Anemoi_Interview_VisualStyle_Complete
đ§Š Syntax:
Keyâs New Project âAnemoiâ
Scenario Writer Interview
Keyâs newest project âAnemoiâ was announced in November.
The project announcement stream did not really touch on the story and characters.
We spoke with four of the scenario writers regarding these characters, that are still shrouded in mystery.
Read alongside the Anemoi Rough Note included within Key Set 2023 sold at Visual Artâs Fuyu Fes 2023, and letâs look forward to the release!
âWe want to work together once again, thatâs how âAnemoiâ came to be.â
Interviewer: Keyâs newest project âAnemoiâ has finally been revealed. This is the first full price game released since Summer Pockets, which was released in 2018. I see that those very staff members that worked together writing Summer Pockets, are the same staff working on Anemoi.
Kai: Seeing as Summer Pockets was so well received, I thought that I want to make something again with these same staff members. Thatâs how we came to create this project.
Niijima: Ever since developing Summer Pockets, we were told that they want us to continue working in this same team. Of course, I thought that this would be decided after having seen the reception towards Summer Pockets. Thatâs why when I was told about Anemoi, I thought, Oh I see, Ha-ha. To be honest, there was a part of me that had been waiting for this, but at the same time it doesnât feel like that much time has passed between the last game.
Interviewer: What about you, Hasama-san?
Hasama: My first thought was that I was very grateful. I feel that it was thanks to Summer Pockets that my name became known as a writer, so being asked to work on Anemoi felt like they believed that I could write something that would overtake the quality of Summer Pockets. Itâs because of this that, to be honest, whilst I am happy that I have been able to work on Anemoi, if anything the feeling of relief was far greater.
Kai: You didnât feel like âItâs my time to shineâ or anything?
Hasama: No no no, haha. It felt like I had finally managed to grab onto this teeny tiny thread.
Interviewer: Youâre very modest, haha. Alongside the writers of Summer Pockets, Sayuki Shun-san is also working on this new game. How do you feel being able to work on Anemoi?
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Sayuki: I first stepped in as Kai-sanâs assistant director, and was helping out with the things that Kai-san didnât have time to take on...
Kai: Itâs been really helpful. I mean it, truly so incredibly helpful, haha.
Sayuki: Itâs still pretty nerve-racking, but Iâm pushing through it regardless. I am incredibly grateful to both Kai-san and to producer Okano Touya-san for giving me this opportunity.
Kai: Haha, thatâs a little bit of a stretch.
Sayuki: No not at all. Iâm quietly getting on with work, whilst feeling very grateful every step of the way.
Kai: We had Sayuki take on the director role whilst working on Tsui no Stella, and both myself and Okano were being worked pretty hard haha
Interviewer: Is that kind of thing still okay following compliance guidelines and all that? Hahaha
Kai: Itâs fine. During development, he grew significantly and created Tsui no Stella alongside Tanaka Romeo-san. It was during this process that he really understood âHow to make a Key productâ. This time, Sayuki himself actually proposed that he would like to take on writing scenario, and we thought we wanted to include the strengths and talents of younger writers, so we had him join us as scenario staff.
Interviewer: Sayuki-san, is Anemoi your first time taking on the role of game scenario writer?
Sayuki: Yes it is. I originally was employed at Visual Artâs as a director planner.
Kai: He is one of the very few who were selected out of many hundreds of applicants, when we were searching for the next generation of Visual Artâs. I donât think we have ever had so many interview stages in the entirety of Visual Artâs history, thatâs how many interviews we ended up having.
Interviewer: Niijima-san, from your perspective, what kind of impact has Sayuki-san had on development?
Niijima: Ah yes, well itâs so good to have such young people coming to join us. If we donât, then all of us staff will end up just become wrinkly old men. To newly join a brand with such a rich history and good track record is pretty difficult, and to be completely honest, even during Summer Pockets I really struggled.
Kai: Huh!? You struggled!?
Niijima: It was really tough haha, but thanks to the experience I have already gained throughout my career, I knew how to get over that hurdle and before I knew it I had already gotten over it.
