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GeneralAnime
Servant profiles: 001-040041-080081-120121-160161-200201-240241-280281-320321-360361-400
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Command Codes: 001-200
Material books: IIIIIIIVVIIVIII
Game scripts: OrleansLondonBabyloniaSolomon

This includes entries from various magazines including Comptiq, Dengeki Hime, Game Japan and Type-Moon Ace.

Comptiq[]

06/2004[]

[v] Comptiq 2004-06 issue - Fate/secret book Q & A:
Q:ゲームにいちばんはまりそうなキャラクターは!?

Q:

A:

Q:ゲームにいちばんはまりそうなキャラクターは!?

A:何事にも負けず嫌いなセイバー!

10/2004[]

[v] Comptiq 2004-10 issue - Fate/secret book Q & A:
Q:手抜き料理以外、なんでも食べるセイバーさんには癒されます。

Q:

A:

Q:手抜き料理以外、なんでも食べるセイバーさんには癒されます。そんな彼女がこれだけは苦手というような「苦手な食材」ってありますか?

A:特にありませんが、ジャガイモをすりつぶしたような食べ物は生理的に苦手なようです。なお、士郎の苦手は梅昆布茶、藤村先生が嫌いなのは美味しくない物です(笑)。


[v] Comptiq 2004-10 issue - Fate/secret book Q & A:
Q:セイバーの騎乗スキルは、バイクとか車とか自転車にも有効?

Q:

A:

Q:セイバーの騎乗スキルは、バイクとか車とか自転車にも有効?ゲーム中のシーンで騎乗姿を見たかった。

A:動物以外の乗り物には効果を発揮しません。


[v] Comptiq 2004-10 issue - Fate/secret book Q & A:
Q:セイバーの騎乗スキルは、バイクとか車とか自転車にも有効?

Q:

A:

Q:セイバーの騎乗スキルは、バイクとか車とか自転車にも有効?ゲーム中のシーンで騎乗姿を見たかった。

A:動物以外の乗り物には効果を発揮しません。

今月号のコンプティークさんの小冊子、Fate/secret bookなのですが。

ごめんなさい、いきなり間違いを発見してしまいました。

92ページ目の2004年10月のQ&Aで、
『セイバーの騎乗スキルは乗り物にも有効ですか?』
という質問に、
『有効ではない』などと答えていますがっ。
セイバーの騎乗スキルはBなんで、わりと機械系もいけるっつーか、バイクなら大型だって乗りこなせるのでした。

バカバカバカバカ俺のバカー!

そんなわけなので、ごめんなさいでした質問をくれた長野県の遠坂センパイ、コンプティークの皆様方。


[v] Comptiq 2004-10 issue - Fate/secret book Q & A:
Q:イリヤと凛と桜と士郎のおやしきはどこが一番広いですか?

Q:

A:

Q:イリヤと凛と桜と士郎のおやしきはどこが一番広いですか?

A:ぶっちぎりでイリヤ城。次に問桐、遠坂、衛宮の順です。

11/2004[]

[v] Comptiq 2004-11 issue - Fate/secret book Q & A:
Q:サーヴァントにご飯やお風呂は必要?セイバーの髪は自分で編んでるの?

Q:

A:

Q:サーヴァントにご飯やお風呂は必要?セイバーの髪は自分で編んでるの?

A:食事はできますが、必要という訳ではなくあくまで趣味嗜好、娯楽の範囲。
ランサーあたりは人生を楽しむライフスタイルなので、自主的においしいご飯を要求しそうです。
サーヴアントたちの髪型は、まあ、寝癖とうい事で(笑)。ギルがメシュは正装と**で髪型が違いますがアレはセイバーに対する気合いの入れ様からくる勝負メイクなのです!


[v] Comptiq 2004-11 issue - Fate/secret book Q & A:
Q:スタッフのみなさん、こんにちは〜!制作の燃料にした本や映画や音楽は?

Q:

A:

Q:スタッフのみなさん、こんにちは〜!制作の燃料にした本や映画や音楽は?

A:はい、こんにちは。結果は以下の通りです。あらためて聞かれると、思い出すのに結構苦労したみたいです。
「ベルセルク」
「工マ」
「マリみて」
「コンプティーク」
「天上天下」
「はじめの一歩」
「苺衣ラジ」
「木更津キャッツアイ」など。


[v] Comptiq 2004-11 issue - Fate/secret book Q & A:
Q:凛や間桐家の魔術研究資金はどこから調達しているんですか?

Q:

A:

Q:凛や間桐家の魔術研究資金はどこから調達しているんですか?

A:間桐家はわりと資産家かつお金を使わない魔術特性なので今もって過去の財産でやっています。
 一方、遠坂は浪費家なのでいつもカツカツ。
凛は父親が蓄えた財産を食いつぶしており、もうじき貯蓄がなくなろうとしています。
遠坂の魔術師は、先代が残した貯蓄がなくなる前に魔術師として大成し、あとは自分と次代の為にこれまたお金をせっせと蓄える、という義務があったりなかったり。
ちなみに凛の父親・遠坂時臣は魔術協会で名の通った人物だったので、資金、魔術品、ともに莫大な貯蓄がありました。

12/2004[]

[v] Comptiq 2004-12 issue - Fate/secret book Q & A:
Q:Fate/stay night is a story set in the same world as Kara no Kyoukai and Tsukihime, isn't it? If that's right, then what's the temporal relationship between them?

Q: Fate/stay night is a story set in the same world as Kara no Kyoukai and Tsukihime, isn't it? If that's right, then what's the temporal relationship between them?

A: It's the same world. And I can't give you exact dates, but basically Fate and Tsukihime are set around the same time, while Kara no Kyoukai is a little bit further in the past.

Q:「Fate」は「空の境界」「月姫」などと、同じ世界での話なのでしょうか。またその場合、それぞれの作品の時代関係は?

A:同世界です。年月はハッキリとは言えませんが、「Fate」と「月姫」はほぼ同年代、「空の境界」はもうちょい昔です。


[v] Comptiq 2004-12 issue - Fate/secret book Q & A:
Q:穂群原学園の**のスカート丈は、どの長さが標準なの?キャラによって、ちょっと長さが違うように見えるのですが

Q:

A:

Q:穂群原学園の**のスカート丈は、どの長さが標準なの?キャラによって、ちょっと長さが違うように見えるのですが

A:みんな標準です。


[v] Comptiq 2004-12 issue - Fate/secret book Q & A:
Q:HPや雑誌のイラストを描くときに、絵師のみなさんはどんな道具をお使いですか?

Q:

A:

Q:HPや雑誌のイラストを描くときに、絵師のみなさんはどんな道具をお使いですか?

A:グラフィックチームに突撃取材してみました。
「0.3シャーペン。安物スケブ。練り消しゴム。下書きはアナログ、彩色はPhotoshop」
「下書き〜塗りまでPainter6、仕上げにPhotoshop7。ハードはMacとタブレット。オールデジタルです」
「下書きは鉛筆・コピー用紙。ペン入れはコミックスタジオ。CG処理はPhotoshop7」
「線画は紙に下書き後、取り込んで液晶タブレットでクリーンアップしてます」など。

01/2005[]

[v] Comptiq 2005-01 issue - Fate/secret book Q & A:
Q:もう、何回徹夜したか分からないくらい、「Fate」の世界に夢中です。ストーリーの中で、スタッフのみなさんの「お気に入りのセリフ」があったら教えてください!

