YTread Logo
YTread Logo

A FANTASTIC Danganronpa Fangame | Project: Eden’s Garden - Prologue Review & Dev Interview

Apr 02, 2024
foreigner, so I'm still not going to talk about Danganronpa for a while, but I never said anything about fan games, right? I'm the Eden's Garden

project

team, a popular and highly anticipated Danganronpa fan game. We are very friendly. contacted me several weeks ago and made me a rather generous offer. The first was that I was able to play the game's demo, which contains the complete

prologue

, a week before its general release, and the second, that some members of the development team itself graciously agreed to do a short

interview

with me and answer some questions about the game. game itself, the creative process, and other interesting tidbits that I found incredibly fun to go over.
a fantastic danganronpa fangame project eden s garden   prologue review dev interview
I'll first go over my thoughts on the demo here and then switch to the

interview

content afterwards, so timestamps will be available for those of you who are more interested in one part than another. This part of the video that focuses on my thoughts will have full spoilers for the

prologue

itself, while all parts of the interview were recorded before me. playing it so you have nothing to talk about or at least on the audio side of things you won't with all that said let's get right into it will we be the game? Stars damon mitsu super high school uh best debater sorry force of habit also all the characters in this are in college anyway we should

review

one of these types of games but that the English be the original language, it's written in no localization, complaints out in the open, well, anyone confident in Damon would tell you that.
a fantastic danganronpa fangame project eden s garden   prologue review dev interview

More Interesting Facts About,

a fantastic danganronpa fangame project eden s garden prologue review dev interview...

Quite lightly, he is very different from the typical Danganronpa protagonist and has his fair share of antisocial and even quite rude tendencies. My first thought when actually playing as him was that I felt like he was playing as dr1 and Erica's togami love child. from umineko, however, this is not a complaint because I definitely feel like he will have some interesting development in the future, especially since he is prone to at least wanting to help when things go wrong, speaking of going wrong, yes the game starts when he receive an invitation. to the prestigious Eden's Garden University, which is said to choose only the best of the best from society at large, he is very excited to finally share some space with who he believes will be his intellectual equals, but quickly after boarding the train He sees that they're all anime characters and gets sad, but he doesn't really have room to argue since very shortly after falling asleep and being transferred to a mysterious place, I'm guessing this is probably a reference to the creator of the game genre. of kill.
a fantastic danganronpa fangame project eden s garden   prologue review dev interview
This is Koshintakami's Battle Royale novel, which has a similar beginning with all the students in the story boarding a bus to go on a field trip and being gassed to sleep before being transferred to the island where they are tasked with killing themselves. each other. On the other hand, when he wakes up, he's in some sort of dank little generator room with Eva Tsunaka, whose talent isn't revealed until much later, but she's the ultimate liar. Hers is the most abstract of the bunch we have, and while I question the practicality of someone being recognized for something like that, there's a bit of intrigue surrounding whether or not she's telling the truth about it, or what her long-term application.
a fantastic danganronpa fangame project eden s garden   prologue review dev interview
She's apparently very cold and direct, but she also tends to make surprisingly funny asides that slightly break the veneer of her stoicism and I find that Relatively Charming gives me a kirigiri vibe so far, she attests that they've both been knocked out here for a while and , although she did check some of the rooms at the end of the hall she didn't check them much, furthermore, they both realized that they, along with everyone else we will meet from now on, had been adorned with Electro ID style smartwatches that They deliver a controlled shock every time you try to pull it out.
That's not good, they both also realize that there is a vent that they can look through and from which they can see another room where someone has apparently passed out, so now would probably be a good time to check it out, since it's the first one. time we can explore. In first person, I think this would also be a good time to give credit to the presentation of this game. The 3D environments are all very solid. The controls have their own unique quirks and closely approximate the original games. Both the character art and the user interface are very good.
The difference. in the fonts it baffles me a little due to my muscle memory, but it was really nothing to complain about and everything looks so professionally put together that I'm honestly very impressed that you rarely see so much attention to detail and cohesion visual on

