ARM Backup/Ar Portal translation/Dokkoi Festival/01-11
Q.まずは名前と性別をどうぞ。 | Q. Please tell us your name and gender. |
A.土屋 暁 音子。 | A. Tsuchiya Akira, soundmale. |
Q.アルトネリコ」の世界に何で関わっていますか? | Q. Which was your role in the [Ar tonelico] world? |
A.肩書きとしてはディレクターですが、その実雑用とサンドバッグ役です。 後は、企画、システム仕様、シナリオ、作曲、ムービーなどなど。 ワガママ言って、やりたい事一通りやらせていただいた感じです。 寛大なる社内スタッフに大感謝m(__)m。 | A. Though my title is director, I actually was in charge of the chores and serving as a sandbag. For the rest, I was in charge of the planning, system specifications, scenario, music composition, and movies, among others. I may sound selfish for saying this, but I generally could do whatever I wanted. Therefore, I'm truly grateful to the company staff for being so tolerant of me m(__)m. |
Q.「アルトネリコ」のキャラで個人的に思い入れのあるキャラは? | Q. Are there any characters you personally got attached to from the ones in [Ar tonelico]? |
A.自分で産んだ子はみんな等しく可愛いモノですが、特に思い入れの有るキャラと言えばシュレリアでしょうか。 実はシュレリアというキャラは、この企画を立ち上げた2004年をさかのぼること遙か昔、1993年生まれなのです。それは、この世界が生まれるよりも前の誕生でした。 |
A. They're all the beloved children I've given birth to, but if I had to say which one I've got the greatest emotional attachment to, I think it's Shurelia. To be frank, Shurelia's character can be traced back to long before we came up with this project in 2004, as she was actually born in 1993. In other words, she was born before this world was created. Back then, Shurelia was born as the Goddess of Magic for another fantasy world I had made called "El Kador". She has now become the Administrator of the Ar tonelico world "Sol Ciel", but back then she truly was the Goddess of a fantasy world. Her appearance has changed from back then, but "that" characteristic personality of her hasn't changed much. I hope you'll be looking forward to playing the game and finding out by yourself what kind of personality she has. And while this is kind of a digression, we have an item in the game called the "Seed of Phebes", which I initially created in 1990. That was back when I was still in high school. |
Q.「アルトネリコ」のキャラでお嫁さんもしくはお婿さんにしたいキャラは? | Do you have any characters you would like to have as your wife or husband from the ones in [Ar tonelico]? |
A.微妙…。と言ったらマズイか(汗
彼女とかではなく「お嫁さん」ですか…。むむむ…人生設計は慎重な方なので、 めちゃくちゃ悩みます(優柔不断なだけ)。彼女にするならオリカなんだろうけどなぁ |
A. That's hard... but it'd be in poor taste if I answered that, right? (*sweatdrops* If it's not going to be a girlfriend, but a "wife"... Hmmm... That's really important in one's life plan, so that's really troubling for me (because I'm so indecisive). But if it's a girlfriend, I think I'd pick Aurica. |
Q.「アルトネリコ」のキャラに自分を例えると誰? | Q. Which [Ar tonelico] character would you liken yourself to? |
A.いや、ライナー以外あり得ないです。
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A. Anybody but Lyner's unthinkable to me. Especially when it comes to "not being able to make my mind up", as I'm kind of indecisive. |
Q.このキャラになってみたい!男女一人ずつなってみたいキャラを挙げてもいいですか? | Q. I want to be this character! Please tell us one female and one male character you'd like to be. |
A.んー…みんな何かと辛そうなのでちょっと…(爆弾発言)。 やっぱり平和な世界でのんびり暮らせるのが一番です。 |
A. Hmm... everybody seems to be suffering so much somehow... (bombshell statement)... Yes, being able to live at ease in a peaceful world is the best. |
Q.このキャラ一回殴ってやりたい。 | Q. Please tell us which character you'd like to punch once. |
A.ボルド。
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A. Bourd. |
Q.「アルトネリコ」の世界に観光旅行! どこに行きたい? | Q. You can go on a sightseeing trip to the [Ar tonelico world! Where would you like to go? |
A.天文台!…人住めませんが…。 私は人外魔境大好き人間です。 |
A. The Observatory! ...Even though no people live there... It's because I'm a guy who likes uninhabited areas. |
Q.使ってみたい詩魔法は? | Q. Which Song Magic would you like to try using? |
A.えと、本当に使ってみたい詩魔法はネタバレ圏内だそうですので、次点として「ライフウォーム」とか。癒されます。 そういえば、ライフウォームの詩曲を創っています(今、リアルタイムでですよ!)。 |
A. Um, the Song Magic I'd really like to try using is within the realm of spoilers, so I'll just say the runner up is "Life Warmth". It truly heals me. That reminds me, I'm currently working on composing the Song for Life Warmth (as in now, in real time!) |
Q.食べてみたいアルトネリコ名産品は? | Are there any famous specialties from Ar tonelico you'd like to eat? |
A.えと…ドッコイ定食。と銘菓オボンヌ。 銘菓オボンヌは、うちのデザイナー(こういうのを描かせたら一番!)が 是非描きたい!是非描かせてくれ!といって描いてくれたものです。ゲーム中に見られるアイテム絵はとても小さく潰れているので某東京銘菓のように見えます。 しかし実は顔が全然違っていて、超イケてない感じが素晴らしい一品に仕上がっています。彼女は他にも魔法デザインをやっていて、今回のアルトネリコの世界に素敵なイケてない感を沢山注入してくれてます(誉め言葉です)。 |