Q:

A:

Q:もう、何回徹夜したか分からないくらい、「Fate」の世界に夢中です。ストーリーの中で、スタッフのみなさんの「お気に入りのセリフ」があったら教えてください!

A:ありがとうこさいます。でも体は大切にね。
さて、お気に入りのセリフということでスタッフに聞いてみたところこんな感じになりました。
「ゴーゴー」
「ああ、時間を稼ぐのはいいが……別にあれを倒してしまっても構わんのだろう?」
「言っとくけど、遠坂はやらないからな」
「うわぁぁぁぁぁあああん! ヘンなのに士郎とられちゃった……!」
このほかに、
「(空白だけで表現された) パーサーカーの雄叫び」
「(セリフではありませんが) ミシシッピーシステム」
「ネタバレになるので、教えられません(笑)」
などの意見もありました。
スタッフそれぞれに思い入れがあり、中にはそのセリフのためにグラフィックが追加されたものもあるとか。


[v] Comptiq 2005-01 issue - Fate/secret book Q & A:
Q:タイガー先生に惚れてます!あの剣道の強さとかは、有段者なんでしょうか?スポーツ全般も得意そう。他の格闘技とかも得意なんですか?

Q:

A:

Q:タイガー先生に惚れてます!あの剣道の強さとかは、有段者なんでしょうか?スポーツ全般も得意そう。他の格闘技とかも得意なんですか? (千葉県/浜田けいすけ)

A:先生は、全日本剣道連盟が定めるところの「日本剣道形」剣道五段。
女性で、二十歳中盤で剣道五段というのは天才といっても過言ではありません。
本来、礼儀作法も審議に含まれる剣道において、あの性格で五段を許されたという事実が、恐るべき腕前を表しています。
また、運動神経は抜群、つーか野生の獣なので、なにをやらせてもすぐに順応、暴れ回ります。
でも団体競技は苦手。理由は言うまでもありません。


[v] Comptiq 2005-01 issue - Fate/secret book Q & A:
Q:みなさんが、一緒に制作スタッフに入って欲しいキャラクターは誰でしょうか。

Q:

A:

Q:みなさんが、一緒に制作スタッフに入って欲しいキャラクターは誰でしょうか。

A:スタッフからの回答です。

「一成くん=逃げなさそう」
「キャスター=細かい仕事をこなしてくれそう」
「ライダー=ビンタされて起こされたい」
「士郎=誠実だと思うから」
などでした。
ちなみに一緒に遊びたい・暮らしたい相手には、
「蒔寺=退屈しなさそう」
「キャスター=なんでも用意してくれるので、娯楽にまみれた生活が出来る」
などがあがっていました。


[v] Comptiq 2005-01 issue - Fate/secret book Q & A:
Q:Other than what Archer uses in the game, are there other magecraft he can use?

Q: Other than what Archer uses in the game, are there other magecraft he can use?

A: Other than Reinforcement and Projection, unlocking and repairing derived from Structural Analysis is within his expertise. He also possess the elementary of the elementary like magical energy detection and magecraft resistance. However, he definitely does not have any nature interfering offensive magecraft.

Q:質問です。アーチャーにはゲームで使用したものの他に、使える魔術はあるのですか?

A:強化・投影の他に、構造把握から派生する解錠、修復が得意分野です。
 初歩の初歩と言われる魔力感知、魔術抵抗なども備えています。
なお、自然干渉からなる攻撃魔術はからっきしです。


[v] Comptiq 2005-01 issue - Fate/secret book Q & A:
Q:セイバーの好きな男性のタイプを教えて下さい。僕は料理は下手ですがだめでしょうか……。

Q:

A:

Q:セイバーの好きな男性のタイプを教えて下さい。僕は料理は下手ですがだめでしょうか……。

A:基本的にしっかり前を見ている人を好ましく思うそうです。
 向く方向は自分に対して前であればいいので、とんでもない方向を睨んでいても、胸を張っているのならそれも良し、と思うとか。
つまり「闘うひと」が好みといったところでしょうか。

02/2005[]

[v] Comptiq 2005-02 issue - Fate/secret book Q & A:
Q:お年玉がもらえたら今一番買いたい物は?

Q:

A:

Q:お年玉がもらえたら今一番買いたい物は?

A:お年玉ですか。何時の頃からか恐ろしい言葉になってしまいましたね‥‥‥。
それはさておき貰ったからには買いたい物はあるはずってことで聞いてみました。
「PSP」
「プラズマディスプレイ」
「コタツ」
「フォルテさんのフィギュア」
「休みとか買いたいです。 漫画喫茶一週間の旅プレゼント。君へ」


[v] Comptiq 2005-02 issue - Fate/secret book Q & A:
Q:Fateみたいに魔法や魔術が使えたら何をしますか?

Q:

A:

Q:Fateみたいに魔法や魔術が使えたら何をしますか?

A:お夢のあるご質問ありがとうございます。早速スタッフに聞いてみました。
「I can fly !!!」
「二次元の世界にダイプする魔法。その名もビデオドローム。そして帰ってこれない、ホラー風味のエンディング」
「呪い」
「マジンガーZを空から攻める」
「自分に万が一があった時、部屋の秘蔵のコレクションが自動で消滅するような魔術をかけておく」

03/2005[]

[v] Comptiq 2005-03 issue - Fate/secret book Q & A:
Q:Is there ever a case where each possessed noble phantasms' rank is different from the status screen's Noble Phantasm Rank?

Q: Is there ever a case where each possessed noble phantasms' rank is different from the status screen's Noble Phantasm Rank?

A: The principle is the same. Numericalization is also possible, but for those guys' abilities we kinda did a meaning-word-play "A is stronger so B will lose to it" type thing then numbers were separated into rough conceptual categories like A~E.

By the way, please consider +'s as just things that can momentarily double an ability.

Q:ステータス画面にあるサーヴァント能力の宝具ランクと、持ち物としての各宝具についているランクに違いってあるんですか?

A:原則同じです。数値化も可能ですが、連中の能力はある意味言葉遊び的な「〜より強いが〜には負ける」みたいなものなので、数値よりも大まかな概念としてA〜Eのカテゴリーに分けてみました。
ちなみに、+がつくものは一瞬だけ能力を倍加できる、とお考えください。


[v] Comptiq 2005-03 issue - Fate/secret book Q & A:
Q:バレンタインも近いですが、ゲームのキャラにプレゼントが届いたりってありますか? アーチャー様へチョコを送ってみたかったり……。もしプレゼントを募集したら、誰が一番もらえると思います?

Q:

A:

Q:バレンタインも近いですが、ゲームのキャラにプレゼントが届いたりってありますか? アーチャー様へチョコを送ってみたかったり……。もしプレゼントを募集したら、誰が一番もらえると思います?