project

s that are purely volunteer because, well, you know you usually have to pay people for this kind of stuff and it can be difficult to put together that kind of work for a fan project that you won't be able to make money from, but damn. the team really nailed it here, even the transitions and little sprite flourishes are spot on and the CGS is no slouch.
Honestly, there was a lot more to this prologue than I expected, but they were very welcome additions for anyone here. A bit like a dining room and kitchen area, they come across another couple who were apparently knocked out together; being Grace Madison, the best golfer, and Wolfgang Akire, the best lawyer, the former is loud, abrasive and rude, a bit like Iruma, but with more fixation. in sportsmanship and less in being ridiculously suggestive, luckily she still has pretty colorful language and makes little effort to not get on people's nerves, but I'll take care of that, aside from leering any day, this last one is honestly a Pretty sweet guy. a bit withdrawn But ultimately he's not very stuffy despite what one might assume from his profession and professionalism, he can get a little heated later when it comes to Duel for Justice, but so far he's relatively reasonable and friendly and seems the kind of person he is.
He gets along with me easily, I can definitely see him as a central ally in the future, but hey, we'll see how it goes, you never know who's safe with these games. Eve dropped the conversation that she was also Toshko Karuya, the best matchmaker she could have called. She'd be a gremlin if Grace hadn't beaten me, but she's actually quite docile, all told, one would assume from her outfit and height that she would invoke Scionji-like traits, but she doesn't really have a mean streak to speak of. . She can be a bit moody and overbearing, but in the end she seems quite kind-hearted and obviously she has a great interest in leading social groups in a way that pleases her.
She's also the youngest here, which seems to imply that she's probably extremely talented. She may have finished at a university much earlier than many of her similar age peers, but she doesn't elaborate on this yet, so I'm interested to see if maybe in the future we learn a little more about that. She seems quite eager for us to meet everyone else she apparently already knows and she leads us out of the building for the purpose of doing so. This is where I have to make three little notes, two are just little criticisms, well, one is a Well, to be honest, it's probably just up to me.
Firstly, in the 3D sections, I've noticed that when you mouse over a character, door or object, you have to get really close for it to register, this isn't a big deal or anything. but compared to the original games you definitely have to be a lot further to the right on something so your mouse is like oh yeah you can click on this secondly there's no real dedicated option in the game menu for the window size or change from Full Screen to Windowed, luckily you can use Alt plus Enter to open the game window, so there is that, but I think the actual in-game options for this would definitely be a little easier to use and flexible, so maybe those are some little things I would suggest. worth tweaking for feature releases, lastly when you go out to the outside area and again later during the non-stop debate game, my recording software just lagged like crazy on these parts and I'm not really sure why What I was able to record the original games and the The rest of the gameplay of this game is fine with a minimum of wow, all said, so I'm not sure if this is more of a problem of mine related to my PC or if there is some kind of problem of optimization here, at least it wasn't like that.
It affects the game itself in its actual window only recording in any way to prevent you from feeling a little sick at seeing more choppy frame rates. I'll do the courtesy of presenting these sections via stills rather than traditional gameplay clips. Apologies for that anyway. We get a few notes of interest, firstly, the blue Asian sky above is concave, which seems to imply that it's a large rotating projection on the wall, which reminds me of something. Second, we meet a couple more characters here meekly hiding. At the beginning, Eloise Tallner is the best fencer. She seems really sweet, but she's also obviously terrified by the situation and more than a little unsure about how to proceed.
She seems like she probably has social problems, so I'm already thinking about how. How much she will be allowed to come out of her shell as the story progresses after her is Desmond Hall, her ultimate shooter. She is quick to assure that he has much more interest in stationary targets than moving ones, and otherwise seems quite level-headed and friendly. he's cooperative, personable, and good at clarifying things about his salary, any concerns others may have about the implications of his talent, so in my book he seems pretty cool, he doesn't seem to have much affection for who he apparently woke up with, although he says his energy was too much, so naturally we'll have to find out who's right.
Luckily for us, this takes us to the central building with a big fake tree, which is sort of our little meet and greet area for the rest of the characters we haven't met so far, so let's go through the list and give our opinion. about all of them. Jean de la mer is the one Desmond told us about and he is the best ship captain who resists the pirate label because he swears to follow a policy that is not crime and plunder, but rather a simple love of exploration and adventure along with any Motley Crew you can muster.
He is boisterous, loud but also very outgoing. It seems like her temper can flare a little easily under the right circumstances, but no pun intended, I can't imagine she's misdirecting us so to speak, Ingrid Grimwall is the best blacksmith, a somewhat stern but sweet lady and Sugary, with a noticeable Southern accent, she values ​​hard work in the homemade over the corporately manufactured and, although she can give off an air of maternal disappointment when she doesn't like how things are going, she also seems quite thoughtful and protective, so you know right away that I love her on the other side of the spectrum, although we have Winona, the ultimate entrepreneur, she is about your typical billionaire that you can have with an elegant sense of self-confidence and an antisocial smugness that you can feel radiating from her.
However, I have no shame in saying that she is very pretty and she is probably my favorite, what can I do? Say I always love Mean Girls, no exceptions, you can't judge me because I admit it to myself, and it's also particularly funny watching Damon monologue to himself about how abrasive and snooty she is when I'm like a friend, she literally acts like the same way. how do you do it please sir develop self awareness Cassidy Amber is the ultimate professional gamer who has first and foremost an immaculate sense of style, a niche she has carved out for herself and all the eccentricities that come with the profession such as it was expected.
He also does big charity stunts, so I guess he's like Mr. Beast, but he also hates the rich and works to redistribute their wealth frequently, so despite some semi-contradictory lifestyle choices, he ultimately seems to me Pretty basic, I'm not going to lie, it's also energetic. and funny and makes game reference jokes that I don't find invasive or annoying, so that's a big plus in my book, Jet Dawson is the ultimate drag racer, a thrill-seeking party man who, while not necessarily He seems to retain information for very long or very easily. He definitely makes a pretty strong first impression by being so over the top and outgoing, whether you prefer it or not, he almost always wears his big motorcycle helmet with dog ears, which is a charming character trait. and uh oh, he laughs like Scooby-Doo too.
I have no idea why he does this, but I can't stop thinking about it. He's been trying to get an introduction from Mark Bursky, the greatest music producer, while he's doing it, but he's not doing it. He doesn't seem to have had much luck until we weigh in. Mark isextremely withdrawn to the point of barely saying much of anything and seems quite depressed about his own musical talent, plus it's kind of funny how his nickname is Mayhem even though in person, he's remarkably calm. I'd say he's probably my least favorite so far, but not necessarily by virtue of any flaw.
