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GAKUEN K -WONDERFUL SCHOOL DAYS-
Fushimi Saruhiko route
Event 24
Translation below the cut
Konohana Saya: (Umm... the miscellaneous expenses are this, and this is what the cost of travel is...)
Akiyama Himori: "Konohana-san, the itemization of club expenses on summer holidays, is it listed yet?"
Konohana Saya: "Yes. I've just listed it all."
Akiyama Himori: "Good. I'll take it then."
Konohana Saya: "Please do."
Munakata Reishi: "Excuse me. Fushimi-kun, Konohana-san, I want to talk with both of you, so can you two go to the head office room?"
Fushimi Saruhiko: "Alright."
Konohana Saya: "Understood."
Munakata Reishi: "Well then, I'll be waiting."
Konohana Saya: "What does he want to talk about? Since he's calling us to the office room on purpose, is it an important talk?"
Fushimi Saruhiko: "I have a bad feeling if I'm being called with you."
Konohana Saya: "Why?"
Fushimi Saruhiko: "Because, based on experience, it's not a good requirement."
Fushimi Saruhiko: "We have been told that if we didn't get a test above 180 we have to quit the club, or being forced to buy a tea."
Konohana Saya: "But maybe this time it's an important duty."
Fushimi Saruhiko: "I wonder though."
*at office room*
Konohana Saya: "Excuse me."
Fushimi Saruhiko: "What do you want to talk about?"
Munakata Reishi: "Actually, considering the solidarity between you two, there's an important role that I want to entrust with.
Fushimi Saruhiko: "Is that true?"
Munakata Reishi: "Yeah, it's true."
Konohana Saya: (I wonder what kind of job it is)
Munakata Reishi: "The thing that I want you two to do is..."
Konohana Saya: (Since it's near school festival, maybe it's an conducting an orchestra?)
Munakata Reishi: "A stage performance for club competition talent contest at the school festival."
Konohana Saya: "A club competition talent contest?"
Fushimi Saruhiko: "It's worse than I expected. Talent contest, in other words, isn't that something like a one-shot show?"
Fushimi Saruhiko: "I don't want to appear at the thing that is so embarrassing to watch."
Munakata Reishi: "This is a serious duty. We special club members are more likely to be held in fear by the general student because of our abilities."
Munakata Reishi: "This club competition talent contest is having a purpose to remove the walls between the regular students by highlighting the friendliness based on that technique."
Munakata Reishi: "In other words, it's an international goodwill competition."
Konohana Saya: "Amazing. It's an important task!"
Fushimi Saruhiko: "Don't get deceived by the sound of his words. Rather than internationally, it's just one-shot show in a school."
Munakata Reishi: "But, what I said earlier is true. This contest is the school's special program."
Fushimi Saruhiko: "There's other person who is more qualified for this, isn't it? It would be better to entrust something like this to the person who like an event."
Munakata Reishi: "I want to entrust this to Fushimi-kun and Konohana-san."
Fushimi Saruhiko: "......Even you don't want to do this, do you?"
Konohana Saya: "Err..."
Konohana Saya: (Now that he mention it, it's a bit embarrassing to appear in front of a lot of people, but, since we're getting entrusted for it, so I want to do my best)
Munakata Reishi: "Fushimi-kun."
Fushimi Saruhiko: "Yes?"
Munakata Reishi: "I want to entrust this to Fushimi-kun and Konohana-san."
Fushimi Saruhiko: ".......Understood."
Munakata Reishi: "Thank you. Well then, please take care."
*at school's corridor*
Fushimi Saruhiko: "Tch... Why it became like this..."
Konohana Saya: "Indeed, talent contest is a bit embarrassing. And it's going to be nervous too."
Konohana Saya: "But, let's do our best to do it. If we're doing our best, surely it will be fun."
Fushimi Saruhiko: "If you have the will to do it, I'll leave everything to you."
Konohana Saya: "D-Don't be like that. Captain said that we have to do it together."
Fushimi Saruhiko: "He didn't said we have to stand at the stage together. I'll be doing something behind the scenes."
Konohana Saya: "If I'm standing at the stage alone, I will be nervous that I can't do anything."
Fushimi Saruhiko: "Then at least give me some ideas. Something that I can do it too."
Konohana Saya: "If you're saying out of blue like that..."
Konohana Saya: "Ah, how about setting a fire to the knife and juggling?"
Fushimi Saruhiko: "Can you do something like juggling?"
-I'll leave that to Fushimi-kun...
-I'll practice (★)
Konohana Saya: "If I'm practicing from now on, maybe I'll be able to manage it."
Fushimi Saruhiko: "Are you serious?"
Konohana Saya: "If we didn't try it, then we wouldn't know."
Fushimi Saruhiko: "If we're thinking about your physical ability, you don't have to try it to know that much."
Fushimi Saruhiko: "Don't say a reckless suggestion. We're the ones being dragged around."
Konohana Saya: (Looks like Fushimi-kun isn't interested that much with the talent contest...)
Konohana Saya: (How can I motivate him?)
#gakuen k#gakuen k wonderful school days#otome game#otome game translation#fushimi saruhiko#lol#fushimi's introversion is going stonks 📈📈📈#i love when he said はい here...#he sounded so innocent (?) lol#and munakata from 😠 to 😊 in a second#lmao#konohana saya#k project
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I translated and added English subtitles to Jude Jazza’s main story trailer
꒰ ִ ֺ ⊹ @ notice ⊹ ֺ ִ ꒱ this translation may not be 100% accurate or contain creative liberties due to characterization or narrative flow purposes. if you enjoy, please consider reblogging, but don’t repost these or claim these as your own!
#ikemen villains#ikevil#イケメンヴィラン#ikevil jude#ikevil jude jazza#jude jazza#ikemen villains jude#cybird ikemen series#cybird ikemen#cybird otome#ikemen series#otome game#otome#ikevil translation#ikevil translations
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FINISHED MY BOY DARIUS
#cybird ikemen#ikemen#ikemen villains#ikevil#cybird ikemen series#ikemen mc#ikemen prince#jude jazza#ikevil jp#ikevil spoilers#ikevil fanart#darius vogel#otome game#ikemen fanart#fanart#ikemen translations
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Shū Being Socially Awkward
🎻Shū may come off as nonchalant, but he’s actually quite socially awkward (even stated by Yui+ Reiji) Yuma tries to give him a fist bump but Shū genuinely doesn’t know what it is and stands there like “huh?🧍🏼”
This could be due to his lack of socializing during childhood and his self-isolation as he got older. (aww)
Yuma: There ya have it, so just leave this to me. Come on...
Shuu: ...What?
Yuma: Haah? Ya don't know 'bout this? Ya gotta bump your fist 'gainst mine! God, these rich kids, I swear.
Shuu: ...Shut up.
Yuma: Come on, show me yer fist already. Or are ya still hesitant 'bout leaving this up to me?
Shuu: That's not it...
*attempts a fist bump*
Yuma: 'Kay, this'll do. Guess I'lI get goin' then🎻
Translation: @dialovers-translations
#adorable#diabolik lovers#diahell#dialovers#shu sakamaki#sakamaki shu#diabolik lovers shu#shuuma#shu canon facts#diabolik lovers canon facts#diabolik lovers meme#diabolik lovers drama cd#diabolik lovers game#mukami yuma#yuma mukami#diabolik lovers yuma#yui komori#komori yui#sakamaki reiji#diabolik lovers reiji#reiji sakamaki#diabolik lovers yui#diabolik lover boys#diabolik lovers cd#diabolik lovers games#otome game#vampire#anime#rejet#diabolik lovers translation
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[Translation] Shuuen no Virche - Creator Interview: Misa Yoshida
Shuuen no Virche -ErroR:salvation- Official Visual Fanbook Creator Interview
Director | Misa Yoshida
About the project
—First, please tell us how the idea for this project began.
My previous work “Tlicolity Eyes” was undeniably a bright and happy title with no bad ends, but thinking to myself, ‘I wonder what would happen if I did something the complete opposite?’ was the inspiration for this one. I wanted to make something that was thoroughly tragic with bad ends. I also had the thought that I wanted to make a title with “grim reaper” as the motif, and the image of the game grew from there.
—Now that the game has been released, were there any big changes from the initial plan?
Before creating the project plan, I always make rough notes, but it really did change quite a lot from my initial concept (that didn’t even make it into the project plan). It had a strong science fiction vibe and was set in a technologically advanced near future world where people continued to live on via ‘memory download.’ The main character was a real grim reaper, and held the power of life and death over ‘men whose existence was inconvenient to this world’.....that was the story. After I wrote it into my notes, I had second thoughts, thinking, ‘No no, this is getting overly complicated!’ and eventually settled on the storyline we have now.
Another thing was that I had definitely wanted Yomi-san for the original art from the beginning, so when I thought of ‘What kind of art did I want to see from Yomi-san?’, I imagined a Western fantasy, that was also a primary factor that caused changes from the initial idea.
—What did you want to place most importance on when creating the game?
What I most wanted to place importance on was how the keywords for this work, “despair” and “salvation” applied to the characters. It must be hard for the players as they see these characters feel pain, joy and sorrow, laugh, despair and experience salvation.....that said, I believe we have brought across the greatest possible despair and salvation they could arrive at from their personalities and situations.
Apart from that, the other thing I wanted to do was to absolutely not use the word ‘happy end.’ When each end is presented, it was done so the words ‘despair end’ and ‘salvation end’ were used in place of ‘bad end’ and ‘good end.’ There is no such thing as an all-out happy ending, that was something I couldn’t compromise on.
—Please tell us if you experienced any difficulties that you can talk about now.
More so than it being difficult, there was a lot of pressure since it was the first time Yomi-san was creating original art for Otomate, but right now as I think about it looking back, 90% of the development period was a tough time. However, back then I was full of adrenaline so I didn’t really realise it myself. It was a sad state of affairs that I realised only when those around me said, ‘You sure went through a lot!’ (laughs). It must have been that the fun I was having was greater than the hardship.
About the visuals
—How was Yomi-san chosen for the role of character design?
From the beginning of planning this project, I felt that I “didn’t want to make the characters feel fictional.” When I saw other works that Yomi-san had created the original art for, from the expressions to their fingertips, they all looked so ‘real’ and unexaggerated I was captivated. Even since then I kept thinking I would like to have Yomi-san work on some original art someday.....I suppose I can say now I did the planning with the feeling of a passionate one-sided love (laughs). After that, my wish miraculously came true when I was coincidentally blessed with the opportunity to get in touch with her.
—Please tell us about how the characters were created.
For the most part, all I did was tell Yomi-san the character’s basic information, their circumstances and situation up until the beginning of the story, along with the essential elements for the character (for example, for Yves it is his mask, Mathis, having a pale complexion from spending all his time inside, and clothes that were easy to move in for Adolphe) and then leaving the rest to her. The characters were mostly exactly as I imagined right from the first draft, so I think now in that respect I was fairly spoiled. What I remember even now is that at the very first meeting I was asked, ‘If possible, I’d like a chronological table’ and that it made me feel even more determined to make these characters feel life-like.
-Is there anything that changed from your initial plans for the story because of ideas that came about during the character design stage?
There were quite a few, but the one who had an especially important addition was Lucas. The weapon for Bourreau was originally to be only a short sword, but the first design Yomi-san submitted, which had him carrying a spear, looked so very cool we ended up having it become a halberd. I asked that it be designed so that it could fold up much like a three sectioned staff so it wouldn’t be a problem when it came to running around and sneaking into the mansions of Shudie.
—I think one of the standout points for this game is how the fashion suits the setting’s worldview. How did you decide on things like what accessories the characters wore?
When it came to characters that were close to the research institute and the center of Arpéchéle, I requested that there be a strong cyber influence. Scien and Mathis’s outfits would be the ones where this is most obvious. Because Arpéchéle is a closed country, I asked for a gothic design for characters who aren’t close to the center. Therefore, for that reason, Ceres, Yves, Lucas and Adolphe, the characters that live in the common district, don’t have a single cyber element. Mathis is in the middle point as far as the ratio between cyber and gothic go, so for him Yomi-san and I compared and contrasted the designs together and used that as a base thereafter. The cyber feel for this game uses electronic circuits as the image, so I had her use that as part of the designs.
—Please tell us if there was anything you paid particular attention to when it came to the general flow and direction of the event CG’s.
There were many times where I would hand over some truly rough notes along with the scenario and mood to Yomi-san and entrust the rest to her. Basically, the same as with the character designs.... Whenever there were any points she was unclear on, she would always ask questions, so production progressed without any worries on my end. She would draw everything as I wanted right down to the finer details so most of the CG’s were done in one go, without any need for retakes.
—Are there any CG’s that you are particularly fond of?
I am fond of all of them so it’s hard to choose. The first salvation end in the third act in which Ankou gives Ceres the flower bouquet, or the one with Adolphe and Ceres smiling at each other in the field of white lycoris....after much thought, if I absolutely had to pick one, perhaps it would be Mathis’s smile at the end of his salvation end. As per the title, the game is quite serious with many dark scenes, however I feel like this bright CG with its white and yellow colours most suits the words ‘beneath the light of the sun.’ It felt as if it was expressing a single ray of light shining down on their future, no matter how many troubles were to await them from there on, so I remember not being able to help breathing a sigh because I was so moved the first time I saw it.
—What points regarding character settings did you not want to compromise on?
