Jack Jeanne Complete Collection - Interview with Ishida Sui and Towada Shin Translation
This interview is from the Jack Jeanne Complete Collection art book, while it is sold out at most stores, it appears to still be available on 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. š
This is a VERY long interview so I apologise for any typos or errors I may have missed.
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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?
āHow 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.
āIn 2015 Tokyo Ghoul was still being serialised wasnāt 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 emailā¦Ā 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!?".
āWhy 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 āGender Swapā, āTakarazukaā and āAll 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 Iād received to Towada-san.
Towada: Yeah, Ishida-san asked me for some advice. I was also drawn to the āGender Swapā and āOperaā 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: Iāve 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.
āYou 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 wouldāve been hard for me to match my art style to that, so in my proposal I noted things like āif it were me, Iād do something more like thisā. 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.
āAt that time, I heard that the game wasnāt titled āJack Jeanneā yet, but was instead called āJiemarieā.
Ishida: At first, I wanted to try creating a word that doesnāt exist. So using French as a base, I came up with āJiemarieā 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.
Thatās when we decided on āJack Jeanneā. The male roles take the name from the knight, or the āJackā in a deck of playing cards. And the female roles āJeanneā take from the word parisienne and Jeanne dāArc. 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 āJJā⦠Thatās also the title of a magazine though (lol).
āTaking 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 mustāve 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 didnāt feel that working on two projects at the same time was difficult. When it comes to game development, I can only create what Iām capable of, and there was no set release date yet. Of course, I would work on and submit things whenever I could though.
āWhat 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. Thatās why I think I was able to do it all concurrently with the serialisation of my manga.Ā
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How Ishida Sui and Towada Shin know each other
āDo 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 Iām talking to someone I often bring up something thatās 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 weād talk until early morning, I usually told her about storyboards Iād drawn.
āAt the Ishida Sui exhibition it was revealed that Towada-san had even given you advice on some of your earliest works.
Ishida: Yeah thatās right. It was a work Iād 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 āYep, I need to redraw the whole thingā.
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, āYou wonāt make it in time, stop, stop!ā
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 didnāt want to bring something along with me whilst knowing it wasnāt 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 wasnāt even comparable to the previous version, the lines were powerful and the characters' expressions conveyed a lot. I was seriously worried though (lol), I didnāt know if weād complete it in time.
Ishida: I couldnāt think about anything other than the lines being too thin, so I wasnāt 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, didnāt 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.
āSounds 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 didnāt 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 Ghoulās serialisation, Towada-san and I didnāt talk as much as we do now. If I had any concerns I would just try and sort them out by myself. Weād always gotten along as brother and sister, however we didnāt really start to have a āwork partnersā kind of relationship until we started working on Jack Jeanne together.
Towada: Thatās 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 wasnāt until I started working on Jack Jeanne that we really started properly talking to one another.
āHow 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 āIād be happy if this part of the script was done within the next two weeks.ā And then Iād present what Iād written and weād discuss it and then Iād return to writing again. This process was repeated until Jack Jeanne reached its completion.
āWas Ishida-san the one that reached out to Towada-san to write the script of Jack Janne?
Towada: He didnāt ask me specifically to write the script, early in development heād ask me to help with some research like āIād like you to look up some information on this, could you help me?ā. Iāve always liked ikusei games and within that genre I also enjoy romance and otome games. So I think thatās why it was easy for Ishida-san to consult me about it. Weāve had a common interest in games ever since we were kids.
Ishida: I played games like āPinnochia no Miru Yumeā and āAngeliqueā. 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: Iām that 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 Broccoliās 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.
Iāve 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: Iād never formally been asked to write a script before⦠I felt like a fraud (lol). I think itās because Iām not very good at being considerate of other people. I donāt think Iād be able to work with anyone other than Towada-san on something.
āWhy is that?
Ishida: Well, for one I donāt want to talk to anyone for long periods of time (lol). Because Towada-san understands what aspects of a story are important to me, sheās 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 wouldāve put quite the burden on him. Thatās 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 donāt I just write the scenario myself?
Iād never written the script for a game before though, so thatās what had been holding me back. Unlike novels, itās 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 itās closer to writing for a manga rather than a novel.
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The rejected character routes
āBefore Tokyo Ghoul was completed, what kind of things did you work on?
Ishida: The first two years were mostly spent creating the gameās 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.