I just haven't seen him enough to feel like I still really understand his character while I'm competing. However, his place could be Kai Montiago, the ultimate influencer, and Kai is fine, he is friendly on a superficial level, but he also seems terribly vain and also very cowardly, he has harbored the most extreme freaks with egocentric traits when things get tough. difficult. And while I can't necessarily blame him considering the situation he is presented with. I can tell he gets on my nerves. I like its design, at least it's very cute. Although I am embarrassed by that personality.
This is not a knock on the writing, however, it is written perfectly to be what it is. When I initially saw the reveal trailer, I assumed that having both a professional player and an influencer would have some weird overlap, but honestly, he and Cassidy couldn't be. more different, so it was also interesting to see, in second to last place we have Diana Venetia, the ultimate cosmetologist, which I can say she probably has my favorite character design so far. I guess it's dancing with reason given his profession and the fact that he apparently managed to rise to prominence in the film industry based on that alone, which is pretty difficult for people who don't work behind the scenes, but I think it's really worth the effort.
It's worth putting the focus on her personality, although there's not much I can say about her yet beyond the fact that she's very nice, which, as you know, is never a bad thing in my opinion, and then she's also more prone to focus on the emotions of different circumstances, so there is also that detail that I may need to take into consideration, but I don't feel like it. I have seen his most unique quirks in action from this point on and last but not least we have Ulysses Wilhelm, the greatest historian, he is a bit emaciated and has less than optimal, most sleeping habits , which, yes, he's in the mood, so he's constantly making notes about more incidental things. to take into account practically all the actual brainstorming spaces occupied by history, obviously, particularly because it seems important to take into account the saying of learning from it in order not to repeat it, a philosophy that I can definitely admire, so On the contrary, he is a Although he is a bit socially awkward, which yes, being a scholar tends to do that to you a lot of times, but I think he still has a good head on his shoulders and once the introductions are made, a mysteriously elegant but menacing He calls us back to the building we came from. voice on the intercom what is calling us to look is a murder, holy, oh wait, false alarm, it is actually a dummy made to look like a real murder that once occurred, my man, you can't keep throwing me through mountains Russians like this.
It basically demands that we go straight to investigating it, otherwise we won't get anywhere anytime soon, and while I think everyone except those who are too shocked by this to stay are perhaps a little strangely cooperative here, at least it's murder. fake. scene, so it's certainly an interesting way to start, the victim is a girl named Cara who was apparently stabbed over 20 times in the chest and also had traces of chemical burns on her head despite having strangely clean hands , sand the blood under the nails. near their bodies the apparent murder weapon a knife and an assault rifle and in the closet behind her there are a couple of notable details there is also an empty bucket that smells like bleach a container near the back that has had bleach taken out of it and a ladder near the door or is it a ladder Cassidy gives a bit of a lively argument about this at the moment, which, uh, no chance, is this literally an Ace Attorney reference in my Danganronpa fan game .
I love this, I really love this, it's really all we have to look at. Although because then the voice on the intercom calls us back to the tree to find an elevator that will apparently take us to a test class. Statue mechanism discovered by Grace. Later, we ride the elevator beneath what the voice calls the Tree of Ignorance and begins debating the case, this basically acts as a truncated Mini Case for the purpose of tutorializing the class trial game itself and, by At the same time, cleverly avoid the danger of having to kill off one of the central cast to make him one of the few.
What I think you could definitely Levy at the beginning of most Danganronpa games is that, while the class trials are big draws for adventure game fans, they take a while to get to them for the first time, considering that there is never a test before the end of the chapter. In contrast, one of this game uses this mockup test for a dummy to not only give the player a taste of this style of play before the prologue ends, but also to teach it naturally from the beginning of the game so that it is not feel lost or He was caught off guard much later and I think this is an incredibly smart move, not only because it also plants some seeds of intrigue because the fact that the case is said to be at least based on something means that it could have some kind of later meaning, especially if our invisible Mastermind knows it, while Grace doesn't seem to share my enthusiasm, but is sort of temporarily silent because of it, then C'est La Vie, the voice over the intercom, clarifies that if we jump, he will do it. let us out of this place so we can correct the case, the murderer got into this room and put the bucket, he put bleach on the door with a ladder and then they got the girl's attention, somehow they brought her to the room. and she threw her bucket at her head with her eyesight affected by the chemicals leaving her disoriented.
She couldn't use the gun she had for some reason we don't yet know to properly defend herself, leaving the killer open to stabbing her. She briefly attempted to clot the killer with her fingernails, leaving trails of blood beneath her, but this still proved ineffective in saving his life throughout this process. Wolfgang definitely gets a little more verbal and even passionate when he talks about it, but Damon is unsurprisingly a little less charitable. It works as expected here with an interesting addition in the form of pathos which is like a mix of the absorption mechanics of dr1 and sdr2 and the white noise of all the games.
From absorbing certain highlighted statements from people, you can absorb their stray thoughts to use them as truth bullets, which I find very inventive. I think it has a lot of potential mechanically speaking, another little thing I would say is that while the presentation elements are incredible here and everything is pretty spot on, I would say that maybe it needs a little more work is the way your truth bullet breaks a statement in the original games, this was accompanied by a loud crackle and pop with lighting effects and freeze framing, while here it simply slides through the words with a smaller noise for this sort of thing.
I think having a little more bombastic animation would help sell Triumph a little better and ultimately strengthen the presentation, but for a game with such an impressive presentation. Ultimately this is a pretty small issue in the grand scheme of things, but again, something I would perhaps suggest looking at the climax inference sections also come back and are basically like v3, but a little easier to watch, as well that there are no complaints. The art there is also incredibly well approximated in that style, so very good job. When the class test is over, we meet our villain, a guy in a goat skull mask named Tozu, who is as bombastic as you'd expect.
Honestly, I find it. pretty convincing on his face too because he's not just a mascot stand-in like Monokuma, he's just a guy who's here, so he's obviously not one of the students, which really makes me wonder about his motives, his methods and how ties into The Narrative in Big Church, it's the little things you know, he quickly clarifies that he only promised to let us out of the room we're currently in at the end of the trial and not the facility and announces the killing game that everyone We hope you try Grace. to deflect tradition for a moment by literally punching him, but when she is quickly knocked sideways by a bullet that grazes her cheek by Tozu's enforcer, Mara, she obviously has doubts about that plan of action, wait enforcer, oh my god, There are more of them than you have. helpers, wow, this is incredibly intriguing, actually, who are these people that I want to know so much, with the mistrust generated and Damon himself having built up enough frustration to earn a skull from everyone else when he tells Wolfgang that he is naive and that almost no one here has a worthwhile talent anyway we have set the stage for the Eden's Garden project and its demonstration comes to an end.
I think this is an incredibly impressive effort all around. The characters are unique, well-designed, and fun, not to mention incredibly well-cast as serious props. For the dub team, you did a