A:こんにちは。実際にプレゼントが届いたことは無いですが、もし貰うとしたらやはりアーチャーになるんでしょうか。
もしかすると、凛あたりが結構いい線いくかもですね。

04/2005[]

[v] Comptiq 2005-04 issue - Fate/secret book Q & A:
Q:ゲームシナリオライター志望です。「フェイト」の文章はどれくらいの期間で書かれているんでしょうか?

Q:

A:

Q:ゲームシナリオライター志望です。「フェイト」の文章はどれくらいの期間で書かれているんでしょうか?

A:一年半ほどです。ライターさんはその他にもお仕事があるので、文章作成力のほか、ゲーム作りへの意欲や知識も大事です。
今のうちにクンフーを積むのです!


[v] Comptiq 2005-04 issue - Fate/secret book Q & A:
Q:イリヤ様の一日は、やはり優雅なのでしょうか。リーゼリットさんセラさん、教えてプリーズ!

Q:

A:

Q:イリヤ様の一日は、やはり優雅なのでしょうか。リーゼリットさんセラさん、教えてプリーズ!

A:イリヤお嬢様の一日は半分は睡眠、半分は優雅で出来ています。
某騎士王さんと混同されがちですが、イリヤお嬢様の場合、睡眠は定期的にくる「機能停止」とお考えくださいませ。
起きている時は優雅にお茶を飲み、優雅に読書をし、優雅に衛宮士郎さまをからかっておられます、はい。


[v] Comptiq 2005-04 issue - Fate/secret book Q & A:
Q:サーヴァントの衣装は生前着用していたものなのですか?

Q:

A:

Q:サーヴァントの衣装は生前着用していたものなのですか?

A:戦闘時の武装に関してはそのようです。**は各自が現代で入手したものかと。

05/2005[]

[v] Comptiq 2005-05 issue - Fate/secret book Q & A:
Q:もしサーヴァントたちがお花見に行ったら、どんな感じになるのでしょうか?だれか酒豪とか、歌い出したりとか……。お弁当は豪華になりそうですね。セイバーとお花見したいなあ〜。

Q:

A:

Q:もしサーヴァントたちがお花見に行ったら、どんな感じになるのでしょうか?だれか酒豪とか、歌い出したりとか……。お弁当は豪華になりそうですね。セイバーとお花見したいなあ〜。

A:話すと長くなりそうなので割愛していくゼ!
セイバー→かなり酒豪。
凛→わりと普通。躁鬱状態に。
桜→弱いクセに酒好き。からみ酒。
藤ねえ→虎。スライム状態。手に負えない。
そして士郎は当然のようにみんなのフォロー。
花見を楽しむヒマなんてありません。涙。


[v] Comptiq 2005-05 issue - Fate/secret book Q & A:
Q:言峰は麻婆豆腐が好きで、シエルもカレーが好きですが、教会の人たちは、みんな辛い物が好きなのですか?

Q:

A:

Q:言峰は麻婆豆腐が好きで、シエルもカレーが好きですが、教会の人たちは、みんな辛い物が好きなのですか?

A:别に教会のスタッフが刺激物が好き、というワケではなさそうです。
 肉体労働者は常人より一段阶辛い食事でなければ満足できないと言いますが(「包丁人味平」一话を参照のコト)、そんなコトとはまったく関係なしに言峰は麻婆好きであり、シエルはカレー狂なのであった。

06/2005[]

[v] Comptiq 2005-06 issue - Fate/secret book Q & A:
Q:士郎や凛のうちに、テレビやゲームはありますか?サーヴァントたちがはまってたら、面白いなと思います。

Q:

A:

Q:士郎や凛のうちに、テレビやゲームはありますか?サーヴァントたちがはまってたら、面白いなと思います。

A:士郡や凛の家にゲーム機はありません。
ですが、新しい物好きな藤ねえが気紛れで購入してきた場合、一番はまるのは何事も負けず嫌いなセイバーではないかと思われます。


[v] Comptiq 2005-06 issue - Fate/secret book Q & A:
Q:僕は藤ねえが大好きです。藤ねえは寝るとき何を着てますか?水着姿も気になります。自分的には、虎横様のビキニとか大歓迎!

Q:

A:

Q:僕は藤ねえが大好きです。藤ねえは寝るとき何を着てますか?水着姿も気になります。自分的には、虎横様のビキニとか大歓迎!

A:当然トラ柄のパジャマ(高校時代から愛用)。
そしてボクはパンツ一丁だ(!?)


[v] Comptiq 2005-06 issue - Fate/secret book Q & A:
Q:最近「Fate」にハマった者です。制作中に煮詰まったときの息抜き方法を教えてください。フアンディスクも楽しみにしております。

Q:

A:

Q:最近「Fate」にハマった者です。制作中に煮詰まったときの息抜き方法を教えてください。フアンディスクも楽しみにしております。

A:スタッフ同士も意外と知らないので聞いてみました。
「散歩とか仮眠」
「散歩しながら妄想」
「おいしいラーメンを食べる(事務所の近辺においしいつけ麺屋さんがあるのです)。あとにゃかう」
「堕落してみる」
等々、それぞれ息抜きの仕方があるようです。
(一部気になる回答もありますが)みなさんはどうですか?

07/2005[]

[v] Comptiq 2005-07 issue - Fate/secret book Q & A:
Q:もうすぐ夏ですね〜! 穂群原学園の体育はブルマでしたが、水着はやっぱりスク水なんですか?

Q:

A:

Q:もうすぐ夏ですね〜! 穂群原学園の体育はブルマでしたが、水着はやっぱりスク水なんですか?

A:うーん、どうなんでしょうか……。授業で使うのは学校指定の水着だとは思いますが、マニアックな古いタイプのスク水ではないと思いますよ?(笑)


[v] Comptiq 2005-07 issue - Fate/secret book Q & A:
Q:ファンディスクでお忙しいことと思いますが、ゴールデンウィークはお休みになれましたか?お体に気を付けて、たまにはのんびり休んで下さい。

Q:

A:

Q:ファンディスクでお忙しいことと思いますが、ゴールデンウィークはお休みになれましたか?お体に気を付けて、たまにはのんびり休んで下さい。

A:お気遣いありがとうこざいます。やることをやったら、ゆっくり休みたいと思います。
休めたらですが……。
ちなみに今年は、思い出深い素敵なゴールデンウィークでこざいました。


[v] Comptiq 2005-07 issue - Fate/secret book Q & A:
Q:「Fate」は魅力的な男性キャラでいっぱいですが、スタッフのみなさんが一番男らしいと思うキャラは誰ですか? 「抱かれたい男ナンバー1」は、誰だと思いますか?

Q:

A:

Q:「Fate」は魅力的な男性キャラでいっぱいですが、スタッフのみなさんが一番男らしいと思うキャラは誰ですか? 「抱かれたい男ナンバー1」は、誰だと思いますか?