I am repeating myself, but it would be that they are “living humans.” Although it is a story with the unique set up of ‘memory downloads’ and ‘relivers’, for better or worse, the characters of Arpéchéle, including the ones without sprites, are all human-like existences who fall in love, hate others, want to protect the ones important to them, make compromises, and fear and loathe the things that they cannot understand. “Life” is one of its most important themes, so when it came to portraying humans who are its vessels, I was conscious of the fact it was something I couldn’t treat as unimportant.
—Please tell us if there were any particular aims and themes you had when it came to character settings, interesting inside stories during production or ideas that were rejected partway through.
Ceres
The line “Dear God, I have killed many people” that was used in the first promotional video was what I came up with for her at the beginning and is where her image grew from, making her development process perhaps a little different from the other characters. Ceres’s image flower is the immortelle, small yellow flowers which mean ‘undying love’ and ‘immortality’ in flower language, and that was how I decided her character.....but it came to me later that yellow certainly has a cheerful image.
Her original personality is that of a bright normal girl who smiles often, but she grows melancholy after she starts being called a grim reaper, I would be happy if she could become the kind of main character you would want to cheer on as she regains her original self through her interactions with the other characters.
Yves
Speaking from a variety of different points, his image was that of a ‘traditional knight.’ Due to his burns, Yves lost the ability to feel pain, was abandoned by his parents and treated as a monster. So that those around him would love him, he had no choice but to become a ‘knight-like existence whom everyone would seek out and depend on.’ That said, even knights are human too, so course I think he would still have his own worries and trials. Because there is no such thing as a perfect knight like in the stories, one is all the more human and beautiful for being imperfect. Yves’s burns are also the result of the human-like emotion of ‘wanting to save a single girl from a fire.’ I believe that such scars are a symbol of beauty, not ugliness. Speaking of behind-the-scenes stories, the first design image that Yomi-san came up with is now the vigilante corps uniform. The inner shirts and trousers are the members’ personal clothes.
Lucas Proust
I received various opinions regarding his salvation end, but a person who took away so many lives must be punished…..that was the point I absolutely could not concede on. Lucas dislikes when things are not done the proper way, so the rule I decided on was that he would not use casual abbreviated verb forms in his speech. The only time he purposely deviates from that rule is when he says, ‘I love you too,’ just before credits roll for the salvation end. Completely abandoning the version of himself that those around him had wanted, and the rules he had decided for himself, we see that he is finally able to face Ceres head on as his true self, I think that this was a scene with a lot of impact. By the way, the daggers he stabbed into the hearts he extracted were modelled after crosses (they are also shaped like them too!).
Mathis Claude
For me, he was the first character whose setting I had firmly decided on. Because he is an irregular existence who is neither human nor a reliver, I believe we were able to write a story that displayed Arpéchéle’s twisted way of life and view on romance from a different perspective. We weren’t able to have it come up in the game, but the idea was because he keeps his knife hidden behind his right thigh, he has rather bad manners when sitting on chairs, sitting with his arms up around raised knees like a gym student. That said, if we had included it, it would mean having to keep writing scenes where Jean or one of the other characters tell him off each time, so it was with a heavy heart I decided not to. His character tagline is ‘The man spurning his fate to forgive’, but the hidden story behind that becomes pure humans ‘do ○○’ and the character who wasn’t ‘did ○○.’ I thought that it would be nice if people were able to notice this after finding out Mathis’s true identity as a homunculus.
Scien Brofiise
I spoke about this on the official blog, but initially he was a character that spoke politely in front of his subordinates. But as he is now, he is certainly not the kind of man to worry about appearances (laughs). He is said to be someone that can resolve almost anything, but it must be remembered that is only in cases where a cause has been established, and it is something that has caught Scien’s interest, in the game those conditions just so happened to come together. He does not involve himself at all in things he isn’t interested in, or that go against his personal principles.
By the way, as he is the only character that fights barehanded, I imagined his fighting style to be similar to savate (TL note: french kickboxing). Seen from the point of view that it is something he started doing and learnt on his own initiative, it’s sort of like he just so happened to pick up the skill as he trained in self-defence from being targeted so often. Speaking of which, although he is a short sleeper and rarely sleeps in front of others, once you have his trust, he will sleep while leaning on your shoulder.
Adolphe
Truth be told, right up until the end Adolphe was the character whose setting I had most trouble deciding on. It is mentioned in the story, but since he is the only one amongst the characters who is able to live longer than 23 years, he is the character most similar to the viewers. As I pondered on how to make sure such a character held his own amongst the others, I thought there was no other choice but to turn the tables and make him “normal.” If you think about it, dying at the age of 23 in and of itself isn’t normal, and so once I arrived at the conclusion that the existence of such a person in that situation would become special, the rest of his characterization followed on very smoothly.
People were rather surprised with regards to Adolphe’s intonation, but the reason for it was because I wanted it to be one point in common for ‘Adolphe = Ankou.’ Incidentally, as he has spent such a long time living at the institution and on his own, he is the most able cook amongst all the main characters.
Ankou
I believe there are people who may have realized this, but the origin of his name is that of the grim reaper spoken of in the Brittany region of France, which is why I had him appear in the prologue scenes of the first and second acts wearing the wide brimmed hat and cloak from the legends. Even now when it comes to Ankou, I feel an indescribable emotion. Actually, the original plan for his setting was even more beyond saving. He had continued to fight for the sake of Ceres’s smile, but after spending so long despairing he grows twisted and his greatest wish instead becomes for him and Ceres to die together. In order for that wish to come true he tries to have her make the wrong answer when it comes to Arpéchéle’s curse…..that was the plan, but it was too dark so we changed a lot of things partway through. The title ‘Shuuen’ (eternal demise) bears various meanings, but one of them is in reference to Ankou. When I was directing Ankou’s final scene in the third act, even now I have a strong memory of praying all the while that he would rest peacefully.
Salome
I received a lot of comments saying, ‘Even just her name is scary!’ (laughs) I believe the Salome everyone is thinking of is the one who was written as a villainess in the play (TL note: Oscar Wilde’s play ‘Salome’), but actually it is the one from the Bible that I had in mind. In the play, she is the one to ask for Jokanaan’s head herself, but in the Bible she asks for it because her mother, who holds a grudge against Jokanaan, commands her to, she is being used by those around her. I borrowed her name thinking that it was similar to the way [Salome from the game] is betrayed by her own relatives, the royal family. No matter what kind of life one lived, it may become something different in posterity depending on other people’s interpretations and hearsay, I think she became a character with that kind of story.
Perhaps getting off topic, but the one to douse Bourreau with sulphuric acid in the fifth chapter of the common route was Salome. She had been following them with the thought of helping Ceres and the others should anything happen, and took action once she realised Bourreau was still able to move. The words, ‘You let your guard down too easily’ were directed towards Ceres and Adolphe.
Hugo
The one person who clearly hates Ceres for being Death. In a different way from Adolphe, he is a man with normal emotions who is afraid to have the girl said to bring death next to the people he is close with, but because he seems to have lived for a long time it is not easy for him to say so openly. I think once you become an adult it gets difficult to tell the person you hate to their face that you hate them. I really did receive a lot of feedback on the emotions that he holds, and there were many things I was made to rethink.
Speaking of background information, he talks about having younger sisters in the game, but he actually has an older brother, making for four siblings in total. His reliver mark is on his back, with the meaning of bearing a household, his older brother also has his in the same spot.
Dahut
As an existence who would not even have been born in a world in a country with a lifespan of 18 years, because of his appearances throughout the second act, to Ankou he could be called an ‘error.’ He is the mastermind behind everything but if not for Dahut, Arpéchéle’s citizens would likely have continued to live closed off from the world, not realising its abnormality as a nation until the day they were invaded by other countries.
His background is that he has a younger appearance than his peers due to the stress he endured when he was younger, but Dahut doesn’t see this as a bad thing and instead uses it as a tool so that those around him will dote on him (let their guard down).
Nadia Proust
‘How could such a thing happen to such a good girl…..’, I received a lot of comments such as these and truth be told, I also agree. To the point that I was racking my brains when coming up with the plot trying to think of a way she could be saved. However, making up my mind that it wouldn’t be ShuuViru if I wrote something so convenient, I decided on that ending.
The scene where Nadia is set free in Lucas’s salvation ending was revised to be as it is at a truly late stage towards the end of development. I believe that it perhaps expresses the scene title ‘Blade of Release’ in the fullest possible way.
It is a regret of mine that we were not able to have a sprite of an older Nadia in the third act.
Capucine
Being the founder of the Exorcist religious organisation while also holding the position of a doctor, nowadays I think he really was a troublesome character. Because he deals with patients out of goodwill on the surface, wanting the fact that he is actually after money to not be too obvious, Capucine is the single character who had his design completely changed from the first draft. Although he has the role of being the villain who is most beyond saving in the game, as his motivations are firmly set it was very easy to move him around in the story.
The background that was most fun to come up with was actually his research lab.
Jean
Despite only ever being written from Mathis’s POV in the game, I had readied a personal history for both his false identity as Jean and his true one as Camille. Not only is it important when creating a story, I believe it shows just how serious “Camille’s feelings about reviving Rosalie” were, that he would go to the lengths of coming up with a history as Jean. It also adds to the feeling of a meticulous plan being put into place.
I also included various small details such as the words ‘Ma cherie Rosalie’ being written in blood on the wall of the underground research lab at Claude Manor along with engravings of the number of victims that wasn’t revealed in the game.
—Please tell us if there were any points that you were particular about when establishing the relationships between characters.
Perhaps it was that they wouldn’t only have positive feelings towards one another. That goes for the other characters towards Ceres, and also the other way around as well. Humans are not made up of only beautiful emotions, because it is not possible to be loved by everyone, I took care so that could be clearly seen, whether as individuals or as groups.
Also, there were actually relationships that came to light after we began writing the scenario! Unexpected chemical reactions occur when different characters come together, and that was especially true for the drinking party scene in the common route. That scene became the decisive blow for Adolphe’s becoming the long-suffering character in the group (laughs).
—Speaking of which, were there any scrapped characters that didn’t end up appearing?
In my first draft notes there was a con-man who had the tagline “The man who celebrates the fate of deceiving others”. His story was that he swindled people in order to save money to treat his sick sister, but once we had decided on Arpéchéle as the setting, thinking that, ‘If you continuously ran scams in a such a small country, you’d soon be found out’, the character was scrapped. The sick sister storyline was inherited by Lucas.
About the story
—Please tell us if there were any specific considerations you had in mind or things you were particular about in the process of writing the story.
It would be the point about, as much possible, not having everything turn out conveniently. In ‘ShuuViru’, an ending where all characters including the sub characters survive does not exist. You could say that it is realistic for happiness to be built on the sacrifice of others, I personally think that it is not possible for everyone to become happy. Nevertheless, when it came to the salvation routes, so that the characters who lost their lives in the events leading up to the ending wouldn’t become mere sacrificial pawns, I always kept it in mind to make all the lives and deaths feel meaningful.
And also, as it is an otome game, no matter the route, I took care not to neglect the “love” aspect.
—Please tell us if there were any troubles you experienced while writing the plot and scenario, or any interesting episodes that occurred during the writing process.
The foreshadowed reveals were really difficult…..the main writer Satomi Nakayama and I brought everything together after a lot of groaning and intensive discussion. There was also quite a bit of fine tuning on where to draw the line when it came to the despair. Going this far might be too much for an otome game, but at the same time since we’re talking about despair, we didn’t want to take a half-hearted approach to it.
As for an inside story, the truth is Adolphe was alive in the first draft of Scien’s route, but thinking that there wasn’t enough despair, and also so that Ankou would be able to talk about the truth after the end, we ended up changing it. Nowadays I think that perhaps might be one of the main reasons people who have played the game often tell me, ‘You’re heartless.’
—Please tell us if there was anything you were particular about in regards to the game system.
That the other salvation ends wouldn’t unlock until the third act’s salvation end was cleared was something that was decided on from the first. I’m sure it must have caused the players a lot of distress [doing it this way] but Ankou being the first one to be saved was a point I couldn’t compromise on. My thought was ‘Who on earth would I save first while leaving behind Ankou, who has continued to fight for the sake of Ceres’s smile for so long?’ Also, another reason was that I wouldn’t be able to write all that I wanted for each of the character’s salvation ends without all of the truths being revealed first.
This isn’t related to the system, but I took as much care with how things were arranged in the game as time would allow me. From facial expressions, to the timing of changes in the BGM, the movements of the sprites…..I was very conscious of creating a display screen that allows players to immerse themselves in the story without losing interest. By including a lot of sprite cut-ins, not just in the everyday scenes, but in the fight ones as well, I hope that I was able to create a feeling of actually being at the scene.
—Please tell us if there was anything you were particular about when it came to romantic scenes.
Romance is but one aspect of human emotion, so I took care that the flow of the story up until that point wouldn’t feel unnatural. The aim wasn’t to create romantic scenes, but ones that expressed love.
My thought was that as [it is a game with] an overall brutal atmosphere, if I were to forcefully make it romantic, it might cause the kind of heartburn one gets from adding an absurdly large amount of sugar into bitter coffee (laughs).
I also took a lot of care that each of the characters would express their love in a way that was unique to them.
—Please tell us about a love scene and ending that you were particularly fond of.
