ð€ Interview with Hajime Kasai
2024幎 8æ 28æ¥We had the opportunity to speak with Hajime Kasai of the creative group POST COMMERCIALS: ALLIANCE about their experiences writing about games and other media, and how that has informed the game design of their upcoming visual novel, YOUNG TEAM SOUNDS!
CW: The game and this article contain discussion of mental illness and distress, clinical psychology, and references to real-life acts of violence and terrorism.
English (translated)
Translated by Renkon
(2023) YOUNG TEAM SOUNDS: INTRO
Please tell us a little bit about yourself and your teammates.
#I am Hajime Kasai and I work in genre composite writing, and POST COMMERCIALS: ALLIANCE is my creative project.
Currently, we are mainly working on game development projects, but in the early days, we explored other avenues such as VR production. We had the concept of using a different team of members for each project, but for now we are working as a group of friends so it's easy to work together.
For YOUNG TEAM SOUNDS, an adventure game that we are currently working on that explores the dark side of music creation, I am mainly in charge of game design, art, scenario writing, etc., and we are joined by two sound composers, SHINJI-coo-K and Ryoma Miyamoto.
I understand you also write about games for various outlets. Could you tell us a bit about that?
#I usually do activities that are not tied to a specific genre.
I work for most of the major video game media outlets, mainly on the Web, and basically report on events, review games and movies, and plan out upcoming articles as needed.
I also run a website with some friends that features art house games called Reiwa Video Game Ground Zero, and I also have my own blog about video games, movies, animation, and martial arts.
(2020) 第12åç»æ¬ çª (Missing Number 12)
How did you get started making games?
#The catalyst for developing games with friends through POST COMMERCIALS: ALLIANCE came about when I wrote a news story about the Tyrano Game Fest.
If you don't know, the Tyrano Game Fest is an event for the game engines Tyrano Script and Tyrano Builder. The defining feature of these events and game engines is that they specialize in the development of visual novels.
Tyrano Builder in particular was a perfect entry point because it requires almost no programming skills to use. Then I found out that fellow writer SHINJI-coo-K could do music, and I thought that since I could do art and game design, we might come up with something.
I have met many writers and friends through my work at major gaming outlets, mainly on the Web. When I spoke with them, I learned that there are actually many folks who can create stuff like art and music.
You might think that the general image of a games media writer is "someone who only does news and reviews of popular games," but in fact, the production staff come from a diversity of backgrounds, from film directors to former professional wrestlers. It is surprising how creators from such a huge range of fields have come together.
Therefore, when skillful people come together, it is possible to create games. In fact, there are several cases of games writers taking the lead in creating indie games.
Can you tell us about some of your favorite games and genres?
#I was struck by the game EVERYTHING IS GOING TO BE OK. This was created by ALIENMELON, aka Nathalie Lawhead, and is somewhere between Internet art and a video game.
When you check the huge number of windows open on your desktop, you will find each one has its own mysterious animated mini-game. As you clear them and gain new fragments of information, the game gradually reveals the actual and terrible experiences of the creator... this is a game that combines a deeply personal story with challenging game design.
If I had to rank the indie games of the 2010s, this is a tremendous work that would be in my top five. It is also free to play on itch. EVERYTHING IS GOING TO BE OK has been a great influence from an artistic, creative, and ideological lens when making YOUNG TEAM SOUNDS... no, it would be improper to say it was an influence, but I admire it.
Please tell us about YOUNG TEAM SOUNDS!
#YOUNG TEAM SOUNDS is an adventure game about the dark side of music creation. The main character, a physically disabled young man, spends his days trapped with his distressing thoughts within the confines of his home.
The player's main experience is discovering their own music by sorting through the protagonist's various emotions. The protagonist's personality and music will change depending on which emotions are selected, as will his reaction to the events of the story. As the player progresses through the story and reaches its conclusion, the music they have completed based on the emotions they've chosen throughout the story will play during the ending.
In the background of the story, a crime known as the Endo Incident in which an idol group and their entire audience were murdered during a live concert in the Kansai region, and is dominating the news in Japan. As the protagonist learns more about the statements and background of the perpetrator, he is damaged mentally and emotionally. Eventually, that damage leads to obsessions that spawn eerie hallucinations that only the protagonist can see.