A:一番はランサー。後はアーチャー・ギル・言峰・慎二・臓硯とバラバラ。男らしさの基準って人それぞれですしね。
そんでもって「抱かれたい男」。
とあるスタッフの回答はギル様。
その心は「お金くれそー」
……さいですか。

08/2005[]

[v] Comptiq 2005-08 issue - Fate/secret book Q & A:
Q:セイバーはいつも腹ぺこですが、なにかひとつでも得意料理があったりします?

Q:

A:

Q:セイバーはいつも腹ぺこですが、なにかひとつでも得意料理があったりします?

A:店屋物の注文が得意です。最近の趣味は出前のカタログ集めたとか。助けて!


[v] Comptiq 2005-08 issue - Fate/secret book Q & A:
Q:キャスターに幸せでらぶらぶな日は来るのでしょうか……。頑張れきゃすたー!

Q:

A:

Q:キャスターに幸せでらぶらぶな日は来るのでしょうか……。頑張れきゃすたー!

A:キミが信じれば必ずある!頑張れば夢はかなう!


[v] Comptiq 2005-08 issue - Fate/secret book Q & A:
Q:この前久々に寝込みましたが、こういう時に誰に看病して欲しいですか?  自分なら桜に添い寝して欲しいです。

Q:

A:

Q:この前久々に寝込みましたが、こういう時に誰に看病して欲しいですか?  自分なら桜に添い寝して欲しいです。

A:最近風邪が流行っているようなのでみんなも気をつけよう。
てことでスタッフの回答はこんな感じ。
「イリヤ、キャスター、言峰、桜、水○燈、猫アルク、凛」Fateキャラじゃないのも混ざってるんですけど……ま、いいか。
回答の理由としては、
「どんな病気も治してくれそう」
「一生懸命看病してくれるものの、すべて裏目に出て風邪悪化。そんなあたりが萌え」
「放置プレイされたい」
「肉球で冷やして欲しい」
……どうやら今すぐ看病が必要な人ばかりのようです。

09/2005[]

[v] Comptiq 2005-09 issue - Fate Dojo Q & A:
Q. In the other Type-Moon works, who else besides Arc can fight against Servants?

Q: In the other Type-Moon works, who else besides Arc can fight against Servants?

A: If we're working on the condition of one on one, with an extremely average Noble Phantasm. Generally most of the 27 Ancestors, Kishima Kouma, Aozaki Aoko.
If it's just a defensive fight, but would still be a fight, then Ciel. Shiki (Rakkyo), Shiki (Tsukihime) are no match for Servants....but Ryougi Shiki (3rd personality) might be able to go as far as the Ciel class.

Q:TYPE-MOON他作品で、アルク以外にサーヴァントとガチンコできるのは誰ですか?

A:一対一、宝具が極めて平均的なものであるなら…という前提でいきます。二十七祖のほぼ全員、軋間紅摩、蒼崎青子。防衛戦だが戦闘になる、というのであればシエル。式、志貴の主人公コンビはサーヴァントには及びません…でも、「両儀式」ならシエルクラスまであがるかも。


[v] Comptiq 2005-09 issue - Fate Dojo Q & A
Q: About the power comparison between Arc and Servants, would the Arc being compared be the 30% one or the full one?

Q: About the power comparison between Arc and Servants, would the Arc being compared be the 30% one or the full one?

A: That would be the 30% Arc. It takes 7 Guardians to control the Primate Murder and the Servants of the Grail War are based on these.

Q:きのこ氏がファンブックで仰っていたアルクとサーヴァントの強さ比較ですが、この比較されているアルクって、30%程度しか力を出せていない状態と、全力状態のどちらでしょか?

A:どっちかてーと30%のアルクです。もともと某プライミッツマーダーを御するには七騎の守護者が必要とされており、聖杯戦争の七騎のサーヴァントというのはこれになぞらえているらしいですよ、どうにも。


[v] Comptiq 2005-09 issue - Fate Dojo Q & A:
Q. With the good news about the anime adaptation, please reveal the next "FATE" ambition aim?

Q: With the good news about the anime adaptation, please reveal the next "FATE" ambition aim?

A: A swordplay 3D fighting game for home consoles, a unparalleled game system.

Q:アニメ化など嬉しいニュースが続いていますが、「FATE」が次に目指す野望があったら教えて下さい。

A:コンシューマで剣劇3D格闘ゲーム化か、無双系のゲーム化

10/2005[]

[v] Comptiq 2005-10 issue - Fate Dojo Q & A:
Q: I have a question about the Servants vs. other character answer in the 9th issue of Comptiq. About a Servant with an average Noble Phantasm, who would have one and what rank would that have been?

Q. I have a question about the Servants vs. other character answer in the 9th issue of Comptiq. About a Servant with an average Noble Phantasm, who would have one and what rank would that have been?

A: That's a serious question. The level of the Noble Phantasm would be B, and ability being represented by numbers would be called an average Noble Phantasm. Broken Phantasm, Barrier of the Wind King (C), Gae Bolg (thrown) (B), that sort.
On the other hand, those with conceptual effects, destiny interference types fall into a special category. With Gae Bolg (regular), no matter how much Arcueid might be superior to Lancer in numbers, she will be killed depending on her luck, you see.

Q:9月号のサーヴァントと他作品キャラ比較についての質問です。対象は平均的な宝具を持ったサーヴァントとのことでしたが、本編でいうとどのくらいのランクの宝具を持った、誰がそれに近いのでしょうか?

A:まじめな質問です。宝具のレベルはB、能力が数値で表せるものが平均的な宝具
といえます。ブロークンファンタズム(不明)、風王結界(C)、ゲイボルグ(投げ)(B+)、といったものでしょうか。逆に効果が概念的なもの、運命干渉系が特殊な部類です。ゲイボルグ(通常)はいかにアルクェイドが能力値的にランサーを凌駕していようと、運次第でコロっと殺されますから。

11/2005[]

[v] Comptiq 2005-11 issue - Fate Dojo Q & A:
Q: Who is stronger between Tiger and Neco-Arc?

Q. Who is stronger between Tiger and Neco-Arc?

A: To answer the question, it is clearly favourable for Neco-Arc without doubt.

Q:ネコアルクとタイガーはどっちが強いのか?

A:という質問に対し、心なしかネコアルクちょっと有利、という回答。

01/2006[]

[v] Comptiq 2006-01 issue - Fate Dojo Q & A:
Q: Is Shirou's structural analysis a type of Mystic Eye?

Q. Is Shirou's structural analysis a type of Mystic Eye?

A: Nope.

Q:士郎の構造解析は魔眼なのか?という問いに。

A:対して否との答えが。

03/2006[]

[v] Comptiq 2006-03 issue - Fate Dojo Q & A:
Q. ぶっちゃけ遠坂凛って、将来魔術師としてどの位大成するんですか?天才であるから相当な高みへといけそうな気がする一方で、彼女の特技である“ここ一番で失敗する”のせいで微妙な位置で留まりそうな気も……。

Q. ?

A:

Q:ぶっちゃけ遠坂凛って、将来魔術師としてどの位大成するんですか?天才であるから相当な高みへといけそうな気がする一方で、彼女の特技である“ここ一番で失敗する”のせいで微妙な位置で留まりそうな気も……。(愛知県/モンブラン)

A:ぶっちゃけ教授にはなれます。でも名誉教授にはなれません。
なぜなら、やはり、ここ一番で大ポカするからネ!
……けど、晩年にはドジ属性ののろいも克服できてそうですよ?
魔術師界隈では「ある意味、手を出してもいいコトがない大物」として扱われるのではないでしょうか。


[v] Comptiq 2006-03 issue - Fate Dojo Q & A:
Q: Lancer, Caster, Assassin, and True Assassins; all with normal attack and Noble Phantasms of B or lower. If they fought against Berserker, wouldn't it be a one-sided fight? Or are there any of them that can match up against him?