I am fond of all of them, but [for love scenes] it would be the proposal amongst the flames in Yves’s salvation route. The reason Yves is able to have the determination to accept everything, both good and bad, is because he is the type of person who has continuously accepted both kinds of emotions. Ceres’s responding with, ‘…..Idiot’ to Yves’s confession, is something I am particularly fond of as it is a response appropriate for a girl her age, in contrast to her usually constrained manner up until that point.
When it comes to endings, it would likely be Lucas’s despair end. Although it is a bad end seen objectively, from Lucas’s point of view it is a happy end in which he is able to become family with the person he loved and live out his last days together with them, as we had the BMG match up with that, I believe it became a scene which left an impression. Also, a ring on a white bony finger is a scenario that I have always wanted to do, I was glad I was able to make it happen.
—Apart from the love scenes and endings, were there any other scenes that you would like people to play close attention to?
It would be the scene where Ankou and Ceres meet, and he smears her lips with blood. It was something I had wanted to do right from the beginning of planning, and when we did, it really stood out visually, so it is a favourite of mine. I think it became a scene with two facets, on your first playthrough, it gives the impression of Ankou as someone suspicious, but when you look back on it after finding out the truth, you are able to feel his emotions and love [for Ceres].
—Finally, were there any scenes or routes that ended differently to what you had originally planned?
The same goes for each of the routes, but particularly for the third act, the number of scenarios became much more than we had envisioned. When it came to writing Adolphe and Ankou’s story it ended up becoming longer by necessity, both Nakayama—san and I sobbed over it together (laughs).
When it comes to something I can talk about now, there was actually one more pattern that we came up with for Lucas’s despair end. Roughly explained, it was that Lucas would decide Ceres was a ‘bad girl’ for trying to kill him and cut her down instead. He would raise a baby that was born at the moment of her death as Ceres’s reincarnation, and then when he was near the end of his lifespan, take her along with him in death saying, ‘Next time, let’s be reborn together’…..but it really wasn’t the kind of material that should appear in an otome game so I refrained.
About the sound
—Please tell us if there was anything you were particular about in regards to the BGM production.
The fairly challenging discussion we had was to create a synthesis of ‘classical compositions that use string instruments and the like’ with ‘cyber techno style noise.’ I had the main theme ‘Shuuen no Virche -ErroR:salvation-’ created first, and even now remembering getting goosebumps hearing the part where the techno noise comes in just before the climax thinking, ‘This is it!’ Just like with the character’s clothing, the techno noise was used as the main music for things with a strong connection to the research lab and relivers, while the classical sound was used for the Drifter legend and everyday life scenes.
Parts of the BGM also feature arrangements from the main theme, which I think is most obvious in tracks like ‘Kaihou no Katsuro -Break-.’
For this game, we asked Ichikawa Jun-san, who has created a lot of BGMs for anime and dramas [to be the composer], his work further expands on the imagery of the scenes for which it is used, there were truly many compositions that went beyond my expectations. There were very few retakes, most were given the OK from the get-go!
-Please tell us if there were any incidents that occurred during the voice recording stage that left an impression.
The voices we heard during the tests were pretty much as I had imagined them to be, so there wasn’t much by way of finetuning. Everyone had thoroughly read through the scenarios and materials, so it felt as if it wasn’t necessary. It was very reassuring when Yoshimasa Hosoya, who voiced Scien suggested, ‘I think this kind of atmosphere would be good for this scene.’
Another event that left an impression was the commotion caused in the booth by how overly realistic Lucas’s voice actor Daisuke Hirakawa’s acting was in the scene where he vomits blood. We were all on edge saying, ‘He isn’t really vomiting blood, is he?!’ (laughs)
—Is there a scene that became more impactful once the voice acting was added?
It would be the scene in Mathis’s route where different memories are downloaded into him one after the other. Along with Kouhei Amasaki’s blood curdling performance, it becomes more obvious that, ‘Mathis’s personality is being replaced’, increasing the atmosphere of despair.
Another is the scene in the third act with Ankou’s line, ‘I want to see Ceres, I can't see Ceres.’ Because of Kazuyuki Okitsu’s performance, I think the amount of pain he went through for centuries feels all the more real. …..If I were to speak about everything in detail, I could go on for quite a while, truth be told, everything became more impactful (laughs).
—Please tell us if you had any special thoughts in regards to the main theme songs, or if you have any anecdotes regarding their production.
OP: Lycoris no Ai (Lycoris Love)
I had a number of detailed requests when it came to the lyrics, so I ended up causing a lot of trouble for LOVERIN TAMBURIN-san…..
I think people who have played the game must have noticed, but the lyrics have a small trick to them, the first time you hear them it is from Ceres’s POV, and then once all has been revealed, become lyrics from Ankou’s POV. I would be happy if my aim to have everyone enjoy even the lyrics was at least slightly achieved. ‘The flowers of demise are an illusion coloured by death’ and ‘I will love you forevermore’ are phrases I am particularly fond of.
Despair ED: Shuuen no Yume (Dreams of Demise)
From the image of being bound hand and foot, rendered immobile by a fate of death, the discussion was to make a song with a tempo and rhythm that was difficult to take up and hard to sing. Fundamentally speaking, the despair ends are situations in which [the characters] have lost to Arpéchéle’s twisted technology and way of life, so it is noisier and has more of a cyber feel than the OP…..it was that sort of atmosphere I asked them to emphasise.
Salvation ED: Junpaku no Kyuuzai (Pure White Salvation)
The keywords for the song were without a doubt ‘salvation’ and ‘normality.’ For this one, with the meaning of being released from a twisted way of life, I asked that there be none of the [electronic] noisy feel from the OP and despair ED. Also, in the OP there is a line, ‘Taken away by errors, I lost my emotions (heart)’, but in the salvation ED there is, ‘I will live tomorrow following my emotions (heart)’ ….. I am particularly fond of the fact it feels as if part of the phrases in it are in opposition to the OP.
*
—What was the response like after the game released?
Since I challenged myself with this title in creating different kinds of themes and endings, character relationships and behaviours, I had steeled myself to receive all types of feedback. However, after receiving passionate messages and comments of support, I was honestly as much surprised as I was happy as I hadn’t expected that so many people would end up playing the game. We have received many comments from those who are looking forward to new developments, so as staff we feel blessed to be in such a position.
—Were there any reactions or requests from fans that particularly left an impression?
It would be [comments about] liking not just one of the characters but all of them. There are many who say they are ‘hako oshi’ (TL Note: people who are fans of all of the characters) when it comes to ShuuViru….I am conscious that is something to feel very gratified about.
Another thing is that there were many comments about wanting to know the origins of the characters’s names as well as their birthdays. It would take a very long time to talk about the origins of all of them, as each of the characters has a meaningful name. If I am blessed with another opportunity at some point, please allow me to take the time to talk about them properly.
In this book I am also introducing the birthdays for the sub characters for the first time as well. Since it has still been only slightly less than a year since this title was released and making them official would constitute spoilers for the third act, we haven’t yet been able to celebrate them, but please allow me to leave behind my ambition of celebrating all the characters someday here.
—[The fanbook] this time includes Yomi-san’s omake comics and illustrations, how did the creation of those come about?
Yomi-san kindly sent them to me saying, ‘So I’ve drawn these as a bit of fun.....’ However, each time I look at them I tilt my head in puzzlement, ‘She did these “for fun”.....? Aren’t these beyond the level of mere doodles?’ During the busy development period I kept them on my PC desktop as a source of encouragement.
There weren’t any back sketches of Yves, Adolphe and Ankou at the time of design, so once it was decided this book would be created, I had her grant my selfish wish to have some drawn.
—Please tell us if there is anything you have planned for the future, or anything else you would like to do.
In September, [Virche] is in the lineup for Otomate Party 2022, so speaking of the near future that would be one of them.
When it comes to something I would like to see, it would be the characters moving around on stage in a play or musical. Because the clothing designs are very showy and splendid, I think the fight scenes would really stand out!
No matter what form it may be in, I would be happy to be able to show the world of ShuuViru once more. I am striving forward with it firmly in my mind that no matter what kind of new developments there are, it must be something that is able to answer the expectations of everyone who has shown their support.
—Lastly, please give us a message for the fans.
To those holding this book, and those who have played ‘Shuuen no Virche’, I am truly grateful. The reason I have been able to work on these various developments is solely due to everyone’s support. Let me take this opportunity to thank you all once more.
Going through material from the first stage of development in the process of creating this book, thinking, ‘How nostalgic, there used to be these kinds of scenes, I would liked to have written this,’ has been very emotional. I am happy from the bottom of my heart to have been granted this opportunity.
It is my earnest wish that you will love this work, and the salvation and despair that they arrived at, here on and into the future.
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I found so many new cool games from you:0 Can you do a list of what you play, please? It’s mostly otome, right?
oh of course! these are the otome games that i'm currently playing/have played recently:
virche evermore (switch)
birushana: rising flower of genpei (switch)
jack jeanne (switch)
even if tempest + even if tempest dawning connections (switch)
lovebrush chronicles (this one's a phone game but it's still classified as an otome game)
yumekuro (same as above)
#asks#collar x malice is also another rly good otome game that's available on the switch!#also for yumekuro it's completely in japanese but there's a lot of translations/guides out there ^^ and google translate is always ur bff#edit 7hrs later: I FORGOT TO ADD JACKJEANNE…. ONE OF MY ALLTIME FAVS… HOW COULD I ONFG#PLAY JACKJEANNE HOT AND SEXY PEOPLE PLAY JACKJEANNE
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Kokuto Neji's Story
Translation of Neji's concept art short story (original) for his birthday on March 22nd. Story by Shin Towada (JJ lead writer and Ishida's sister). Art by Lownine. Much like the others, there aren't really any spoilers as it's at the very beginning of the game before the first play.
The stage is a gigantic machine. Jacks and Jeannes are the gears and I'm the mechanic who assembles them all.
The darkened room is lit solely by a clattering computer with light strong enough to rival the midday sun. The bookshelves along the walls are crammed tight beyond usual capacity. The remaining books that couldn't fit have been turned into a fort on the floor. "Hmmm." Out of that pile, he easily picks out a book while holding a cup of coffee in his other hand. The one craning his neck towards the computer screen is the owner of this room. He's a third-year at Univeil Drama School. Working under somewhat special circumstances, he's the leader of Quartz: Kokuto Neji. His classmates include the Quartz Al Jeanne, Sarafumi Takashina, and Jack Ace, Kai Mutsumi. Taking liberal advantage of Univeil's culture of respect for personal autonomy, Neji doesn't just write and perform. He's able to act as both a Jack and a Jeanne, using his many talents to bring the performance together. Even now, he's in the middle of making preparations for the newcomers' performance. His eyes dart around as he scrolls through the screen. He's fidgety inside his head. For this reason, a knock at the door rings out unusually strongly.
"Yes, yes, come iiiin!" As Neji snaps back to reality, he opens the door with a feeling of anticipation. "Thanks." Behind the door stands a person with pale skin and soft hair. So soft it's as if the colour has faded and dissolved. This utterly adorable person raises his eyes towards Neji. "Why on earth would you call me over here then ignore me? I have things to do too you know." The edge of criticism in his voice gives a very different impression from his outside appearance. "Sorry about that, Shirota!" Mitsuki Shirota. He's a second-year, one year below Neji. As one would expect from his looks, he's been assigned to female roles as a Jeanne. "Honestly, I didn't think you'd actually show up." Shirota's eyes grow sharper as he speaks without hesitation. "Using a first-year as your carrier pigeon, what kind of excuse is that?" Neji had casually requested one of the brand new Quartz students to send Shirota to his office. "Well weren't you the one who told me to stop asking Kai to do things?" "Obviously. You shouldn't be using our Jack Ace for your trivial errands." "Right, so instead I asked this new person to be a pinch hitter." "I said to stop doing that too. Ugh, what do you want?" "How did that kid get you to come here? What kinda trap did he use?" "…You called me here for no reason didn't you. I'm leaving." "Hey, wait!" As Shirota turns to leave, Neji holds out both of his hands as if to say 'I'm sorry, I'm screwed up!' Shirota's expression darkens, recognizing that Neji hasn't reflected on his actions one bit. "So? What do you want?" Neji prefaces his words with, "I guess I messed up a bit," before finally cutting to the chase. "What is your impression of the first-years?" Shirota furrows his brow. "You asked Fumi and Kai this too, didn't you?" "You're right, I did!" He had asked both Fumi and Kai the same question. "If you have answers from both the Al Jeanne and Jack Ace, that should be enough. Why do you need to ask me too?" "What are you talking about?! You're our Tresor. You're our flower too!" Tresor is the name for Univeil Jeannes with strong singing abilities. The title suits Shirota perfectly. His outstanding vocal talents add vibrant colour to their performances. It's popular with audiences too. "I am glad you're with Quartz still though. I know you're pretty in-demand with Rhodonite." Shirota stays silent at the mention of that name. Univeil is divided into four separate classes with their own special traits. As the "transparent" Quartz class, they are primarily made up of inexperienced performers who have yet to find their true colours. This could put the class at a disadvantage, but really there are quite a few who enrol brimming with hidden talents. Quartz gives them the space to let those talents free. The content of their performances are tailored specifically for the current state of the class. The songs, dances, acting, all of it.
In contrast, classes like Onyx and Rhodonite have clearly defined colours. Powerful Jack dancers are the main selling point of Onyx, whereas Rhodonite pushes the dazzling singing talents of their Jeannes front and centre. Considering Shirota's abilities, it wouldn't be strange at all for him to have been sorted into Rhodonite. Actually, Rhodonite's class leader is pretty taken with him. But whatever class you look at, all of them are desperately aiming for that top spot -- now more than ever.