fantastic

job all around, which is something I'm always happy to say with fan projects. The overall aesthetic and presentation are perfect and appropriately atmospheric in a way that sells the setting perfectly. 3D modeling. Although obviously not, the Triple A budget is doing a good environmental job here and in general all the UI stuff is a sight to behold, so it's done in its own unique way here, but also approximates so good to the original Dr. game that nothing feels the same. all out of place, the game mechanics may have some small issues technically speaking here and there, but they all also do a great job of reflecting what we expected and work very well, the writing is also amazing so far, the characterization is well considered , the pacing is fast but not overly enthusiastic, and the idea of ​​including a test in the prologue for the sake of tutorial but also doing it in such a way that it doesn't ruin the story or bog down the runtime is honestly incredibly impressive. .
This feat that I'll be thinking about for a long time, it's a tough first demo, and to top it all off, this all carries such a distinct

danganronpa

-esque vibe while avoiding the most common mistakes in Dr.'s writing. Honestly, I'm more than a little excited about this, especially because while playing I realized that I really didn't know what was going to happen. I know the other Dr games like the back of my hand, but here and now, while I have speculations to consider. I'm writing blindly. I love these characters. I know I'll hate to see terrible things happen to them and I'm intrigued by where these plot threads are going and for the first time in a long time I don't know the answer.
Those questions made me remember what it felt like to play the original games for the first time. Honestly, I'm very impressed and excited about it. I think if you need any kind of testimonial from me worth considering about the game itself, then that's the one you'll want to remember. There's so much here that makes me want to pick the team's brains about it, and while I obviously can't let them spoil it for me, at least luckily I got to see what they had to say about some of my preliminaries. Curiosities, so why don't we listen to that conversation?
Hello, this is a sort of informal interview with some of the project leaders at Project Eden's Garden. Would you like to introduce yourself? Yeah, well, hello guys. my name is shadow or also known as Kellen uh you can usually refer to me as either one but I'm the producer of Prototine's Garden and I also do some technical stuff behind the scenes in marketing and hi I'm Susie and I'm the creative lady at the project, so I guess we should go ahead and start right away with the first question, starting with when the idea for the Eden's Garden project was first conceived and how long it took for the game to reach its current state.
Basically, the project was created around 2019-2020 when we had the first concept of basic character designs and it was usually the beginning of certain artists and composers who were initially tasked with making a general concept of a similar project. Ian's Gardens, so we had a specific character at the beginning and then also some pieces of music that were uploaded to the channel and it basically became a volunteer project after we made the official announcement of the progress of the whole project and over time, like in thelast two years, people were recruited to work on it in the next few months, what comes to us today, where we have a lot of people, I think I think over 50 people are working on it, oh wow. including all sorts of people aware of it, yeah, well that's a pretty impressive list of people working on it, so a second question has the planned story or details surrounding the game's General Vibe changed over time?
Has anything important changed since your first draft? The story stayed relatively fixed while it was being worked on, well I think I can answer this question as it's more of a compelling story tied together, um, yeah, there wasn't um, but when the pilots came out, there wasn't a script in as for the story, just a bunch of concepts which is totally fine and thanks to the hard work of the Riders and the input of other staff members from other departments of um, we were able to create a story from what we had and those initial concepts mentioned above underwent significant changes or were shelved and when we say things from different departments, I mean we would get input from composers, um, we'll get input from modelers.
One of the scenario writers is also a composer because he was really interested in the plot and he wanted to help us. Taco also wrote. something here they said on several levels, the writing of the art modeling changed before the change and the position, then Tarco became director, it seems as if there was no framework that was followed for the development of the game, normally you would have a general idea and deduction from the game design dock. of the story in a plotted art style in Peg's case, the previous workflow didn't really consider direction, therefore the 3D and 2D art side left a lot behind, so Taco essentially made a design document of huge game to coordinate the 2D and 3D Artists there was also, character wise there were some significant changes, unfortunately I can't go into many of them because they are extremely spoilery, but I will go into spoiler-free territory as much as I can, which I believe.
What I can talk about for sure is the fact that some characters had something like nationality changes, so Grace Madison, the ultimate golfer. um it wasn't originally conceived as Australian and England wasn't originally. Ingrid Grimald or the Greatest Blacksmith was not originally conceived as a Southerner, but we decided to add those character traits over time because we felt like those just came naturally to the characters, unlike Inglid, Grace's accent was still in the air during a lot of development, the only thing that finally confirmed that was the voice actor cast scene, um, her voice actress is Lumi Cell and we kept the project as a casting call called Club page and we put that we wrote that the Australian accent is optional because in At the time we weren't sure if we were going to be able to find a voice actor who could imitate the accent because the accent is notoriously difficult to imitate. but Lumi Cell is actually Australian, so she was able to put on the accent naturally and that's when we decided okay, I'm worried that Grace is going to be Australian, but you'll see that a lot of these decisions are not made in the moment, but rather Naturally, they will emerge over time and a lot of these decisions come from working on the project every day and seeing what fits and what doesn't, yes, it's a very collaborative process. to do something that big, so I can imagine that a lot of things would come from just conversation or emotion or ideas and things like that, as a voice actor, I can say that it would definitely be a lot of fun to do in terms of percentage.
How roughly would you say the development of the game is story-wise, script-wise? We have a full script drawn up for chapter one and we're working on a skeleton for chapter two, so I'd say script-wise there's like 30 of us throughout the game, but as far as planning the story, we know the whole game, we know the whole story from beginning to end, okay, yes, and in terms of technical development, there are many similar systems and features that I would like to improve it or add something to it, so unfortunately we can tone it down to know which it's the current state, but I would say it's very, very important for us to rely on the feedback to see how when we officially release the prologue, uh, what the community thinks of it and how we can basically move forward as certain people because, In the end, I'm not even sure how the team will develop. in the next few months, once we have the launch, if we get more people working on it or if we're going to pivot to specific things, then basically I don't think it will take that long. develop another chapter, but I don't want to leave everything alone, so it's something we might have to see for ourselves in the future, we never know what obstacles might arise naturally throughout the process, but you know with this. to your credit, although yeah, at least it's encouraging to think that you know, okay, we could do that again, um, yeah, on that note, actually, uh, and you don't have to answer this if it's a revealing question.
Spoilers for whatever reason, but they are too. Are there going to be the same amount of chapters as an average Dr. game? Yes, yes, there will be a prologue and then six chapters, yes, okay, cool, cool, aside from Danganronpa, what other creative influences have really shaped the project? So, this question. I saw this question and thought I had to ask. I'm actually going to go and ask the writers and Taco what they think about this because I thought it's such a broad question that I can too. Well, ask the Riders and Taco to collaborate themselves, so I have a good list of what everyone has said, so I'll read it out loud to you if that's okay with you, oh yeah, absolutely fine, so Taco said for me.
I really look forward to your turn to die as an inspiration, the community is so passionate about that project and then the kids apologize for my bad pronunciation. He has done an excellent job being a soul developer. Another of my inspirations is Pokémon Mystery Dungeon, the game is a success. So many emotional beats in each level as you move on to the Horsemen. I'm going to start with Anthony Clements or his screen name Starlight, he says I have many influences, the most important being Psychonauts' critical role in Huckleberry Finn. Psychonauts is an amazing example of how to write complex characters and investigate serious themes in an engaging way while I run d d games and play them all the time, things like critical role have shown me that multiple people can build powerful, coherent stories and Huckleberry Finn is a perfect examination of how narrative can challenge anything, it screams and I love this edition of it, thanks to Kingdom Hearts for also inspiring me to write for the first time and teaching me not to go overboard with story structure, so next one is from bookiko and her. says I guess I would say mainly influences from the real world around me and how I can transition from the actions of other people I see to a fictional character.
One thing I've learned since high school about writing is that people watching can be your best tool. as it can not only open your mind to character traits and actions but also to different ideologies and that's actually the same for me in a way, my influence is very sporadic, they're not necessarily for just one media outlet. and because and that's because my influence works the same way as the books here, um, the next one is a flammable liquid, he writes again, so for the name bombing, the way missio essen writes the dialogues influenced a lot in how I approached the script and a lot of my The way you can create interesting dynamics, tension and intrigue through such mundane conversations is an amazing skill and a great lesson in how to write interests into complex characters.