Thatâs why, I want to let Sayuki-san know that âItâs going to be difficult, but donât let everything get ontop of you, please stay aliveâ.. haha. But if you stay alive, youâll get to see something good at the end.
Sayuki: Thank you very much.
Interviewer: How about you, Hasama-san? Do you feel that having someone closer to your own age has led to any changes at all?
Hasama: Well, Iâm seen as being pretty young, but even Iâm more of an old man now haha.
Actually, me and Sayuki-san worked together when hunting for a location, and I thought he was a very honest person. Amongst writers, thereâs a lot of people who build walls around themselves and wonât change no matter what, it really isnât uncommon to see that.
Yet in amongst that, Sayuki-san is very gentle in how he handles things, and whilst taking in what he is told, he puts his own ideas out too. From seeing that, I definitely think he is a writer that we can really look forward to.
Sayuki: Thank you very much.
Kai: Itâs actually that gentle, kindness that gave him the nickname âThe Senior Killerâ hahaha.
Sayuki: Iâve never heard that before... haha
Kai: Huh? Really? Oops, I guess I let that one slip. Haha. But, itâs not anything bad at all, it comes from the staff feeling that if they entrust work to you, it will turn out okay. Itâs all of these things put together, that make me hope that he will be like a breath of fresh air for Keyâs development team.
Interviewer: Not just the scenario staff, but the genga artist team of Na-Ga-san, Fumuyun-san and Nagayama Yuunon-san were also in Summer Pockets.
Kai: Thatâs right. These staff members make up our main genga art team, so they have been carried over from the previous game. Sadly Izumi Tsubasu could not make this game due to her very busy schedule.
Interviewer: In amongst them, Kimishima Ao-san is also working as a main artist. How did you come to the decision of including Kimishima Ao-san?
Kai: We had already decided for the Genga team to be comprised of four people, but upon seeing that Izumi Tsubasu could not make it, we started going over who would be the right person to take up that spot. From the way the art looks, to how well known they are, we went through a lot of different options until we found that Kimishima Ao-sanâs art would really fit this game, so we asked her to join.
Interviewer: When it comes to Kimishima Ao-san, GLOVETYâs âEinstein yori Ai o Kometeâ comes to mind, both Niijima-san and Kimishima Ao-san worked on this game. It received extremely good reviews.
Niijima: Thank you very much! Please praise it more!
Interviewer: Both the graphics and the writing for Einstein yori Ai o Komete were incredibly high quality and well received...
Niijima: Thank you so much! Please praise the scenario even more. It isnât all that well known... haha.
Interviewer: Niijima-san, did you push for Kimishima Ao-san to join the Genga team?
Niijima: Nope, not at all. Both myself and Kimishima-san are freelance, so we both received separate offers from Key to work on this game.
Interviewer: Oh I see.
Kai: From our side, we did double check with Niijima-san if it was okay.
Niijima: He very kindly respected our plans over at GLOVETY. As there was no problem there, and it was something that we wanted Kimishima-san to take on, so there was nothing for me to say there. I occasionally message Kimishima-san, and she said âIâm really looking forward to working on Keyâs gameâ, so I replied with âLetâs both do our bestâ
Kai: Within the company, we decided that we wanted an art style that was âcute, but could also draw out the emotions and make you cryâ.
Interviewer: Compared to Keyâs usual games, the style seems a little unusual.
Kai: Yes, it was the same when we had Izumi Tsubasu work alongside us. We wanted a soft and pretty character design that can only really be achieved by a female artist.
âA tale of moving forward, little by little, never looking back.â
Interviewer: Anemoi is being developed by these four writers, and four Genga artists. How did you originally come up with the idea?
Kai: During our planning meeting, a few different concept ideas came up, and it was through that meeting that we came up with Anemoi. The concept plan was written and introduced by myself.
Interviewer: Anemoi is set up in the vast lands of the north. How did you come to this decision?
Kai: The themes of Anemoi are âWindâ and âTimeâ, so I thought about where one could âlive a slow life, somewhere where windmills are locatedâ. I wondered where we could find somewhere like that... and as I researched, I found quite a few âWindmill Townsâ.
One of them was Tomamae, located in Hokkaido. They really promote their windmills, so I decided to set the story here.