"So? What do you think of this year's new students?" Neji's tone of voice drops for the first time in this conversation,"You know it won't be good if things stay as they are, right? What with Amber and all…" That's the name of the fourth Univeil class. But it's hard to act as if the others are on equal ground with them. Shirota seems to grasp the weight of these words. He grips the sky blue tie around his neck as he appears deep in thought. He finally opens his mouth. "…There are three people I noticed," he says bluntly. Starting with Person 1. "Orimaki. I don't know how he got into Univeil with his singing skills so low, but his voice is strong and direct." Onto Person 2. "Yonaga. Him being as he is, he's a late bloomer who's constantly nervous about how he even got into Univeil. But he also thinks twice as much about the meaning of each song. That being said…"
Shirota's immediate answer suddenly hits a pause. "It's possible both of them just got my attention because they aren't very good." "In that case, they should consider themselves lucky you graced your eyes on them." Neji jokes then stares at him intently. "And the third person?" Mitsuki sighs at being asked for his final answer. "It's the one you made into your little carrier pigeon." A voice deep in Neji's heart whispers 'I knew it.' "So then, does our carrier pigeon also have a glimmer of sparkle out of a mountain of problems like Orimaki and Yonaga do?" "No, that guy is…" Shirota hesitates a moment as he chooses his words carefully. "I still don't know yet." "You don't know, which means…?" "Exactly what I said." He speaks as if to say he will give no further comment on the matter. "Is that enough for you now? I'm leaving." Having finished what he was asked, Shirota heads for the door. "Ah, one last thing! How did this pigeon get you to come over here?" Shirota is the type who prefers not to group up with others in class. He keeps a distance between himself and other people. He's not the type someone could easily convince by just asking outright. Even moreso if it comes from a student younger than him. "……" Shirota responds to Neji's hastily thrown words with silence. He opens the door to leave. That's as far as we're getting today, is it? "…It wasn't anything special." Neji's mood suddenly shifts at the sound of a reply he didn't expect to ever hear. "I was just taking a short break during practice and he came up to me and said 'Neji was asking for you'." A surprised 'ohh?' slips out of Neji's mouth. "So in other words, he chose when to make the request based on timing that would work for you?" There are times when Shirota is busy singing of course; however, there are also a lot of times when he appears to be doing nothing, but is actually busy arranging music in his mind. Figuring out the timing of when he's truly taking a break is no easy task. Even aside from the music, there are times when he doesn't want to be hassled with having to talk to someone. Using this understanding of his quirks, that carrier pigeon was able to start up a conversation. "Isn't that actually quite special after all?!" Neji says with a nod of admiration.
Upon hearing this, Shirota restrains himself from turning around and calling him a bald-faced liar. "This was all part of your plan, wasn't it?" His eyes sharply say, 'You haven't fooled me.' "Turning him into your carrier pigeon worked out just as you planned. Getting me to show up here and to name him as one of the students I noticed. You already knew all these things. It was just a ploy to confirm them." Shirota states his assertions strongly. Neji grins. He keeps up the act that there's no hidden motive behind his actions, but it smells like a lie. Shirota's face fills with disgust. He passes through the door, speaking as if he cannot bear to be around Neji any longer. "Please don't use me as a ruler for measuring other people." He shuts the door immediately to not let the conversation linger. "My my, Shirota is quite clever isn't he." Listening to the footsteps fade into the distance, Neji stifles his smile. "But regardless, the fact that pigeon was able to navigate this sense of distance with Shirota shows he might have quite a number of uses." This could be precisely reflected on-stage too. Neji's mind overflows with so many different ideas at an intensity that could give birth to a whole other world. "However, the 'I still don't know' part is there too. Fumi and Kai said the same thing." It seems difficult to learn the true nature of this bird. Even for Neji, there's many things about this younger student he's still unable to grasp. "The stage is a gigantic machine. Jacks and Jeannes are the gears…and I'm the mechanic who assembles them all. What shape will these talents take? Just watch and see." Neji takes a sip from the coffee he's been holding all this time. It went cold ages ago, but in this moment it's just what his body needs.
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BAD MEDICINE ~Infectious teachers~ [PC GAME] Kashu Remu (Chemistry) Route Translations (Ruin END)
MC’s name is retained as the original MC name Kawana Hina.
* Words within ' ' are spoken in English – *Spoiler free : Translations under cut!
Prologue / Part 1 / Part 2 / Part 3 / Part 4 / Part 5 / Part 6 / Part 7 / Part 8 / Part 9 / Part 10 / Part 11 / Part 12 / Part 13 / Part 14 / Part 15 / Part 16 / Part 17 / Bad END / Good END / Ruin END
— I have no idea how things turned out like this.
That day, he’d tugged me along by the arm to a place beyond my wildest imagination.
He did say that he lived in the Chemistry Preparation Room, and remembered him proudly saying that his residency certificate was also there. If so… Then, what is this place? Where was I?
If this isn’t his home…
Then… this might just be hell.
———————————————
Kashu: What a bad girl you are for making me angry~
Kashu: Right? Sacrifice-chan ♪
Hina: …
———————————————
After that fateful day… I was handcuffed and imprisoned here.
There were no windows here. Hence, I wasn’t able to tell day from night.
I couldn’t even tell how long it had been since then.
In the end, I never got to know the reason why he was even mad in the first place.
But… I no longer had the energy to ask him about it. Neither did I have the strength to escape.
Nothing.
———————————————
Kashu: Hehe~ Do you wanna run away~? No can’t do~ I won’t let you ♪
Kashu: You’re my precious experiment subject after all~
Kashu: I’ll keep you here forever~ And ever. And ever!
Hina: Why…
Kashu: Why? It’s obvious, isn’t it?
Kashu: Because you’ve been a bad girl. Special Guidance Officers are responsible for disciplining bad girls.
Kashu: But, that being said… You don’t have to go back to being a good girl~
Hina: Eh…?
Kashu: Mmhm. I think you’d be better off remaining a bad girl forever.
Kashu: Things will be much more interesting that way~ Plus, wouldn’t it be easier for you too?
Kashu: Because you’ll be able to stay here and get punished by me forever~♪
Hina: …!!!
Kashu: Hm? What? You still have that much strength left, huh? Why, are you feeling better today?
Kashu: Perhaps I should make you exercise a little? I’ll even help you with it~
Hina: Wha…
Kashu: We have to deal with dissatisfaction post-haste, don’t we? The sooner it’s settled, the better ♪
Hina: !? Wh- S-Stop it! STOP!!!
Kashu: Hmm~? I see~ So this is how you react in situations like this.
Kashu: Mmhm, this is interesting~ I wonder what’ll happen if there are others here as well~?
Hina: Wha… What are you saying!?
Kashu: What? Well, aren’t you curious to know? I think all healthy boys would be into that~
Kashu: Oh, but that would mean I’d have to show my cute experiment subject to others. And that’s just boring.
Kashu: Welp. Looks like I’ll just have to forgo that prospect. Hmmm, but it still is a pity though~
Hina: (What… the hell is this guy saying!?)
Kashu: Oh? You’ve gone all docile. You can trash around more, you know~
Kashu: Either way, you won’t be escaping from this place ♪ Those handcuffs you have on are made of the latest advanced technology~
Kashu: Hehe, see this? These handcuffs will connect us together, forever.
Kashu: It’s proof that you’re mine. Ahaha, this is so thrilling~
Hina: Stop… Stop it! Help! Someone… Anyone!!!
Kashu: Help won’t come. But that? That was a great reaction ♪
Kashu: Why don’t we go see what all that love behind that scream is all about, hmm?
Kashu: Shall we? Sacrifice-chan ♪
Hina: No… NOOO!!!
Kashu: Yes~ What a beautiful scream. It really makes my heartstrings tremble~ All palpitating and all that. Hehe.
Kashu: Don't hold back on me, you hear? You can scream all you want.
Kashu: I've soundproofed this place, so that won't be a problem at all~
Kashu: My whole body is getting hotter and hotter whenever I see that face of yours — whenever I hear that voice of yours.
Kashu: Ahaha, you're truly fascinating! I'll never get bored of you!
———————————————
Despair filled me.
I could feel the chains ensnaring my very being. I was unable to escape, no matter how much I wanted to.
What went wrong? Why did he lose all reason?
The only thing I knew was that— There was no escape for me.
———————————————
Kashu: You’re amazing… A brilliant, brilliant experiment subject!
Kashu: Haha! Ahahahahahaha!!!
———————————————
The chill of the handcuffs around my wrist pierced my heart.
#bad medicine infectious teachers#bad medicine infectious teachers game#otome#rejet#translations#kashu remu#tojo kairi#shido kaname#yanagi ryota#kuzuha kakeru#nagihara taiki
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Felt obligated to share my favorite sketch from the Virche fan book!
Sweeties 😭
#this is for all my fellow Lucas brain rot comrades out there#(it’s Lucas and Nadia if you can’t tell LOL)#this is the ending they deserved!!#salvation end who? I don’t know her#having a disposable income and hyperfixations is a very dangerous game 💀#I so SO wish I could read Japanese though…#there’s so many cute little sketches and silly comics y’all 😭#google translate can only do so much since they’re all handwritten 😔#virche evermore#shuuen no virche#lucas proust#Nadia Proust#otome#my post
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Jack Jeanne Complete Collection - Interview with Ishida Sui and Towada Shin Translation
This interview is from the Jack Jeanne Complete Collection art book, it’s available on CDJapan and Amazon jp. You can also purchase a digital only version on bookwalker jp. I encourage anyone reading to purchase the game (if you haven't already) or the art book itself to support Ishida and Towada directly. 💕
This is a VERY long interview so I apologise for any typos or errors I may have missed.
~ ~ ~
An interview with Ishida Sui and Towada Shin, who both worked on writing the story of Jack Jeanne. In this interview they reveal what went on behind the scenes during production, rejected story ideas and much more. This interview was conducted remotely on the 9th of February 2021.
Interviewer: Yui Kashima
How did Ishida Sui end up making an otome game?
—How did the production of Jack Jeanne begin?
Ishida: It was sometime around Autumn 2015 I think… On an old personal site that I used to run, I received an email from the company Broccoli to an email address that I no longer use. It was a commission request for character designs.
—In 2015 Tokyo Ghoul was still being serialised wasn’t it?
Ishida: Yes. Usually job offers like that go through Shueisha first, so I contacted my editor asking why this one was sent to my private email… At the time, in addition to working on Tokyo Ghoul, I was also drawing illustrations for a tear-off calendar and very busy with various other things, so when my editorial department heard about the offer they seemed very shocked like "What!?".
—Why did you decide to accept the offer even though you were so busy?
Ishida: I would often receive offers asking for me to draw manga or illustrations, so I figured that this one was a similar case. However, some words in the email caught my eye. Like ‘Gender Swap’, ‘Takarazuka’ and ‘All Boys Opera'. When I saw these concept ideas, a dream began to swell in my chest and I felt like giving it a try.
I think if it had just been a normal character design job, I would have turned it down. However just from reading the short brief in the email my interest was piqued. While in discussions with the Young Jump editorial department, I also casually mentioned the kind of offer I’d received to Towada-san.
Towada: Yeah, Ishida-san asked me for some advice. I was also drawn to the ‘Gender Swap’ and ‘Opera’ concepts. I could easily visualise the setting of the story. Additionally, it seemed like it would be a story that included many different themes such as gender. When I thought about that, I figured that Ishida-san would be a good fit, since I knew he would be able to draw something that went beyond all genders.
Ishida: I’ve been drawing androgynous characters for a long time, so Towada-san and I talked and wondered if that's what they must be looking for. After that, I created my own proposal and submitted it to Broccoli.
—You created your own proposal, Ishida-san?
Ishida: When I looked at the original proposal that Broccoli had sent me, a lot of it differed from my personal tastes. It was a very upbeat and dazzling story. It would’ve been hard for me to match my art style to that, so in my proposal I noted things like ‘if it were me, I’d do something more like this’. I was interested in this unpolished gem of a story, so I thought it would be a waste to turn it down altogether. I wanted to at least try throwing my own ideas into the ring, so I spent a week creating the six main characters and sent them in.
—At that time, I heard that the game wasn’t titled ‘Jack Jeanne’ yet, but was instead called ‘Jiemarie’.
Ishida: At first, I wanted to try creating a word that doesn’t exist. So using French as a base, I came up with ‘Jiemarie’ as the game's provisional title. But then a month later when I was reconsidering the title, I looked at it again and thought, damn this looks lame. So I hurriedly called Towada-san on Skype and we entered a discussion that lasted about ten hours over what the title should be.
That’s when we decided on ‘Jack Jeanne’. The male roles take the name from the knight, or the ‘Jack’ in a deck of playing cards. And the female roles ‘Jeanne’ take from the word parisienne and Jeanne d’Arc. When these two terms are put together, I feel like you can comprehend what the game is about with a bit of nuance. Plus you can shorten it to ‘JJ’… That’s also the title of a magazine though (lol).
—Taking on another job whilst your manga was being serialised sounds like it would be tough on you both physically and mentally.
Ishida: I think I must’ve been a bit unwell (lol). My body was fine, but being able to work on something other than a serialised manga was a lot easier on me mentally. I may have seen it as a way to escape, so I didn’t feel that working on two projects at the same time was difficult. When it comes to game development, I can only create what I’m capable of, and there was no set release date yet. Of course, I would work on and submit things whenever I could though.