I think once you've mastered the ability to allow the conversation on a walk to be genuine. fun to read, it's a sign that you've created good characters for the most part, at least we have Rebus who says that Knives Out influenced how I write Mysteries and stories in general, it's a really exciting story that makes the audience feel Lots of assumptions at the end. at first and then slowly removes them as the movie goes on, the pacing is also great, no scenes are wasted and every plot point that is established somehow comes back to the other writers and I hope to write something that is as consistently engaging like for me, like I said.
I'm very book-oriented in that I draw a lot of inspiration from real life, but I must also admit that I found this question very difficult because Kodaka is actually my biggest inspiration when it comes to writing and I think that's because I like it. sincerity of their writing for all their flaws, their characters are extremely lively and quirky and at first glance they may seem really one note but I feel like once you get to know them they really start to feel like real people, even the characters they are more stupid. They take it seriously to a point and I feel like Kodaka embraces the fun of biting and knows that Zanie's most seemingly ridiculous cast can still be relatable if done right and I think that really shows that they have faith not only in their characters but also in it. the audience's ability to analyze them and I think it's a really healthy relationship with the audience and it's definitely one that I want to emulate with PEG because I love the comments from the fans and I love reading the fanfare days and I trust the ability of the fans. fans to make sense of this work and read it however they want, if I had to name my influences outside of vampire dengan it would be a medium that I think approaches the characters in a similar way, so tokidoki undertale literature club and unfortunately , Homestuck and that's it. professional on my part, I thought: damn no, it's a game that recognizes the game, um, and that's it, so yeah, it was a long answer, but I thought this is a good question.
I want to take it straight from the rider's mouth. and Taco's mouth as what inspires them in terms of overall creative inspiration uh I would also have to go with similar visual novel titles like for example the Ace Attorney series um mainly because of how they designed their uh for example uh 3D games like later uh and um obviously um during the design process of other things we also have some kind of similar references uh in it uh I also played it and uh hopefully uh you might also when you finally play it you'll see those references and yeah, basically we're very excited to see which one is your reaction, oh yeah, I mean, I'm definitely a big Ace Attorney fan, so I'll be on the lookout for that stuff, yeah, I played those religious games, obviously, when I was like in elementary school, you know, I fell in love with some of the latter, but I intended to return.
What about Danganronpa? Specifically, the idea of ​​a fanwork based on it was so appealing. Was there ever one? at which point the team considered making the game a totally original Ip, uh, or is it the elements, are there elements so fundamentally important to the framework of Danganronpa that it could never have taken another form? I guess it's just because that's basically the premise of it. like being a killing game like even other games like uh your turn to die zeroscape and things like having a very interesting concept that you have like a limited cast of characters with certain strengths and weaknesses and trying to explore all of their similar areas of how they would react in a such an extreme scenario and this is something that's been very interesting to me because it's like a very unlikely scenario, a possible scenario for a real life scenario, so, um, you.
You can also show it as such, in such a way that you probably don't know exactly what's happening or let's say if the premise of a Dr. game, uh, we would act on it here is the same thing. You can write it in many different ways and although the premise is so simple, the result can change each time and so does for some people like those who worked on Project King's Garden, like when I started working as a 3D model at the beginning. It was something that interested me, like also working in the games industry and having found this project to be one of my favorite games and actually making a fan project with it.
It motivated me to do those things because, inevitably, if the game comes out, I can show it off to the people I like as if it were a portfolio for me, to see that I have the potential or also to do something to work on. the games industry in the end, so yeah, yeah, this question is also awesome because there's so many things you could say, the part about what made the idea of ​​fans working based on it so appealing. I think Shade put it really well when he described what it's like as an impossible scenario and I think immediately thinking about what the reasonably realistic reactions would be in an impossible scenario is a challenge, but that makes it a really interesting challenge and I think that's why that so many people gravitate toward him when he asks, there were times when we consideredto make this a totally original IP, yes, there were moments where we thought, oh, maybe we should make this an original game, but they followed it up with other elements so fundamentally important to the Dr.
Couldn't framework, that wouldn't be possible and that's exactly the case because Peg will have similar class tests or will have all the real bullet mechanics and if we wanted to make this an original IP, I mean, we could include the class twice, technically we could include the mechanic of the truth bullet, but that's a little bit, you know, at that point it's like this is inspiration or it's just a robbery and it's not about that because that's the last thing you want. to do is disrespect the original franchise and that's why we finally decided and we decided this month, yeah, we're sticking with a fan game, you know, because this isn't about profits, it's just about being respectful of the franchise and trying to recreate its magic, yes, yes, that definitely makes sense and, yes, there have also been many times before where people say, uh, oh, are you guys going to make them accept the nation and things like that or I would really like to support those projects that we would really appreciate if people would actually offer American money, but like I said, we are like a volunteer project and we just can't accept any kind of similar donations and we won't. any kind of likes in the future mainly because it's something we strive to do mainly out of pure passion and that's how it will be in the future as well and that's probably the safest way to do it from a legal point of view as well.
That also means that we don't do any kind of similar merchandise and things like that, so I'm just making sure that this is also like they clean it up here. Yes, I could go to the store and buy an Apple, which is my merchandise. Oh my god, stop, I'm so sorry. I'd say I talked over you. I just wanted to mention that if anyone sees something advertised as an official Eden's Garden project product or not we stand behind it, yes of course, definitely. one important thing to note, you know so many things pop up on Redbubble from time to time you have to be careful yeah okay yeah so this one is definitely good for both of us who is your personal favorite character in the game?
This is actually very difficult because, for a long time, it's like it comes from a stereotype like the longer you're on the team it's like all of you are like your children and you don't want to become favorites, but yeah, if I have to decide and it was something that I initially had. At the beginning it has to be a Boy Jet. I love him for everything, for his peculiar personality and how he shows himself with this character and how he is going to interact with the other members of the cast, I think a lot. People will like her and she's become one of my favorite characters, up to this point, so I can't just buy a built-in text, one word, Winona, yeah, that's Taco's answer.
For me, Shade said this is a tough question because it's like asking a parent to name their favorite child. I guess I'd say Kai Montiago is the ultimate influencer. I guess I find that his dialogue comes more naturally to me. He's like that, his behavior is like that, like an embarrassing teenager and I'm just like that. I think it's very easy to handle, I guess it's because I feel like that type of person is something we've all encountered in our lives, so there's a lot of real-life inspiration to take from, but even then writing it still takes a lot. of challenges because, like every other character in this game, I need to take into account how every facet of your character, both conscious and subconscious, will influence the decisions you make and the words you say.
That's my job as a writer. I have to treat it like it's a real, breathing person and people are incredibly complicated and that's why it's so hard because I see Peg Cars as people so it's like who's your favorite person, oh, um, understandable. I would definitely have a It's hard to choose a favorite among all the characters I've created in my time, so I would ask you a question about that. Oh, who's your favorite character? Don't know. I mean, so far I'm really intrigued. for the antagonists, I really like their designs and I'm interested to see how they contrast the typical antagonist role we usually get in Dr.
That's really interesting, yeah, most people wouldn't think of that as an answer. I like it a lot, that's just the answer. I think one of the interesting things about the original Danganronpa games is that there's always a sort of tense sense of mystery and fear around Monokuma's identity because you obviously know that he means you. I know it's not really just like a bear, obviously someone is in control, so having someone who is a little more open while driving things, even if you know it has its design eccentricities, is something I'm really interested in seeing. . How does that develop?
Are there any other Danganronpa fan projects that have inspired your own efforts? If so, what are they and how did they first inspire you? I'll start the speakers and then they said that I'm honestly not very involved with the fans in the fan again or like the Fang and Lumpur community, so no, I use my game industry skills and apply Peg in a similar way. I'm not too involved in the fan game community or the singing and Ronka community. Honestly, I'm still relatively new to this. I feel like I only started getting familiar with it last year, but I asked the other writers for their opinion here because I think they have more experience in the community than I do and what they found, what they told me, and what I also found that There are two fan games that catch our attention the most, the first is I'm going to slaughter this name.
I always butcher the names, usajiko massacre which is a smaller Danganronpa fan game run by one of the moderators of the Eden's Garden project Discord server queen that fan game has always helped me keep my head on my shoulders because I could watching its development and I feel like watching its development was really humbling because it reminded me that at the end of the day fan Games like this and Project Eden's Garden are a collaboration of love between friends and we shouldn't forget Like Our Roots there and I also want to do a special mention to Kill Cure um Kill Kilo was as the

