru

A sound novel released by Chunsoft in 94. Following on from Otogirisou (92), it has created a new form of game called sound novel. The scenario is by Abiko Takemaru. Including Machi (98), it is sometimes called the sound novel trilogy.

[*2] PC-8001

A personal computer released in 79. The recording medium was cassette tapes, not floppy discs.

[*3] Bemaga

Microcomputer BASIC Magazine, an introductory programming magazine launched by Denpa Shimbun in 82. Various programs were posted, mainly BASIC, which is the simplest programming language, and it was possible to run the software by actually typing it into a computer. Discontinued in 3.

[*4] Moved from Harumi to Ariake

Comiket has relocated with the opening of Tokyo Big Sight in Ariake in 96.

[*5] Flag

Information about which option you chose, or the choice itself. Recorded in memory or saved data, and the scenario branches according to the flags.

[*6] To Heart

A visual novel released by Leaf in 97 as a third part in a trilogy together with Shizuku and Kizuato (both in 96). It combined the sound novel techniques with galge and had a great influence on later games. While the previous two games were horror, To Heart specialized in romance and created the format for subsequent galge.

[*7] TRPG

Stands for “tabletop role-playing game”. A game that unfolds based on a conversation between the game master and several players and the roll of the dice. The roles of game master and the dice have been moved to computers which created the RPGs of today.

[*8] NPC

Stands for “non-player character”. A character that the player cannot control freely.

[*9] AIR

A visual novel published in *1 by Key. Following 99’s Kanon, “crying” is brought to the fore and determines the change of direction of galge. One of its characteristics is that the 18+ version and the all-ages version were released almost at the same time.

[*10] Only one choice

TIPS for Meakashi-hen, “Box Picking Game”.

Farewell, Production Diary!

Last batch of excerpts from Ryukishi’s Production Diary.

10/02/2013
I went to Noah Emergency Meeting!

Yesterday, I’ve been at the Psychic Force event “Noah Emergency Meeting 2013” at Loft Plus One in Shinjuku!

Those were the very days of my youth, in the middle of the golden age of gaming, and this event made me so nostalgic that my tear glands were destroyed!
I was playing the PS version of Psychic Force all the time! For about 2 years, I only played as Wong!
That’s why in “Higurashi Daybreak”, when Mion or Shion gets hit and flies away, they say, “How could I…!” (kono watashi ga…!).

Not only was it nostalgic and fun, but I also learned a lot about the distance between the creator and the consumer of a work from the consumer’s end.
Our fans are always helping me so much. Maybe I could think of a work that can further shorten the distance between me and these fans? A really fun event that gave me a lot to think about!

At the end of the event, there was a raffle, and once again, I beautifully dodged my winning by a hairbreadth.
Every time I dodged, I would say “hazure” (miss) and endure my grief. (Wong has an evasion technique, and he says those lines when he successfully evades!)

Nowadays, when it comes to a boss character who stops time 99 out of 100 people would probably answer Dio, so I think I am qualified to receive telepathic messages when I answer Wong.

So, it was a very fun day!
We’re having our 07th party in May, and I hope it goes off like that! I’ll do my best! ( =w=)フンス!

03/04/2013
Ryukishi07’s Greatest April Fool’s Day in History…

How did you like our April Fool’s banner?
I was wondering what in the world Tsubasa-san from our staff was making, and then…!

They made a fake screenshot to show what it would look like in the game. Here it is!

…That’s what I was going to write on the evening of April 1.
And then, you see… The Rose Guns scenario data I was working on suddenly crashed!
The latest data is from 13 days ago!! It was a megaton crisis!!!!!!
You’re kidding, this is just an April Fool’s joke, right?!!!!

…That’s what happened.


Please contact Akihabara Data Recovery Lab for your data recovery needs.
It is not a stealth advertising. It is a real advertising.

29/07/2013
Rose Guns Season 3 finished!

Rose Guns, Season 3, Master-up!
To the staff, thank you so much for all your help in debugging & for all your hard work!!!

This one includes the climax of season 2 and the first half of season 3, both of which were very difficult.
I hope you looking forward to it & that you are ready to enjoy!

Also, there is a new feature that will be implemented starting this time.
It’s called “Leave the Fighting to Me Mode!”
When you start with this, all combat mini-games will switch to auto.
So I think this is a very useful feature for those who want to concentrate on the story or for those who don’t like mini-games.
The auto mode is also nice, so you can enjoy the joy of battle without the mini-games!