Interviewer: Hasama-san, you are currently living in Hokkaido, how do you feel about Tomamae being the base for this story?
Hasama: To be honest, Tomamae is so far away from where I live, that it still hasnât really settled in that itâs set here.. haha.
Interviewer: Ah thatâs common for Hokkaido isnât it haha.
Hasama: However, I do think that it definitely matches the theme of slow life. It has gentle winds, but also very strong winds, so I feel like it is very on point with what Kai-san wanted to create.
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Kai: Thatâs exactly right, haha. I will be developing the story with this as the setting. I spoke about the themes being âWindâ and âTimeâ just earlier, these are both things that âdonât come backâ. In Summer Pockets I wrote of a ârepeated summer holidayâ, but Anemoi will be a tale of moving forward, little by little, never looking back.
Interviewer: Could you tell us what the title Anemoi means?
Kai: This is the name of a wind god that appears in Greek mythology.
Interview: This is connected to wind too I see.
Kai: Yes it is. It is a word that is a big theme for Anemoi overall.
Interviewer: Looking at this current project, what does everyone think of it?
Niijima: I canât say too much otherwise it will spoil things, but when Kai-san came to us saying âI want to write this kind of storyâ, my first thought was âthis is going to be a magnificent storyâ. I feel that it is definitely going to appeal to fans of Key games and fulfil their expectations, and that Kai-san is responding directly to their expectations as well. Actually, when I first saw the concept plan for this game, I still had not yet been offered to work on it as a writer myself, and when looking at it I thought âthis looks very difficult to writeâ, and I thought that if I was told to write the final scenario I would decline, haha, but I am doing my best putting everything together so please do not worry.
Sayuki: Yes, what I like about this game is moreso to do with the theme of the story, that âNo matter how difficult, you must push forwardâ. I must also reflect this in the scenario, so I am keeping this in mind whilst writing.
Hasama: I am focusing on one more point that comes under slow life. When I first heard the concept in our meeting, I thought âWhat even is slow life...â and had to rethink a lot about that.
Niijima: Ah yeah I remember.
Hasama: Whilst writing the plot, I thought a lot about how I could make sure that the âslow lifestyleâ would not become boring. I am constantly thinking about how I can make the protagonists slow daily life somehow relate to the player whilst writing.
Kai: When thinking more on slow life, I think the theme of Anemoi is not just âTimeâ, but âliving without being constricted by timeâ.
Interviewer: I see.
Kai: Another way of putting it is âbeing able to move at your own paceâ, I think. That coincides a little with Summer Pockets too. The nostalgia you feel playing Summer Pockets comes from âan era without convenient things around youâ, so I wrote about the times in our lives that we were free and not restricted. Whilst in Anemoi, it is set in a time of convenient things, I am writing it in a way where you can still live freely despite that.
Interviewer: The generation before smartphones, the generation with smartphones but not relying on them, is it kind of like this?
Kai: Yes itâs like that. To explain it better, Summer Pockets is âMy Summer Holidayâ, and Anemoi is âFarm Storyâ (Translators Note: âHarvest Moonâ is called Farm Story in Japan, whilst he isnât specifically talking about the game of the same name, (despite it looking that way) it is still relevant to the theme anyway so I thought to mention)
Interviewer: When you think of Key games, location comes to mind, and for Summer Pockets Naoshima and surrounding areas became the model for the game. Did you go to Tomamae in person this time too?
Kai: Yes we went. Both Sayuki and went along with our background artists to Hokkaido, and Hasama-san came to meet us in his car. Niijima-san couldnât make it due to his schedule, but I do want to take him at least once.
Interviewer: Was it that nice?
Kai: It was a rather... harsh environment.
Interviewer: When did you go?
Kai: It was.... um....
Sayuki: It was around May.
Kai: Yes thatâs right, it was just before the summer.
Interviewer: In which case, isnât it not as cold during that time of year?
Kai: It was freezing at night, haha.
Interviewer: Ah, I see. Sayuki-san, what did you think after going to the location in person?
Sayuki: I thought the roads were very wide, haha. Not just the roads, but the land was very vast as well. The space between each house is extremely wide, I was really surprised.
