Interviews with legends who work on the ego and crazy school RPG "Monark" approach the hidden charm
Set in the "New Mikado Gakuen", which has been isolated from the outside world due to a mysterious force field, the RPG "Monark" fights against seven demon contractors who wield different abilities with their ego.
Here, the producer and director of this work, Mr. Fuka Hayashi (Frew) and Mr. Mitsuhiro Hoshino (Rankers), Mr. Ryutaro Ito (representative work: "Megami Tensei" series), and Mr. Kazuya Suzuki, who supervises the scenario. (Representative work: "Megami Tensei" "Megami Tensei" series), cooperation Fumi Nishitani (representative work: "Digital Devil Story" series), Ms. Kaoru Masukozu (representative work: "Megami Tensei" "" Interview with "Shin Megami Tensei" series). We asked about the background and appeal of this work.
With enthusiasm enough to rush into the Twitter question box
――First of all, please tell us about the part you were in charge of.
Mr. Hayashi Fusho (henceforth, title omitted): I'm Hayashi, a producer and director. He's working on a lot of things, so it's a little difficult to say how far he's doing (laughs).
Kazunari Suzuki (henceforth, title omitted): You also wrote the scenario, right?
Hayashi: That's right. Since the story will be long, I will tell you later, but in this work I was also in charge of the scenario.
Mitsuhiro Hoshino (henceforth, title omitted): I'm Hoshino from Lancarse, who is in charge of overall development. Personally, I am the organizer of the development team and the overall supervision.
Hayashi: Mr. Hoshino asks for the direction of Mr. Lancarse, who was in charge of the development.
Mr. Ryutaro Ito (henceforth, title omitted): I'm Ito. He was mainly in charge of setting up and scenarios for the regular students of the school, which is the stage.
Suzuki: I'm Suzuki who participated as a scenario supervision. This time it was supervised, so it was a role to encourage the scenario written by Mr. Hayashi and Mr. Ito, "Let's do this more!".
Mr. Aya Nishitani (henceforth, title omitted): I thought about the original diagnosis part. I think I wrote the original for about one psychological test book. I asked Mr. Hayashi to cut it to an appropriate length for in-game diagnosis and correct it to fit the world of "Monark".
Mr. Kaoru Masuko (henceforth, title omitted): This is Masuko who was in charge of BGM. I look forward to working with him.
――It's "Monark" where many gorgeous creators participate, but please tell us how the project started.
Hayashi: At first, I and Mr. Hoshino planned this work. It was this work that took shape as I wondered what both of them liked and what the players were looking for now. I think that I was able to successfully combine a dark world view with a sense of authenticity and a modern essence. By the way, if you look at the contents of this work, you can see at a glance what kind of works and contents we like.
――How did the creators of this time speak to you?
Hayashi: I made a direct attack with passion and enthusiasm (bitter smile).
――You didn't know each other from the beginning, but you sent a love call.
Hayashi: That's true for many people. At the time of Mr. Ito, my e-mail address was not disclosed, so I sent a message from the question box on Twitter.
Ito: I was surprised when the message "Is it possible to discuss your work?" Arrived in the question box.
Hayashi: In addition, Mr. Suzuki had a common acquaintance, so I asked him to connect with me, and Mr. Aya Nishitani contacted Mr. Suzuki for consultation. Mr. Masuko had a connection with another title of our company, so she contacted me with that connection.
――What did you think when you heard about the project of "Monark"?
Ito: After receiving a direct attack from Mr. Hayashi, I visited the meeting, and at that stage, I had the impression that the concept of "I want to make this kind of work" was firmly decided. As a first impression, I thought, "Oh, this is the person who was influenced by that work" (bitter smile). As I listened to the story, I was able to convey my passion for the work, and before I knew it, I was struck by the enthusiasm.
――Mr. Ito, did you have any doubts about making something that was completed in the past?
Ito: "Monark" was a title that respected past works but felt new challenges. Therefore, I was really looking forward to participating.
Suzuki: When I heard about the project, I thought of past works, but when I listened to the story, there was a new essence of the modern style, and the system was also very challenging, novel and surprising. I was jealous of the game I was warming up because the settings for moving to the "other world" were the same (bitter smile).
Hayashi: That's my first time hearing (laughs).