—What kind of things would you submit?
Ishida: I would sketch character designs, discuss and create story elements with Towada-san and try to put Univeils history into chronological order. Then I would share the progress with Broccoli and have meetings and such with them. In the beginning, rather than having to draw anything yet, it was mostly just brainstorming and planning. That’s why I think I was able to do it all concurrently with the serialisation of my manga.
~ ~ ~
How Ishida Sui and Towada Shin know each other
—Do you chat with Towada-san often?
Ishida: Well yeah, she is my older sister after all.
Towada: We talk a lot. When we both have the time we chat over Skype.
Ishida: Once we start the conversation can last up to five or six hours. We mostly talk about things that happened throughout our day. When I’m talking to someone I often bring up something that’s happened to me and ask their opinion on it. She became someone that I could chat with whilst working on my manga. Ever since my student days we’d talk until early morning, I usually told her about storyboards I’d drawn.
—At the Ishida Sui exhibition it was revealed that Towada-san had even given you advice on some of your earliest works.
Ishida: Yeah that’s right. It was a work I’d prepared for a 'bring your own work along' induction course in Tokyo that I attended back in my student days. It was a manga about two characters who eventually became the prototypes for Tsukiyama and Hori Chie in Tokyo Ghoul. It was only about 30 pages long, however when I showed it to Towada-san the day before the presentation, she told me that she thought my linework was too thin.
Towada: Yeah, the overall linework of the manga was thinly drawn. Once I told Ishida-san this thought, he began tracing over his linework and making it thicker. And then when he looked at it again, he said “Yep, I need to redraw the whole thing”.
The linework being too thin was only my personal opinion and the presentation was in Tokyo the next day, so in horror, I began hastily telling him, “You won’t make it in time, stop, stop!”
Ishida: All I could think about was that the lines really were too thin, so I wanted to redraw it. All of the screentones had already been affixed to the panels, but I didn’t want to bring something along with me whilst knowing it wasn’t the best that it could be.
Towada: Ishida-san handled the linework and I helped with redoing the screentones. We worked throughout the night and finished redrawing the whole manuscript. Once it was done, it wasn’t even comparable to the previous version, the lines were powerful and the characters' expressions conveyed a lot. I was seriously worried though (lol), I didn’t know if we’d complete it in time.
Ishida: I couldn’t think about anything other than the lines being too thin, so I wasn’t even worried about whether I had enough time or not.
Towada: I fell asleep halfway through, but you continued and boarded that Tokyo bound flight without having slept a wink, didn’t you?
Ishida: Yeah. I let Towada-san sleep and continued applying the screentones myself right up until the very last minute. I was still applying them whilst on the plane and also after my arrival in Tokyo. I used screentone number 10 a lot, so I remember the scenery around me gradually began to look grainy like the screentone. It felt as though I was hallucinating.
—Sounds like it was a tough manuscript to complete. Towada-san was also the author for the Tokyo Ghoul novels, has your relationship always been one akin to work partners?
Ishida: When it was decided that Tokyo Ghoul would be getting a novelisation, I was given other authors' works to look at. However, none of their styles really clicked with me, and they didn’t seem right for the series. I knew that Towada-san wrote, so I tried reaching out to her.
Although back in the days of Tokyo Ghoul’s serialisation, Towada-san and I didn’t talk as much as we do now. If I had any concerns I would just try and sort them out by myself. We’d always gotten along as brother and sister, however we didn’t really start to have a ‘work partners’ kind of relationship until we started working on Jack Jeanne together.
Towada: That’s true. Back then, we only occasionally conversed regarding the novelisation of Tokyo Ghoul. Before :re we only spoke once every few months over Skype. As Ishida-san said, it wasn’t until I started working on Jack Jeanne that we really started properly talking to one another.
—How often would you contact each other?
Towada: Depending on what stage we were at, we would bounce ideas off each other once every three or so days. Ishida-san would make a request like “I’d be happy if this part of the script was done within the next two weeks.” And then I’d present what I’d written and we’d discuss it and then I’d return to writing again. This process was repeated until Jack Jeanne reached its completion.
—Was Ishida-san the one that reached out to Towada-san to write the script of Jack Janne?
Towada: He didn’t ask me specifically to write the script, early in development he’d ask me to help with some research like “I’d like you to look up some information on this, could you help me?”. I’ve always liked ikusei games and within that genre I also enjoy romance and otome games. So I think that’s why it was easy for Ishida-san to consult me about it. We’ve had a common interest in games ever since we were kids.
Ishida: Back then I played games like ‘Pinnochia no Miru Yume’ and ‘Angelique’. I wanted to try and conquer Marcel in Angelique but it was one difficult game, so it was a tough task. Before I could even raise any flags with him, the training aspect of the game was so hard that no matter how many times I played I never got any good at it.
Towada: I’m the type that loves playing games, so after talking with Ishida-san, I went on to play every popular otome game that had been released around 2015, as well as every Broccoli published otoge. I completed every single character route in those games. I began analysing otome game trends and Broccoli’s brand identity and relayed my findings to Ishida-san. After that, I went along with the Jack Jeanne production team and Makasano Chuuji-san from Shueisha, who was the scriptwriter of the Tokyo Ghoul anime. We all visited the city of Takarazuka for research.
Ishida: I was also supposed to be there for the Takarazuka trip but since I had my manga to worry about, I had Towada-san go and take in the atmosphere in my place.
Towada: I did have to gather material but I think I visited Takarazuka a total of five or six times. From morning I would watch the Takarazuka theatre from afar and simply watch the guests move about, soaking in the atmosphere of the city.
Along with the Takarazuka plays, I also watched student plays, in total I probably went and watched one hundred shows. Theatre shows that are performed by professionals are fully realised and flawless. So getting to see the contrast to student plays, where they progress and improve until the show is complete was a very helpful reference.
I’ve always enjoyed watching plays, so everything I had to research overlapped with my own hobbies. I still shared my own input with Ishida-san though.
Ishida: I’d never formally been asked to write a script before… I felt like a fraud (lol). I think it’s because I’m not very good at being considerate of other people. I don’t think I’d be able to work with anyone other than Towada-san on something.
—Why is that?
Ishida: Well, for one I don’t want to talk to anyone for long periods of time (lol). Because Towada-san understands what aspects of a story are important to me, she’s also able to comprehend what I mean when I talk in abstract concepts. We could save time by not needing to have any pointless discussions.
Towada: Back then Ishida-san was still very busy publishing his manga, so bringing in all sorts of new people to work on the project probably would’ve put quite the burden on him. That’s why I wanted to help him out in some way.
After researching all sorts of things, I ended up participating in a production meeting for Jack Jeanne, but I was not expecting that I myself would end up being in charge of writing the script. Rather, I was more just looking forward to getting to play a game made by Ishida-san. As things progressed though, I was asked to try plotting things out, or to write part of the script to be used temporarily. Eventually I came to think, why don’t I just write the scenario myself?
I’d never written the script for a game before though, so that’s what had been holding me back. Unlike novels, it’s commonplace to not have to write descriptively. Novels are made up of dialogue and descriptions, like describing the setting and characters' expressions or emotions. So I had to spend a lot of time working out how to write to properly convey a story through dialogue alone.
When I first started getting the hang of it, I tried writing a script that still included descriptions but I quickly stopped. Jack Jeanne is about theatre, so I figured that it would be easier to convey the presence and narrative of the story through conversation. I usually write novels, so I was uncertain, but since Jack Jeanne has sprites of the characters on screen, I thought that I could do it. I suppose it’s closer to writing for a manga rather than a novel.
~ ~ ~
The rejected character routes
—Before Tokyo Ghoul was completed, what kind of things did you work on?
Ishida: The first two years were mostly spent creating the game’s world and mechanics. Like deciding how many performances there would be, how the plays would be presented. Would it be a dialogue drama? Would there be mini games? Things like that. We also had to decide whether summer break would be included or not, how raising affection would work and how the choices would be presented. Those are the sort of things that were talked about first.
—You got to watch over the entire game’s development then.
Ishida: At first, I got carried away and envisioned a stage play game full of skill mechanics that I personally enjoyed. A busy game full of specs you can raise and improve in mini games, however when I explained these details to a friend of mine, they were like “You’re just imagining a game that you would like, right?”.
They asked me if that’s what the eventual players of Jack Jeanne would be looking for. That same friend said that since it’s a story that deals with the theme of theatre, it would be better if the player could witness the performances themselves. So I took that advice and the prototype of the current Jack Jeanne was created. I told all of this to Towada-san and had her handle the script.
Towada: You can’t write a script without knowing how the game’s system works after all.
Ishida: Now that I think about it, before Tokyo Ghoul was finished, rather than build the game's foundation, all I was really doing was scattering the sand to prepare for said foundation.
When Tokyo Ghoul entered its endgame especially, I really had to concentrate on it, so I took a six month break from Jack Jeanne. Ending a story requires a lot of energy and attention, so I left the practical work of Jack Jeanne to Towada-san and only supervised the music production and attended any important meetings.
—So during serialisation you were making preparations to jump right into it afterwards?
Ishida: Yes exactly. I wasn’t able to do much practical work, so I had Towada-san prepare the script in advance for me. And for the time being, create one character route.
—Which character was it?
Towada: It was Shirota. I wrote about the equivalent length of a short book and it was more or less complete. In the end, we scrapped the entire thing though… Because the atmosphere in the beginning was quite dark.
Ishida: It was dark because I was too used to Tokyo Ghoul. It included issues like a troubled household and severe bullying. Reading something like that wouldn’t put the player in a happy mood.
Despite it being a story about the theatre, my attention drifted to other topics which didn’t fit. And it was me who had asked Towada-san to write something like that… A couple months after the Shirota route had been completed, I read over what Towada-san had written for me once again and realised that it was a bit too gloomy. I’d forgotten what prompt I’d even given to her in the first place (lol).
The first character portraits and CGs that I created were for Shirota too. The reason being that Shirota is the only second year student and he was already a complete individual, so he was easy to create for. As for the third year students, there’s three of them, Fumi, Kai and Neji. Along with Kisa, Suzu and Yonoga are also first years, so continuity and character relationships need to be taken into account in order to create them, so they were a little more complex.
—How did the other characters come to be?
Ishida: At the proposal stage, the first character that I created was Kai. It’s a game where characters will be falling in love and confessing to one another, so first off I wanted a character that was handsome. Then I made Fumi who would be Kai’s partner. After that, I think Shirota was next.
Towada: At first you created the characters by basing them on plays didn’t you?
Ishida: I’m a fan of Yamamoto Shugoro’s work ‘Kikuchiyosho’ so Shirota was created using that as a base. In Shirota's case the genders are swapped, but Kikuchiyosho is a story about a girl who is born into a samurai family and raised as a boy. It has an element of androgyny and portrays the confusion and anger concerning gender quite well.
—How did you select the plays to base the characters on?
Ishida: I chose plays that lots of people are familiar with and would be easy to assign characters to. Kai is ‘The Phantom of the Opera’, Fumi is ‘Salome’, Neji is ‘Faust’ and Yonoga is ‘Shintokumaru’. Kisa and her classmate Ootori are ‘Don Quixote’. Ootori ended up becoming a side character though.
—So Ootori was originally meant to be a main character?
Ishida: Yeah. If I were to compare it to Tokyo Ghoul, Ootori is in the same position as Tsukiyama. I wanted a pompous character like that in Quartz. However I may have made him a little too unique (lol).
I received feedback from Broccoli that they want the main six characters to be an elite group, so a more easy to approach character would be better. So I moved the bright and cheerful character that I had originally made as Onyx’s Jack Ace over. That character was Suzu.
Making the characters personifications of plays started to become difficult to stick with though, so I abandoned the idea entirely halfway through.
—Despite appearing glamorous, the characters are all dealing with their own issues, like certain complexes and family troubles. I think that they’re all conflicts that are easy to sympathise with, how did you decide what the backbone of each character's conflict would be?
Ishida: First I created the character's appearance and then decided what personality would match them. Like with Fumi, when I began to think about making his story about the unique struggles that come with being born into a respected family, if becoming a successor was going to come into question, then he needed to have a brother.
In this way, I worked backwards from the vibe of his appearance and created his home life. I did the same with the other characters too, thinking things like ‘to have a personality like this they must not have parents, or they must struggle with expressing themselves’.
I think that if you let your characters do human-like things, then aspects of them that are easy to sympathise with will be born.
Jealousy, setbacks due to failure, inferiority complexes… Each and every character naturally ended up having some form of theme attached to them.
—I feel as though Kisa had a different sort of personality than that of a typical heroine.
Ishida: To put it simply, I want my protagonists to be fighting something. If they’re not giving it their all, then it’s no good. If they’re just standing around, then you can’t empathise with them.
—There’s times where she draws others towards her or supports those around her. She also has some masculine aspects to her.
Ishida: I think that I’m moved by characters who make me think “This kid’s really admirable”. That’s why I made Kisa a girl who works hard no matter the difficult situation that she’s in. I like Kisa and I’m sure Towada-san feels the same way.
Towada: She’s the result of both of our preferences. While due to the game’s setting, she of course has struggles related to being a girl, but I was careful to write the main thread of her story in a way that transcended gender and instead simply showed her charm as a human being.
—Regarding gender, I was impressed by how neutrally it was portrayed.
