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Interview between Miura and Persona's developers (Part 10)

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Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Part 6 | Part 7 | Part 8 | Part 9


Hashino
: Speaking of realism, monsters are treated very courteously in "Berserk". For example, the part where Zodd first shows up starts with a story about the world of ordinary humans and then Zodd's existence is depicted progressively, that's why it feels weighty when Zodd transforms into a monster, he becomes very scary.

For us of the game generation, monsters basically function as opponents to be knocked down by the units we've fostered, equipped with weapons and magic. Roughly speaking, monsters are a kind of tool, so it felt refreshing because it seemed like monsters were treated courteously again.

Soejima: Absolutely.

Hashino: Just as human feelings like anxiety or fear are called Oni in Japan, in the West there are monsters that exist as embodiments for these sorts of things. The monsters that Miura-sensei draws are those kinds of monsters with conventional forms… talking like this sounds impudent, though.


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