Masuko: I was called when the scenario was completed to some extent, so the world view was already completed. At that time, I was also receiving "Caligula 2", so I thought I had to make sure that the song wasn't covered. However, I heard that "Monark" is a Gothic song while "Caligula" was ordered as a sharp song, so the approach is completely different. Also, I was asked to add live sound to "Monark" as well as driving it, so I thought it was interesting.
――Is the actual work like you started working on "Monark" after "Caligula 2" was over?
Masuko: No, there were times when "Caligula 2" was ahead, but it was going on at the same time. Therefore, it was difficult to switch heads.
Hayashi: In terms of the production schedule, it was a form of doing "Monark" first, then moving to "Caligula 2", and then doing "Monark" again.
Masuko: That's right. "Monark" was consulted earlier, so I started from here.
――Mr. Hoshino first had a meeting with Mr. Hayashi about the project. What was your impression at that time?
Hoshino: As I talked with Mr. Hayashi, the content of the game became solid, and I thought that I could do various interesting things with such a theme, but when I heard the participating members, I said "I can really do it with this member! I remember suddenly feeling a lot of pressure. It will be difficult, but I strongly felt that I had to make it a good work.
――How about Mr. Nishitani?
Nishitani: For me, the most fun part of making a game was thinking about a new system. But from the end of the 90's, I was only required to think of a story that fits the existing system, and I moved away from the game world. However, Mr. Hayashi only told me that he wanted to create a system that uses psychological tests. Also, when I heard about the "Monark" project, I realized that the basis of this game was an Adler-like world view, and I said "OK, let's do it!" For the first time in a while.
――From Mr. Nishitani's point of view, what is the appeal of "Monark"?
Nishitani: I think "Monark" is an Adler psychological game. Desire is not something that should be suppressed, it is a source of power and sometimes good. The positive view of desire is the appeal of this game from my point of view.
――Various creators are participating in "Monark", but what was your impression when you learned about the participating creators?
Nishitani: Since Mr. Kazunari Suzuki originally introduced Mr. Hayashi, I expected that people at the time of "Megami Tensei" and "Megami Tensei" might gather. But that's the most interesting thing. From my point of view, "Shin Megami Tensei" is a successful example of a Jung psychological game, but "Monark" is based on Adler psychology, which is the opposite of Jung psychology. I think it's a game.
--Mr. Hayashi, please tell us about the creators who did not participate in this interview.
Hayashi: Regarding character design so-bin, we offered it at an early stage when the project wasn't finalized. Both I and Mr. Hoshino liked so-bin's illustrations very much, and if it is the one and only attractive character and illustration drawn by so-bin, it will solidify the brand image of this new title. I thought I could do it. By the way, when I talked to so-bin, I was just thinking that I wanted to do a work of school things and modern things, so please come! Thank you for your kind consent.
――How about Mr. Hajime Ueda in the insert illustration?
Hayashi: I asked for that part because there is a special psychological depiction in this work that makes Ueda's illustrations shine. Mr. Ueda participated because I thought it would be nice to have a unique and deformed touch to express the mental landscape. Mr. Ueda also liked the works created by Mr. Suzuki and others, so he was happy to participate.
――How about KAMITSUBAKI STUDIO, who is in charge of the theme song and insert song?
Hayashi: At KAMITSUBAKI STUDIO, the creative ideas of artists and composers are all mysterious and philosophical. The artist, KAF, who sings the theme song, concludes with "I'll definitely live and see you again" at concerts, etc., but there is a feeling of warmth and cuddling throughout. Although this work has a dark world view, it is not a work that ends up being pushed out, and there is also a self-affirmation message that I want you to like your ego in the end. In that sense, I thought it would be perfect, so I decided to ask KAMITSUBAKI STUDIO.
There are settings for 100 characters
――Please tell us about the story. How was the scenario of this work created?
Hayashi: First, I consulted with Mr. Suzuki and Mr. Ito about the scenario. During the meetings and dinners, I talked about the prospect of becoming a game creator who writes scenarios while cutting specifications as well as producers and directors, like the two of them at the time. Under such circumstances, when I showed them the materials for the plot plan at the Brest of the scenario meeting, they liked it and said, "I think I can write it, and I will check and supervise it, so why not write it yourself?" I was asked to push my back and I decided to write it.
――At first, Mr. Hayashi didn't plan to write.