Ishida: Yes. Originally, I was going to make Shirota a character with a feminine personality, but I ended up scrapping the idea. In the end, he ended up having more of a masculine mentality. The premise of Jack Jeanne is that boys also play the female roles on stage, but it’s not a metaphor for anything and I didn’t want it to raise any questions. I simply wanted to give it my all creating plays with that setting and create something new and refreshing.
I don’t struggle with any gender related issues myself, so it’s not like I can fully understand what it’s like, but in general I’ve never considered gender to be a very big deal. If someone born male were to tell me “I have the heart of a woman” then I’d just think ‘ok cool’.
To me it feels strange to place so much weight on such an issue. I don't see why others need to be bothered by someone else's gender, I'm not since I myself am not able to speak for such experiences.
Towada: At first, it was possible to take that direction with Shirota but as I continued to write, I came to realise that there was no need to exaggerate any emphasis on his gender identity.
To those looking from an outside perspective, it may seem like a unique identity such as that is a person's defining trait, when in reality it's only just a portion of their whole self. If you consider it to be all they are, then you end up denying the other aspects of that person.
Whilst considering the individually of each character, I kept in mind to write them in a way that seemed natural for them.
—The side character, Tanakamigi Chui of Amber, had a very striking presence. How did you go about creating him?
Ishida: I wanted someone that’s easily understood to be the antagonist, so I went ahead and tried to draw someone who looked like an unstoppable genius. Despite being a second year, it’s as if he controls the school. I wanted an enigmatic and intriguing character like that. Once I named him Tanakamigi Chui I felt as though he was complete and his inclusion in the story was quickly decided on.
—On the flip side, were there any characters that you had a hard time creating?
Ishida: I had to think a little harder about the other members of Amber. They needed to have the aura of the enemy but since they’re only villains in the context of the stage, they’re not actually bad people. So it was hard to find that balance between them.
Visually they’re edgy and have a talented vibe, but they also have their own individual quirks, they’re not all homogeneous. I struggled with Kamiya Utsuri especially, I wanted him to visually look like he could be a Jeanne while also still looking like a boy, so it was difficult to get him right. I didn’t have to do many redesigns though and all the other characters came to be without much trouble.
What I actually had more trouble with, was the fact I made the cast too large. I initially created almost double the amount of first year characters, but when I looked back over the script that Towada-san created, I told her “There’s way too many characters, please cut some of them out.” To which Towada-san replied, “Ishida-san, you’re the one who created them in the first place.” (lol).
Towada: That’s because the cut characters had already appeared in the script (lol).
Ishida: I feel that when there’s too many characters a lot of them get wasted, so just like that I end up creating and scrapping a lot of my characters. I think even Broccoli were surprised by the amount of times I’d suddenly tell them “Oh that character doesn’t exist anymore.”
—Apart from characters, were there any other aspects of the game that were abruptly discarded?
Ishida: The performances I suppose… Originally I had wanted there to be a larger variety of shows, but if you were to put all of them in the script it probably would’ve ended up being three million characters long.
In the beginning of development, I had originally planned for each character's route to have a different final performance. There’s six main characters, and including Kisa’s route, that would total to seven unique shows.
Before that there’s the newcomers, summer, autumn and winter performances, so I arranged to have a script written for each. Basically I wanted to include more shows and increase the amount of sub stories, but that would be confusing to play through and development would never end. The game engine has its limits too, so I decided to keep it simple.
Towada: It would’ve been difficult to play through all that as well (lol). For the final performance, we settled on it being one show and letting the player enjoy it from each character’s perspective instead. And even then, there’s still over 20 different endings to the game, so it still took a long time until everything was fully complete.
—Newcomers, summer, autumn, winter and the final performance, were these five show’s scripts all original?
Towada: Yes. However at first, like the characters, we had planned to base them on famous productions. Like Shakespeare or fairy tales. We figured that players would find it easy to get immersed in plays that they were already familiar with.
Ishida: For the newcomers' performance, I thought we could have a show called ‘House of Biscuits and Candy’ based on Hansel and Gretel. I had also originally planned to use each character's motif to base the plays on.
Towada: Like Shintokumaru, right?
Ishida: Yeah yeah. I even went as far as getting permission to use it, but if the show were to be following a story that already exists, then the script would be bound to it. Once I understood that it would make it difficult to relate the stories to Univeil, we decided to create the plays ourselves.
Since I acquired the permission to adapt Shintokumaru though, maybe I’ll have to make a manga about it someday…
By the way, the one who was saying “Let’s do this” and then changing it to “Nevermind let’s not” was all me. I’ll start on something wholeheartedly thinking that it’s the right choice before realising halfway through that I can’t actually take it anywhere and stop. Jack Jeanne’s development was full of trial and error.
Whenever I’m about to start something, Towada-san will express her concerns with my ideas but I always end up pushing on with them only to ultimately scrap it.
I probably have at least ten books worth of scrapped drafts alone. I had no real knowledge of how to properly craft a story. I hadn’t drawn anything other than Tokyo Ghoul, so even though I had no idea what the fundamentals of storytelling were, I misunderstood that I could write other kinds of stories too. This time around I studied and revised each time… I really learnt a lot.
Towada: You learn things by doing them, so I think I just got used to it (lol). Also, you don’t commonly see stories presented within stories, I thought that it was a rare case for a game especially.
~ ~ ~
The story behind ‘Lyrics: Ishida Sui’
—You also wrote the lyrics for each of the songs used in the performances didn’t you, Ishida-san?
Ishida: Yes, that’s how things ended up. It goes without saying, but no one, including myself, thought that I’d be the one writing the lyrics.
Originally Broccoli brought in several professional lyricists and had me look over what they’d written. However I couldn’t help but feel that they were lyrics I’d heard somewhere before, or they at least didn’t leave a unique impression on me. I did feel the finesse of a professional, and they were beautiful lyrics that fit the story in one way or another… But the words used didn’t touch on the core of the story.
The songs in Jack Jeanne are stage songs that Neji wrote for the members of Quartz. So unless you’re familiar with the setting and understand how the characters are feeling, then you won’t be able to write lyrics that perfectly fit the scenario.
While I knew that my lyric writing technique would be far from that of a professionals, I thought that no one understands and loves these characters more than me, so I approached Broccoli about it. I’d poured my heart into not only the character designs, but also the story and system of the game, so I didn’t want to compromise on the lyrics and have them pale in comparison.
So, to the best of my ability, I wanted to at least try my hand at writing them. I had Broccoli check whether or not what I’d written was viable and asked them “If there are no problems, then please let me write the lyrics.”
—Did you sing the temporary vocals for the songs too?
Ishida: When I submitted the lyrics to Broccoli, I got the normal response of “Thank you, we’ll leave the temporary vocals to you.” Along with this message they also wrote “You can hire a professional vocalist if you’d like, or you could record the temporary vocals yourself.”
Because of this I started thinking that maybe I should record them myself. Similar to how one wouldn’t be able to write lyrics for the songs without a deep understanding of the story, if you weren’t the one who wrote the lyrics, you wouldn’t know how they’re supposed to be sung either.
So, after deciding that I had to be the one to do it, I made preparations to acquire some audio recording equipment and downloaded some editing software. I divided up the parts and harmonised with myself and over the course of three days, I finished recording the temporary vocals. That’s more or less how I did it.
—When recording yourself singing, being self conscious about it can interfere, can’t it?
Ishida: I don’t think I was possessed by him or anything, but… When I tried to go all out, as expected I felt a bit hesitant, so I began recording whilst imagining I was Neji.
In the game, Neji is the one who writes the scripts, so surely he would also write the lyrics and subdivide the song and do everything himself. So I got through it thinking like that. In that pumped up mental state, I sent in the temporarily recorded songs but all Broccoli said back was “Alright, let us know your upcoming schedule”, I got so carried away that I was somewhat bewildered by the cold response (lol).
~ ~ ~
Recruiting via DM, gathering specifically selected creators
—It appears the creators you gathered to handle things such as the concept art and music are all people whose work you enjoy.
Ishida: Yes. Almost everyone was sent a targeted offer. For example, I’ve always loved the concept artist Lownine-san’s work ever since I was a student. I suppose you could say I was jealous of how high quality their artwork is… They’re someone who I thought I'd never be able to beat in my entire life. Lownine-san is an amazing artist who is especially good at blending characters into their backgrounds.
When we were creating Jack Jeanne, I wasn’t sure if I’d be able to pull something like that off, so I definitely wanted to recruit Lownine-san for the job. After getting permission from Broccoli, I reached out to Lownine-san myself through Twitter DM’s. I had only appreciated Lownine-san’s work from afar, and we’d never actually interacted before, but we did both follow each other. I received a reply that Lownine-san was fully on board to accept the job.
Towards the end of Jack Jeanne’s development, I got the chance to speak with Lownine-san, so I asked them “Could you teach me how to draw?” They gladly accepted this request and taught me how to draw whilst screen sharing over Skype. However, in about 10 minutes, they’d already drawn such an amazing piece that I felt I should just put my pen down (lol).
Towada: You were a little down after that, weren’t you?
—Had you been a fan of Kosemura-san, who was in charge of music, since you were a student as well?
Ishida: Yes, I’ve listened to Kosemura-san’s music a lot since I was a student. When I was brainstorming what kind of music would fit Jack Jeanne, Kosemura-san’s ‘Light Dance’ immediately came to mind, since it fit perfectly. Because I didn’t have any personal connections to Kosemura-san however, I didn’t know how to get in contact with him, so I made the request through Broccoli. I only found out about this recently, but apparently Kosemura-san almost turned the offer down*, I was quite shocked to hear that (lol).
*When the initial request was sent, it was under wraps that the game was being made by Ishida Sui, and since Kosemura-san didn’t have much experience in writing game music, he wasn’t optimistic about the offer. However, later, when he learned that it was a game being made by Ishida Sui, he readily accepted the offer.
—How did Seishiro-san, who was in charge of the choreography, get chosen for the job?
Ishida: A very long time ago I saw the group Tokyo Gegegay appear on a program called DANCE @ HERO JAPAN and I remember thinking ‘this group is crazy good’ and I was immediately charmed by them. After that, whilst I was looking through more videos of Tokyo Gegegay on YouTube, I happened upon a studio workshop video and discovered Seishiro-san.
—What about him caught your eye?
Ishida: Whilst first and foremost his dancing was super sexy, it also had a certain strength to it. I remember thinking that he danced in a way that embraced the best elements of both masculinity and femininity. And that had stayed in my memory ever since. When Seishiro-san was recording motion capture for the game, he allowed me to interrupt and even taught me some of the choreography.
(note: you can watch Seishiro dance here, he is also the choreographer behind this RADWIMPS music video!)
—I hear you’ve known Gyudon-san, who was in charge of making the movies, since your Tokyo Ghoul days.
Ishida: Yes. Around the time volume 13 of Tokyo Ghoul was set to be released, we held a still image MAD (Music Anime Douga) contest. The grand prize winner of said contest was Gyudon-san, who at the time was still only a student. The way they made a video by manipulating the manga panels to move so fluidly was really cool and stood out from the rest.
Around when Tokyo Ghoul had ended and :re was about to start, I had Gyudon-san make a minute long video for me. After that, Gyudon-san grew in popularity and became someone whose work is in high demand, so they seemed very busy.
However when Jack Jeanne was announced, we were able to have them create a promotional video for us. Since I’ve known them since Tokyo Ghoul, I figured I couldn’t go wrong entrusting the job to Gyudon-san. They didn’t just deliver their finished work without a word either, Gyudon-san also made a variety of suggestions and worked on the project with a positive attitude. For the videos used in the performances, I was asked to provide materials and became very involved in the process. I think it took about two weeks… Despite the really tight deadline, Gyudon-san allowed me to catch up and was super helpful.
I was also the one who reached out to Touyama Maki-san, who was in charge of creating the in-game chibi characters and the 4koma manga used for promotional purposes. During Tokyo Ghoul’s publication, Touyama-san would draw short comics for the series as a hobby, I thought they were a nice person for doing so. Their art was great too and I was very thankful. So when it was decided that we’d be displaying chibi characters during the game’s lesson segments, I wanted to leave it to Touyama-san and sent them the offer.
(note: this is the MAD that gyudon won the contest with, they now regularly make moving manga CM's for jump titles, they make the Choujin X ones too!)
~ ~ ~
The winter performance moves into Quartz’s ending, and the divergence in the story since the beginning of the year drastically branches off
—The performances, packed full of each of the character’s skills, continue for a year and pass by in the blink of an eye. Once the new year breaks, it feels as though the atmosphere of the game drastically changes. What were your intentions behind this?
Towada: That’s when the character route specific endings begin. So we packed all the needed material to set them up into the winter performance.
Ishida: The winter performance is like an ending for Quartz as a whole, so we packed it full of good lines and scenes without holding back. I may have used up all of my cards but by using them all without compromise, we were able to make the story reach a nice peak. After that, the story switches to focusing on each character's individual ending.
Towada: We used a lot of great material in the winter performance, which meant the final performance would have to be even better still. In a good way, it gave us a higher hurdle that we now needed to overcome.
—So you needed to create even more anticipation heading into March?
Towada: From January to March, each character’s route is completely different. From the new year onwards I needed to create seven different scripts, so it was very challenging. The amount of text for the last three months of the game alone just about eclipses the amount of text from up until the winter performance. There was so much to write that I began to fear I wouldn’t even be able to finish it.