fangame

's first western danganron.
Wizard attraction and for that reason I think it was the introduction of a lot of people to the world of Danganronpa fan games, if it wasn't for Kill Cure, Peg might not even exist, it was really instrumental to, like the culture in the history of the fangs and the rompers and the murders. From what I understand, cure has had to face a number of obstacles since its initial inception, but the team has never given up, they are still ahead and I think that shows everyone that a project can recover with enough time and energy and I believe than creators around the world.
Not even just fan game creators, but creators of any kind of similar genre or medium can learn something from that and be positively inspired by it and I would have to add that, especially in the case of Kill Cure, for me personally as well. was. I like that different kind of quality that you would normally see in fan projects or in general fangan projects in general, because in some ways that sparked that there are actually talented people trying to make something really amazing in the style of Danganronpa or something similar. to that and it inspired me as well to oh my gosh, I have to like being or a participant in some way, shape or form, so not only as a person who really enjoyed the franchise but also as an artist and I like it.
Basically, I'm a supporter of this, it kind of also sparked my career of doing 3D modeling, so yeah, it's very interesting. I myself am not particularly familiar with many fandang and ramp projects, but they have come highly recommended to me. of them since I talked about the series, so it's definitely one that's on my radar. I know, Danganronpa, another and two have also appeared very often in my recommendations, so I mean, Dangan will not put another in two and them. There is also a very good installation because they showed that a fan project can be finished, yes, and its story can be told.
That's always very difficult, finishing things like that. I know it personally. My main inspiration for Phantom that I started with was me. They come from the Sonic fandom, so seeing ongoing fan games that are never finished is something I'm no stranger to and it's also that kind of expectation that some people think is like, oh no, that's another fan game. . wait for the next five years and it still amazes me that at a speed, I like, regarding our last devlog, we show our current progress on what it is and people slowly realize that we are actually taking it seriously when launching releases like a prologue site that was a lot of fun for us, seeing the instructions like oh my god it's happening guys it's not five years just one that was something similar to that so it was an interaction very, very healthy in that time is like a very important resource for us and sometimes it is very, very unexpected because then we would like a simple task could take a few days or a week to complete, but then there is days such as, for example, SASE and others.
A specific person on our team likes to do things, uh, 20 different things in a day or something, it's very, very interesting, like Dynamic, uh, that's what we have as a team and uh, it's also like a motivating thing because if you can See that. Progress is made, it also usually motivates the other team members to do their stuff too, so yeah, I think that's probably one of the most encouraging and fun things about doing a group project like that: showing your own progress. everyone else creatively helps inspire those around you because you want to, you know you want to share that with each other and say oh look how cool this is.
I just finished this, yes, because we have what we do every week. In fact, we have team meetings basically for that reason, it's just to show what we've been doing each week and I think even though I personally can't attend the team meetings because it's like 4am. m., Lifetime and I love this project, but I'm not good enough at four years old for this stuff. I feel like these team meetings are still really good, like a confidence booster for the people who attend, which helps a lot of the staff, yeah, and also helps basically coordinate what you. uh, that uh each other uh in certain aspects like um when uh certain people on the art team need resources to be created uh for the 3D modelers or something like that when it comes down to it, you would really know what kind of like the state that we currently have I mean, we have like a dozen documents that detail each of the steps that we need or things that need to be done and things like that and if it weren't for this, I think we wouldn't have gotten this far, to be honest, and I think which actually the next question leads into this discussion quite well.
What is the most difficult thing about coming up with a Danganronpa-style story? What unique challenges have arisen from the framework itself? It may not be found as much in different game projects and I wanted to add to this and say that this also applies to the technical side, since you know how to implement certain things. It's funny you say that because our lead programmer Sw