Hayashi: That's right. At first, I was planning to have Mr. Ito write the scenario and Mr. Suzuki supervise it. However, since I was able to push my back, I tried my best with the intention of borrowing my chest. Mr. Suzuki supervised me and gave me advice on how to dig deep into the characters, so I think I can draw the charm of the characters such as ego and humanity. In the end, Mr. Ito was involved in the scenario of the students in the school, but here is the story of 100 students who have their own names and settings. Each person has a strong ego and feels a living charm.
――How was Mr. Ito and Mr. Suzuki listening to the story?
Ito: When I first heard from Mr. Hayashi, it was impressive that Mr. Hayashi already had a solid vision of the concept of the story and what kind of atmosphere he wanted to create.
Hayashi: I was thinking that I didn't want to make a work that was just dark. As I talked with Mr. Ito and Mr. Suzuki about the composition and development of the scenario, it became solid.
Ito: As I mentioned earlier, I left the main scenario to Mr. Hayashi, but during the scenario meeting, there was a story about preparing a story for 100 students. There was a story that each student in the school should have a character and a living character, and it should be a living stage. So I was in charge of writing.
――Isn't it difficult to make a setting for 100 people?
Ito: It wasn't that hard for me to think about the settings. If anything, the actual work of writing the amount was difficult. Mr. Suzuki said, "I'm not alive even though it's such a good setting!" However, Mr. Hayashi also gave me some advice, "Isn't it better for this character to look like this?", And I learned a lot myself, and it was fun to write.
――How was Mr. Suzuki trying to supervise the scenario?
Suzuki: We held scenario meetings many times and rubbed the contents. It was my job to add flirting to what Hayashi-san and Ito-chan wrote, but the setting was so interesting that I rushed into the idea that "this would make the drama even more interesting." From the top, if Hayashi-san and Ito-chan were the actors, I was in a position to give acting guidance as a director.
――Mr. Masuko did the composition work after the world view was completed. Was it easy to imagine?
Masuko: I thought about what kind of world Mr. Hayashi wanted to create, rather than the image of the scenario. Even if the scenario is completed, the direction of the music will change depending on whether the person who wants to make it wants to make it dark or bright. I wonder what color you want to wrap the work in. Therefore, it took time to match the world view with Mr. Hayashi. However, I also read the scenario secretly (laughs).
Hayashi: I showed Masuko many times the scenario, "Is this okay?" (Laughs).
――What kind of order did Mr. Hayashi make to Mr. Masuko?
Masuko: You were told that you want a realistic and profound feeling.
Hayashi: In the first document, I wrote a greenish thing called "unreasonableness and madness, and a heavy song that overcomes it" (laughs).
Four different types of buddies!
――Please tell us about your story and world view.
Hayashi: The overall image is dark, but I also draw bright daily conversations between the main characters and buddies, and I tried not to make the work just dark in terms of ending. The main story is also a salvation one.
-Is there a branch in the story?
Hayashi: The story diverges depending on who your fellow buddy is. The story consists of two parts, and in the first part you can meet the buddies and choose who to form the buddy with. After the second part, the buddy becomes fixed, and the story with that buddy progresses from there. In addition, once you clear the story, you can start the game from the beginning of the branch just before the second part starts.
--Please tell us about the main character. What kind of setting is it?
Hayashi: You can name it yourself, and since it's a player's alter ego, you don't say any lines yourself. You can choose which buddy you want to get along with, and the result will diverge the story. In addition, the main character is one of the contractors who has a different ability called "vanity authority".
――Please tell us about the four characters who will be buddies.
Hayashi: The four buddies were created while thinking that it would be nice if everyone who played the game had different characters to stab. Nozomi is a bright character, and the theme set behind the scenes is "hope" and "knight", which is a chess piece. I imagined a cool and gentle character like the main character of a shojo manga.
Suzuki: It's the most heroine-like character of the four. However, I thought it would be boring if it was just that, so I went deeper and deeper. Hayashi: Regarding Shinya, the theme is "faith," and in the case of chess pieces, he is a man, but he is a "queen." The appearance is cute and the relationship with the main character changes the most in the story.
Suzuki: My parents are the principal of the school, and I put faith and trust in them first.
Hayashi: He has a low sense of self-affirmation and has a strong desire to live up to the expectations of those he likes.
Ito: You're sane and loyal, aren't you?