Ishida: Having more choices that drastically change the ending of the game makes the player feel more involved. So, despite it making things tougher on ourselves, around the time we were working on the autumn performance is when we began thinking about how the game’s big branches should work. Along with the main routes, we also planned for there to be the option to deepen your bonds with the side characters.
—How did you go about creating the confession scenes?
Towada: Before the winter performance, to some extent each character has already grown closer to Kisa, so I kept in mind not to disrupt that flow. Since if I didn’t make it a confession that respected both Kisa and her suitor’s feelings, then I felt it would spoil the fun.
—Is that how you approached the ‘realising Kisa’s a girl’ scenes as well?
Towada: Yes, I suppose so. As I was writing the script, I knew that a point was going to come where Kisa would have no choice but to acknowledge the fact that she’s a girl. There’s characters that realise her true gender once their bond deepens and on the flip side, there are some who don’t realise it at all. There’s also the case of Yonaga, who knew Kisa’s situation from the beginning. I guess you could say each reveal followed one of these three patterns. Those who came to realise it, those who didn’t notice anything and those who knew from the start. I think they ended up being nice variations and I put careful consideration into writing them to make sure none of the realisations felt forced.
Also, the beginning half of the story is akin to that of a sports drama about teenagers putting on shows together, so the room for romance to be added is limited. That’s why, when I first started adding romantic elements to the character routes, it felt strange to me, so I discussed it with Ishida-san. I wasn’t able to effortlessly soak the story in romance. I think I had to rewrite Shirota’s ending at least three times…
Ishida: Shirota was who you tried writing an ending for first after all.
Towada: Shirota and Kisa aren’t the sort of people who’d be all flirty, and Shirota’s initial route was already muddy, so it was difficult to pull everything together. However, once I stopped trying to write in a way that forced romance on them and instead wrote them becoming closer as partners, things went more smoothly.
It may not be a stereotypical sort of love, but it was a human love. I thought that the natural way these two would be drawn together wouldn’t be through whispering sweet nothings to one another, but instead by coming to understand one another without having to exchange words at all. Once I’d completed Shirota’s route, to some extent, I continued writing the other routes in a similar way.
Ishida: While it’s true Shirota acts like that, the other characters all act differently. To the point some aren’t even comparable. In contrast to Shirota, Suzu’s route ended up being more of your stereotypical kind of romance. I thought that it would be nice for each character to have their own unique form of love.
Towada-san’s strong suit is writing a love story with your more classic otome guys like Suzu and Kai. I have no idea about that kind of thing, so I left Towada-san to pour her own ideas into their routes. On the flip side, characters like Fumi and Neji were dyed more with my own ideas. Neji’s way of flirting especially were mostly lines that I requested.
Towada: He’d say “Make him say something like ‘Try seduce me!’ Because I want this CG to appear.” (lol).
Neji especially plays with his words a lot, so unless Ishida-san told me what wordplay to write, I wouldn’t have been able to expand on it. Ishida-san has a very unique way of phrasing things, so I asked him for advice a lot to make sure I was making Neji speak in a Neji-like way. I then arranged the lines and created events in order to reach the intended goal. I constructed the route in a way that wouldn’t disrupt the flow of the story. As for Fumi, Ishida-san wrote his route himself.
Ishida: Yes, I wrote it all myself.
—Well isn’t this quite the exciting plot twist?
Ishida: I turned into quite the young maiden myself (lol). Even though I’m clumsy at it… I began wondering why I ended up loving writing it so much. I added some lines that have more of an adult and deeper meaning to them, so when I played the route myself I was like “Woah!”.
Towada: It’s more interesting if at least one character is that way. From the early days of production, I’d quietly wanted Ishida-san to write a character himself, so I was happy. I was unsure how to deal with Fumi too, so it was a big help that Ishida-san took him on. His route ended up being a lot sweeter than I’d been expecting though, it got my heart racing (lol).
Ishida: I was also the main writer for Kisa’s solo route. There’s no romance in it, but it’s an ending where long lasting friendships are born and it ended up being the kind of story you’d see in an uplifting shoujo manga.
Towada: It’s full of Ishida-san’s flair, I loved it.
Ishida: If love is a lie, then how do you face that lie? That’s the sort of thing I thought about. Kisa is lying about her gender and pretending to be a boy, but Neji, Suzu, Fumi, Yonaga and so on, are also hiding lies within themselves.
The fact they’re all hiding their true motives is something that they have in common with Kisa. Whilst hiding, the two grow closer. I think that a confession is a scene where all these lies intersect and burst open. Everyone is lying, and I thought that was like a play, without realising it I think that slowly became the theme of the work.
As people, we meet others whilst lacking something and some people end up becoming a necessary part for someone else. I wanted to see a drama like that. Despite it being a game with confession scenes, I wanted it to be a story that both women and men alike are able to identify with.
~ ~ ~
From thorns to rounded edges, how the style of work transformed
—If there was a small novels worth of rejected material, then how many books worth of words made it into the final game?
Towada: In terms of paperback books, probably about twenty volumes worth.
—Because as well as the main scenario, there’s also the sub scenarios and the stage plays?
Ishida: As much as time allowed, I put my all into creating the game. However there was a deadline for things like the voiceline recordings, so I was working both day and night to get things done in time.
Towada: I was only getting around three hours of sleep. I feel like at one point Ishida-san didn’t sleep for four days.
Ishida: I was in a serious pinch so I don’t remember it well, but when I was writing the script I would hole myself up in a manga cafe for around thirty hours at a time. Multiple times a month. Once I felt as though I’d written to a good point, I’d go home only to return to the manga cafe again. Why? Because I was sleeping in the manga cafe. I mays well have been living there…
Towada: Once Ishida-san had finished writing his part of the script, he’d have me check it. So at the same time, I’d have Ishida-san check what I’d written.
Ishida: For a period of time it seemed like Towada-san was always awake. Whenever I would send a check request she always responded right away regardless of the time, so I figured she must not be sleeping.
So that my productivity wouldn’t be affected, I made sure to sleep at a regular time, however I’d be awake for like 30~40 hours at a time and then sleep for 10 and then be awake again for another 40. My sleeping patterns would repeat in this cycle. During Tokyo Ghoul’s serialisation my sleeping patterns were similar, so to some extent I might’ve gotten used to it.
—That’s just like Neji-senpai, isn’t it?
Ishida: Yeah yeah, I worked in a similar way to him. However in Neji’s case, he can complete a script just one day after coming up with the idea for it, so he works way faster than us. It took us around two months to write parts of the script, so Neji really is a genius isn’t he? I was writing whilst wishing I could be like Neji.
After experiencing writing a script, I’ve come to have a lot of respect for authors. Writing is completely different from drawing. When writing I need to really concentrate on it, I can’t multi-task or think about anything else. Whereas with drawing, there are some things that can be done as long as you can move your hand, so I can talk to someone whilst drawing or watch a movie in the background or work whilst thinking about other things. I can’t do that when I’m writing though, I was starting to wonder if I really had to think so deeply about everything I wrote.
—During the production of Jack Jeanne, as you worked on the script or the lyrics etc, did you notice any changes in how you worked?
Ishida: For Tokyo Ghoul, I was always consciously adding things, meaning I would draw everything that I came up with. I thought that it was fine to only put 20% of my output into the characters and dialogue. However, when I was working on Jack Jeanne, I began to think that my method of just adding things was incorrect and that I should also consciously remove things. It’s ok to just be left with what’s necessary. My way of thinking ended up being the exact opposite to before.
—What brought about this change in thinking?
Ishida: It was early in production, when I had asked Towada-san to write Shirota’s route for me, I got concerned about the ‘sharpness’ of the story. As I mentioned earlier, I ordered Towada-san to add this and that and sent her walking on a long journey. Except, what lay completed at the end of that road was such a painful story that even I myself was shocked by it. When I looked down at the world I had created it was as if I’d received a psychological shock. I think I even smelt the faint scent of blood.
—From thorns to rounded edges. I still remember the comment you made during a press conference saying, “I was careful to not kill off any characters”.
Ishida: Stories where characters die are usually fast paced with high stakes, however, the kids at univeil are living a different kind of story. I had to consider the best way to create drama in that kind of setting. I thought about it a lot and it may have only ended up being possible because of the fact it was a game.
—Why is that?
Ishida: Because of the flow of the dialogue, backed by Kosemura-san’s music while it's being read out by all of the voice actors. It all comes together as one… That’s what I think at least. Writing and illustrating are Towada-san and I’s main domain of expertise, but I think that it was thanks to all of the other various creators involved that we were able to create something new.
—Do you think anything about yourself changed, Towada-san?
Towada: It came down to the fact I wanted to create something for Ishida-san whilst there were also things that I wanted to add myself. This dilemma caused me trouble at times, however when I started to consider what components I should add, or which ones I should remove, I began to discover what elements I liked and what my own skillset was.
The way that Ishida-san and I go about creating stories is different. I came to understand that Ishida-san’s strong point is creating impactful scenes, whilst mine is plotting and world building. Ishida-san being in charge of the pivotal scenes would make things more exciting, so I concentrated on writing everything else whilst keeping the balance in mind. Through working on Jack Jeanne, I’ve become able to say that my strong suit is being able to create a story that flows well.
It may be true that by working with other people, you come to understand more about yourself. Starting with Ishida-san, I also looked at what the other creators were doing and thought ‘so this is how they interpret the story.’ Seeing what they came up with made me notice different approaches that I hadn’t thought of.
I’d write whilst listening to Kosemura-san’s music and decide which way to take a scene. Or I’d watch Seishiro-san dance and think about how I could make the performances more exciting. We were all connected in some way. Novels are usually written alone by one person, so I came to learn the thrill of working on something in a team.
—The way you all came together as gears to create a single work sounds similar to the story of Univeil.
Towada: True. I never thought I’d experience something straight out of my youth again at this age. Being helped by other team members or being supported by them, being motivated by simple phrases like “It was great” or “I like this idea”.
For example, when I was working on the final phases of the story, I was just writing and writing with no end in sight, I couldn’t take it anymore and my pen just stopped moving. During this dire moment so close to the end, my proofreader messaged me saying, “You’re almost done.” And with that simple message alone, it was as if a burst of light appeared before my eyes. Everything had gone pitch black, but they lit everything back up again. Ishida-san also wrote some of the script, so I didn’t feel as alone.
Ishida: At that time I left all my drawings alone and decided to solely focus on the scenario.
Towada: Yeah, because I hit a point where I wasn’t able to write it on my own anymore… When Ishida-san sent me the script he’d written, it was interesting and I let out a breath of relief. I felt the joy of being able to see someone else's work. I was the same as the Univeil students who find joy in performing with others. I definitely wouldn’t have been able to do it if I was alone.
Ishida: You’ve got that right. I think that if anyone was missing from the team, it wouldn’t have worked out. Not to mention that in my case, everyone’s contributions were directed to me, and they were all people that I’d personally gathered.
With manga, even if it comes to the worst case scenario, at the very least it would all just fall on me. However this game isn’t just something I made on my own, I need to contribute as much as I can or the efforts of everyone around me will go to waste as well. There was a moment where I felt afraid of having such a heavy responsibility placed on me. However, if I had tried to do it all on my own, I think I would have given up.
By listening to wonderful music, reading interesting scripts and moving forward together with everyone, I was inspired. Coming together with fellow creators to make one work came with a lot of challenges, but it was fun. It was refreshing being in an environment working alongside other people, and because of it I was able to experience something new.
—Has working alongside other people changed the way you work at all?
Ishida: Right now I’m still in the state immediately after being swept away by the raging waves of a storm, so I’m not sure how I really feel yet. I’m in the phase of just watching what becomes of Jack Jeanne as the waves subside.
Even though the script and illustrations were done, like bonus stages lots and lots of new tasks kept popping up. So I was still busy with work up until the beginning of October last year. When I looked at some of the thoughts people had on the demo version of the game, it felt as though what we’d all been working so hard on had finally taken shape, and I was relieved.
Working on this project I’ve come to learn both the hardships and the fulfilment that comes with creating something with others. So, I suppose I’ve started considering working on something by myself again… I’m not trying to say that it’s in my nature to want to work alone, I think I’m just experiencing some kind of aftershock. I think the waves are returning.
Towada: I’m still working overtime and supervising Jack Jeanne (lol). Like checking content that will be posted on social media, as well as the 4koma manga. Content is still being released and there have been bug reports from some people who played the demo… Meaning that my journey is still not over yet. I think that things should calm down once the game has been released for a while.
Ishida: Yeah, probably after around five months (lol).
—After their final performance, the members of Quartz all threw a party to celebrate. Did you and the rest of the creators do the same upon the game's completion?
Towada: I celebrated with Ishida-san as siblings. And then afterwards we got swamped with work again (lol).
Ishida: Yeah, we didn’t end up meeting with the other developers or the voice cast. Big project after parties aren’t as common these days, but I do want to hear everyone’s stories of any struggles they had.
Towada: There were way too many people involved in total for me to be able to speak with them all, but I’d still love to convey my impressions to them. Like letting them know what I thought was good, or letting them know that a certain thing really helped me out.
Ishida: Ideally I would like to gather everyone and really have it feel that ‘this is the team of people that created Jack Jeanne’ and I’d like to express my gratitude to them all in person. I hope that an opportunity like that will come one day.