A. Hmm... the Dokkoi Set. And the Funbuns. The Funbuns were something that our designer asked us to draw (as in "I want to draw this the most"), and she went all "I wanna draw this!" "Please let me draw this!" The item picture in the game itself is rather small and smudged, but it looks like a certain famous confectionery from Tokyo. But the face is completely different, with the lack of a super stylish feeling to it being what makes it such a wonderful product. She also designed several of the magics in addition to it, so she definitely added a lack of a super stylish feeling in heaps to the world of Ar tonelico (and I mean it as a compliment). |
Q.「ここが好き!」っていう場面をちょこっとだけ。 | Q. Please tell us a bit about a scene that made you go "I love this!" |
オリカ、ミシャの精神世界の深部…です。 精神世界という概念自体にあまり前例がないので「試行錯誤しながら自分で創っ たもの」という達成感も思い入れの元かもしれません。 |
It'd be... the deepest layers of Aurica's and Misha's Soulspaces. The Soulspace itself is a concept that has next to no precedent, so I may have a sense of accomplishment and attachment to it as being "something we made on our own through trial and error". |
Q.自分が担当した部分で「ここに注目!」なとこを教えて下さい。 | Q. Please tell us if there was any point in the work you were in charge of where you got all "Pay attention to this!" |
A.えと、エンディングに繋がるところと、エンディングテーマソングです。 私自身RPG大好きで、結構プレイしたりするのですが、とにかくしっかりと完結するお話が好きだったりします。その為、エンディング周りはかなり重点的にじっくりとシナリオを作成しました。プレイし終わったときには、一本の大長編を完結したような満足感と、心地良い名残惜しさを得るのではと思います。 |
A. Umm, it'd be everything related to the ending, and the ending theme song. I love RPGs myself and I have played many of them, but I really love stories that have a proper conclusion to them. That's why I wrote the scenario while giving a special importance to everything related to the ending. When you reach the end of your playthrough, I think you'll have a sense of finality and also comfortable reluctance to it all ending like the one you'd have from finishing a long novel. |
Q.制作期間にあった笑えるエピソードをひとつ暴露して下さい。 | Q. Please reveal to us a funny episode that happened during production. |
A.ウチの社内には、トンデモなデザイナーが一人生息しています。 この話は、そのデザイナーが敵キャラのアニメデータを制作していたときのことです。 |
A. Our company is inhabited by an absurd designer. Back when this happened, this designer was making the animation data for the enemy characters. |
Q.制作中で楽しかったことは? | Q. Did you have fun during production? |
A.初の試みとなる「詩魔法による戦闘」が、徐々に形になっていくのを見てるのがとても楽しかった。今回、戦闘を担当した企画とプログラマーがとても頑張ってくれて、私の企画にあった穴を埋めてくれたり、より面白くしてくれたりしてくれ、かなり完成度の高いものに仕上がりました。 その課程で何度となく試行錯誤があり、失敗したり上手くいったり…とにかくその殆どに立ち会い、その場でプレイしては感想を言うのが私の仕事でした。そして毎回新鮮な何かを創りだしてくれていて、開発中は本当にその試しプレイをするのが楽しみでした。 |
A. I had a lot of fun with the initial trials we had for making a "Song Magic combat" system, and seeing the battle system slowly take shape. The planners and programmers in charge of the battles really worked hard, filling the holes in my plans as we went, and allowing things to become more interesting, with the final result feeling quite complete and realized. We had to engage countless times in trial and error for this to happen, and thus were a lot of failures... I was there most of the time, so it was my job to play through these trials and give my impressions on the matter. We managed to make something fresh every time, so doing the test playing on all of these mid-development builds was really fun. |
Q.皆様にメッセージを一言。 | Q. Please leave here a message for everyone. |
A.私は音屋です。アルトネリコを始める前は、肩書きも一番上はサウンドデザイナーでした。そんな事もあり、今回のプロモーションは得意な「音」という分野でやらせていただきました。それ故、話題も音関係に集中しがちですが、ゲーム本体の方もそれ以上に力を入れて創っています。 正直なお話をしますと、究極の選択が有りました。当初私は、歌曲を5曲創る予定でいました。しかし、ディレクターという仕事は思いの外過酷で、作曲とゲー ム制作を両立出来なくなっていたのです。私が作曲に没頭してしまうと、ゲームの統一を取る船頭がいなくなってしまいます。完成度の高いゲームを創るには船頭は必要不可欠、更には今回の企画は初めてということもあり、私の頭の中にしか無いこともたくさんありました。開発も終盤に向かえば向かうほど、その仕事は大変になっていきました。 |
A. I am a sound creative. Before I started working on Ar tonelico, my title was Chief Sound Designer. Therefore, I decided to do the promotion for it based on my forte, which is "sounds". Therefore, while I focused mostly on the sound-related topics, we also made even greater efforts into the creation of the game itself. Honestly speaking, I had the final choice on everything. I initially had planned to make 5 songs for the game. However, the duties of a director are truly hard, which is why I couldn't compose and work on the game systems at the same time. If I immersed myself in composing music, the ship in charge of unifying the game would have been left without a captain, and a captain is essential for the game to come out as complete as possible, especially due to this being the first time I was in charge of a project like this one, as there were various elements and ideas that didn't exist outside my head. And the closer we got to the end of development, the harder the work became. |