Kai: If you look at my cars GPS, it shows this one singular really long line going all the way across. The road is very straight.
Sayuki: Tomamae is not that big of a town, and I could definitely feel that time really did seem to pass more slowly there.
Interviewer: This sounds completely different to the âharsh conditionsâ that Kai-san spoke of just earlier.
Sayuki: Well, Tomamae does not have any railroads, so the only way we could travel was by car. That was pretty tough, haha.
Hasama: Well where I live is considered to be much more countryside-like, and much more harsh too, so whilst everyone else was going âOh wow, a cow!â âOh look, a fox!â, I was just sat there going âI see foxes everyday where I liveâ, haha. But it would be rude for me to just dampen the mood like that, so I responded with âOh wow, youâre right!â haha.
Kai: Oh so you were actually teasing us.
Sayuki: We were all fooled, haha.
Kai: I canât believe it, haha.
Hasama: In Hokkaido, approximately 4000 deer end up in car accidents, and 360 of them happen where I live, so itâs the kind of place where at least one deer dies every day.
Kai: Hey I think thatâs a bit too cruel to be mentioned in Anemoi, itâll end up being a story about fighting for your existence, haha.
Hasama: I live over in Eastern Hokkaido, whereas Tomamae is on the coastline of the Sea of Japan. Theyâre very far away from eachother, so I am very glad I got to go in person. Especially because we donât have the sea where I live. For the people living on the coastline, the sunrise and sunset affect the sea, so despite the fact that we live in the same natural environment, I felt that living by the sea is very different.
Interviewer: Niijima-san, what did you think you heard about their location hunting?
Niijima: Ah yes, I was shown a few photos and such, everything they told me felt very realistic and immersive, and the windmills were very big, so I felt that I too had experienced the same things in person, but when I heard that âthe bugs were really big and it was a huge pain to deal withâ I thought âIâm glad I didnât go after allâ, haha.
Kai: The views of those who went on the trip, and those who didnât, differ quite a bit. If anything, in comparison to places like Osaka and Tokyo, the size of everything is just so much bigger. I really want him to experience that difference in size and scale at least once.
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âThe character I am writing is the cutest, and she wonât lose to the others.â
Interview: Well then, I would like to ask a little more about the contents of the game. First of all, please give us an overall synopsis.
Kai: To put it simply, it is about âsiblings who buried a time capsule when they were children, and go to dig it upâ The setting for their childhood years is Masumi, which is where the protagonist and his younger sister Rikka bury the time capsule. The story starts when they both take a trip back to Masumi 10 years later in order to dig up the time capsule. Also, they both arrive to Masumi a little earlier than expected, so they end up spending a bit of time getting to know the townspeople and the slow-paced lifestyles that they lead.
Interviewer: Please tell us about the main characters that we meet in Masumi, first of all, please tell us about Tsujikura Spica.
Kai: Spica is a small and mysterious girl. I designed her as a character who is very out of touch, but takes quite a philosophical view on things.
Interviewer: In typical Key heroine fashion, she too seems to have a particular food she likes.
Kai: This time itâs pizza, haha. She sees pizza as a complete nutritional diet. The dough are her carbohydrates, then there is cheese and meat and vegetables put on top, itâs full of nutrients. I worked part time at a pizza place when I was a student and was bribed into eating pizza every day, and also at Key we have a tradition of eating âthe pizza of hellâ when development reaches its climax, haha.
Interviewer: Wow thatâs quite grand, haha. Spicaâs scenario is being handled by both Kai-san and Niijima-san.
Niijima: Kai-san handled the setting, and I am helping out with the story.
Interviewer: What kind of story is Spica going to have?
Niijima: Spica-chan has a very unique personality, and doesnât really fit in with the rest of the townspeople. Of course, she does have her own reasons for this. Whilst the protagonist is a stranger to Masumi, for some reason the two of them get along very well, and they spend their days growing wheat and making pizza together. Of course, there is a proper story as well, but the scenes of the two of them spending their days together are very cute and precious. I am going to take extra care in writing these scenes.