We have not signed up for Summer Comiket this time, but we will leave a small portion of Season 3 to dai who will be there.
Everyone, come visit dai’s space!

So, please wait a little longer for the release.
Here’s a new screenshot from Season 3, which is the staff’s favorite?
Jiro Suzuki-sensei is awesome! It’s like she deliberately drew it this way!

27/07/2014
Hou Master-Up

Hou has been mastered!
Thanks to all the staff for their hard work!!

Now I will return to doing an outside job.
I am working on something fun~! It will be awhile before I can give more information, but please stay tuned~!
(@w@)I am the only writer! I can do whatever I want! I’ll do my best!!

02/04/2016
I’m doing my best(=w=)

Long time no see, this is Ryukishi07.

Thank you so much for the opportunity to present many different projects in 2016.
Once you stop posting, it’s no good…
This Production Diary is becoming not a nikki (daily diary) but a nenki (yearly diary) bitter laugh

Now, I would like to talk about TRianThology, which was announced on April 2.
After 4 years of planning, conception, etc., it finally got its shape and now we can bring it to this year’s Summer Comiket!

It has already been two years since Romeo Tanaka-sensei and Yuto Tonokawa-sensei sent their scripts to me, and I apologize to both of you for the long wait…!
Btw, my script isn’t finished y[omitted]

Now, I have a little big announcement to make.
For TRianThology, I am responsible for the scenario, some drawings, and overall supervision, but I am a director.
We have asked Nakao Boshi to help us.

Anyway, I hope you will see his direction soon. I wonder if it is really the same programming language.
His, in a good sense, perverted attention to details, the picture in his mind he gets from the text, everything is amazing.

It’s so awesome that every time we look at the progress data, we begin to mutter repeatedly:
“Na-, Nakao…, you’re kidding me, Nakao? Na-, Nakaoooo!!”

I am truly fortunate to be able to get help from such a promising guy.
I am full of determination to never let him go!! No, for real.

To all of you who know the 07th work so far, be very surprised and enjoy it.
And for those who are discovering 07th for the first time, I hope you will enjoy his direction of the world of these three writers.

We have a few more days until Comiket, and the serialization of Country Girl has started ahead of it.

Please wait for its release while reading Iwaihime & Hotarubi no Tomoru no Koro ni or playing Nakao’s works!

I’m involved in two more projects, so stay tuned for more announcements on those as well!

We look forward to your continued support for 07th Expansion and Ryukishi07 in the coming year.

No mortars!

Excerpts from Ryukishi’s Production Diary.

20/07/2012
No mortars!

There’s a scene in the scenario where they shoot a mortar, but there’s no picture of the mortar!
So we have substituted it with another gun.
Let’s just say that the background is just an image and get over it..!

I would like to try my hand at hand-drawn backgrounds someday.
That way, we could make backgrounds that better fit the scene.
But I wonder if there are any… background painters out there…
Even if we could ask someone to do it, we can’t ask for too many drawings at a rapid speed.

I can handle the characters better than I thought. I can draw most things, even if I am not very good at it.
But the backgrounds, you know.

Occasionally, I come up with an idea for a science fiction, fantasy, or historical story, but I always run into the problem of what to do with the backgrounds, and those ideas keep being abandoned.

There is something strange about a writer whose ideas are constrained by the background images.
Maybe I’m a bit hard-headed. There must be a way to turn these restrictions into some unique feature.
I am an old man who is beginning to realize that if I don’t use my head, it will get stiffer and stiffer.
I need to keep molding my brains!

28/07/2012
Rose Guns Master-Up!!

The mastering of Rose Guns Days is finished!!!
This time, the process went slow and steady.
We made some modifications to make the fight scenes lighter and more playable for all!
(It’s even less stressful for the PC than the demo version! Defense scenes run even smoother!)

The 07th’s new series, Rose Guns Days!
We have put our heart and soul into this game, and we hope you enjoy this new world of 07th Expansion.
(Not only me, but the whole staff worked really, really hard on this..!)

Also, I have already submitted the setting materials book for the pre-order bonus.
56 pages of early sketches!
(It was originally supposed to be around 30 pages, but it turned out to be this many!)
It’s fun to look at the parts of the setting that have since changed. The old designs of each character are also interesting!
I took the time to make it carefully. I also drew a lousy four-panel manga too! (((( =w=)カイタヨ

Please look forward to the pre-order bonus setting materials book…..!
(Your pre-orders will make me happy..!)