āYou got to watch over the entire gameās 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 āYouāre just imagining a game that you would like, right?ā.
They asked me if thatās what the eventual players of Jack Jeanne would be looking for. That same friend said that since itās 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 canāt write a script without knowing how the gameās 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.
āSo during serialisation you were making preparations to jump right into it afterwards?
Ishida: Yes exactly. I wasnāt 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.
āWhich 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 wouldnāt put the player in a happy mood.
Despite it being a story about the theatre, my attention drifted to other topics which didnāt 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. Iād forgotten what prompt Iād 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, thereās 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.
āHow did the other characters come to be?
Ishida: At the proposal stage, the first character that I created was Kai. Itās 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 Kaiās partner. After that, I think Shirota was next.
Towada: At first you created the characters by basing them on plays didnāt you?
Ishida: Iām a fan of Yamamoto Shugoroās work āKikuchiyoshoā 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.
āHow 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 āThe Phantom of the Operaā, Fumi is āSalomeā, Neji is āFaustā and Yonoga is āShintokumaruā. Kisa and her classmate Ootori are āDon Quixoteā. Ootori ended up becoming a side character though.
āSo 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 Onyxās 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.
āDespite appearing glamorous, the characters are all dealing with their own issues, like certain complexes and family troubles. I think that theyāre 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 āto have a personality like this they must not have parents, or they must struggle with expressing themselvesā.
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.
āI 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 theyāre not giving it their all, then itās no good. If theyāre just standing around, then you canāt empathise with them.
āThereās times where she draws others towards her or supports those around her. She also has some masculine aspects to her.
Ishida: I think that Iām moved by characters who make me think āThis kidās really admirableā. Thatās why I made Kisa a girl who works hard no matter the difficult situation that sheās in. I like Kisa and Iām sure Towada-san feels the same way.
Towada: Sheās the result of both of our preferences. While due to the gameās setting, she of course has struggles related to being a girl, 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.
āRegarding 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 itās not a metaphor for anything and I didnāt 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 donāt struggle with any gender related issues myself, so itās not like I can fully understand what itās like, but in general Iāve never considered gender to be a very big deal. If someone born male were to tell me āI have the heart of a womanā then Iād just think āok coolā.
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.
āThe side character, Tanakamigi Chui of Amber, had a very striking presence. How did you go about creating him?
Ishida: I wanted someone thatās 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, itās 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.
āOn 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 theyāre only villains in the context of the stage, theyāre not actually bad people. So it was hard to find that balance between them.
Visually theyāre edgy and have a talented vibe, but they also have their own individual quirks, theyāre 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 didnāt 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 āThereās way too many characters, please cut some of them out.ā To which Towada-san replied, āIshida-san, youāre the one who created them in the first place.ā (lol).
Towada: Thatās because the cut characters had already appeared in the script (lol).
Ishida: I feel that when thereās 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 Iād suddenly tell them āOh that character doesnāt exist anymore.ā
āApart 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 wouldāve 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. Thereās six main characters, and including Kisaās route, that would total to seven unique shows.
Before that thereās 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 wouldāve 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 characterās perspective instead. And even then, thereās still over 20 different endings to the game, so it still took a long time until everything was fully complete.
āNewcomers, summer, autumn, winter and the final performance, were these five showās 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 āHouse of Biscuits and Candyā 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 Iāll have to make a manga about it somedayā¦
By the way, the one who was saying āLetās do thisā and then changing it to āNevermind letās notā was all me. Iāll start on something wholeheartedly thinking that itās the right choice before realising halfway through that I canāt actually take it anywhere and stop. Jack Jeanneās development was full of trial and error.
Whenever Iām 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 hadnāt 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 donāt commonly see stories presented within stories, I thought that it was a rare case for a game especially.
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The story behind āLyrics: Ishida Suiā
āYou also wrote the lyrics for each of the songs used in the performances didnāt you, Ishida-san?
Ishida: Yes, thatās how things ended up. It goes without saying, but no one, including myself, thought that Iād be the one writing the lyrics.
Originally Broccoli brought in several professional lyricists and had me look over what theyād written. However I couldnāt help but feel that they were lyrics Iād heard somewhere before, or they at least didnāt 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 didnāt touch on the core of the story.Ā
The songs in Jack Jeanne are stage songs that Neji wrote for the members of Quartz. So unless youāre familiar with the setting and understand how the characters are feeling, then you wonāt 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. Iād poured my heart into not only the character designs, but also the story and system of the game, so I didnāt 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 Iād written was viable and asked them āIf there are no problems, then please let me write the lyrics.ā
āDid you sing the temporary vocals for the songs too?