~ ~ ~
#jack jeanne#sui ishida#towada shin#translation#jack jeanne translation#jack jeanne interview#sui ishida translation#otome game#jack jeanne art book
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GAKUEN K -WONDERFUL SCHOOL DAYS-
Fushimi Saruhiko route
Event 10
First event in Summer
Konohana Saya: (Haah... today is so hot. Thank goodness we're starting to change the seasonal clothing)
Konohana Saya: (It seems summer this year will be hot. I should not avoid the hydration)
Konohana Saya: "Ah, over there is..."
Konohana Saya: "Fushimi-kun, morning!"
Fushimi Saruhiko: "......."
Konohana Saya: "Today is hot isn't it? The ice that you eat is Gori-Gori-kun? That's good, as I thought, for summer it's Gori-Gori-kun."
Fushimi Saruhiko: "You could buy it."
Konohana Saya: "Did they sell it at school canteen?"
Fushimi Saruhiko: "Who knows. Just check out yourself."
Konohana Saya: "Okay. I'll check it at lunch break."
Fushimi Saruhiko: "What? Don't stare me."
Konohana Saya: "Cause Fushimi-kun doesn't have any short sleeves image, so I think it's a bit fresh."
Konohana Saya: "If I see you with summer clothes, your skin is pretty white. Did you put on sunscreen?"
Fushimi Saruhiko: "There's no way I put it. It's disgusting."
Konohana Saya: "Really? You didn't put any sunscreen, but can be that white... I'm jealous..."
Fushimi Saruhiko: "Tch... Oi."
Konohana Saya: "Eh, what is it?"
Fushimi Saruhiko: "Here, throw this away."
Konohana Saya: "Eh, ice stick?"
Konohana Saya: (He's leaving. I want him to throw away the ice rubbish at least by himself)
Konohana Saya: "Ah!"
Konohana Saya: "....It's written "win" here."
*Classroom*
Yata Misaki: "It's time to eat! Kamamoto, let's go to the canteen."
Kamamoto Rikio: "Yata-san, do you want to eat the calcium meals again? Even if you eat that, your height won't—"
Yata Misaki: "S-Shut up! What I eat is my business. Look at you, you only eat 15-tier meat and meat products lunchbox."
Konohana Saya: "Fushimi-kun, here."
Fushimi Saruhiko: "Why all of sudden."
Konohana Saya: "I've exchanged the ice cream stick that I got from you this morning."
Konohana Saya: "If it this ice cream, it has two ice in one pouch, so I'll give you one."
Fushimi Saruhiko: "Don't you want to eat that ice cream?"
Konohana Saya: "Gori-Gori-kun? Fushimi-kun won it, and I think I'd rather have an ice cream that I can share."
Fushimi Saruhiko: "I just ate an ice cream this morning."
Konohana Saya: "Ah!"
Konohana Saya: (How could I not have realized...!)
Konohana Saya: "S-Sorry! If you don't want it—"
Fushimi Saruhiko: "I just went outside earlier, and it was hot. So I'll take it."
Konohana Saya: (Ah... he's eating it)
Fushimi Saruhiko: "Why are you laughing?"
Konohana Saya: "No, it's nothing. I'm going to eat too."
Konohana Saya: "Right. It's been a while since I eat this. It tasty!"
Konohana Saya: "By the way, this school's canteen is amazing. I'm surprised they sell a lot of ice cream."
Konohana Saya: "Even if we eat everyday, to conquer them all, it will takes time until winter. The variants are rich too..."
Konohana Saya: "The shaved ice and ice-candy are looks good too. Fushimi-kun, have you ever eat them?"
Fushimi Saruhiko: "Do you, intended to eat ice cream everyday?"
Konohana Saya: "It's just an example!"
Fushimi Saruhiko: "....I don't care, but, your ice cream... it's melting."
Konohana Saya: "Ah, you're right! I have to eat quickly..."
Konohana Saya: "Wait, Fushimi-kun, you've done eating!?"
Fushimi Saruhiko: "When you're talking alone."
Konohana Saya: "What do you mean by alone... I'm talking with Fushimi-kun. Well, it's enough though."
Konohana Saya: "....Thank you for the meal. By the way, I wonder if the clubroom is air-conditioned?"
Fushimi Saruhiko: "Basically, everywhere in this school is fully equipped with air-conditioning and heating."
Konohana Saya: "I see! In my previous school, there's a lot of classroom without air-conditioner, so it's hard. It used to break down a lot too..."
Fushimi Saruhiko: "Go back to your seat quickly."
Konohana Saya: "Ah, yeah. Later then."
Konohana Saya: (It's amazing that in this big school, everything is fully equipped with air-conditioner and heater...! I can spend on summer this year comfortably)
#gakuen k#gakuen k wonderful school days#otome game#otome game translation#k project#fushimi saruhiko#konohana saya
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Crown’s revenge on Vogel giving them nicknames
꒰ ִ ֺ ⊹ @ notice ⊹ ֺ ִ ꒱ this translation may not be 100% accurate or contain creative liberties due to characterization purposes. if you enjoy, please consider reblogging, but please don’t repost these or claim these as your own!
꒰ ִ ֺ ⊹ @ info ⊹ ֺ ִ ꒱ this is formatted in like a group chat text format, and it’s basically crown assigning silly nicknames to vogel as “revenge” for nicknames getting assigned to them. it’s really silly. the translation is below the cut!
“The chatroom of my cute Crown members”
William: This is an emergency meeting.
Liam: hi hii, I’m here, Will!
Victor: Hello hellooo, William
Roger: I see you guys are always the first to respond
Harrison: It’s not every day Will’s the one gathering all of us though.
Elbert: Did... something happen?
Alfons: I would very much prefer it if the discussion that’s about to happen doesn’t go south...
A: Hm? Where are the two that work at their trading company?
Ellis: I’m here
E: Jude’s here too. he’s smoking next to me
Jude: Don’t y’all know I’m extremely busy right now.
J: Gatherin all of us in a place where that ordinary person isn’t, y’all probably gon push some disturbin mission on us, aren’t you.
William: It would appear Vogel has been giving us very amusing nicknames, you see.
Jude: Ha?
J: ‘Nicknames’? You called us here for somethin’ as worthless as that? Ya got worms for brains or what.
Harrison: To be fair you didn’t strike me as the type to do that.
Liam: oh, maybe it’s because it’s been so hot for some days in a row? Will’s not good with heat
William: Well, how many shall I read to you guys?
W: The shameless mirror man, an assassin under the command of the company president, sparkly pink, a person with a short fuse...
Alfons: Ahha! Did you hear that, Roger? They called you ‘the shameless mirror man.’
Roger: I can say with 100% confidence that ‘the shameless mirror man’ is referring to you, not me
Ellis: ‘A person with a short fuse’ must be Jude
Jude: I see ya want a pay cut, Ellis.
Victor: Hey, what about me? What’d they say about me?
William: I don’t want to give a nickname, a weirdo with long hair, and a cheerful dove. Supposedly.
Victor: Doesn’t want to... ah wait, more than that... a... dove?
Jude: That bloody Vogel’s clearly lookin for a fight.
William: ...Actually, I believe it’s the opposite.
Ellis: opposite?
William: To have thought up these most special nicknames, they must have wanted to deepen their friendship with us.
W: If that’s the case, then we must return the love, yes?
Liam: ah, I see! as expected of Will
Harrison: Are you being for real now? I guess Will is also the type to face forward in his own, Will way.
Victor: That’s what’s so wonderful about William ★
Harrison: you shut your mouth, Dove.
Victor: Youre so cold, Harrison~~!
Alfons: Anyway, what you are saying is that we deal to them what they dealt to us...
A: ...so, as thanks, we should assign nicknames to them as well, no?
Jude: We really goin all out.
Liam: I’m getting excited now! Hey hey, who should we give a nickname to first?
William: Let us start with the leader then.
Elbert: ...I have one.
Alfons: Well, aren’t you in tip-top shape today, Elbie?
Elbert: Fluffy and smiley leader.
Ellis: Its cutesy
Liam: oh, it’s because he wears a fluffy coat, and he’s always smiling!
Alfons: I must say, I expected nothing less, seeing it came from Elbie, but is it not a little too much in the cuteness department?
A: For example, let’s see... perhaps we could do the scheming and perverted fallen angel or something to that degree.
Roger: I see you’re not holding back on badmouthing him. I think the perverted part fits you more than him though
Ellis: He might be scheming, or he might be perverted. I’m not really sure
Alfons: For the record, this is what I hope for. Do you not seethe at the sight of that face that screams popularity?
Roger: Can’t argue with that there. Maybe something like very hairy legs
Liam: you two are always fighting but then agree on the weirdest things..
William: Alright, so Darius is the scheming and perverted fallen angel then...
Liam: wait what since when!?
William: Next up is the twins, Nica and Ring.
W: Let us see now. I believe it would be good to assign the twins nicknames that work in a set.
Elbert: ...twins...twins......
E: Twins with disheveled eyelashes.
Alfons: That hit rock bottom!
Ellis: Pudding & Pie
Roger: That also hit the bottom
Alfons: Then how do we feel about Clever & Cherry?
Liam: I can see ‘clever’ being Nica, but how is Ring a ‘cherry’?
Roger: Ah, don’t tell me
Harrison: Don’t you dare speak another word, Roger. A man’s pride on the line here.
Alfons: Oh, I assure you, this is all a mere guess, pure speculation ♡
A: I am actually not in the know regarding that.
William: Alright then, so the twins will be Clever & Cherry.
W: Then it’s decided. All that’s left to do now is to tell Vogel what we have come up with.
Roger: Wait, we’re telling Vogel? All of this? Are you crazy!?
William: We spent so much time coming up with these nicknames, would not telling them be more of a waste?
Liam: sometimes, I can’t tell if Will’s being or serious or not
Victor: And that’s what’s so wonderful about William ★
Harrison: shut up, Dove.
Victor: Youre so cold to me agaiiin Harrison~~!
William: Well then, who will be telling them...
[Jude has left the group chat]
William: Oh my, could this be a bug?
[William added Jude into the group chat]
Jude: What the hell
[Jude left the group chat]
[William added Jude into the group chat]
[Jude left the group chat]
[William added Jude into the group chat]
Harrison: ...Thank the lord she’s not here right now.
#ikemen villains#ikevil#イケメンヴィラン#ikevil william#ikevil harrison#ikevil liam#ikevil elbert#ikevil alfons#ikevil roger#ikevil ellis#ikevil jude#ikevil victor#cybird ikemen series#cybird ikemen#cybird otome#ikemen series#otome game#otome#ikevil translation#ikevil translations
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90S SHOUJO KATE IS REAL!!! i finally took time off of comms to draw something for myself and of courseee i draw Kate (๑˃ᴗ˂)ﻭ
#ikemen#cybird ikemen#cybird ikemen series#ikemen mc#ikemen villains#ikevil#ikevil kate#ikevil translation#ikemen villains kate#ikemen villain#ikemen kate#otome game#ikemen art#ikemen games#ikemen series#english otome#cybird otome#cybrid
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Okita is very popular because he is very teasing but at the same time very caring toward Chizuru or the player.
Or is the reason a different reason?
#hakuouki#hakuoki#yukimura chizuru#otome game#anime#hakuouki shinkai#okita x chizure#hakuoki okita#okita souji x yukimura chizuru#okita#okita chizuru#okichi#okichizu#okita x chizuru#okita souji#okita x reader#souji x chizuru#hakuoki shinsengumi kitan#hakouki#hakuouki shinsengumi kitan#hakuoki edo blossoms#shinkai#hakuoki shinkai ginsei no sho#hakuouki shinkai hana no shou#hakuoki shinkai#hakuoki game translation#薄桜鬼十六周年#薄桜鬼16周年#薄桜鬼 〜新選組奇譚〜#薄桜鬼
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Important Announcement
EDIT: the date of the eos is actually nov 19th, not 29th like i mistakenly wrote😭 i apologise for the misunderstanding🙏
Hello everyone!
Though I hoped the day would never come, here I am. As some of you may know, as of today, the Yumekuro team has announced end of service, and the game will go offline on November 19th 2024. After such date, they will release an offline version of the game for us to view illustrations and read stories, although many functions (like dates/odekake) won't be available anymore. For further details, I suggest everyone checks their official twitter account.
Now, where does this leave my blog? I will try to translate as much content as I can, because i believe that archiving and preserving content that could easily vanish off the internet without trace is really important. Although these are my intentions, considering the way uni is starting soon and how it can be an extremely taxing job, I'm not sure I'll be able to fully upkeep this goal. Regardless, I will give it a try.
Thank you so much for having given this game a try, everyone!
#dream meister and the recollected black fairy#joseimuke#mobage#otome#ymkr#yume100#ゆめくろ#yumekuro#yumekuro translations#otome games#夢職人と忘れじの黒い妖精
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[Translation] Shuuen no Virche -ErroR:salvation- Visual Fanbook Short Stories
Lis ~Innocent• Pure Love~ (Yves Short Story)
Laurier ~Glory • Betrayal • I won’t change until I die~ (Lucas Proust Short Story)
Pulsatilla ~Love unable to be conveyed – Love betrayed~ (Mathis Claude Short Story)
Sureau ~Zeal • Joy • Pity~ (Scien Brofiise Short Story)
Chrysanthème ~Flowers of the dead • Unchanging Love~ (Adolphe Short Story)
Lycoris ~I only think of you~ (Ankou Short Story)
#virche evermore#shuuen no virche#translation#otome game#yves#lucas proust#scien brofiise#ankou#adolphe#mathis claude
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