For other news, 07th Expansion will not be participating in the Summer Comiket, but there will be some stuff at dai’s place.
If you will be there, please take a look~!

This time was nothing but challenges for the 07th!
All the staff worked extremely hard!

So, I have a request for you all…
If you’ve played the game and have any comments on what you liked about it, please send them to us by e-mail.
(I’m sure the staff who worked on that part of the project would be very happy)
I, too, actually learn a lot from the feedback about a scenario.

Thank you so much to everyone who supported Rose Guns…!!
Without your encouragement, I don’t think I could have completed it…
Rose Guns Days is my gift to all of you who have always supported me.
I hope you enjoy it…

And lastly.
Our staff member Anzu (餡豆) made a funny picture, so here it is.

31/07/2012
Without a break to the next work…

In the past, after mastering, I would have fallen flat and been dead for about two weeks, but I’ve said goodbye to that kind of strenuous routine.
When the debugging phase started, I left the work on Season 1 and started working on the next one.
Always keep running at the same pace like a jogger, not “run at full speed and smash on the ground”. I am trying to stick to this approach from the beginning of this year.

Some thoughts after making Season 1.
It was fuuuuuuuun!! I enjoyed making it so much!
I wish I could share this feeling with you all.

After all, I don’t think I can become a pro.
Because if I don’t have fun, I don’t get motivated.
A true professional is someone who can nonchalantly meet the needs of the world, regardless of whether or not they enjoy it.

If you think about like this, …I don’t have the ability to meet those needs.
I can only write what I enjoy.
So.
I intend to continue to open up more and more and make what I like.

In that sense, HF (TL note: Rewrite Harvest festa!) was a lot of fun!
I could fully enjoy the worldview that the 07th could never achieve.
Thank you so much, Visual Arts, for giving me two precious opportunities.
From now on, I will return to supporting you as a pure fan.

Recent developments.
MW3, which I was so addicted to before the crunch, hasn’t been heard of a while…
Currently, I am making an analog card game and tweaking the rules.
You know those English vocabulary books at stationery stores? You can easily create a card game by writing in those.

Anzu-san, I’m sorry. I forgot to add honorific to your name in my previous post…

(TwT ))) ゴメンネ

01/09/2012
Stayed at work last night

For the past year or two, the theme has been healthy writing, but last night I stayed overnight in the office for the first time in a while.
So fresh and nostalgic!
My only concern is that the shampoo here has been neglected for so long that I wonder if it is really safe for my scalp.
Well, it’s not like anything new will grow there anyway!

Right now we are preparing for winter.
Oh wait, first we have to get ready for fall!

We are now applying for participation in the Autumn Game Market.
I want to take part by making a very simple card game.
The question is what kind of “form” it will take.
When we were making cards for analog games at Comiket, we printed them on a kind of sticker paper.
You could just stick them on the top of some card game’s common cards.

But with this method, you have to buy some cards, remove the front sides, prepare extra cards and stick new images before you can play…

If you use a little thicker paper, cut it here, and pack it in a bag, you can open it and play right away…
However, it is quite difficult to cut the paper on your own, and the paper may warp or show through, so you can tell what card it is from the back.

Hmm.
There is also the option of going to a proper printing company, but that would cost too much unless you make a large quantity…

I get lost in these things and enjoy making things by hand. That kind of feeling is very nostalgic and fresh.

I think the first time we participated as 07th Expansion was at the Magical Antique only-event?
We put out MagiAn original cards that time.
It’s like going back to our roots, and it’s a lot of fun.
For me, it feels like a homecoming after 10 years.

17/11/2012
Tomorrow is the Game Market!

We are participating at the Game Market tomorrow!
It’s a new world, different from Comiket, so I’m really looking forward to it!

Originally, we started our Comiket journey from analog games too.
I’m so excited to go back to my roots!

This is my first try anyway, so I am starting with fear and trembling…
Once I get the hang of it, I’d love to make a more elaborate game next time!

“The Game of Training Each Other into Otokonoko Maids” (互いを男の娘メイドに調教し合うゲーム) will be distributed for 500 yen!
The space will be on the 4th floor, #518.
Come visit us!