Kai: Spica is quite stand-offish and cold towards others, but at certain points you realise âshe must actually quite like peopleâ and that this side of her is kept hidden away. The townspeople refer to her as âTsundere-sanâ, and little does she realise that that is because the townspeople have caught onto her true personality already.
Interviewer: You really get the feeling that this is a lovely town. Moving onto the second girl, Fusaba Aino. Niijima-san, you are handling this route.
Niijima: Yes, Aino is much more accustomed to the town than Spica-chan is. As the manager of the towns windmills, she always wears her helmet and goggles. She also dreams of being able to fly an airplane, so she is always trying out lots for experiments to try and achieve that. I am writing her as a slightly unusual girl in that sense, and through the protagonist offering to help her out, her story progresses.
Kai: Aino-chan is very cute, haha. Kimishima Ao-sanâs art is very cute too, but even through reading the story alone, you can tell that she is very cute in nature. She is the type of girl you want to protect. I am sure she will be very popular, so I am trying to figure out how to defeat Aino-chan with my own character, haha.
Interviewer: To defeat... ah, do you mean you will be writing an even cuter character?
Kai: Thatâs right. I always write my character as the cutest character in every game I work on, I wonât lose to the other characters. However, this is what every writer at Key is trying to do, hahaha.
Interviewer: Letâs not dig too deep into that and move on. So the third character, Awayuki Hiiro. This is Hasama-sanâs character.
Hasama: Hiiro just so happens to bump into the protagonist, and she takes quite an interest in him... but this is also somewhat left up to what the player decides to do as well.
Interviewer: You mean that the player can make a choice?
Hasama: Well, kind of like that. This is something that will make up the entire foundation of this game. The story for this game will take on a form that has not really been seen yet in Key games up until now. I notice that as I put out my ideas, both Kai-san and Producer Okano tend to give me the OK for everything, haha.
Interviewer: Sheâs noted as a âyoung, quite cringy girlâ
Hasama: Yes thatâs right. Whilst she loves beautiful things, she also thinks she is very beautiful and constantly outright says so. Everyone around her finds that quite annoying and cringy. The story changes depending on how Hiiro and the protagonist interact with each other.
Kai: I think that Hiiro is a very eccentric character. If she was close to me... Iâm sure it would be fun but... haha.
Interviewer: You all have very wry smiles right now.
Kai: Speaking about her more seriously, she is a very pure, innocent girl. Her constant exclamations about her beauty, knowing herself that she is very beautiful, and going out of her way to look for more beautiful things. After reading the scenario I thought, âHasama-san, youâve done it again.â I mean this in a good way of course, this is one of the heroines I need to try and defeat. I think those who like her will end up really, really liking her. I used the word mysterious to describe Spica, but Hiiro is also just as mysterious.
Interviewer: And for Kai who keeps saying he wants to defeat the other heroines, your heroine is Hayakawa Rikka. Seeing as you have taken on the younger sister of the protagonist, you have a pretty good character here, haha.
Kai: Oh thatâs not true, haha. She is a âfully supporting Onii-chanâ younger sister type. In actual fact, we never had a younger sister character in a Key game beforeăAlthough we did have some in the younger sister position. I thought âWhat if we made a younger sister character in a Key gameâ and thatâs how I came up with her.
Interviewer: So it started with âifâ there was a sister character.
Kai: Of course I am making sure she fits Anemoi as a whole, and I really thought about how to make her into a very Key-like younger sister. From there, I thought, âI wonder what it would be like to have a younger sister who supported you in everythingâ. On top of that, I pulled out all the stops to make sure she is really cute, haha. Rikka and the protagonist come back to Masumi to dig up the time capsule they buried ten years ago.
Interviewer: What do you think? Do you think Rikka will be able to defeat the other heroines?
Kai: Absolutely! However, Rikka does have one weak point, which is that the relationship between her and the protagonist is not romantic, haha.
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Interviewer: Oh I see.
Kai: Of course, I am more than happy for players to fall in love with Rikka. The story of Rikka and the protagonist focuses on their relationship as brother and sister. I went through a lot of ideas, but came to the conclusion that it is very different to the romantic kind of love. I didnât want her to be mistaken for something she isnât. Please look forward to Keyâs younger sister character.
