Tag Archives: interview

The Expression: Amrilato – Konversacio kun SukeraSparo

One of my favourite aspects of being Someone Who Writes About Games is that you occasionally have the opportunity to sit down with the people who created these experiences and pick their brains… or at least exchange some questions with them via email and interpreter!

For me, there’s always been a certain amount of mystique surrounding both game development and the art of bringing a commercial product to market. I’ve felt this way for as long as I can remember — even to this day. It’s an aspect of what is, I guess, childish innocence that I’m keen to never let go of; video games, visual novels and creative works are exciting, and the people who create them are magicians, and I don’t ever want to forget that.

With all that in mind, I was delighted when MangaGamer, localiser and publisher of The Expression: Amrilato’s Western release, agreed to let me have a chat with the developer SukeraSparo and find out a bit more about where this unusual, fascinating title came from.

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Sunshine Blogger Award

A big thank you to Megan of A Geeky Gal for nominating me for the Sunshine Blogger Award.

For the unfamiliar, these “awards” are an occasional community affair that give all of us writing for our own (and hopefully, your) entertainment the opportunity to  break free of our usual formats and give our readers and blogging comrades the opportunity to get to know us a bit better. Then we tag a few more people, and we can all find some great new sites to read. Everybody wins!

All right. Let’s see what’s going on with all this, then…

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Waifu Wednesday: Penelope

On previous occasions, you’ve had the opportunity to meet two of this site’s mascots: Midori and Yumi. Today, I finally managed to track down the most elusive of MoeGamer’s staff, one Penelope.

Penelope was not part of the MoeGamer staff right from the start, unlike her two peers. The story of her origins has been told in The MoeGamer GameCast, so check that out if you want to find out a bit more about her background.

For now, though, let’s take the opportunity to have a chat with this infrequently seen but vital part of the MoeGamer machine.

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Waifu Wednesday: Yumi

You all seemed to enjoy getting to know MoeGamer site mascot Midori last week, so it’s high time we gave her best friend Yumi the opportunity to introduce herself.

Yumi, like Midori, has been part of MoeGamer since the very beginning in one form or another, and also appeared in the GameCast.

She doesn’t speak a lot of English, however, so Midori will be joining us to assist where necessary. Let’s see how this goes…

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Altering Content and Self-Censorship Pleases No-One

Yesterday, DRM-free digital distribution platform GOG.com posted a lengthy interview with localisation producer Tom Lipschultz and team leader Ken Berry from XSEED Games, whose most recent localisation project Zwei has recently been released on GOG’s storefront.

Lipschultz in particular has been known up until the time of writing as someone who claims to hold a “zero-tolerance” policy towards content edits made during localisation of Japanese titles for Western audiences, but a number of his comments throughout the interview gave a few people pause.

And it’s worth talking about those points in detail, because some of what Lipschultz says unfortunately appears to demonstrate a fundamental misunderstanding of where his priorities should be as part of a successful and prolific localisation company that has brought a number of beloved franchises to the West.

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Ne no Kami: Inspiration and Intent

With visual novels having a lot more in common with conventional, non-interactive fiction than many other types of video games, it’s eminently possible for individual authors to give their work a clear sense of artistic identity and authorial voice.

Such is the case with Ne no Kami and Sacrament of the Zodiac, the work of Japanese circle Kuro Irodoru Yomiji and writer Fenrir Vier, who have made a great deal of effort to ensure that their work — and the world they’ve created — are internally consistent and true to their original visions.

In other words, unlike larger-scale projects developed by huge organisations, many members of whom have contrasting and conflicting priorities in development, the small team behind Ne no Kami was able to focus on giving their work a clear sense of artistic integrity rather than thinking of it as a “product” first, a creative work second.

I was fortunate enough to have the opportunity to pick Fenrir Vier’s brain about the creative process behind the development of such a piece of work.

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