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The Atlus scoop from the latest Famitsu. Most of the SMT IV content is in the form of an interview with director Kazuyuki Yamai, the information of which is as follows. 
Development started after SJ.
They wanted to make a game that would inflict psychological trauma on the player, and have them question their outlook on life and values.
It was decided from the beginning that a numbered title would be created for a handheld. The timing of this plan coincided with the announcement of the 3DS. Samurai was Kaneko’s idea. The aim was to have the viewpoints of characters who are not exposed to modern japan’s knowledge and value and come to modern japan.
Writer’s play impressions-the effect of niyari is huge-more than 400 demons, fusing the demon with skills you want is more possible-The black samurai character wiill be understandable without having played SJ. Whether you’ve played it or are using your imagination the mystery of the character remains
Kaneko did the original scenario and series demon design. 
However, his central idea was to have “outsiders” give a unique view of a Tokyo apocalypse, whereas before it was always someone within community affecting the outcome.
Doi and Koduka were told to make things that “rather than give peace of mind, make you curious/feel uneasy”
The new demons are central to the story.
Zoom Info
Camera
Canon PowerShot S400
Aperture
f/2.8
Exposure
1/125th
Focal Length
48mm
The Atlus scoop from the latest Famitsu. Most of the SMT IV content is in the form of an interview with director Kazuyuki Yamai, the information of which is as follows. 
Development started after SJ.
They wanted to make a game that would inflict psychological trauma on the player, and have them question their outlook on life and values.
It was decided from the beginning that a numbered title would be created for a handheld. The timing of this plan coincided with the announcement of the 3DS. Samurai was Kaneko’s idea. The aim was to have the viewpoints of characters who are not exposed to modern japan’s knowledge and value and come to modern japan.
Writer’s play impressions-the effect of niyari is huge-more than 400 demons, fusing the demon with skills you want is more possible-The black samurai character wiill be understandable without having played SJ. Whether you’ve played it or are using your imagination the mystery of the character remains
Kaneko did the original scenario and series demon design. 
However, his central idea was to have “outsiders” give a unique view of a Tokyo apocalypse, whereas before it was always someone within community affecting the outcome.
Doi and Koduka were told to make things that “rather than give peace of mind, make you curious/feel uneasy”
The new demons are central to the story.
Zoom Info
Camera
Canon PowerShot S400
Aperture
f/2.8
Exposure
1/160th
Focal Length
48mm
The Atlus scoop from the latest Famitsu. Most of the SMT IV content is in the form of an interview with director Kazuyuki Yamai, the information of which is as follows. 
Development started after SJ.
They wanted to make a game that would inflict psychological trauma on the player, and have them question their outlook on life and values.
It was decided from the beginning that a numbered title would be created for a handheld. The timing of this plan coincided with the announcement of the 3DS. Samurai was Kaneko’s idea. The aim was to have the viewpoints of characters who are not exposed to modern japan’s knowledge and value and come to modern japan.
Writer’s play impressions-the effect of niyari is huge-more than 400 demons, fusing the demon with skills you want is more possible-The black samurai character wiill be understandable without having played SJ. Whether you’ve played it or are using your imagination the mystery of the character remains
Kaneko did the original scenario and series demon design. 
However, his central idea was to have “outsiders” give a unique view of a Tokyo apocalypse, whereas before it was always someone within community affecting the outcome.
Doi and Koduka were told to make things that “rather than give peace of mind, make you curious/feel uneasy”
The new demons are central to the story.
Zoom Info
Camera
Canon PowerShot S400
Aperture
f/2.8
Exposure
1/160th
Focal Length
48mm
The Atlus scoop from the latest Famitsu. Most of the SMT IV content is in the form of an interview with director Kazuyuki Yamai, the information of which is as follows. 
Development started after SJ.
They wanted to make a game that would inflict psychological trauma on the player, and have them question their outlook on life and values.
It was decided from the beginning that a numbered title would be created for a handheld. The timing of this plan coincided with the announcement of the 3DS. Samurai was Kaneko’s idea. The aim was to have the viewpoints of characters who are not exposed to modern japan’s knowledge and value and come to modern japan.
Writer’s play impressions-the effect of niyari is huge-more than 400 demons, fusing the demon with skills you want is more possible-The black samurai character wiill be understandable without having played SJ. Whether you’ve played it or are using your imagination the mystery of the character remains
Kaneko did the original scenario and series demon design. 