Interviewer: Iâm looking forward to it. Finally, we have Shirato Koyomi. Sayuki-san is handling her scenario.
Sayuki: Koyomi runs the post office in Masumi. In the story, the protagonist has the choice of taking on work. One of the choices is the post office. If this choice is selected, Koyomiâs story will begin.
Interviewer: Please tell us anything you are keeping in mind whilst writing Koyomi.
Sayuki: Of course I am making sure she is the cutest in the whole game, but also focusing on the romance element too. Whilst Kai-san says he will not write any romance for Rikka, I can touch upon the romance element with Koyomi as much as I want, so I am really seeing just how much I can write a charming romance for Koyomi, and how much Koyomi always supporting everyone else will get in the way of her romance with the protagonist. I am focusing on writing how they both overcome this in their relationship.
Kai: Itâs so nice that Koyomi gets to have some romance.. haha. Truthly speaking though, she is really really cute. Her design is by Nagayama Yuunon, the one who designed the incredibly popular character Tsumugi in Summer Pockets. How do you feel, Sayuki-san? Do you feel like youâre being cheated on? Hahaha.
Sayuki: No no not at all, haha. I would like for Koyomi to become popular, and for an in-person event to take place in Tomamae.
Kai: If anything, she is a very loveable girl.
Interviewer: Well, we have had you introduce these four heroines, Niijima-san, do you have a character you are particularly interested in?
Niijima: Yes. Iâm really interested in Hiiro-chan the most. I couldnât really understand what kind of character she was at all during the meetings, so I am excited to play the game. Iâm also pretty scared of Rikka-chan, haha. Kai-san has been saying a lot about her, but she seems like the character who will end up carrying the whole story. Iâm excited even as a one of the staff. As for Koyomi, I feel that Sayuki-sanâs youthfulness really shows in her, you can really sense the Key-like pureness from her. She really seems like the âClassic Key Heroineâ. After all, the fans really like the classic stuff. I felt that in Tsui no Stella too.
Kai: Whilst Sayuki-san is my rival, he is also a very important junior staff member to me, and is the type to write outside of the box. Tsui no Stella was pretty much a classic Hollywood movie styled plot, so Iâm happy to hear his work described as classic.
Interviewer: Hasama-san, out of the other writers characters do you have anyone that takes your interest?
Hasama: In terms of interest, then I am interested in all of them, but in particular I am interested in Aino-chan. I actually see the three Summer Pockets writers as the âsociable devilâs advocatesâ haha. Looking at Ainoâs plot as it is right now, I think she is really interesting and cute, and I think Niijima-san is going to take those things away somewhere within the story. That is what I am really looking forward to.
Niijima: No no, I am writing an honest story.
Hasama: Every time Rikka-chanâs setting is added to, I canât help but think she is so cute! Iâm looking forward to seeing how much is added to her story from here on out. As for Spica, her being Kai-sanâs character whilst Niijima-san gives off the sense that she will be an âabnormal characterâ in a good way of course.
Kai: Actually, just writing the base and plot direction myself and having Niijima-san write the actual story is something new that we are trying. Itâs caused a kind of chemical reaction that has been really positive, and even I am really looking forward to reading it. I hope you are looking forward to it too.
Hasama: Koyomi is really cute too. She is very cute, and really does have that classic Key feel. Iâm keeping an eye on just how Sayuki-san is going to develop and grow through writing her story. I am looking forward to Koyomiâs route, but moreso to seeing what kind of a scenario writer Sayuki-san will become.
Interviewer: Sayuki-san, what about you?
Sayuki: Iâve been working alongside the graphicers as assistant director, and the CG of Aino that recently came up was incredibly cute. From that alone I think Aino is my current favourite.
Interviewer: âCurrentâ favourite, haha.
Sayuki: Yes. As each CG get coloured, my favourite character changes along with it, haha. All of them are cute.
Interviewer: From a fans perspective that is very exciting to hear, and on top of that, there are some very charming sub characters too.
Kai: Yes thatâs right. We are making this game hoping that the player would really want to live in Masumi, so we are making sure that not just the setting, but those living in the town too, are also very charming, because the theme that has stayed prevalent amongst those playing Key games are âI would love to live in this worldâ âI want to stay with these characters forever.â
Interviewer: The more I hear about Anemoi the more I look forward to it. Of course, talking about Key games we cannot overlook the music either. What is happening with the music in this game?