To everyone at the game market, this is my first time, so please help me out. (ぺこり)

18/12/2012
RGD2 master is finished!

We have successfully mastered “Rose Guns Days – Season 2”!
Thanks to all the staff for all your hard work!

I think it turned out to be a lot of fun.
I hope you’ll play it!

Also, thank you so much to everyone who came to the fan meeting.
All of this is possible because of your support. I am really, really thankful…
Also, I apologize for going blank at the end of the stage.
Recently, the duration of my public mode has become much shorter…

By the way, I’ve got a good thing going!
In the waiting room, Okawa-san, who plays Tomitake, and Chafurin, who plays Oishi-san, told me that my face is very plump for my age!
I’m on TV and my skin is already dry 15 seconds after I get out of the bath! So I try to put cream on my face as soon as I see something like that!

 ((( =w=)+ プルプル

I properly buy my cream at my local Fuku●ro on the 5x points days. He-he.

The Ultimate Wisdom

Excerpts from Ryukishi’s Production Diary.

19/06/2012
Demo Version Master-Up Soon!

The Rose Guns demo version is scheduled to be mastered as early as today or tomorrow!

Yep! It turned out pretty convincing!
I urge you all to play!
I’m sure you’ll enjoy it!

This time, we are trying various firsts, e.g. we have asked manga artists to provide some drawings.

Among the small things, there is a text window.
It’s not full-screen text like before, so that’s pretty refreshing!

There are other things that will be introduced for the first time Rose Guns!
It’s quite well done, and I’m sure it will be something that will make you enjoy the world of the game even more!
I am sure that those who have played the demo version will be surprised.
Please look forward to it!!!

21/06/2012
Rose Guns Jacket!

The cover art (temp) for Rose Guns is ready!
It will be made public tonight, so stay tuned!
I’m glad we asked for help with the art and things like this.
With my poor and slow drawing skills, I can’t make a cover art very well…

The clean-up is in progress!
I’d love to finish it soon and move on to writing Season 2 over the summer!
At my age, I finally realized that my writing is like unicycling.
It is more stable to move forward without breaks. If I try to stop, I will become unstable and fall down.
Always keep running at a reasonable pace.
I feel like this is the ultimate wisdom that I finally realized before I turned 40.
I’ve been writing for almost 10 years now?
I feel like I’ve found the best balance between my stamina and my experience!

even after 10 years (=w= )))) it’s full of mistakes

02/07/2012
Rose Guns Trial Version Handout Party!

Thanks everybody for coming to the Endless Nine in Fukuoka!
And to those who received the Rose Guns demo!
I wish I could have been there too, but unfortunately I couldn’t make it.

So yeah, the Rose Guns demo! How did you like it?
I bet you didn’t expect there would be a battle scene!

Yes, Rose Guns has battle scenes, and although it is a novel game, it introduces action game-like scenes.

But don’t get me wrong, it’s not a “battle game”, it just has “battle scenes”.

Since the days of Umineko, I have been thinking a lot about how to create a sense that users are fighting on their own.
What I was working on at the time was a mouse click (a line break or page break), followed by sounds like “thump!” and “thwack!”.
By doing this, I wanted the players to feel, even if only a little, that they are actually fighting.

But it still didn’t feel good enough…
What we came up with were the action battle scenes.

They are more “performance” than a “game”.
It is just one form of presentation to give players a sense of “fighting” and “exhilaration”.

It would be bad to interrupt a player or even give them a game over and interfere with the comfortable progression of the story!
So, there is no game over, and the difficulty level is set at a level that allows the player to proceed at a brisk pace and play leisurely.

The difficulty level is adjusted in the game, and if the game detects that a player is having it tough, it will automatically lower the difficulty.
Therefore, anyone can enjoy the game in a way that is comfortable for them.

Also people are saying, “I heard that the battle scenes in Rose Guns are like in a great FPS! I’m worried about my PC’s specs!”, which is a ridiculous rumour Σ(@w@;)

It’s a simple mini-game created with NScript’s functionality, so you don’t have to worry about specs at all!
Please play on your PC as usual.
And the rules of the mini-game are simple! It’s what we call whack-a-mole.
Before the story begins, you can experience and practice beforehand in the tutorial.