eden

has written a little paragraph. getting into the technicalities, the technical side of things, so I can read it, so he just wrote, developing the whole project in general was a challenge, we originally started with an early version of a VN engine called Dr editor, it was a lot of fun though . and the visual mechanics had to be programmed from scratch and the original Danganronpa games are more visually complex than other game projects, especially because they involve a lot of visual details that you wouldn't see at first glance, like this fighting effect transition tone that you also want to give . your import and then I can give my opinion after you, yeah, and I like to add that to the technical side.
I mean, you probably made like five hours of analytical videos on that so you know what we're talking about. There are a lot of details that are being incorporated into these virtual reality games that the regular player doesn't really see at first glance and it was very important to us that we would like to incorporate that same atmosphere and these details into our game um initially basically uh basically so um what um it doesn't feel like that weird section where something is missing but you don't know what it is uh It's really missing and um in terms of also creating um assets for it like Since we want to develop everything in unity, we also had the challenge of optimizing all of our assets. so that the game can run as optimally as possible without sacrificing quality, which is something we've been trying to do.
To perfect it, so to speak, but obviously there will be some hiccups and we try to help as many people as we can when we officially launch it, but this is something that has been a big challenge for us, but we managed to find solutions for it. also and I feelwhich on the writing side of things in the beginning of my life, I mean mysteries in general are already a wonder to write, there are so many things that I found in writing mysteries in general like these, like murder mysteries, because I've written other ideas, um, like fanfics before, without fail, there will always be one super important detail that everyone will overlook until it comes out two months before or a month before it comes out and someone has to notice and we'll Se Like, oh my god, how did we miss this?
This is such a big problem without fail, as if you just cut it off. There are so many things you like. You can hardly anticipate when you want. Write a mystery. I feel like you're figuring it out yourself. That's how I've always felt about inviting Mysteries. I don't feel like the master of the game or whatever. I feel like I'm the characters themselves trying to figure out, trying to figure out what the hell is going on here and, um, it's a challenge, but I think that's what also makes it so rewarding that in and of itself it's not necessarily unique to the dengan vampires, since it's just mystery writing in general when it comes to Danganronpa.
I feel like there's a certain way that Danganronpa characters are into it. There is something like waiting stylistically and I think trying to emulate that in a natural way is very difficult, what helps me is that I had done like Dr Fanworks before, well, I like writing in this style. I feel like I'm also a side project of my passion, it's like a scr2au when Kazumi is like the protagonist and I have the entire script for that and I just studied how to write sdr2 and tried to emulate it as best as I could. can, that's helped me a lot with PEG, but I've noticed that other writers, um, might still have a hard time properly emulating the style.
I just think that's probably one of the biggest difficulties when it comes to wanting to emulate another immediate property because it's like trying to emulate another artist's art style, there are so many complexities at play and if you don't do it right it can come across as a little prudish or almost strange, as well as creating outlandish characters but trying to make them feel real. People, yes, try to show their nuances, but in a way that is subtle and doesn't hit the audience, but you still know that you want to convey them anywhere in a way that doesn't hit the audience.
Many try not to hit the audience over the head trying to achieve something like that. The middle ground is that right point where it's subtle enough but not too subtle, that can also be very difficult because if there are MK2 fans listening, that's the reason I've been very quiet about that source, I blame Peg, it's Peg's fault, of course, it's me. It's worth it, what elements, if any, of the traditional Danganronpa games has the team been trying to move away from or improve? So the goal wasn't, that project in this Garden is not like trying one of Dr.'s games, I think.
We've similarly answered those questions you've already asked us which is more of a love letter to the franchise and we've tried to incorporate the elements of the original games that we think are the best as Dr. Danger's art. The style and design have been portrayed there and these kind of similar elements have been used to project Eden's Garden. I mean, the worst. Let's be honest, there are some quirky things that were added that are also like previous games. Obviously we're not trying to like over and over copies of those things, it's more that we incorporate them as references or try to make it more enjoyable for the player to experience when they inevitably play the game, yeah, because coming out of that, I've I've noticed that, at least in a sort of sphere like Fango and Bumpy, there's almost this expectation that if you're making a fan game, you have to try to outdo Dr.
It's like a dengan Wampa competition and I just don't agree with that mentality. I don't think it's a healthy way to approach fan projects. At the end of the day, we all do this because this project resonated with us and I think we should stay humble and recognize that despite all its flaws. This project inspired us and instead of doing everything we can to improve it, we should do everything we can to recognize that we have been inspired by it, but I am also not saying that I do not recognize its flaws because, my God, the Dr. has many flaws and Honestly, there are things that you would see in the Dr. games.
Maybe some sometimes like the amount of innuendo and stuff, you won't. Seeing it actually in Project, even starting out, that doesn't mean they won't exist at one point or another, but they definitely won't be as useful. I mean, I can already tell that when you complete a character's free time events, We're not going to get his underwear, yeah, that's it, I mean, we're not going to do that, yeah, regarding everything else. It's like I said, I just, personally, and this is just my personal opinion, but I'm sure. The same goes for the other side, is that we just want to emulate the best parts of the Dr. without trying to seem full of ourselves or trying to assert ourselves is better because we're just all so young, we really want to.
I think we're relatively new to writing. , even though we've been writing for years, we're super young, we have a lot to learn and even when I look back at the prologue I think I wish that line had been written differently or I wish we did this differently and I think the reason Why this project has come this far is because it's not working, I'm not spied on or it's not working to make it better, it's just trying to be the best it can be, we try to set it as a certain standard in terms of our quality when it comes to develop those chapters or games that we want to do in the future, but obviously we are not perfect human beings and we know everything that is inside and I mean many challenges that we had to combat and even had to make some compromises in order not to destroy some certain aspects of the

garden

of the Eden Project and I would like to reference that because inevitably when it all comes down to technical issues, we first have to see how feasible it is for us to develop that in the first place, so yeah, and say it like, I really hope that when it comes out polo, people feel safe if they have any.

