Guns Undarkness – TGS 2022 interview with Shoji Meguro

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I had the opportunity to talk with a former player at the Tokyo Games 2022 atlas composition Shoji Meguro discuss his first independent game Guns Underknesswas recently successfully funded kick starter.

Guns Underkness is stealthbased on science fiction RPGs Where to try to get drops on enemies before engaging in turn-based combat. Meguro applied for his first self-made game, KodanshaThe Game Creators Lab is an independent game developer advocacy organization. Although it was not selected, the prize money of 500,000 yen and the rest of the development funds were raised on Kickstarter.

After leaving Atlus, he plans to remain with the company as a freelance composer. Please contact the following for details.

Does being out of Atlas mean you can work with other companies?

Masashi Meguro: “I have a good relationship with Atlus, so I don’t think I will be working with another company for a while. In terms of doing tracks, I’m only going to do it with ATLUS at the moment. Persona game. “

what about the original concept Guns Underkness Have the things you thought of in 2005 changed until now?

Meguro: “It changed almost completely. The only thing that didn’t change was that I wanted to make JRPGs I have a gun in a sci-fi setting. “

The synopsis of the story states that there was a divide between the rich and the poor. Does this game have a political message?

Meguro: “No, I don’t like to think about politics, so I don’t focus on political topics. We’ll have to see what humanity does after the Reset.”

This is a silly question, but was the 2045 setting chosen at random, or is there some reason?

Meguro: “I’ve been looking at real-world events and timelines of technology development and trying to come to the conclusion that over the years the technology may have reached a certain point in time. Then I came up with 2045.”

In screenshots and videos, the hero’s name is simply “Hero”. Does this mean you can name your character?

Meguro: “Oh yeah, the player decides the name. It’s a bit of a spoiler, but there’s a scene where Will says something like ‘Hey, register your name.'”

Characters often have specific weapons as well. Is everyone limited to her one type of weapon, such as Naomi with a pistol, or can it be changed?

Meguro: “That’s a good question. You can choose any weapon you want for the main character, but a side character can specialize in one weapon type, like Naomi’s pistol, but can also choose a secondary weapon.”

Can you talk a little bit about the stealth system?

Meguro: “You don’t avoid encounters entirely like some games do. Instead, you try to sneak up on enemies and hide your character around cover to get the best position for a surprise attack.”

“If you aim at an enemy, you’ll see a consistent accuracy rate. The longer you aim at an enemy, the more accurate you’ll be, the more damage you’ll do at the start of combat, and you won’t miss. But there’s a risk. Hold it longer. The more you hit, the higher your chances of hitting, but the more likely it is that the enemy will turn around and spot you.

it kinda looks like XCOM.

Meguro: “Oh I love you XCOMHe (Yuki Katayama, pointing to Kodansha) said, “Hey, let’s try this game!” I was so addicted to it that I was late for work (laughs).”

Guns Underkness

It seems that there is a relationship similar to PersonaWhat are the benefits of developing relationships?

Meguro: “Yes, very similar. PersonaBy talking to your teammates, you can increase your relationship with them and unlock team combination attacks in battle.

We’re developing the entire game, not just the music, so there’s a lot to consider: modeling, animation, level design, and more. What was the most fun and what was the hardest?

Meguro: “Everything is very difficult. (Laughs) It’s hard to pick one because you get bored quickly. You do one thing for a month or two, and when you get tired of it, do another thing for a month or two until you get tired of it.” continue.”

When you make music for your game, is it tailored for a specific level or scene, or do you just make a bunch of tracks and apply them later?

Meguro: “80% of the time I’m creating tracks for specific scenes or levels, and about 20% are songs that I create and put in after the fact.”

For game music, do you need to consider game-related things like matching the beat to the character’s speed or timing the chorus when an event occurs?

Meguro: “Obviously, we take into account the speed of the track so that the song from one scene to the next doesn’t sound too harsh or different. There are a lot of components involved. No, I just make different tracks for different scenes.”

Before you say goodbye, is there anything you want to say to your fans?

Meguro: “We’ve reached our goal and are really excited to make games for everyone. Seeing everyone’s enthusiasm gave us 120% more energy to keep going.” We hope that our fans will enjoy the music and help us create our first game.As a designer, it’s like a first grader with no experience.To make the game better. Thank you for your support, both Kickstarter funded and non-funded, please look forward to it.”

Meguro-san, thank you for your time!

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