We’ve made the female staff members and their friends (some of whom are not good at games at all) play the game, and the difficulty level was adjusted accordingly so that no one has any troubles.
So even if you’re not familiar with action games, you can feel yourself like a cool hero who enjoys himself in a big fight!

The “battle scenes” are only one part of the presentation.
Rose Guns Days is not an action, but a novel game, so I hope you will enjoy it in your usual relaxed manner.

Also, as early as July 3, the opening of Rose Guns will begin playing at the stores!
It’s a brand new movie, completely different from the already released PV!
Please get drunk to Luck’s super cool OP song!

And also, Sofmap in Akihabara is going to distribute the “Rose Guns Demo Version”!
It’s the first time!

06/07/2012
How was the Rose Guns demo version?

How did you like the Rose Guns demo?
I hope’ve you enjoyed it!

If you have, please make a reservation in a shop.
(Since this is the first in a new series, we don’t know how many copies we should print… So it would be very helpful to know the number of pre-orders.…)

Also, how were the “battle scenes”?
Were they easy or difficult?
Would it be better to have an Easy mode..?
I think it’s much easier to play with a mouse.

On the other hand, there are probably players who think it was too easy.
Those who are good at action games should try to get a high score.
I’ll post my score from the demo here.
What do you think? Can you beat me?

( =w=)+

A fresh start

Excerpts from Ryukishi’s Production Diary.

21/03/2012

For the past few days, I have been drawing faces for the Rose Guns characters that I’m in charge of.
The more variety, the better, because variations in facial expressions go straight to a character’s acting ability!

By the way, the writing of the main text is going well, and I think I’ve done about half of it.
We have many people from the outside who are helping us this time, such as the artists.
Thanks to that, the scenario should progress considerably faster than usual.

I’ve also been thinking a lot about what to call the Rose Guns’ “episode numbers”.
In Higurashi, it was ○○shi-hen and Chapters.
In Umineko, it was EPs.
In Higanbana, Nights.

After much consideration, I thought about naming it Seasons this time.
Don’t you think it feels like a western TV series?

((( =w=)オモウオモウ

01/04/2012
Rose Guns!

Working hard on Rose Guns!
I’ve got a WIP screenshot, so I’m posting it. Here you go.

I’ve been drawing for a while and it took some time to get back to scenario…
But my instincts have finally returned and now writing is in full swing!

I heard that Naruse Tsubaki, who graduated from 07th, has found a job.
Congrats! Do your best!

22/05/2012
07th Expansion!

I am going to France tomorrow.
I’ll be there to take part in an event called Epitanime!
The previous event in Taiwan, Fancy Frontier, was very exciting, so I’m really looking forward to the one in France!

I have a little report for you today.
Actually, we did not apply for the Summer Comiket this time.
Oh, Rose Guns will still be announced at the time of the event! Rest assured.

Thanks to the support of many friends, 07th Expansion has achieved a splendid division of labor, which has greatly reduced my individual burden compared to before.

I was finally freed from most of my work, except for writing and drawing.
So that is one reason the pace of writing is very good this time around.

And on top of that, I now have even more time to do, so…
As a matter of fact, Ryukishi07 is currently going back to his roots.
My enthusiasm for analogue gaming has been on the rise lately!

Originally, the circle name “07th Expansion” was created by combining the “7th expansion” like in Trading Card Games and 07 from “Ryukishi07”.

We will continue to make sound novels with no change.
I also wanted to spend my spare time on my “nostalgic hobby” and make an analogue game once again.

So the event we set our sights on was the “Game Market”!
This is a very well-known event in the analogue games world.
Compared to Comiket, it is full of a different kind of liveliness.

Thanks to all of you, we got some nice reputation at Comiket, so now we’re going to make a fresh start!
I have been dreaming of creating my own game and taking part in the game market.
Of course, I’ll keep working on my main thing, making novels!
It’s just that I would like to try the game market with my hobby time that I have regained.

It would be fun to play with you all at the offline meeting with the game I made…!
I’ll keep envisioning that day and doing my best!

Oh, I forgot to mention that I used to host a card game event called Orica Festa!!
I met BT back then, and when I told him I wanted to try a novel game this time, he laughed at me…

I’m almost 40! I’ve grown a beard and my hairline has withdrawn!
Bye-bye 30s, here’s my fresh start, and I’m looking forward to trying many more things in the future!