Hayashi: That's right. In addition, although a contractor and a character who is not a contractor appear in this work, Shinya is not a contractor and he has a grudge against the contractor.
――How about your heart?
Hayashi: Nozomu and Shinya are not contractors, but Kokoro and Ryotaro are contractors. The heart has the theme of "laziness", and the motif of chess pieces is "bishop". Safety and security are the principles. Become a buddy asking for help from the hero to solve the problem that the school has become difficult.
Suzuki: She has extraordinary intelligence, and she is a genius reticent character who knows the future by her "power of laziness". And she's also a perfect yin yang (bitter smile). In addition, this Kokoro-chan had an elusive scenario from Mr. Hayashi even if he did not give any opinions or points, so I thought that Mr. Hayashi had a completed form from the beginning. rice field. In this work, we assume that each user will be addicted to the character, but Hayashi-san's own addictive character was his heart (laughs).
Hayashi: From my standpoint, I insist that I'm addicted to all the characters and I'm not addicted to anyone, so please include in the article that it's Mr. Suzuki's personal opinion (laughs). If you want it, it's a heroine feeling of a girl's manga, if it's Shinya, it's a dark hero feeling, and each character has its own color, but I'm conscious of the cool type heroine feeling that appears in gal games. I myself like games with such beautiful girls, so I think it was easy to write scenarios.
――Finally, please tell us about Ryotaro.
Suzuki: Ryotaro is a rich and free-spirited character.
Hayashi: He's a scion, but he's not the type of person who wears a hat, but a furaibo and a free person. The theme is "Gluttony", and the motif of chess pieces is "rook". He has his firm philosophy and he does not hesitate to be a contractor and talks to the protagonist how to become a buddy. At first glance, he is an aniki-type person who can be relied on, but he has a lack of direction, which is also attractive.
Suzuki: I was careful not to become a typical Aniki character, but in the end I think I settled down in a good place.
Hayashi: It's true that it's an aniki character, but it also has a hard-boiled impression. It's not hot blood.
Suzuki: It's a smart character who thinks about going one step higher than what ordinary people think.
――Buddy has unique characters. I'm wondering which character to use first.
Suzuki: Buddy is divided into positive and negative.
Hayashi: In addition to being bright and dark, it is divided between men and women, and whether it is a contractor or not.
――It is said that allies are divided into contractors and non-contractors, but what about enemies?
Hayashi: All enemies are contractors. In the exploration part and the battle part, you will find out who is the contractor and what kind of hope they have.
--So that's it. At first, you don't know who is the contractor.
Suzuki: That's right. It's fun to explore the mystery of the scenario. In addition to the four buddies, Chiyo, the main character's younger sister, will appear as a key person.
Ito: Chiyo isn't just a cute little sister (bitter smile).
Hayashi: No, it's just a cute character (laughs).
Suzuki: It's fun after playing. In addition, she is a character who has the role of connecting the main character and each character. She doesn't speak the main character, so she speaks a lot instead.
Hayashi: This work basically has a lot of serious stories, but it is her sister Chiyo who takes the initiative in conversation at the base location. She can see the bright side of the characters thanks to her.
Suzuki: And Ito-chan created the scenario for Chiyo-chan's fan club.
Ito: There are many characters, so I could afford to have that kind of play. Mr. Hayashi said, "I wanted to write this the most, right?" (Laughs).
――Is the atmosphere of each of the 100 characters different, whether it's serious or comedy?
Ito: That's right. The school is in a difficult situation, but some are positive and positive, while others are desperate to say, "I'm dead." However, as the main characters fight, some characters may change their negative thoughts, so I would like you to pay attention to those changes as well.
-Mr. Masuko, did you also make BGM etc. associated with the character?
Masuko: That's right. However, although I made it with the image of that character at first, there are many things that I wonder why it became such a song. Therefore, it is interesting to listen to the finished song by yourself.
Suzuki: There was a mysterious chemical reaction.
Masuko: That's right. However, it was difficult to make a difference in each song. I paid attention to the variety, such as changing the approach, tempo, and instrument.
――The image of boss battles is that there are many up-tempo songs with intense drums, but this work is full of variety.
Masuko: There are four-on-the-floor songs and classical songs.
――Are there any other characters you recommend?