Q. Lancer, Caster, Assassin, and True Assassins; all with normal attack and Noble Phantasms of B or lower. If they fought against Berserker, wouldn't it be a one-sided fight? Or are there any of them that can match up against him?

A: Assassin and True Assassin by themselves wouldn't even be a fight. Lancer can use his runes and Noble Phantasm together to temporarily raise the rank to A, but it'd still be a very disadvantageous fight but "one with some chances". Caster has two front-line Saber-class defenders, so if she uses her high sorcery then she'd be able to deal damage, but that would be limited to 2 to 3 times. Also, in the game, Assassin was able to push Berserker back because of the terrain advantage and support from Caster (weighing down Berserker's body). ...Well, since the compatibility of Assassin and Berserker is horrible, the fact that Berserker was even pushed back is enough to say "whoah, Kojirou's amazing".

Q:通常攻撃、宝具共にBランク以下であるランサー、キャスター、アサシン、真アサシン。バーサーカーと戦った場合、やっぱり一方的な展開になるんでしょうか?それとも中には渡り合える者がいたりするのでしょうか?(愛知県/フラウボウ)

A:アサシン、真アサシンは単体では勝負になりません。ランサーはルーン魔術と宝具の組み合わせで一時的にAランクに届くので、かなり不利な戦いになりますが「いくらか勝ち目のある」戦いを展開できます。キャスターはセイバークラスの前衛が2人ほどいるのなら大魔術でダメージを与えられますが、それも2回か3 回が限度でしょう。ちなみに、本編でアサシンがバーサーカを撃退しているのは地形の有利とキャスターの援護(バーサーカー本体への重圧)があったおかげです。……いやまあ、それでもアサシンとバーサーカーの相性は最悪なので、撃退したこと自体、小次郎スゲーということになるのですが。

04/2006[]

[v] Comptiq 2006-04 issue - Fate Dojo Q & A:
Q: 衛宮家に花が生けてあったが誰が生けているのか?もしかしてお嬢様フォームの藤ねえですか?

Q.

A:

Q:衛宮家に花が生けてあったが誰が生けているのか?もしかしてお嬢様フォームの藤ねえですか?

A:という問いに対して
花は藤村組から毎月盆ごともらって着てると思う。

[v] Comptiq 2006-04 issue - Fate Dojo Q & A:
Q:奈須さんと武内さんはTRPGにハマっていたそうですがどんなルールで遊んでいたんですか?という問いに。

Q.

A:

Q:奈須さんと武内さんはTRPGにハマっていたそうですがどんなルールで遊んでいたんですか?という問いに

A:T&Tを少し、D&Dをがっつりやってた。
あとはオリジナルルール作ってやってた。

06/2006[]

[v] Comptiq 2006-06 issue - Fate Dojo Q & A:
Q:Why have you not disclosed Fuji-nee's three sizes?

Q. Why have you not disclosed Fuji-nee's three sizes?

A: To answer, less than Rider, but greater than Saber.

Q:どうして藤ねえのスリーサイズだけ明かされていないのか?という質問でした。

A:T回答としては、ライダーより小さく、セイバーより大きいとのこと。


[v] Comptiq 2006-06 issue - Fate Dojo Q & A:
Q: Is Berserker's "immunity against an attack he has experience before" an ability of his Noble Phantasm?

Q: Is Berserker's "immunity against an attack he has experience before" an ability of his Noble Phantasm, or is it due to his ability to see through the attack?

A: The answer is that, it is a result of both the resilience of his body, as well as his techniques. God Hand has the ability to make Berserker's body immune against an attack after it has been damaged once by the said attack. Also, Berserker himself possesses the skill to see through an attack he has witnessed before. However, due to Mad Enhancement, this "technique of a swordsman" is sealed. As a result, he can only count on the ability of God Hand.

Q:バーサーカーに一度行った攻撃が二度と通じないのは宝具の能力に由来するものなのか、見切ることができるからなのか?という問いです。(山口県/無幻のレイ)

A:答えは肉体耐性と技術の両面だという話。
ゴッドハンドには一度受けたダメージを学習したのちそれへの耐性を肉体に付加する能力があるとのこと。
バーサーカー自身も一度見た攻撃を見破るスキルを持っているそうですが狂化しているため、その「剣士としての技術」は封印されているので ゴッドハンドの能力のみに頼っているとか。

07/2006[]

[v] Comptiq 2006-07 issue - Fate Dojo Q & A:
Q:凛が言っていた時計塔と「空の境界」の蒼崎橙子が写っていた写真の時計塔は同じものなのか?という問い。

Q.

A:

Rin:

Touko:

Aoko:

Q:凛が言っていた時計塔と「空の境界」の蒼崎橙子が写っていた写真の時計塔は同じものなのか?という問い。

A:同じものということです。
各キャラの時計塔へのスタンスとして

凛:ひよっこなので入り口程度。

橙子:最上階にある部屋の入り口辺りまで到達。
その後「あー、ここに入ったら戻れないなー」と地上に引き返した感じ。

青子:1階ロビーで受付と話しているうちにメンドくさくなって帰ってきてしまった感じ。


[v] Comptiq 2006-07 issue - Fate Dojo Q & A:
Q: If Bazett and Kuzuki got in a hand-to-hand fight against each other, who would win?

Q: If Bazett and Kuzuki got in a hand-to-hand fight against each other, who would win?

A: If it's the first fight, then Kuzuki will win. If it's the second fight, then Bazett would pretty much completely win. Kuzuki could even drive Saber into a corner as long as his trick was kept hidden, but Bazett is also an expert at hand-to-hand combat thought of and developed by human beings. There's the possibility that she might adapt to Kuzuki's "snake" quicker than the Servants, who are more emphasized by their talent. However, since she might underestimate Kuzuki-sensei as being a normal person, Bazett could be beaten pretty simply.

Q:バゼットと葛木が肉弾戦を行ったらどちらの勝ちか?という質問です。

A:回答ですが、初戦なら葛木がやや有利、2回戦目があるのならバゼットのほぼ完勝という結果らしいです。
未見ならセイバーも撃退するスキルを持つ葛木ですがバゼットも人間が考え、鍛え上げてきた格闘術のエキスパートということで、才能重視のサーヴァントたちよりも早く葛木の“蛇”に対応できる可能性もあるとか。
あと、葛木が一般人なのでバゼットが甘く見てしまいあっさり倒されるかもしれないとも言われていました。

08/2006[]

[v] Comptiq 2006-08 issue - Fate Dojo Q & A:
Shiki vs Shirou

(Summary)If powers are at max and we ignore the point of self-destruction caused from overflow then Shiki will win. No matter how much Shirou makes swords, Shiki will keep 'killing' them. It's a different story if it's possible to use a 'Mana Burst' like Excalibur.

