I've never felt they were strict about anything. By valuing the views of the fans in the creation process, Good Smile Company has been able to create all kinds of Nendoroids from the Touhou series over the past 10 years. Akiyama said this about the influence Touhou brought to the Nendoroid series:. Each Nendoroid has a number, and we always try to use the numbers that end in "00" for Nendoroids that have been important to us, so in , we made Nendoroid Reimu Hakurei 2.
I think with that we were able to communicate how important the Touhou series has been to us over the years. Nendoroids have always taken center stage at Good Smile when it comes to the Touhou series, but in , Good Smile Company started a new Touhou smartphone game, creating another derivative work for the series. After gaining experience from running that for 1 or 2 years, we decided we wanted to try to make another game. We had been thinking about making a game based on the Touhou Project, and got the OK when we had asked the publisher about it.
I think we had really exceptional timing when coming up with the project. And thus the new derivative smartphone game Touhou Lost Word got its start. Despite being a smartphone game, Good Smile Company's philosophy on creating the game was no different from creating figures. It's somewhat difficult to interpret the series in our own way for the game while preserving the popular fan image of the game at the same time, but it's definitely the thing we were most careful about.
Furthermore, it's most important for fans to be able to see their favorite characters in the game, so we also were really careful when creating illustrations for the game. If the colors are too strong, or if there are too many unique elements to the design, that won't work, but on the other hand, you can't be too bland or else the characters won't be cute.
It was really important for us to find a balance in the character design. Touhou Lost Word's story takes place in Gensokyo, and is about an amnesiac traveler searching through the world and meeting its inhabitants along the way.
By recruiting new friends with offerings, the player uses cards to strengthen their unique party and utilizes character types and shot types in order to advance through combat stages, making for a simple-but-addictive RPG system. The game was also made in order to attract a wide variety of players.
We wanted to create a system that wasn't too hard for players to understand, so beginners could jump in and play easily as well.
That is something we really focused on in development. Of course, it's important to have challenging elements to the game, otherwise it wouldn't be fun, but we also wanted to create an interesting experience for players who enjoy the series and characters, and just want to play through the story. We also tried something new with giving each character 3 different voices.
Normally in games, characters only have one voice, but in case a certain voice doesn't match a player's idea of what a character sounds like, we wanted to give them the option to change it.
Touhou Lost Word was made to preserve the Touhou derivative work feeling in a polished game form. It's only been 3 months since the game's launch in Japan, but Mr. Iwasa says, "We've received a lot of positive reviews from players. I think we're very fortunate that the fan community accepts our game. It really makes me happy to see it.
It's been over ten years since the first Nendoroid from Touhou released, and now this year, the new game Touhou Lost Word made its debut. This sixth entry was hardly recognisable as a descendant of his earlier works. Running on Windows, it was fast and fluid — the equivalent of moving from Wolfenstein 3D to Quake. It was a fresh start for the Touhou series, and a rebellion against the direction he saw other games going in.
ZUN felt many shmups at the time were overburdened with abstract systems and gimmicks, leaving dodging projectiles as an afterthought. Ultimately, the three things that garnered the most attention for the Touhou Project were the music, the characters, and piracy. After years of experience and the technological leap, he was able to make something special. Trying to make the characters cute, many came out disproportioned and doughy-faced. As the cast expanded, fan works became increasingly widespread, including art, writing and games.
Initially, circulation was limited to copies from Comiket. A few online hobby shops began to stock copies, some of which shipped internationally. This calendar is set such that the end of World War II is on the 60th season. According to Phantasmagoria of Flower View , the "flower incident" occurs once every 60 years, with the cause being the deaths of a great number of humans in the outside world. According to Imperishable Night , the reason why Reisen ran away from the moon was due to an invasion of the Moon from Earth, which was the Apollo program.
Gensokyo was separated from the outside world at around the Meiji era, and Imperishable Night was around a hundred years later. The second time the Great Hakurei Barrier became loose, which occurs once every 60 years taking place in Phantasmagoria of Flower View , was in the th season.
While they aren't developed nearly to the standards of a story-based game, many players love them, and even obscure stage bosses who only appear once have a fanbase. One Genjii is a turtle, one is a cat Sokrates , two Youki Konpaku and Myouren Hijiri are only mentioned in passing, one Rinnosuke Morichika is only featured in the serialized novel, and the last Unzan is a cloud-like entity.
There is also one before all these Shingyoku , but this character has three forms of different genders, so this character may not exactly be male. Though each game features a collection of different characters, the main character of the games is always Reimu Hakurei, joined by Marisa Kirisame after the second game. The same thing applies in Fairy Wars , which has Cirno as the sole playable character. The idea of Touhou first came to ZUN during his high school years, when shrine maiden-themed games were in the minority.
He went to college, hoping to compose music for fighting games, since they were popular at the time due to Street Fighter II. However, he decided that in order to put his music into games, it would be easier to make his own game to go with it, thus the first Touhou game, Highly Responsive to Prayers , was released in The first game was originally intended as a practice in programming.
Touhou only became a shooting game series starting from the second game, because the popularity of shooting games had revived due to RayForce and ZUN had long been a fan of such games. Some of the official print media released include music CDs containing original tracks and rearranges of earlier music.
A prodigious amount of derivative works based on Touhou have been created since the release of Embodiment of Scarlet Devil. The vast scope of Touhou derivatives prompted commentary, noting that Touhou Project became an unmissable aspect of Japanese consumer generated media. ZUN, for the most part, had acknowledged, appreciated, and even encouraged these derivative works by imposing very few restrictions on the use of his works. The first recent publication of Touhou derivative doujinshi occurred during December , following the release of Perfect Cherry Blossom ; seven circles sold Touhou derivative works at Comiket 65 in December At the Comiket 74 in August , a total of circles had Touhou derivative works on display or for sale, out of a total of 35, circles participating at Comiket.
A major internet meme based on Touhou is "Yukkuri shite itte ne!!! Yukkuris became so popular that the phrase "Yukkuri shite itte ne!!! Yukkuris also appear in Internet advertisements, the anime Natsu no Arashi!
Several fanmade anime had been made for Touhou. Sports was given the Grand Prize award and Touhou Project failed to win any awards.
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