However, his central idea was to have “outsiders” give a unique view of a Tokyo apocalypse, whereas before it was always someone within community affecting the outcome.
Doi and Koduka were told to make things that “rather than give peace of mind, make you curious/feel uneasy”
The new demons are central to the story.
Zoom Info
Camera
Canon PowerShot S400
Aperture
f/2.8
Exposure
1/250th
Focal Length
48mm
The Atlus scoop from the latest Famitsu. Most of the SMT IV content is in the form of an interview with director Kazuyuki Yamai, the information of which is as follows. 
Development started after SJ.
They wanted to make a game that would inflict psychological trauma on the player, and have them question their outlook on life and values.
It was decided from the beginning that a numbered title would be created for a handheld. The timing of this plan coincided with the announcement of the 3DS. Samurai was Kaneko’s idea. The aim was to have the viewpoints of characters who are not exposed to modern japan’s knowledge and value and come to modern japan.
Writer’s play impressions-the effect of niyari is huge-more than 400 demons, fusing the demon with skills you want is more possible-The black samurai character wiill be understandable without having played SJ. Whether you’ve played it or are using your imagination the mystery of the character remains
Kaneko did the original scenario and series demon design. 
However, his central idea was to have “outsiders” give a unique view of a Tokyo apocalypse, whereas before it was always someone within community affecting the outcome.
Doi and Koduka were told to make things that “rather than give peace of mind, make you curious/feel uneasy”
The new demons are central to the story.
Zoom Info
Camera
Canon PowerShot S400
Aperture
f/2.8
Exposure
1/100th
Focal Length
48mm
The Atlus scoop from the latest Famitsu. Most of the SMT IV content is in the form of an interview with director Kazuyuki Yamai, the information of which is as follows. 
Development started after SJ.
They wanted to make a game that would inflict psychological trauma on the player, and have them question their outlook on life and values.
It was decided from the beginning that a numbered title would be created for a handheld. The timing of this plan coincided with the announcement of the 3DS. Samurai was Kaneko’s idea. The aim was to have the viewpoints of characters who are not exposed to modern japan’s knowledge and value and come to modern japan.
Writer’s play impressions-the effect of niyari is huge-more than 400 demons, fusing the demon with skills you want is more possible-The black samurai character wiill be understandable without having played SJ. Whether you’ve played it or are using your imagination the mystery of the character remains
Kaneko did the original scenario and series demon design. 
However, his central idea was to have “outsiders” give a unique view of a Tokyo apocalypse, whereas before it was always someone within community affecting the outcome.
Doi and Koduka were told to make things that “rather than give peace of mind, make you curious/feel uneasy”
The new demons are central to the story.
Zoom Info
Camera
Canon PowerShot S400
Aperture
f/2.8
Exposure
1/250th
Focal Length
48mm
The Atlus scoop from the latest Famitsu. Most of the SMT IV content is in the form of an interview with director Kazuyuki Yamai, the information of which is as follows. 
Development started after SJ.
They wanted to make a game that would inflict psychological trauma on the player, and have them question their outlook on life and values.
It was decided from the beginning that a numbered title would be created for a handheld. The timing of this plan coincided with the announcement of the 3DS. Samurai was Kaneko’s idea. The aim was to have the viewpoints of characters who are not exposed to modern japan’s knowledge and value and come to modern japan.
Writer’s play impressions-the effect of niyari is huge-more than 400 demons, fusing the demon with skills you want is more possible-The black samurai character wiill be understandable without having played SJ. Whether you’ve played it or are using your imagination the mystery of the character remains
Kaneko did the original scenario and series demon design. 
However, his central idea was to have “outsiders” give a unique view of a Tokyo apocalypse, whereas before it was always someone within community affecting the outcome.
Doi and Koduka were told to make things that “rather than give peace of mind, make you curious/feel uneasy”
The new demons are central to the story.
Zoom Info
Camera
Canon PowerShot S400
Aperture
f/2.8
Exposure
1/100th
Focal Length
48mm
The Atlus scoop from the latest Famitsu. Most of the SMT IV content is in the form of an interview with director Kazuyuki Yamai, the information of which is as follows. 
Development started after SJ.
They wanted to make a game that would inflict psychological trauma on the player, and have them question their outlook on life and values.