Q:志貴と士郎の主人公コンビはどちらのほうが強いんですか?純粋に力と力で戦った場合、直視の魔眼と魔術を用いて闘った場合はどちらが上か教えて下さい。(東京都/ぎった)

A:異能力全開、という、終わった後にオーバーフローによる
自滅を無視すれば志貴でしょうか。士郎がどれほど剣製したところで
片っ端から“殺して”いきますから。士郎がエクスカリバーのような
“魔力放出”が可能なら、また話は違ってくるのですが。

09/2006[]

[v] Comptiq 2006-09 issue - Fate Dojo Q & A:
Q: Who is stronger, Gilgamesh or Arcueid (30%)?

Q: Who is stronger, Gilgamesh or Arcueid (30%)? While Arcueid has the strength of 4 Servants, I remember there being a scene in hollow implying that Gil was the equivalent of 5 Servants + a.

A. In the definition of Arcueid's strength, there's this thing where "her output changes according to her opponent". As an absolute order taken from her backup, the planet, she is allowed only an output a little stronger than her opponent. And. Single entity abilities of Arc and Servants are roughly on the same level

Servants use their respective Noble Phantasms while Arc uses her unlimited backup to fight, and differences occur depending on affinity. A simple-is-best Arc is an all rounder, and so generally her chances of winning are only high, but there are those opponents that she just has helplessly awful compatibility with.

For example, in cases where even if the guy's stats are about the same as Arc, he has a ridiculously large number of weapons with high versatility. As the amount Arc is allowed to take out is based on "single entity ability", against types like Gil-sama, well, you see?

And the "5 Servants + a" line is a comparison of simple "firepower". Like with the "corpses", foot soldier level opponents aren't going to be avoiding their attacks, so the ones who'd have the advantage are the ones who have more weapons. The reason why Servants excellent at one-on-one combat didn't stand out in Broad Bridge was because of this. Also, for normal Arc, she would get approximately the equivalent of 2 Servants single entity stats.

Q:ギルガメッシュとアルクェイド(30%)はどちらが強いのですか?アルクェイドがサーヴァント4体分の強さなのに対しhollowではギルはサーヴァント5体分+αと読み取れる描写がありましたが。(新潟県/K.I)

A:アルクェイドの強さの定義に、「相手に合わせて出力を変えられる」というものがあります。バックアップである星からの絶対命令として、相手の強さよりやや上の出力しか許されないのですね。で。
アルクとサーヴァントの個体面としての能力はほぼ同格。サーヴァントは各々の宝具を、アルクは無限のバックアップをもって戦い、その相性によって差が出るわけです。
シンプルイズベストなアルクはオールラウンダーなので総じて勝率が高いだけであって、どうしても苦手な相手というのは存在します。例えば、本人の能力はアルクと同格でも、その武装がとんでもなく多く、用途も多岐にわたる場合とか。
アルクが許される引き出し額は相手の『個体能力』に準じるので、ギル様のようなタイプには、ほら、ねえ?
そしてサーヴァント5体分+αというのは、単純な「火力」の比較です。『残骸』たちのようにそれぞれが雑兵レベルの相手になら攻撃をかわされることもないので、後はもうひたすらに武器の多い者が有利というか。ブロードブリッジにおいて、1対1で優れたサーヴァントはあんまり目立てないのはそのためです。
あと、通常アルクェイドはサーヴァント約2体分の個体能力ってことでひとつ。


[v] Comptiq 2006-09 issue - Fate Dojo Q & A:
Q:コミケの初参加はいつですか?という質問です。

Q.

A:

Q:コミケの初参加はいつですか?という質問です。

A:回答によると、高校2年のときに、武内さんが漫画、奈須さんが小説を持って行き
 さらに旧Fateのプレビューが入ったコピー誌を作ったとか。

10/2006[]

[v] Comptiq 2006-10 issue - Fate Dojo Q & A:
Q: スタッフの机には何が飾られているのか?という質問に対して。

Q.

A:

Q:スタッフの机には何が飾られているのか?という質問に対して。

A:武内さんはワルキューレの冒険、ドルアーガの塔のFC版パッケージの
 フィギュアが鎮座しているとか。他のスタッフの机も趣味丸出しの
品々で飾られているそうです。


[v] Comptiq 2006-0410 issue - Fate Dojo Q & A:
Q: 次にシオンとネコアルクのデザインポイントは?という質問です。

Q.

A:

Q:次にシオンとネコアルクのデザインポイントは?という質問です。

A:シオンは動いて見栄えのするデザイン、かつFateのキャラと被らないように
 デザインされたとのこと。ネコアルクはシオンと全くデザインのポイントが
違っているが、どのデザインであっても自分なりの「萌え(燃え)ポイント」を
設定するようにしているとコメントしています。


[v] Comptiq 2006-10 issue - Fate Dojo Q & A
Q: Is it possible to recreate swords consumed or broken within the bounds of Unlimited Blade Works without the use of prana?

Q: Is it possible to recreate swords consumed or broken within the bounds of Unlimited Blade Works without the use of prana?

A: The prana expenditure required for the formation and upkeep of the Reality Marble would be continuous, but armaments already formed upon the deployment of the Reality Marble would be without cost. However, the recreation of items destroyed and the fresh creation of items not in existence at the time of deployment would expend significant amounts of prana.

Q:「無限の剣製」内で壊れたり、使ったりした剣は魔力の使用なしに再び作られるのか?

A:固有結界形成から維持には魔力消費はされ続けるが、結界形成時に用意されている武装に関しては 魔力消費 はしない。 しかし、破壊されたものを新しく製造する、または形成時に無かったものを新造するには激しく魔力を消費する。

11/2006[]

[v] Comptiq 2006-11 issue - Fate Dojo Q & A
Q: Who'd win if the Servants and the 27 Ancestors fought each other?

Q: Who'd win if the Servants and the 27 Ancestors fought each other? Also, who'd win in a fight between Bazett, a renowned powerhouse of the Association, and Ciel, top class in even the Association?

A: Depends on compatibility, but basically Servants will have the slightly higher advantage. With Saber, Lancer, and Archer classes, we ought to be able to relax and see decent fights. In particular, Saber has THAT sort of Noble Phantasms so against guys like the 27 Ancestors that overwhelm by material quantity and alienness, she'd be REALLY tough.
....Well, there are also some of those tough Ancestors that can withstand a direct hit from Excalibur-class attacks, but against those guys that just (emphasis on just; other stats don't match up) have wickedly high HP, Lancer-aniki'd be pretty tough.
Oh, and regarding Bazett-san and Lady Ciel, Ciel'd still win at the point Bazett was in Hollow. Once Bazett awakens and masters Fragarach, it'll turn into a good match.