And of course, I keep working on Rose Guns!
It is impossible to finish the draft by the end of May, because it is so dense with content…
But it’s the first episode of a new series, so I want it to make an impression!
I hope you enjoy this new world!

Lately, I’ve been thinking about what kind of homebrew board game I’m going to make, what my next world will be after Rose Guns is finished, and I love to dream about such things a bit too early.

妄想 ((( =w=)=3 大好キ!

Roses N’ Guns

Excerpts from Ryukishi’s Production Diary.

10/12/2012
Rose Guns! Part 2

Writing right now!
It’s progressing faster than usual, and the momentum is very good.

This time it’s male characters. They looks so evil!
The guy in the middle has a very unique way of speaking.
This work is full of characters who are completely different from those in my previous works, so it is refreshing to draw them.

The setting, characters, etc. will be revealed on February 26th, so stay tuned!

17/02/2012
Rose Guns!

Here’s some of this week’s Rose Guns!
It’s somewhat colorful, with temporary colors and a background.

I’ve submitted the booklet for the only-event.
It has colors this time! Please enjoy!
It will have some new Rose Guns info, so look forward.

The new patch for CROSS with Will as a new character will be announced soon.
They are also starting working on Lambdadelta!
She throws the popcorn too!

24/02/2012
Rose Guns!

Focusing on writing!
We are about 1/3… or 2/7 of the way through.
However, the world and the characters are getting quite familiar to me, so I think I can keep getting faster and faster.

The day after tomorrow is the only-event!
We did a lot of work on the booklet! Stay tuned!
Also, we will bring CROSS again. Will is playable too!

(((((( =w=) I’ll be there as well! He-he!

Here’s a bit of today’s Rose Guns.
They look scary, don’t they? But I enjoy drawing guys!

All the works I‘ve made so far, such as Higurashi, Umineko, and Higanbana, have all been in relatively closed worlds. (A village, a mansion, a school, etc.).

But in Rose Guns, for the first time, the stage is set in a “city”, a macro-environment.
Therefore, many people will appear.
It is impossible to make sprites for all supporting characters, but I’d like to make some of them…
My first big world.
It’s so refreshing and fun to work on it!

14/03/2012
Higurashi lottery!

The Higurashi lottery (ichiban kuji) is now on sale!
I heard it’s already sold out in some stores, and I am thrilled to see so many people still supporting Higurashi.
I’m going to buy it too this time! He-he! ( =w=)=3

The Lambdadelta patch for Ougon Musoukyoku will be available soon!
Expect a lot of special attacks reminiscent of EP8! She’s a fun character!

The work on Rose Guns is in progress!
I’m currently writing the middle part climax.
I am trying to pay a lot of attention to pacing this time. I hope that what I learned from working on Higanbana will result in better readability.
The pacing is vital in the beginning chapters, as the main focus is on grabbing the reader’s attention and introducing the characters.
Then, in the middle part, the thematic aspects of the work begin to emerge.
I want to combine the “lightness” of the pacing with the “heaviness” (and I don’t mean seriousness) of the themes.
In Umineko, I painted with a “thick coat of text”, like an oil painting, but this time I want to get rid of any wastefulness.

Today’s MW3.
LMG are great. ( =w=) is a Peche user!
A kill through the wall with a siren impact feels as good as 10 usual kills!
…But with Akimbo FMG9, you can do 20 kills.

I think the US military should do away with assault rifles and make the entire army use two FMG9s.((( TwT)

Guns N’ Roses

Excerpts from Ryukishi’s Production Diary.

09/01/2012
Happy New Year

Happy New Year!
I’ll do my best again this year!

I am so happy that people seem to like both Higanbana and CROSS.
So! Now, let’s get on with another summer!

This year we will start a new serialized title for the first time in a year.
We are currently working on the title logo. It will be announced when it’s ready, so stay tuned!

I’m very much looking forward to writing this one, as it has a completely different worldview than my previous works!

More and more additional characters for CROSS will be coming. Please look forward.

Also, I’ve finished my text for the Rewrite fan disk.
I had so much fun cramming in all the stuff I wanted to write!

Ah yeah. Our staff member Nekozakura has managed to reduce Black Battler’s HP to less than half! So cool!!
Σ(@w@; ) スゴイ!

14/01/2012
It seems the reception was good, so I am happy.