Hayashi: I would like to recommend Kakeru, an insurance doctor. When the hero wakes up at the school, it feels like an older brother who can rely on a nearby character, but there are some bad parts such as not remembering the name of the person and the desk being messed up, making it a character with a sense of familiarity. .. If you go to the infirmary, you will be able to recover the madness of the player, which is the MAD value, so I think that you will go there many times, but I hope that he will become familiar with you in that exchange. Also, please pay attention to the mascot character Vanitas. The appearance is a cute stuffed animal, but I asked Mr. Shigeru Chiba, who is a great character and a character who speaks loudly, as a CV. It appears in an eerie atmosphere, but suddenly the hero suddenly catches his ears and is surprised and shows charm. I think that it is a charming character that is different from the mascot characters so far.
――Do you have any other favorite characters?
Suzuki: I like Yin and Yang, so I like my heart. I also like the mystery of Sora, the principal of the school. I think that the charm of adults has come out.
Ito: I'm Ryotaro. The simple reason is that his name is similar to me (laughs). The name of the character changed during the meeting, but Ryotaro changed many times and noticed that it was closer to his name. He also has a positive personality and longs for an aniki-like part that he doesn't have. I also like the butler Yugo, who is a gentleman and a reliable character.
Hayashi: At first, Yugo was set as a janitor, but when Mr. Ito pointed out that the setting was weak, he was set as the current butler. Ito: I was talking about the fact that it wouldn't be strange for this person to be a butler, and it wouldn't be strange for this school to have a butler.
Masuko: I like Vanitas. There are many dark characters, but among them, Vanitas has a strong impact and is an unforgettable character.
Hoshino: I have a strong feeling for all the characters, partly because I'm developing them, but I'm especially an insurance doctor, Mr. Kakeru. He's usually a mess, but he likes the gap where he sometimes gets serious. He is relieved to hear his joke in the infirmary when he survives from another world.
Nishitani: This is Surugadai Kokoro-chan. I wonder if he will get angry if I say chan (laughs). He looks like a ridiculous child and is actually the most realistic. In other words, he's a real-life character. And because of my personality, it feels good to have someone on my side who wants to be lazy.
The order of the demons who become friends changes depending on the player's ego!
――Please tell us about the game part. What kind of work will it be?
Hayashi: First of all, there is an exploration part, and when you enter the foggy part of the school, you can receive incoming calls. You can move to another world by picking up the phone, a battle will occur in the other world, and the scenario will progress by winning.
――How does the battle work?
Hayashi: It's basically a turn-based RPG, but you can move freely during your action turn, and you can choose from which position to attack.背後から攻撃することでダメージが上がったり、逆に正面から攻撃すると反撃されてしまうといったデメリットもあったりします。あとは味方の近くで攻撃をすると協力攻撃をしてくれたりと位置取りが重要になっています。
――主人公とバディのふたりで戦うことになるのでしょうか?
林:戦闘は最大で6人パーティーです。バディ以外に、外見をカスタマイズできる悪魔”眷属”を仲間として連れていけますね。また、特定シーンではバディ候補となるキャラクターたちを複数連れて行くこともできます。第2部はバディが固定となるので、そのバディと冒険することになります。
――眷属はどのようにして仲間にするのでしょうか?
林:シナリオの進行によって自動で仲間になります。七つの大罪になぞらえた、全部で7つの属性がいるのですが、スキルツリーが異なり、回避が得意だったり回復が得意だったりとそれぞれ得意なことが異なります。なお、仲間になる順番についてですが、主人公のエゴによって変わってきます。具体的には1番エゴの高いものに対応した属性の眷属から順番に仲間になっていきます、
――エゴはどのように決定されるのでしょうか?
林:ゲーム冒頭の診断にプレイヤーが答えることで、傲慢、憤怒、嫉妬、色欲、強欲、暴食、怠惰、それぞれの欲求値が変化し、それが最初のエゴのステータスになります。その後はゲーム中の行動によってエゴが変化していき、高いエゴの属性に対応した悪魔から順番に仲間になるようになっています。
鈴木:そのエゴ診断の部分を西谷さんに制作してもらいました。西谷さんは占いソフトなども制作されていますので、本格的な診断になっています。
西谷:『モナーク/Monark』では、七つの欲望を肯定的にとらえ、自分はどの欲望が強いかを知るために五つの診断を受けてもらいます。その中の、たとえばテキストアドベンチャータイプの診断は、ぼく達がどういう意図で質問しているかがわかるように作りました。一方、グラフィクスを読み解く診断には、みなさんが初めて経験するものもあると思いますし、質問の意図を容易には読み取れなくしてあります。その両方を組み合わせることに、こだわりました。
――本作のプロデューサーである林さんとはどのようなやり取りをしましたか? また、西谷さんから見て林さんはどのようなクリエイターですか?