Ishida: When I submitted the lyrics to Broccoli, I got the normal response of āThank you, weāll leave the temporary vocals to you.ā Along with this message they also wrote āYou can hire a professional vocalist if youād like, or you could record the temporary vocals yourself.ā
Because of this I started thinking that maybe I should record them myself. Similar to how one wouldnāt be able to write lyrics for the songs without a deep understanding of the story, if you werenāt the one who wrote the lyrics, you wouldnāt know how theyāre 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. Thatās more or less how I did it.
āWhen recording yourself singing, being self conscious about it can interfere.
Ishida: I donāt think I was possessed by 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 āAlright, let us know your upcoming scheduleā, I got so carried away that I was somewhat bewildered by the cold response (lol).
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Recruiting via DM, gathering specifically selected creators
āIt 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, Iāve always loved the concept artist Lownine-sanās work ever since I was a student. I suppose you could say I was jealous of how high quality their artwork is⦠Theyāre 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 wasnāt sure if Iād 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 DMās. I had only appreciated Lownine-sanās work from afar, and weād 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 Jeanneās development, I got the chance to speak with Lownine-san, so I asked them āCould you teach me how to draw?ā They gladly accepted this request and taught me how to draw whilst screen sharing over Skype. However, in about 10 minutes, theyād 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, werenāt you?
āHad you been a fan of Kosemura-san, who was in charge of music, since you were a student as well?
Ishida: Yes, Iāve listened to Kosemura-sanās music a lot since I was a student. When I was brainstorming what kind of music would fit Jack Jeanne, Kosemura-sanās āLight Danceā immediately came to mind, since it fit perfectly. Because I didnāt have any personal connections to Kosemura-san however, I didnāt 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 didnāt have much experience in writing game music, he wasnāt optimistic about the offer. However, later, when he learned that it was a game being made by Ishida Sui, he readily accepted the offer.
āHow 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 āthis group is crazy goodā 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.
āWhat 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!)
āI hear youāve known Gyudon-san, who was in charge of making the movies, since your Tokyo Ghoul days.Ā
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.Ā
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 Iāve known them since Tokyo Ghoul, I figured I couldnāt go wrong entrusting the job to Gyudon-san. They didnāt 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 Ghoulās 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 weād be displaying chibi characters during the gameās 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 Quartzās ending, and the divergence in the story since the beginning of the year drastically branches off
āThe performances, packed full of each of the characterās 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: Thatās 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.
āSo you needed to create even more anticipation heading into March?
Towada: From January to March, each characterās 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 wouldnāt 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 gameās 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.
āHow 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 didnāt make it a confession that respected both Kisa and her suitorās feelings, then I felt it would spoil the fun.
āIs that how you approached the ārealising Kisaās a girlā 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 sheās a girl. Thereās characters that realise her true gender once their bond deepens and on the flip side, there are some who donāt realise it at all. Thereās also the case of Yonaga, who knew Kisaās 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 didnāt 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. Thatās 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 wasnāt able to effortlessly soak the story in romance. I think I had to rewrite Shirotaās ending at least three timesā¦
Ishida: Shirota was who you tried writing an ending for first after all.
Towada: Shirota and Kisa arenāt the sort of people whoād be all flirty, and Shirotaās 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 wouldnāt be through whispering sweet nothings to one another, but instead by coming to understand one another without having to exchange words at all. Once Iād completed Shirotaās route, to some extent, I continued writing the other routes in a similar way.
Ishida: While itās true Shirota acts like that, the other characters all act differently. To the point some arenāt even comparable. In contrast to Shirota, Suzuās 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-sanās 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. Nejiās way of flirting especially were mostly lines that I requested.
Towada: Heād say āMake him say something like āTry seduce me!ā Because I want this CG to appear.ā (lol).
Neji especially plays with his words a lot, so unless Ishida-san told me what wordplay to write, I wouldnāt 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 wouldnāt disrupt the flow of the story. As for Fumi, Ishida-san wrote his route himself.
Ishida: Yes, I wrote it all myself.
āWell isnāt this quite the exciting plot twist?