Q:サーヴァントと27祖が戦ったらどちらが勝つんでしょうか? また、協会屈指の実力者・バゼットと、教会でも最高クラスの シエルが戦ったらどっちが勝つんですか?(新潟県/神田聖一)

A:相性の問題もありますが、基本的にはサーヴァントがやや有利。
セイバー、ランサー、アーチャークラスなら安心して戦いを見守れます。
特にセイバーは宝具がアレなんで、二十七祖みたいな“物量と異質さで圧す”連中には滅法強いかと。……まあ、中にはエクスカリバークラスの直撃を受けても耐えられるタフな祖がいるので、そういうHPだけバカ高いヤツにはランサー兄貴が強かったりするワケです。
あとバゼットさんとシエル嬢ですが、ホロウの段階ではシエルの勝ちは動きません。バゼットさんが開眼してフラガラックを使いこなせるように なるといい勝負になります。

12/2006[]

[v] Comptiq 2006-12 issue - Fate Dojo Q & A:
Q: マグダラの聖骸布に束縛されると男性は抜け出せませんが、バーサーカーのような桁外れのサーヴァントも封じ込めてしまうのでしょう?

Q.

A:

Q:マグダラの聖骸布に束縛されると男性は抜け出せませんが、バーサーカーのような桁外れのサーヴァントも封じ込めてしまうのでしょう?

A:封じ込められますが、破かれるのは時間の問題です。また、マグダラの聖骸布はあくまで『拘束』するものなので、拘束によるダメージは与えられず、外部から『拘束者』に対して攻撃があった場合、聖骸布の効果はなくなります。


[v] Comptiq 2006-12 issue - Fate Dojo Q & A:
Q: ゲームをプレイさせたらいちばん上手そうなキャラは?という質問に。

Q.

A: Saber:
Lancer:
Archer:
Rider:
Caster:

Q:ゲームをプレイさせたらいちばん上手そうなキャラは?という質問に。

A:セイバー:アクション、シミュレーション、パズル系が上手い。
 ランサー:レバー、パッドを持つことにイライラ。
 アーチャー:無関心だがやれば器用にこなし、エンディングまでやり通す。
 ライダー:アクション系が苦手でビジュアルノベルと相性がいい。
 キャスター:DSのお料理教室を一生懸命やってます、きっと。

02/2007[]

[v] Comptiq 2007-02 issue - Fate Dojo Q & A:
Q: Why did Taiga become an English teacher? The shinai-wielding Tagai seemed to give a stronger impression.

Q: Why did Taiga become an English teacher? The shinai-wielding Tagai seemed to give a stronger impression.

A: That's got to be Kiritsugu's influence. Although Kiritsugu was her private tutor, he only spoke with Taiga in English. ....ahh... it was such a magical time.

Q:なんで藤ねえは英語の教師になったのですか?なんか竹刀もってるイメージが強くって。(山口県/無幻のレイ)

A:切嗣の影響ではないかと。家庭教師というか、外国語だけは切嗣でも
教えてあげられたのです。……うう、いい話や……。


[v] Comptiq 2007-02 issue - Fate Dojo Q & A:
Q: キャラの冬のすごし方について。寒さに強いor弱いキャラは誰?とか。

Q:

A:

Q:キャラの冬のすごし方について。寒さに強いor弱いキャラは誰?とか。

A:回答としましては、激弱がライダー。蛇だから。
強いのがランサー、セイバーらしいです。
お正月の過ごし方についてはOHPの人気投票を参照してください。

03/2007[]

[v] Comptiq 2007-03 issue - Fate Dojo Q & A: Q: What sort of technique was the "Shooting of a Hundred Heads" that Shirou used in Sakura's route?

Q: What sort of technique was the "Shooting of a Hundred Heads" that Shirou used in Sakura's route?

A: The Noble Phantasm of Heroic Spirit Heracles is an all-purpose Noble Phantasm that he changes according to the target and situation. Bluntly put, it's the "Shooting of a Hundred Heads Style."
What Shirou used was the anti-personnel version of Shooting of a Hundred Heads. Honestly, just think of it as nine consecutive high-speed attacks. By the way, the Shooting of a Hundred Heads that Heracles mainly uses is the anti-Phantasmal Species version, which is like nine dragon-type homing lasers fired simultaneously. What the hell, man?

Q:桜ルートで士郎が使った「射殺す百頭」はどんな技なんですか?(福島県/天野俊臣)

A:英雄ヘラクレスの宝具「射殺す百頭」は、状況・対象によってカタチを変える万能宝具だったりします。言ってしまえば「流派・射殺す百頭」みたいなもんです。
士郎が使用したのは対人用の「射殺す百頭」です。ぶっちゃけ、ハイスピードな九連撃とお思いください。余談ですが、ヘラクレスがメインで使う「射殺す百頭」は対幻想種用の、ドラゴン型ホーミングレーザー九発同時発射みたいなもんです。なんだそれ。


[v] Comptiq 2007-03 issue - Fate Dojo Q & A:
Q: 黒セイバーはメガマックを一人で何個くらい食べられるの?

Q:

A:

Q:黒セイバーはメガマックを一人で何個くらい食べられるの?

A:―――果ては、ない。


[v] Comptiq 2007-03 issue - Fate Dojo Q & A:
Q: 先月号の4コママンガ、見ました。タイガーは雷河からいつまでお年玉をもらうつもりなのでしょうか!

Q:

A:

Q:先月号の4コママンガ、見ました。タイガーは雷河からいつまでお年玉をもらうつもりなのでしょうか!(千葉県/犬山猫子)

A:―――藤ねぇに、限界など、ない。

04/2007[]

[v] Comptiq 2007-04 issue - Fate Dojo Q & A:
Q: Although it did not appear in the works, can Caster use a Reality Marble?

Q: Although it did not appear in the works, can Caster use a Reality Marble?

A: Unfortunately, Caster cannot use it. But, if it is a magus of her level of excellence, by precisely constructing small magecraft and large magecraft, she can construct "another world" of the same scale, don't you agree? Well, the time and expenses required for that is vast, after all.

Q:作中では出てきませんでしたが、キャスターは固有結界を使えますか?(神奈川県/樹根百合香)

A:残念ながら使えません。が、彼女ほど超絶した魔術師なら、小さな魔術と大きな魔術を緻密に構築していく事で同規模の「異界」を作り上げられる でしょう。まあ、その為にかかる時間と費用はやっぱり莫大なものですが。


[v] Comptiq 2007-04 issue - Fate Dojo Q & A:
Q: 奈須さんは登場キャラの名前を、毎回どういう風に決めているんですか?

Q:

A:

Q:奈須さんは登場キャラの名前を、毎回どういう風に決めているんですか?(東京都/雫)

A:とりあえず、話ごとに名前のルールをきめて、それに沿って考えていきます。
空の境界なら色しばり。Fateは意味しばり。DDDは……音しばり、といったところでしょうか。ですがそんなのは絶対重視という訳でもなく、あくまで目安、コンパス程度に思っています。


[v] Comptiq 2007-04 issue - Fate Dojo Q & A:
Q: 怪力スキル全開のライダーさんとバーサーカーとで力比べをしたら、どっちが勝つんでしょうか?(千葉県/いしけん)

Q:

A:

Q:怪力スキル全開のライダーさんとバーサーカーとで力比べをしたら、どっちが勝つんでしょうか?(千葉県/いしけん)

A:バーサーカーさんです。ライダーの怪力もロードローラーを持ち上げるくらい凄いんですが、長続きしないし、使えば使うほどゴルゴン化が進むので。

05/2007[]

[v] Comptiq 2007-05 issue - Fate Dojo Q & A:
Q: 士郎は魔術を使わない純粋なケンカではどのくらい強いんですか?

