![]() In the end I just snuffed them out, saying this is an exception, so I don't think there's anything left that would be a bother. Even still, you do get plenty of contradictions (laughs). Using this as the base, I then decided which rules to use for the game separately, and made it that way. First of all, I created a broad plot and tried not to stray too far from it. Kawano: I struggled with that more than I initially thought I would. I think it would be easy for parallel worlds or contradictions to occur with the use of time travel, though. There also weren't many games that made use of time travel, so wanting to try it out led to this. Kawano: I thought it would be really interesting as a theme - or rather, I personally really like it. I also wanted to use the element of time travel, and to do a good job of blending the two, and started from there. ![]() I did take great care, however, not to make it too dark and cruel. I took an interest in what it would be like if you were to treat it a bit more seriously, and wondered if it would be possible to make a game with it as the main theme. Kawano: Death is so shocking, but there are a lot of games that treat it so trivially, with you just dying again and again. I think it's shocking that the game begins with the death of its protagonist, Eike. Source: Shadow of Memories Navigation File, page 80-86 Shadow of Memories: Junko Kawano Interview
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