It was decided from the beginning that a numbered title would be created for a handheld. The timing of this plan coincided with the announcement of the 3DS. Samurai was Kaneko’s idea. The aim was to have the viewpoints of characters who are not exposed to modern japan’s knowledge and value and come to modern japan.
Writer’s play impressions-the effect of niyari is huge-more than 400 demons, fusing the demon with skills you want is more possible-The black samurai character wiill be understandable without having played SJ. Whether you’ve played it or are using your imagination the mystery of the character remains
Kaneko did the original scenario and series demon design. 
However, his central idea was to have “outsiders” give a unique view of a Tokyo apocalypse, whereas before it was always someone within community affecting the outcome.
Doi and Koduka were told to make things that “rather than give peace of mind, make you curious/feel uneasy”
The new demons are central to the story.
Zoom Info
Camera
Canon PowerShot S400
Aperture
f/2.8
Exposure
1/250th
Focal Length
48mm
The Atlus scoop from the latest Famitsu. Most of the SMT IV content is in the form of an interview with director Kazuyuki Yamai, the information of which is as follows. 
Development started after SJ.
They wanted to make a game that would inflict psychological trauma on the player, and have them question their outlook on life and values.
It was decided from the beginning that a numbered title would be created for a handheld. The timing of this plan coincided with the announcement of the 3DS. Samurai was Kaneko’s idea. The aim was to have the viewpoints of characters who are not exposed to modern japan’s knowledge and value and come to modern japan.
Writer’s play impressions-the effect of niyari is huge-more than 400 demons, fusing the demon with skills you want is more possible-The black samurai character wiill be understandable without having played SJ. Whether you’ve played it or are using your imagination the mystery of the character remains
Kaneko did the original scenario and series demon design. 
However, his central idea was to have “outsiders” give a unique view of a Tokyo apocalypse, whereas before it was always someone within community affecting the outcome.
Doi and Koduka were told to make things that “rather than give peace of mind, make you curious/feel uneasy”
The new demons are central to the story.
Zoom Info
Camera
Canon PowerShot S400
Aperture
f/2.8
Exposure
1/200th
Focal Length
48mm
The Atlus scoop from the latest Famitsu. Most of the SMT IV content is in the form of an interview with director Kazuyuki Yamai, the information of which is as follows. 
Development started after SJ.
They wanted to make a game that would inflict psychological trauma on the player, and have them question their outlook on life and values.
It was decided from the beginning that a numbered title would be created for a handheld. The timing of this plan coincided with the announcement of the 3DS. Samurai was Kaneko’s idea. The aim was to have the viewpoints of characters who are not exposed to modern japan’s knowledge and value and come to modern japan.
Writer’s play impressions-the effect of niyari is huge-more than 400 demons, fusing the demon with skills you want is more possible-The black samurai character wiill be understandable without having played SJ. Whether you’ve played it or are using your imagination the mystery of the character remains
Kaneko did the original scenario and series demon design. 
However, his central idea was to have “outsiders” give a unique view of a Tokyo apocalypse, whereas before it was always someone within community affecting the outcome.
Doi and Koduka were told to make things that “rather than give peace of mind, make you curious/feel uneasy”
The new demons are central to the story.
Zoom Info
Camera
Canon PowerShot S400
Aperture
f/2.8
Exposure
1/250th
Focal Length
36mm

The Atlus scoop from the latest Famitsu. Most of the SMT IV content is in the form of an interview with director Kazuyuki Yamai, the information of which is as follows.

  • Development started after SJ.
  • They wanted to make a game that would inflict psychological trauma on the player, and have them question their outlook on life and values.
  • It was decided from the beginning that a numbered title would be created for a handheld. The timing of this plan coincided with the announcement of the 3DS. Samurai was Kaneko’s idea. The aim was to have the viewpoints of characters who are not exposed to modern japan’s knowledge and value and come to modern japan.
  • Writer’s play impressions-the effect of niyari is huge-more than 400 demons, fusing the demon with skills you want is more possible-The black samurai character wiill be understandable without having played SJ. Whether you’ve played it or are using your imagination the mystery of the character remains
  • Kaneko did the original scenario and series demon design.
  • However, his central idea was to have “outsiders” give a unique view of a Tokyo apocalypse, whereas before it was always someone within community affecting the outcome.
  • Doi and Koduka were told to make things that “rather than give peace of mind, make you curious/feel uneasy”
  • The new demons are central to the story.

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