Hello, it is very windy today.
I hope you all don’t catch a cold… cough-cough (@w@;)

It has been about two weeks since The Second Night of Higanbana was announced.
Thanks to your support, it has been very well received, and while for now it’s finished, maybe we can make The Third Night during the serialization of the new work… well, it doesn’t cost me anything just to say so (@w@;))
I’ll do my best on the new one first!

Recently, I have been searching pixiv for the word Higanbana.
All the reaction images and illustrations are great and I always look forward to seeing them.
Oh, by the way, the Higanbana novel contest on pixiv closes next month, so if you’d like to participate, please feel free to submit your work there as well~ (^w^)ノ

I am glad to hear that some of you have taken this novel contest as an opportunity to read The First Night.
Not only ghost stories, but also comedic and heartwarming ones would be interesting, so please feel free to submit your own Higanbana World!

Please pick up the paperback and comics editions, too, and spread the wo~rd *laughs*

03/02/2012
Rose Guns!

What did you think of the Rose Guns title logo?
We commissioned its cool design to Yuuichi Nakagawa (中川ユウヰチ).
Thank you so much for the great logo!

I’ve just finished setting up the world for Rose Guns and today I am finally starting the actual writing.
I’m also working hard on character drawings!
Here’s one of them!
I’ll do my best and try to have something to present every Friday!

スンスン(=w= ))))))

04/02/2012
One more

I went to see a movie called Robo-G and was amazed!
Our name is on the staff roll!
I see! A long time ago, I received a letter from a movie company asking for permission to do something, so I said, “I don’t really understand, but OK”. I see, it was about this movie!
If you’ve seen it, I think you know what I’m talking about… probably, that scene *laughs*

The pictures from the other day have been well received, and I was told to show more of them, so here it is.
It is still a WIP, so I am sorry if it will end up changed in some ways…

We are also preparing a booklet for the only-event on the 26th.
Hope you are looking forward to it too!

MW3 is fun.
It’s a joy to think that beating me makes someone in the world happy.

Knife kill! (  =w=)ノ  ~~~†

Jessica punch

Excerpts from Ryukishi’s Production Diary.

29/04/2011
What’s up whith this month-long gap?..

It sounds a lot like an excuse, but… there may have been some emotional shock from the earthquake after all.
The part I wrote during the past month was unsatisfying and really unpleasant.
Finally, I accepted it was because of my post-earthquake mood in which it was written.

So, I decided to cut out the parts I had written during the past month and rewrite them from scratch.
Since the time of Higurashi, writing has always been a two steps forward and one step back process for me, but this is the first time I have gone so far back.

The longer it is, the more you wrote, the harder it is to admit fault…
April is already over… Ughhhhhh….

Anyway, I’ll do my best! I want to finally finish chapter 3 and start drawing!!
The coloring in Higanbana will be a little different from Umineko, but it will be quite impactful, so I can’t wait to show it to everyone!
(The processing method of the background is also different from that of Umineko. Please look forward to it as well. A big thanks to all the staff who went to my alma mater for the interview!)

03/07/2011
Doing my best

We are currently super busy working on Higanbana.
I was naive! I thought since it was a short story collection, there wouldn’t be many characters in it, so drawing would be easy!
Simple math, 7 episodes x 2 unique characters for each episode, that’s a dozen!
It was painful to discover that there were as many characters as in EP1 of Umineko. (And, as is the trend in this work, they all do all kinds of faces…!)

It was difficult to get a sense of a short story, and I was going back and forward quite a bit, but it was an experiment in writing that I felt I could get something from.
However, our progress manager said to me: “If you don’t finish the revision by the end of today, cut the Class Meeting section, or rather die”. I am sorry.

We’ve become quite behind because of the earthquake, but we’re finally starting to see the big picture.
I think you will enjoy a totally different world view from that of Umineko.
Since it is a collection of short stories, it has a quick and enjoyable pacing.
The first episode may give you a strong impression that the story is grotesque and cruel…, but there are also beautiful stories, and I believe you will enjoy the how the different chapters make you feel, so please don’t be scared.

06/07/2011
Jessica punch!

On July 8, around midnight, we will release a patch to add Jessica to Ougon Musoukyoku.
(This is a patch for the full version only. Please note that it cannot be used for the demo version…)
You can play Jessica a bit earlier than the XBOX users!

She is a melee fighter, so while she is weaker against some opponents, she has quite explosive power hidden inside.
She also possesses a series of special moves, and I think she can provide considerable pressure in situations such as chip kill and guard break attempts.
I hope you enjoy it!