review

s about literally anything they feel confident expressing because if people don't like sharing their reviews or reviews, you know we can't improve.
I'm glad that people are so excited about the game, but I also hope that they continue to be critical and, um, don't let, I guess, take something for the game and, in a way, govern their feelings or their review of it. Yeah, I think that's a pretty admirable way to think about it because you know there's obviously going to be a lot of uh people who would take things a lot more personally like no, I gotta keep it this way, screw everyone else um actually that makes me think that I'm gonna throw this in here um as a surprise for both of us uh oh boy, what's your favorite and least favorite minigame of any Dr game?
Oh go first oh my gosh okay I really hate how they designed The dr2 Hangman's Gambit mainly because when I first played it I was completely confused about what the hell. It was like it happened uh and uh realizing that I have to take the uh uh like letters together to combine them and then press a different button to put that in as a solution for a letter. I was very confused. For me, I didn't really love that, um and uh, in terms of which was my favorite. I would say visually because it looked great, but the music and stuff was the logical immersion of the new Danganronpa V3.
I think with the taxi, oh yeah, oh yeah, it was really fun to play with and I liked how it had a retro style, uh, retro style and stuff like that. I really loved it. I mean, for me, I like it. I've never felt like I've never really had anything in particular, in particular, most people don't like penises and I like the characters, I like the stories and things like that, but I guess for the minigames, I mean, I don't like it. I had a great time with Henman's Gambit. and sdr2, so even if we make one of our Implement some new minigames, whether they are really well done or not will depend on the player.
I guess I'm also a show that I really like. Car minigame in V3. I just thought it was really cute and I thought it was really fun and I just like the mechanics of it, we just uh TL DR, we just don't want to have another incident in the middle of the bone, yes we can. I can't guarantee that, oh, I put it that way, we can't guarantee that we intend to do it, but like I said, you never know, you have to wait for feedback from the players, which might make sense to us whenever you want. many people might say: what the hell does this mean?
There are a lot of things that have this risk taking factor that you won't really know how well it goes down until you ship it out to the public uh lastly, what do you hope people end up taking away from the game when it's fully released? I just hope that over the past two years our hard work has realized how much it looks like passion. I flew into this project, especially because of the time I put into it, and of course, many similar people in the community supported us independently over the last two years and I am very, very grateful to them for motivating us.
Let's keep doing things like this and when we hopefully fully develop the game and have everything released, we just hope to give the player a similar Danganronpa experience as the Danganronpa games that made us love the franchise in the first place. place, I mean, I want people to enjoy the game first and foremost, but similar to what Shade said, I want to be able to enjoy the experience that the original Dr games had, but I also want to show people that, um, fan works and a fan of games. It is worth investing time and energy in yourself.
I feel like even now there's some kind of stigma around fan games and that you shouldn't put them up as a portfolio or professional work because oh, it's a fan game, it's not professional, but I just intensely disagree. . I think fan games are the perfect way to discover more about yourself and your own abilities, a perfect way to show your love for a series, and I think I'm a fan of all kinds of works worthy of respect. and I just hope that the Eden's Garden project helps people see the works of Valiant fans and maybe inspires them to make their own fireworks for the media they fundamentally love at the end of the day, you know if it's a project fans for something or a triple.
A game made by a studio, you know, all of these things are inherently collaborative creative works that bring people together and you know, I think there's always value in that and there's always something interesting to gain from it, like me in this interview. I've been a bit critical of the Tang community and Lompoc. I've mentioned that I think there's an expectation to try to assert your dominance over the Danganronpa franchise, if you want, but I also don't want people to come with me. the aspect so I despise it like other Sango rompers because that's not the case at all Fang and rompers in general just require a lot of effort, whether as a game or as a video series, they require a lot of time and effort and I think which is really amazing and says a lot about each person involved and I think everyone who likes to work on a fan game, especially a deeper Dengue game like um, I guess deserves to feel validated in their efforts and deserves. knowing that they are what they are creating is very special and unique and that every fan game that has been created basically paves the way for future fan games.
I feel like every fan game that exists helps create the culture and community of the general sphere like sang and Romper and that's why I think they're so important because I think they all carry their own weight and I mean, yeah, absolutely, I think if there's anything we can take away from all of this, especially it's just that the Danganronpa community is nothing if not extremely passionate, um, absolutely yes, yes, and I would say even more passionate than other communities based on how strict they are. It's spoiler territory, so it's like an adventure advantage we have.
I would keep her. everything for longer, but I have other things I have to attend to as well, so probably because this is really fun, this is really fun. Thanks, I just want to say that I really enjoy these questions. I thought they were very revealing. I just thought it was really cool talking to you. I think you seem very intelligent and nice and yes, it was a great pleasure talking to you. I am very glad that in our first interview we or the interviewer. It was someone who was so insightful, well, thank you, that means a lot.
Is there anything else any of you would like to say before we continue? I'm just saying that, like I said. I think a big thank you, basically, to the community that still supports us and, uh, yeah. If you still have any questions about specific things that were unclear, you can ask on our Discord server and social media. We will do our best to answer them all. We also have FAQ sessions every time we do a Dev Vlog. So if you have time to check italso, we would really appreciate the support of Edith's Garden, you support me along with me if you haven't already and, um, play the prologue when it comes out, yes, absolutely, it would be a

fantastic

game.
The game when it comes out will be very fun, please I will do it. I beg you. I think that's probably a good point to stop recording, so thank you very much for responding. My questions and that's my video on the Eden's Garden project demo. See for yourself linked below with all the project's social networks. Many thanks once again to the team for reaching out to me to share my thoughts and give me the opportunity to play. I play early and can conduct such a nice interview with me. I had a lot of fun with this and will definitely keep an eye out for this project in the future.
If you like Danganronpa, you should do yourself a favor and do a lot. Same thing and thanks for watching you can also find ways to support me and all my social media below and without further ado let me do what I think some of my sponsors are Serena Midori Shogun DX friend of Dracula Ali. Oliver and Claire, me, Boone, thanks for tuning in everyone and we'll see you very soon, peace abroad.

If you have any copyright issue, please Contact