西谷:エゴ診断をプレイヤーのパラメータにどう反映させるか、ということを何度も話し合いました。そこは完全に意見が一致していたと思いますが、ぼくは設問で、つい細部までこだわった書き方をしてしまい、林さんに修正したり削ったりしてもらいました。林さんについてですが、一般に、ゲームクリエータは俯瞰的にゲームの全体像を捉えて制作するタイプの人と、一つひとつのイベントを積み上げて制作するタイプの人に分けられます。林さんは両方ができる人です。一緒に仕事をして、これは強く印象に残りました。
――本作はエゴが重要なキーワードになる作品ですが、西谷さんはどのエゴが強いと思いますか?
西谷:自分が作ったテストをまっさらな気持ちで試すと、“憤怒”“嫉妬”が強く、“色欲”“暴食”は弱くなります。まあ、実際そうなのかもしれません。
――エゴの数値は下がったりもするのでしょうか?
林:下がることはなく、ずっと上がり続けます。エゴや欲求という言葉を使うと汚らしいイメージになってしまうのですが、傲慢だったら自己肯定欲、怠惰だったら賢さや合理主義、暴食だったら成長欲求のように、本作では各欲求が必ずしも悪いものの象徴ではありません。そのため、今作上の欲求値が高くなっていくことはより人間らしくなるということだと思っていただければ。
――ランカースさんの作品というと、ゲーマー向けの歯ごたえのあるものが多い印象ですが、今回はどのようなターゲット層を想定されていますか?
星野:本作はストーリーが主体で、システムはそこまで難しくはないと思います。キャラクターの成長も割と自由に組み換えが可能です。それでも難しく感じる場合は、バトル難易度をやや下げたカジュアルモードも搭載しています。一方でやり込み要素も様々なものがありますのでゲームのクリア後も楽しめるはずです。
――最後に本作の発表を聞いて発売を楽しみにしているファンにひとことお願いします。
伊藤:理不尽な状況に見舞われた状態からどのように行動するのかというのが重要なテーマですが、ゲームシステムを含めて作り込まれているのでぜひたのしみにしていただければと思います。そのなかで自分がシナリオを手掛けたキャラクターたちの動向にも注目してみてもらえるとうれしいです。
鈴木:自分は今、学校で講師として生徒たちに授業をしていますが、RPGは没入感であると教えています。没入感を生むためにはいろいろな要素がかみ合って共鳴している必要がありますが、『モナーク/Monark』は揃っています。閉じ込められた生徒たちが必死に生きて、もがいている姿に注目していただければと思います。
西谷:これは欲望を肯定し、それを力の源泉にするゲームです。欲望は悪ではありません。それは力の源泉となり、しばしば善の源になることもあります。まさにいまの時代、いまの世界を象徴するゲームです。トライしていただければ、あなたの世界観が変わるかもしれません。
増子:今回は楽器を生で録音して、取り込んだ曲がたくさんあります。これまで自分は打ち込みで曲を作ることが多かったですが、それとは違って、演奏する人がアドリブを提案してきたりドラムに独特の抑揚が出たりと生っぽい雰囲気が出ているのでその点もうれしいです。
星野:現在、開発は完成に向けてラストスパートを迎えています。ゴシックな雰囲気をもった学園を舞台に、エゴをテーマとしたストーリーが展開されます。バトルシステムに関しても、フリームーブによる位置取りと技の組み合わせで様々な攻略ができるので、ぜひ挑戦してみてほしいと思います。
林:作品が気になり、このインタビューを読んでいる人であれば確実に楽しめる作品に仕上がっていると思います。自分ならどのバディを選ぶかや、自分のいちばん高いエゴはなんだろうかなどを考えながら、楽しみにお待ちいただけると嬉しいなと考えています。
カワチ:RPGとビジュアルノベルが好きなゲーマーで、誰にも気付かれないようなマニアックな小ネタを記事に織り込むのが好き。深みのあるゲームが好きかと思えば、本当は肌色が多ければなんでもいいビンビン♂ライター。