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    Interview: Shin chan: Shiro and the Coal Town Producer Akira Nagashima

    The producer from Neos Corporation talks about the game's inception.

    Published:

    Before the launch of Shin chan: Shiro and the Coal Town in the west, Final Weapon had the opportunity to conduct an email interview with game producer Akira Nagashima from Neos Corporation. 

    In our interview, Akira Nagashima revealed insight into the development of Shin chan: Shiro and the Coal Town, initial goals for the project, his inspiration for developing the new game, Kaz Ayabe’s involvement in development, and much more. The Shin chan: Shiro and the Coal Town producer also touched on feedback from the previous game, Shin chan: Me and the Professor on Summer Vacation – The Endless Seven-Day Journey.

    Could you please introduce yourself and tell us about your background for our readers?

    Akira Nagashima: Hello, everyone, I’m Akira Nagashima from Neos Corporation. I’m the CCO (Chief Content Officer) of the Consumer & Content Company, overseeing the development of kids’ apps and console games. As a child, I dreamed of becoming a manga artist and used to trace manga drawings. In middle school, I aspired to be an animator and traced key animations. By high school, I wanted to be a film director, so I made storyboards. Later, I studied graphic design at a design school while aiming to enter the gaming industry but ended up working at a housing manufacturer. It wasn’t until after I turned 40 that I finally got a job in the gaming industry.

    As the Shin chan: Shiro and the Coal Town producer, what did your role entail for the game’s development?

    Nagashima: In addition to producing the game, I was responsible for the planning, scriptwriting, character design, and art direction.

    What were some goals that you and the team had in mind when development of Shin chan: Shiro and the Coal Town began?

    Nagashima: Of course, we wanted to surpass the previous title! That’s what I’d like to say, but our initial goal was to ensure that the new game did not tarnish the reputation of the previous one. From the early planning stages, we had decided to retain the core structure of the game style that was well-received, while enhancing the visuals, story, and gameplay elements.

    Were there any challenges that the development team faced while working on the game?

    Nagashima: Honestly, it felt like we were constantly facing challenges throughout the development period, but the hardest part was balancing the storytelling with the gameplay. As we revised the scenario multiple times, the necessary scenes and dialogue increased, which affected the pacing of the game. On the other hand, too little storytelling made the gameplay feel too mechanical. Balancing these two critical aspects of the game was extremely challenging.

    In 2021, you produced Shin chan: Me and the Professor on Summer Vacation – The Endless Seven-Day Journey, which became a very successful title on Nintendo Switch. Was there any feedback from this title that aided you in developing Shin chan: Shiro and the Coal Town?

    Nagashima: It influenced everything. From the moment the development was decided, it was positioned as the successor to “Me and the Professor on Summer Vacation.” Everyone expected that. Deciding what to carry forward and what to innovate in the midst of those high expectations was a huge pressure. I realized that we couldn’t simply create a copy of Ayabe’s work. While carrying on his spirit of craftsmanship, I focused on pursuing what I found truly fun. The game condenses the essence of landscapes from my memories and the numerous entertainment works that have influenced me since childhood.

    The previous Shin chan game was produced in collaboration with My Summer Vacation series creator Kaz Ayabe. Did Ayabe have a role in Shin chan: Shiro and the Coal Town’s development? If so, what was it like to work with him again?

    Nagashima:Me and the Professor on Summer Vacation” project started because Kaz Ayabe responded to my one-sided love call. I’ve always thought of him as someone who, though curious like a child, has a delicate way of observing the world. Even when walking down the street together, he notices things from a different perspective than most people. He probably always imagines the story behind whatever catches his eye. Ayabe-san is someone who can design experiences based on how people feel. I knew from the start that due to scheduling conflicts, Ayabe-san wouldn’t be able to be fully involved, so I was prepared to handle most of the work. However, as I progressed with the development, I found that prioritizing the players’ experience above all else was one of Ayabe-san’s great influences.

    The use of cel-shaded 3D models and hand-drawn artwork makes the latest Shin chan games look just like the anime series. What were some elements from the anime that the team was keen on implementing in Shin chan: Shiro and the Coal Town?

    Nagashima: Following in the footsteps of the previous title, “Shiro and the Coal Town” was developed with respect for the production techniques that have made Japanese TV animation a part of our cultural heritage. By layering cel-shaded 3D models that move with our unique motion control technology over hand-drawn backgrounds, we created visuals reminiscent of the TV anime. As you all know, Shin-chan doesn’t have a front-facing design, and when he laughs, he sometimes turns his back to the camera to hide his expression. To replicate this in the cel-shaded 3D models, we had to implement special motion control techniques.

    Akita Prefecture and Coal Town appear to contrast greatly, with the latter being a mysterious place that Shinnosuke may explore and create inventions in. What inspired the creation of the Coal Town setting?

    Nagashima: One of the key themes in creating this game was “contrast.” The era we live in has brought us a very convenient and efficient lifestyle, thanks to technological advancements and shifting ideologies. However, there’s also a sense of loneliness, as if we’ve forgotten something important from the past. I wanted to portray that contrast. To contrast with Shin-chan’s everyday world, we envisioned an imaginary town based on the era when the fossil fuel industry flourished. We paid special attention to the visual and sound design to make the town feel slightly different from reality but not entirely disconnected from it.

    Is there anything else you would like to share with Shin chan fans and those eager to play Shin chan: Shiro and the Coal Town?

    Nagashima: We developed this game to feel fresh from a child’s perspective, while also evoking a sense of nostalgia for adults who were once children. In a world full of fast-paced, intense games, “Shiro and the Coal Town” is a game where you can relax and take your time. I would be thrilled if many people played and enjoyed it.

    Shin chan: Shiro and the Coal Town Confirms New Physical Edition Details

    Thank you so much for your time Mr. Nagashima, and thank you Ken from JF Games for making this interview possible!

    Shin chan: Shiro and the Coal Town releases on October 24 for Nintendo Switch and PC via Steam.

    Soul Kiwami
    Soul Kiwami
    Raul Ochoa, a.k.a. Soul Kiwami, is the Managing Editor of Final Weapon and a Games Writer at Game Rant with four years of writing and editing experience. Raul is passionate about the Japanese gaming industry, and he's a huge fan of Nintendo Switch, PC hardware, JRPGs, and fighting games. business email: [email protected] | Muck Rack: https://muckrack.com/raul-landaverde-1

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