Can you tell us about the process of making YOUNG TEAM SOUNDS? Was it different from the way you approached making your other games?
#Actually, we are in the process of migrating from the Tyrano Builder game engine to Unity, and are reworking the entire development process...
We basically first confirmed the game design and art style, and created YOUNG TEAM SOUNDS: INTRO, which doubles as a prototype and a prologue to the story. (It's on Novel Game Collection and playable in browser.)
During development... or rather, the flow I envisioned from now was to create the main outline of the scenario â check the art and direction â base the work we implement into the game engine around those points, but I'm still trying to get a handle on the development process in Unity...
As for the process of ordering music, I have mainly asked SHINJI-coo-K to perform the protagonist's guitar and the sound effects that play when choosing his emotions, and Miyamoto to arrange the the main character's music. This is because the composer who arranges and coordinates the music becomes a companion to the protagonist in the main story of YOUNG TEAM SOUNDS, so the roles of the characters in the story overlap with those of our actual musical directors.
What was your greatest influence when making YOUNG TEAM SOUNDS?
#I was mainly inspired by the attacks that occurred around 2017-2019 through events such as people throwing smoke bombs at idol venues; the Kyoto Animation arson attack; a vice minister of agriculture, forest, and fisheries murdering his eldest son; the 2020 coronavirus outbreak leading to the situation around the Tokyo Olympics; and the rise of influencer culture.
Although these incidents seem unrelated to each other, I believe that the line that connects them is the sense of, "to what extent is creativity intended to be seen as pure 'good'?" At the core of each of these cases is creativity in popular culture, both in the backgrounds of the victims and the people who committed the crimes. (Something that comes close is Tatsuki Fujimoto's Look Back, but I firmly reject that work.)
I found that Ryo Isobe's 什åå 幎ã®ãããªãºã (Terrorism in the First Year of the Reiwa Era), which describes these incidents, to be a great reference. Although it was not a direct inspiration for the story, Mikio Sato's ãæŽ¥ä¹ äºããŸããåãåªçãããäºä»¶ããã®æ·±å±€ãšãã®åŸ: æŠäºãšçŠç¥ãšåªçææ³ã (Tsukui Yamayuri En 'Eugenic Terrorism' Incident, Its Depths and Aftermath: War, Welfare, and Eugenic Thought) also had a big impact on my worldview.
What was the most challenging part of making YOUNG TEAM SOUNDS?
#The first was to create an experience in an orthodox manner. This is a basic principle that many game design books point out, that "the game designer's job is to create an experience."
If your normal job is at something like an art house, or if you are not working on anything that has to do with AAA titles, you tend to only think of game design as a means of ambushing the audience. So one of my goals was to start with the basics.
So I thought about creating a solid experience of "read the story, choose an emotion, and create music."
And I hope to create a complex emotional experience that cannot simply be boiled down to "the good of creation." Creating is neither pure nor beautiful, and pure things are not inherently good. Nowadays the theme of "creators trying to create something" is popular, such as manga about drawing manga, films about film making, and anime about producing anime. But all of them head straight towards "the good of creation." The act of creating something is itself beautiful, but at the same time the thing being created is meant to make us forget parts of our reality and society, so creation also carries with it a sense of violence.
However, what I want to do is create an experience that is critical of "the good of creation." Before the creation of things, there exists society and reality, and I think art more or less reflects those realities. Many works that feature "the good of creation" do not have a very wide perspective, so I would like to ruminate on this.
Is there anything in YOUNG TEAM SOUNDS to which you want to draw the player's attention?
#At this stage, we have only completed YOUNG TEAM SOUNDS: INTRO, so if I had to say there is a specific point to which we want to draw players' attention, I think it would be, "Even though it is a visual novel or adventure game, pressing buttons will make the screen and sound react, just like in an action or fighting game."
I studied Arc System Works' Guilty Gear series and Dragon Ball FighterZ in detail, including the timing of effects and arrangement of fonts. I also paid attention to action-oriented adventure games such as Ace Attorney and Sakura Wars, because I believe they were also aiming for a more dynamic presentation.
