![]() Kodaka: This time, I didn't set the city in a country that exists. When working with the team, were there any challenges you found working with 3D? You had 3D backgrounds in Dangranronpa, 3D character models in World's End Club, and FMV for Death Comes True, what different challenges did you experience in full 3D? ![]() It really is! It's great to see you all back together again. This time, I was able to work with this team and that's how we were able to incorporate the 3D part. Spike Chunsoft helped develop RAIN CODE, and while I was working on Danganronpa I didn't utilise 3D, whereas the Spike Chunsoft development team had worked on tangentially related titles and they supervised on 3D. Kodaka: This project started while I was still at Spike Chunsoft about five years ago. It's as if it is Alice in Wonderland, and there's a mixture of the 'me' and Alice in Wonderland that you can expect in this game. What was it like working with them again and did you change your approach to RAIN CODE? Touching on Danganronpa, RAIN CODE sees you reuniting with some of the developers (artists, composers, writers) from the Danganronpa series. That's similar to some of the other characters (Makoto Naegi, from Danganronpa Trigger Happy Havoc for example), so I think people will connect with Yuma too. Does that shift in genre give you a lot more freedom, or do you find it more difficult? Going back to the Alice in Wonderland/Tim Burton inspirations, RAIN CODE (compared to Danganronpa and World's End Club) feels more dark, urban fantasy. I want to show the world different aspects using this type of game. Kodaka: Murder mystery is pretty popular in Japan! I think detective crime is interesting and it has an interesting culture. I thought the image of wet raincoats would be really cool Kodaka: There's Gotham city, as well as the aesthetics that I'm inspired by.Ī bit more of a broader question for you: What do you think it is that keeps you coming back to the murder-mystery genre, and how do you come up with ideas to change up the formula every time? Is his version of Alice in Wonderland one of those inspirations or are there any other aspects of Burton's work that have influenced RAIN CODE? I was going to ask about that actually! I've read interviews where you said you were inspired by Tim Burton's work. In the Mystery Labyrinth, the general rules don't apply, so there are a lot of things that could happen, like when you solve the mystery the whole thing could change so you can see the different environments. In Mystery Labyrinths, these are places where you solve mysteries, and as you get closer to the truth, the scenery and the setting will also change, and that's something we wanted to show. Kodaka: With Danganronpa, it's always in the Class Trials where the decisions are made. ![]() Something we've got to experience for ourselves, then! Kodaka: It's really hard to explain that with words. How have you changed up the interactive mystery solving in this game? With the Master Labyrinths, they seem like a very flashy way of solving mysteries within RAIN CODE, but there are some similarities with the Rebuttal Showdown minigame from Danganronpa. Kodaka: Yes, Yuma and the other detectives work together, and also have conflicts with the other detectives, which you will be able to see in the game as well. ![]() So are there any moments where you might have to work with or pair up with one of the other detectives? it allows me to work on a bigger project like RAIN CODE. I feel really lucky that everyone finds interesting. With this version, we're hoping to reach a wider audience, so more people can play this game. Kazutaka Kodaka, Scenario Writer: What's different about RAIN CODE is that my previous work had 2D graphics, but this time it's 3D. So "lucid-noir" is a little bit of a combination of those ideas that we thought sounded kind of cool. The neon, especially, is also a big element that's used in the world-building of the game and the game's atmosphere. And there's also another meaning of the word having to do with the light and the lights of the city. Can you tell us a little bit about what that means, and what makes it different from any of your previous games?Īlex Flagg, Localization Producer: The "lucid-noir" part, in particular, is a play on words of the idea of it being a noir-type detective story, as well as having elements of the main character who has amnesia and thus is not completely lucid. Nintendo Life: Master Detective Archives: RAIN CODE is described as a "lucid-noir adventure game".
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