Kai: The music producer is Orito Shinji, and the rest are the same staff who worked on Summer Pockets. Maybe Maeda Jun could help us... possibly... haha. I think if we ask him he might be up for it. Orito says he âwants to make something completely different to everything he has done up until nowâ.
Interviewer: I wonder what that could be about.
Kai: That would be music that really brings out the creatorâs good qualities to the forefront. It might be a little hard to picture just this alon, but please do look forward to it. I also really want to take Orito to Tomamae.
Interview: Oh, an extra location trip then.
Kai: Okano is also saying âI really ought to go just one more timeâ.
Interviewer: In which case, Niijima-san can join this time too.
Niijima: If I am relieved of certain circumstances then I would like to go. I went to Naoshima when we were developing Summer Pockets, but this time I am working purely off of what I have seen and heard.
Interviewer: Iâd like to ask about the game system as well. Whilst talking about Hiiro you mentioned that the choices made will become very important, will this also be for other routes too?
Kai: Yes. This is Maeda-ism. âIf Key are making a game, then we have to let the player enjoy it through their own in-game choicesâ, and of course these choices will also be very important in Anemoi too, and we are also thinking about mini games.
Interviewer: The excitement just keeps building, but there is also a lot of information not shared yet. How are you going to be introducing any new information for this game?
Kai: We already released a teaser movie, but rather than releasing a small amount each time, we are waiting until we have a lot of things to show and then showing them all at once. First of all, in order to better introduce the characters, we are working on image illustrations for them.
Interviewer: In terms of volume, how big will this game be?
Kai: Bigger than Summer Pockets, and slightly less than Summer Pockets Reflection Blue.
Interviewer: How will this game be sold?
Kai: Whilst it is not 100% confirmed yet, we are considering a PC release, a console release and a Steam release. However, we have to go through a lot of adjustments for this, so please kindly wait for the official release announcement.
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Interviewer: There was a download code card packaged within the Summer Pockets PC release. Will you be doing the same for Anemoi?
Kai: Yes. Whilst we are not sure whether we will include a download card inside the packaged version or not yet, we would like to put up a digital release on the same day as the PC release.
Interviewer: This is relevant to once the game has actually released, but when looking at the characters for this game, it is easy to imagine a lot of goods for them.
Kai: Things like Spicaâs stoat jacket, that would be really cute. We also make our own goods so... haha. Please look forward to these kinds of things too. Making sure the character designs are easy to make into goods is also something Key is very good at, we like the fans to be able to enjoy these things too. Also, whilst itâs a bit odd to be saying officially as a company, but Iâm the type that LOVES fanmade stuff, haha. It makes me very happy when the fans really go to town with the content from our games, and that in turn creates very positive reception for our game.
Interviewer: Finally, please give a message to readers of VisualStyle.
Niijima: I am still making games over at GLOVETY, and each year my position is getting more and more tough. But within that, working with a brand like Key that really take care making their games is very important. I have gained so much experience through them, both as staff and as a fan of the games. Key fans, please look forward to this game.
Hasama: I feel that I am carrying over the really good parts of Summer Pockets into this game. The route I wrote is very kindly referred to as âTsumuShizuâ, and for this game I am focusing on that relationship of two girls and one boy, of romance and of friendship. I would really like fans of Summer Pockets to play this game.
Sayuki: I am the youngest out of all of us here, and plan on seeing this through right to the end whilst relying on everyoneâs help. Up until now I followed Key as a fan, and I think out of everyone I have the the closest perspective to that of a fan even now. Using that, I really want to make sure this game is of high quality, so please look forward to it.
Kai: I actually think Summer Pockets was a very critical game for Key. That âIf this game fails, Key will be finished, and weâll be the ones to blameâ and it was a very scary time. In the end, Summer Pockets was supported by many many people. I am so very grateful, and I feel a lot of pressure to make sure that Anemoi is even better than Summer Pockets. But despite that pressure, I feel that it is looking to be a really great game. Please look forward to it.