I was also conscious to make sure something was moving in every shot so that the screen is not a still image. Adventure games and visual novels have largely static gameplay, and so this may seem counterintuitive, but I really felt that if I did not put effort into these aspects then the game would not be able to stand on its own.
In YOUNG TEAM SOUNDS, the player is asked about the feelings they have about the warped world around them. Are these worldviews based on your real experiences?
#That's right, there was a time when I felt completely disconnected from society and like I was gazing out the window of my room, and in a sense it was the worst period of my life.
Once you miss your shot at being a part of society, such as by going to school or getting a job at a company, you can never truly recover. After a certain age, the lives of average working people look far-off and alien, like something out of science fiction. In their place, the only people who remain are those who are completely ignored by the general public, who have been mentally devastated and unable to do anything. These people are abandoned and isolated in apartments or trapped in the depths of shiny housing complexes, but they are definitely there. I can't say that my memories of those times are not a part of YOUNG TEAM SOUNDS.
Originally, writing text messages online was like being on a desert island and putting SOS letters in bottles and throwing them out to sea. I have since returned safely to society as a writer, but when I went to see my friend SHINJI-coo-K last year, I was astonished to see that their house had turned into the one like the main character's in YOUNG TEAM SOUNDS. Even now I sometimes feel as if I am still on a desert island, throwing SOS mail in bottles out to sea.
The art for YOUNG TEAM SOUNDS gives the impression that the entire screen is attacking the player. Can you tell us a bit about the art style?
#The art style was developed with the concept of being a "playable zine-like." It was mainly inspired by punk and feminist zines made in English-speaking countries. It was also made with the background knowledge that many of these zines were critical of the music industry and of society.
I was impressed that when you exhibited YOUNG TEAM SOUNDS at events, you had the computer keyboard set up to be held like a guitar. What was the reaction like from players?
#I created the guitar controller because I thought, "There really needs to be a hook to get people to play a game by someone practically unknown like me." I also hoped that the memory would linger among people who came to the event.
I was surprised at how many female visitors came to play. I got the impression that everyone who played was quite reserved. Well, it is an adventure game, so I can't say it's as dynamic and fun as a rhythm game, so I suppose it can't be helped that everyone was so quiet when playing...
And the other thing was when English-speaking visitors came to play, they said, "There's no English?" I felt deeply regretful.
What kind of music do you think you would create if you played through YOUNG TEAM SOUNDS without any prior experience of the game?
#From my perspective as the creator, I always feel a sense that I'm checking multiple possibilities as if looking across multiple monitors at the same time, so there is no sense that I am creating any one specific piece of music. The game has you read a story and select emotions to create music, but at this stage I'm still exploring how to design the way the player chooses their emotions in response to the unfolding story. I may know what kind of music I can create within YOUNG TEAM SOUNDS once the game design is finalized.
Do you have any indie games that you'd like to shout out? What do you like about them?
#If we're talking recent games, I was very impressed with Neyasnoe, a walking simulator created by a young Russian man in his 20s. It is not an ordinary walking simulator, but an experience of the quiet desperation of a young man living in the Russian suburbs. The experience was just like realistic contemporary literature or poetry, and this experience encouraged me to think, "There are still games that can do this."
Can you tell us about other games you worked on in the past?
#The public itch page of POST COMMERCIALS: ALLIANCE has 第12åç»æ¬ çª (Missing Number 12), which is a game based on the experience of a strange guest appearing on a YouTube show my friends and I did together, in which you listen to future predictions and move forward, and other small games I made for game jams... but I have to admit that I regret the unstable design of those games, so this time around I am trying to create a more solid experience...
Can you tell us about anything you are currently working on?
#In order to learn what kinds of artistic expression is possible with Unity, I am also working on another small project to familiarize myself with the technology before making the full YOUNG TEAM SOUNDS. Since I'm going through the trouble, I thought that this project would be an adventure game that is somewhat related to the main story of YOUNG TEAM SOUNDS.
Do you have any messages for your players?
#If you've enjoyed this interview, I would really appreciate it if you follow POST COMMERCIALS: ALLIANCE on Twitter and add YOUNG TEAM SOUNDS to your wishlist.
Thank you for sharing your thoughts with us!
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