Developer Interview: Shin chan: Shiro and the Coal Town
I have had the opportunity to not only play and preview the upcoming Shin chan title, Shin chan: Shiro and the Coal Town, but also have an interview with Akira Nagashima, the game's producer. I am very excited about this opportunity because I always look forward to learning about what goes on behind the scenes of any game and because I used to watch the anime when I was a kid! This was a very special interview for me, so I hope that I was able to offer a similar sense of wonder through my questions!
Before we get into it, I just want to talk quickly about the game and its premise. Shin Chan: Shiro and the Coal Town is an upcoming title based on the anime of the same name, where we take on the role of the titular child and explore two different areas! The first is a stunning village in Japan's Akita prefecture, and the other is Coal Town — a place seemingly frozen in time since the Showa era! Catching bugs, fishing, trolly racing, and being mischievous are just some of the things available to do in this charming game.
What are some of the unexpected challenges behind creating a videogame based on an anime?
I don't think there were many unexpected challenges. The biggest challenge is always finding the balance between not destroying the original feel and adding something new. From the stage design to the smallest expressions and lines of the cast, respect for the original work is the source of all expression.
The graphics are absolutely stunning; I was very impressed! So, can you tell us a bit about what went behind the decision to make such polarising locations?
One of the key elements we focused on for this project was "contrast." While the advances in technology and changes in ideology have made life more convenient and efficient, there's also a sense of loneliness, as though we've forgotten something important from the past. We wanted to portray this "contrast." We conceived of an imaginary town, [modelled] after the era that flourished through the fossil fuel industry, to stand in contrast to the everyday world where Shin-chan and his family live. We paid special attention to the visual and sound design to give it a slightly different yet not-too-distant feel from reality.
What steps have been taken to ensure that not just those who have watched the anime can enjoy Shin chan: Shiro and the Coal Town?
We subtly sprinkled in hints that allow players to understand the personalities and traits of the setting and cast, even without prior knowledge of the TV show or movies. Particularly in the script, we made sure the lines didn't become overly explanatory.
I was surprised to find out this wasn't the first Shin chan title to make it to Steam or be created in general. Can you tell us, what is it about this anime that has inspired so many videogames?
There are only a few titles on Steam, but in Japan, numerous Shin-chan games have been released since the days of the NES and Game Boy. Shin-chan might be the most famous five-year-old in Japan. He's a kindergartner who is very honest with his values. Kids relate to and admire his free-spirited and mischievous behaviour, while adults laugh at how his family and friends are caught up in his antics. I believe this sense of familiarity is one of the reasons Crayon Shin-chan has been loved for so many years. I'm excited to see how [he] will make his mark on the world stage next.
What was the original concept for Shin chan: Shiro and the Coal Town, and how has that vision changed throughout the development of the game?
Looking back at the original project proposal, the slogan "Slow life × Adventure" is boldly written under the concept section. I wrote this document, and reading the details, I can see that from the start, I was concerned about differentiating this game from the previous one, Me and the Professor on Summer Vacation.
1: Making the sense of nostalgia even more delicate.
2: Enhancing the slow-life elements further.
3: Creating a cinematic fantasy adventure.
4: Paying closer attention to the stage setting.
Reflecting on it now, I realise that we were able to achieve the vision we had at the start without wavering.
Has the team taken any inspiration from other games, and if so, which ones and why?
The answer is definitely Boku no Natsuyasumi. The previous game's planner, scriptwriter, and game designer, Kaz Ayabe, served as a supervisor for this project, and Boku no Natsuyasumi is his life's work. Many of you may already know it as a "summer vacation adventure" in rural Japan, with several titles released since the first PlayStation version in 2000. Without Boku no Natsuyasumi, neither Me and the Professor on Summer Vacation nor Shiro and the Coal Town would have been born — it's like the "ancestor" of these games. My respect for that series drove me to pitch the idea of Me and the Professor on Summer Vacation to Mr. Ayabe, and I still think that decision was the right one.
What is the biggest challenge about making a title centred around this particular anime?
As I mentioned earlier, the biggest challenge is how to respectfully represent the original work.
Going back to the fact that there are several Shin chan games available, how has the team aimed to keep them fresh?
While we researched and studied past titles when we began planning this game, in the end, we just focused on making something only we could create, something no one else would attempt.
On the topic of the multiple titles, I noticed that the latest games have all made their way to Steam (from what information I was able to gather); what could you tell us about this decision to release it on PC?
To give a simple answer: We just want as many people as possible to play our games.
From what I've gotten to play, one of the features that stands out the most to me is how freeing and wholesome the experience is, bringing me back to that sense of wonder that comes with being a kid, and I noted some reviewers on Steam mentioned the same. How did the team go about bringing such an incredible and unique feeling to the game?
One significant factor is that Me and the Professor on Summer Vacation was created out of respect for Kaz Ayabe's "Boku no Natsuyasumi." We aimed to create a work that would feel fresh from a child's perspective and nostalgic for adults who were once children. In an age full of more intense games, Shiro and the Coal Town is a game that can be enjoyed slowly and relaxingly. I hope many people will play it.
And that's it! I want to extend a quick thank you again to Ken from PR Comms for reaching out about this great opportunity and, of course, Mr Akira Nagashima, who took time from his day to answer my questions. Don't forget to check out Shin chan: Shiro and the Coal Town on Steam, as it releases on the 24th of October! And if you'd like to learn more, you can check out my preview for the game!
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