Higanbana is finally on its way to the cleanup.
As usual, I’ve started to forget the process after a half-a-year break.
In addition, the production materials and various other aspects are different from those used in Umineko, so it will be a little bit more difficult.

The whole crew is doing an awesome job! Please wait a little longer!

I’ve been reading through the scenarios so far as I am doing the cleanup, and I think we have a wide variety of stories, from scary to not so scary, from classic to twisted.
If you read the manga version and thought it was “too scary!” I’d like you to read this one. (It’s not all scary stories~)

I’ve been asked if you have to read the manga to understand the story, and the answer is “no”.
You can read it without prior knowledge and enjoy it without any problems.
(But the manga is also charming, so please do!)

The opening movie will also be released soon.
The OP song is amazingly beautiful! I hope you will enjoy!

03/08/2011
Master-up is done

As we have already reported on twitter, we have successfully completed the master-up.
Thanks to all the staff for all your hard work…!

As soon as summer is over, it is autumn and soon it will be winter. And soon it will be New Year, and then summer again.
We need to schedule not only for this winter but also for next summer.
I’m not young anymore, and my body can’t handle a schedule that is too intense, with fast switches between breaks and work bitter laugh
The ideal is to feel like the work that needs to be done is diluted over the course of the year, always working slowly and continuously. …In other words, you should do your summer homework little by little every day.

Just until yesterday, I was writing a lot of new events for Ougon Musou Kyoku. It had been a long time since I had played with Umineko characters, so it was a lot of fun.
As usual, there is a variety, from serious to silly (mainly the latter).

Our staff member Anko (餡豆) made the Black Battler sprite, so I am putting it up.
We will use it in Tsubasa 2, that I hope will be out in winter. I don’t think it will work very well with just the existing expressions, though. …I think I need to draw some new ones…

07/12/2011
I’ve angered some people…

( =w=)=3 I work so hard! Hehe!
Σ(=w=;) Huh? Shouldn’t you make more posts?!
(TwT)ノ Sorry, everyone. I will write more from now on…

So…, I don’t have anything particular to write about, except that we are in the midst of a bloodbath.
We are currently cleaning up Higanbana. And working hard!

I always thought that music was magic…
When the text and music combine, the world instantly expands…
I am so grateful for all the wonderful music compositions.

Also, Hane and Ougon†CROSS are about to be mastered, and the staff is very busy.
As I’m working on cleaning up Higanbana, I’m also debugging CROSS at the same time.
Everyone else has been working hard on installers for Hane, scripting the remaining scenarios for Higanbana, while I am busy with MW3 (TL Note: probably, Call of Duty: Modern Warfare 3)!

Kagami suggested to post this picture, so I put it up.
This is the from the scenario that Kagami is currently scripting.

Oh, by the way! This time, the writing was going so well that everyone ordered me to write a “tea party” type of thing, so I did.
This is a very difficult scenario in which almost all the characters appear, including those from the first night. The content was also quite difficult, and I was able to write it with a Higurashi feeling, which I have not had in a long time.
It’s nasty as usual, but I hope you will look forward to it!

(;=w=)I think that’s enough for a blog post!
(=w=;)Ah, I’ll have to do it again tomorrow, won’t I… I’ll do my best…

14/12/2011
Almost done with the cleanup

It’s cold today (@w@;)
The back CD case for The Second Night of Higanbana is ready.

The cleanup is almost finished, and after a few days of debugging we may be able to master it successfully (in case there won’t be any major bugs).
Among the Second Night chapters there once again will be some horror, some humor, and something nice too! I hope you will enjoy it. It’s fun working on Higanbana because I can write many different stories.
I hope you’ll take this opportunity to pick it up, even if you haven’t read The First Night yet!
Please also look forward to the paperback version of the book, which will be published by Fantasia Bunko on December 20!

By the way, I was asked about spoilers before, but this time it is not “Naku Koro ni”, so you can tweet your thoughts and impressions with no worry!
I’m looking forward to reading them too! スンスン(=w= ))))

I’m looking forward to visiting Mononopu (TL Note: Mononopu is a Sengoku-themed maid-cafe in Akihabara. It had several Umineko tie-ups: 1, 2) with all the staff and doing my best on cleanup~!
Wanyan!  (*´w`)ノ