Ishida: I turned into quite the young maiden myself (lol). Even though Iām 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 āWoah!ā.
Towada: Itās more interesting if at least one character is that way. From the early days of production, Iād 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 Iād been expecting though, it got my heart racing (lol).
Ishida: I was also the main writer for Kisaās solo route. Thereās no romance in it, but itās an ending where long lasting friendships are born and it ended up being the kind of story youād see in an uplifting shoujo manga.
Towada: Itās full of Ishida-sanās flair, I loved it.
Ishida: If love is a lie, then how do you face that lie? Thatās 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 theyāre 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.Ā
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 transformedĀ
āIf 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.
āBecause as well as the main scenario, thereās 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 didnāt sleep for four days.
Ishida: I was in a serious pinch so I donāt 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 Iād written to a good point, Iād 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 thereā¦
Towada: Once Ishida-san had finished writing his part of the script, heād have me check it. So at the same time, Iād have Ishida-san check what Iād 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 wouldnāt be affected, I made sure to sleep at a regular time, however Iād 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 Ghoulās serialisation my sleeping patterns were similar, so to some extent I mightāve gotten used to it.
āThatās just like Neji-senpai, isnāt it?
Ishida: Yeah yeah, I worked in a similar way to him. However in Nejiās 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 isnāt he? I was writing whilst wishing I could be like Neji.
After experiencing writing a script, Iāve 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 canāt 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 canāt do that when Iām writing though, I was starting to wonder if I really had to think so deeply about everything I wrote.
āDuring 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. Itās ok to just be left with whatās necessary. My way of thinking ended up being the exact opposite to before.
āWhat brought about this change in thinking?
Ishida: It was early in production, when I had asked Towada-san to write Shirotaās route for me, I got concerned about the āsharpnessā 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 Iād received a psychological shock. I think I even smelt the faint scent of blood.
āFrom thorns to rounded edges. I still remember the comment you made during a press conference saying, āI was careful to not kill off any charactersā.
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.
āWhy is that?
Ishida: Because of the flow of the dialogue, backed by Kosemura-sanās music while it's being read out by all of the voice actors. It all comes together as one⦠Thatās what I think at least. Writing and illustrating are Towada-san and Iās 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.
āDo 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.Ā
The way that Ishida-san and I go about creating stories is different. I came to understand that Ishida-sanās 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, Iāve 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 āso this is how they interpret the story.ā Seeing what they came up with made me notice different approaches that I hadnāt thought of.
Iād write whilst listening to Kosemura-sanās music and decide which way to take a scene. Or Iād 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.
āThe way you all came together as gears to create a single work sounds similar to the story of Univeil.
Towada: True. I never thought Iād 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 āIt was greatā or āI like this ideaā.
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 couldnāt take it anymore and my pen just stopped moving. During this dire moment so close to the end, my proofreader messaged me saying, āYouāre almost done.ā 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 didnāt 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 wasnāt able to write it on my own anymore⦠When Ishida-san sent me the script heād 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 wouldnāt have been able to do it if I was alone.
Ishida: Youāve got that right. I think that if anyone was missing from the team, it wouldnāt have worked out. Not to mention that in my case, everyoneās contributions were directed to me, and they were all people that Iād 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 isnāt 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.
āHas working alongside other people changed the way you work at all?
Ishida: Right now Iām still in the state immediately after being swept away by the raging waves of a storm, so Iām not sure how I really feel yet. Iām 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 weād all been working so hard on had finally taken shape, and I was relieved.
Working on this project Iāve come to learn both the hardships and the fulfilment that comes with creating something with others. So, I suppose Iāve started considering working on something by myself again⦠Iām not trying to say that itās in my nature to want to work alone, I think Iām just experiencing some kind of aftershock. I think the waves are returning.
Towada: Iām 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).
āAfter 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 didnāt end up meeting with the other developers or the voice cast. Big project after parties arenāt as common these days, but I do want to hear everyoneās 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 Iād 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 āthis is the team of people that created Jack Jeanneā and Iād like to express my gratitude to them all in person. I hope that an opportunity like that will come one day.
Hello everyone! I hope you guys are doing well, physically and mentally. Sorry for not updating for so long.Ā
I would like to inform I might not be able to constantly update translations of Ishida Suiās streams anymore. My classes have started returning to being physical, so I have lesser time to spend in front of the screen. Depending on how busy I am, I might not be able to continue translate anymore.Ā
To all who read my translations, I would like to thank you from the bottom of my heart. Even though my translations are very lacking, I am grateful that you guys take the time to read it. Translating his streams has been a source of joy to me. If I could, I definitely would like to keep on translating his content, consistently. However, university is a priority and I need to my best in my study so that I would not disappoint those closest to me.Ā
Once again, thank you very much for reading! Please take care of your physical and mental health. I wish you all the best in whatever path you choose!
[Choujin X Chapter 1 spoilers/Tokyo Ghoul Spoilers/Slight Chainsaw Man Spoilers]
So happy that i finally have a new manga to analyze and follow again, especially by Sui Ishida nonetheless. Regardless, Ishida was well known for his symbolism in Tokyo Ghoul, and his usage of flowers/plants specifically was actually noticeable.
A prime example of this is at the end of the original Tokyo Ghoul where Kaneki is in his own internal manifestation after suffering critical injuries to Arima (pictured below)
The flowers on dispaly here are red spider lilies, the higanbana, which are supposed to grow on the banks of hell (Higanbana pictured below).
Side note because I've barely talked about Chainsaw Man, they also literally appear in hell in Chainsaw Man. Nice parallel.
Point being is, flowers/plants are important, and this time in Choujin X, dandelions have become a focus with the panel below specifically.
Dandelions are very pretty and known for people blowing on them to make wishes, but theyre also seen as weeds to farmers (although not officially classified as one), so blowing on them indirectly spreads their seeds which causes further trouble.
So considering the context of the panel before where Tokio takes the choujin serum to fulfill his promise to Azuma, you could consider that his "wish" to keep his friend safe (or maybe his wish to become a choujin if that ends up being the case). However, as mentioned, the innocence and good nature of wishing on dandelions also has negative ramifications.
My guess is it's a wish Tokio wanted but he's going to realize that his wish causes more harm than good eventually. Perhaps a shockwave of new choujin in the area? Perhaps the slow loss of his humanity? Another tragedy? Or maybe something else entirely. Who knows, it is only the 1st chapter after all.
Chandler Fume (the fire guy) refers to both the thing he's doing currently and what he's showing the little girl as "the job", thus confirming that it was indeed his job to bring the plane down.
"Ms Bazonkas" was actually a great touch, lmao
"Azuma went into action" is "Policeman Azuma was on active duty again today", as that's both an explanation of where Tokio's been and a set up for the next line: "Oh, what a great guy... he is" (implying that Tokio clearly isn't as he's, in fact, not doing anything). A couple pages before Azuma introduces Tokio as his specifically work partner, so Tokio probably includes himself into that policeman routine as well.
"holding hands" and Azuma's subsequent "ew no", which I honestly didn't like in TL: Tokio's sister tells him an idiom that means he should learn from the such an upstanding guy, but that literally translates to "you should boil the dirt under his nails and drink it". Tokio misunderstands, taking the idiom at face value, thus the following dialogue:
Tokio: Sis says I'd better bring home the dirt under your nails. (give me some?)
Azuma: ....What? Why? Sounds scary. (nope)
Tokio: Apparently she wants to boil it and feed it to me?
Azuma: Do not boil it. Do not drink it.
"I could've been a lion too" should be "I wanted to be a lion too". Same sentiment, but I feel sticking closer to Japanese would be better considering the end of the chapter.
Just a fun bit: Tokio is now a "Beast" type choujin. Meanwhile, the word "kaiju" ćęŖē£ć ("monster", but specifically a weird-ass strong one) consists of the same character for "beast" ćē£ć and the character for "choujin" ćęŖäŗŗć.
Thanks to Yuki Iida from youtube for the translation.
āSui: I have been writing a manga recently
Sui: Thinking about the story takes a lot of thought, but once I start drawing, I get really bored ( ~bored of = he has to use his brain alot for thinking about the settings and characters and story about the new manga, but once the story is made, putting the pictures on to it is easy )
Sui: my new work is called Choujin X
Sui: there's so many ideas i want to do
Sui: What I thought of today is, I shall have a Superman of a hamster
Sui: Hamster-senpai might appear (hamster-senpai =Super Hamster that might come up in his new manga)
Sui: never know, my new manga might be crap, but well, crap might be better than kindda fun
Sui: people would expect Tokyo Ghoul from me, but human changes, so I won't be making the same thing