Q:

A:

Q:士郎は魔術を使わない純粋なケンカではどのくらい強いんですか?(神奈川県/早瀬香威)

A:それぞれの試合形式では専門家に譲りますが、“どっちが根を上げるかが勝負みたいなケンカ”なら学園最強では。しつこいですからね。あの男は!


[v] Comptiq 2007-05 issue - Fate Dojo Q & A:
Q: Who's the top three strongest characters?

Q: In Nasu's work (Kara no Kyoukai, Tsukihime, Fate, DDD) Who's the top three strongest characters?

A: Magical Amber, Neco Arc, and Tiger. Well, not really.
Seriously, it's Arcueid, "Ryougi Shiki", and primordial demons.(Not counting Servants)

Q:奈須きのこ作品全部を通して(空の境界、月姫、Fate、DDD)最強キャラトップ3を決めるとしたら誰になりますか?(石川県/聖なるパンダ)

A:マジカルアンバー(ルビーちゃん)。ネコアルク。虎。―――ではなく。
真面目な話なら1.アルクェイド、2.“両儀式”、3.原初の悪魔でしょうか。(サーヴァント除く)

06/2007[]

[v] Comptiq 2007-06 issue - Fate Dojo Q & A:
Q: Cu Chulainn and Diarmuid are both Lancers, but who will win in an honourble battle?

Q: Cu Chulainn and Diarmuid are both Lancers, but who will win in an honourble battle? In their first engagement with Saber, Cu Chulainn was being pressed hard, but Diarmuid was able to pressure Saber. So... Diarmuid is stronger

A: Diarmuid received more backup from his Master (magical energy supply), thus in terms of pure firepower, Diarmuid was stronger. In Japan, both of them received 0 geographical boost (from the cultural sphere), but if the stage was in Ireland --- Cu Chulainn would have an edge.

Q:同じランサーであるクーフーリンとディルムッドがガチンコで戦ったら、 どっちが勝ちますか?初登場時のクーフーリンはセイバーに押しまくられ ましたが、ディルムッドは逆に押してましたよね?ということは ディルムッドのほうが強い……? (三重県/高原の清水)

A:ディルムッドはマスターからのバックアップ(魔力供給量)が 優れているので、単純な火力勝負ならディルムッドに軍配が上がるかと。 日本ではどちらも地形効果はゼロですが、舞台がアイルランドなら ―――クーフーリンに一本かと。


[v] Comptiq 2007-06 issue - Fate Dojo Q & A:
Q. Why did the Einzbern summoned Hercules as a Berserker?

Q: Why did the Einzbern summoned Hercules as a Berserker? I'd think that in some other classes, he'd be able to have access to skills and Noble Phantasms that he had originally had....

A: Simple is POWER. Mayhap the Einzbern, who had been up until now been betrayed again and again, felt it safer to have a "loyal dog that'd do only what they told it to do". The aspect of Hercules as a regular Heroic Spirit would have many advantages in his own right, but on the other hand, there's also the possibility of some cooperative friction occurring with the Master because the heroic part of him is a bit too strong. That kind of Master and Servant combo is pretty frequent in Fate/Zero...

Q:アインツベルンはなぜヘラクレスをバーサーカーとして召喚したのでしょうか?ほかのクラスのほうが本来の彼がもつ多数のスキルや宝具を有効に使えると思うんですが……。(東京都/ヒゲール)

A:シンプルイズパワー。イロイロと裏切られつづけてきたアインツベルンの みなさんは結局“自分の言うことだけをきく忠犬”のほうが安心できる、と思ったのでは。まっとうな英霊としてのヘラクレスは、それはそれで利点が多いと思うのですが、逆に英雄としての相が強すぎてマスターと不協和音を起こす可能性がありますし。奇しくも「Fate/Zero」ではそういったマスターとサーヴァントのコンビが多いこと多いこと……。

07/2007[]

[v] Comptiq 2007-07 issue - Fate Dojo Q & A:
Q. 藤ねえはいつか子離れならぬ士郎離れをして、ちゃんと結婚できるんでしょうか!?

Q:

A:

Q:藤ねえはいつか子離れならぬ士郎離れをして、ちゃんと結婚できるんでしょうか!?(東京都/でびるK)

A:トラはなにゆえ独り者だと思う。もとより孤高なものだからよ。
と花の慶次ばりの解答をしてみるのですが、ちゃんと結婚します。
お見合いから始まる交際ですが、最後には相思相愛になって逆に士郎が藤ねえ離れできないような状況に。という夢を見た。


[v] Comptiq 2007-07 issue - Fate Dojo Q & A:
Q. Would Heracles still be so huge even if he wasn't Mad Enhanced?

Q: Would Heracles still be so huge even if he wasn't Mad Enhanced?

A: He'd still be huuuge! However, the stuff like the projections on his arms wouldn't be there. His muscles would become a little softer, and his face would show more humanity than it does now.

Q:ヘラクレスは狂化していなくてもあんなにでかいんですか?(福島県/鬼瓦)

A:でかいデース! ただし、腕の部分の突起とかはなくなります。筋肉はややソフトになり、顔つき も今よりは人 間味がでるのではと。

08/2007[]

[v] Comptiq 2007-08 issue - Fate Dojo Q & A:
Q: In Nasu's self-portait, what's in your hand? Hammer...?

Q: In Nasu's self-portait, what's in your hand? Hammer...?

A: It is a Conceptual Weapon called Occult hammer.
It can open a door leading to different events or larger model cars
Originally belonging to a strange stuffed doll. Belter!

Q:奈須さんの自画像で、手にもっている物はなんですか?トンカチ……?(東京都/ヒゲール)

A:オカルトハンマーと呼ばれる概念武装です。
異世界への扉を開けたりミニカーを大きくしたりします。
元々はヘンなぬいぐるみの持ち物です。ベルター!

[v] Comptiq 2007-08 issue - Fate Dojo Q & A:
Q: 「Fate/Zero」も季節は冬でしたが、聖杯戦争はいつも冬に行われていたんですか?何か理由があるのですか?

Q:

A:

Q:「Fate/Zero」も季節は冬でしたが、聖杯戦争はいつも冬に行われていたんですか?何か理由があるのですか?(鹿児島県/金田一長助)

A:ほら、暑いと戦いたくないじゃん?
 主にアインツベルンの連中が。

10/2007[]

[v] Comptiq 2007-10 issue - Fate Dojo Q & A
Q.「Fate/Zero」では、「召喚の際にある一文を呪文に組み込むことで英霊がバーサーカーになる」という記述がありました。ということは、すべてのマスターが呪文にこの一文を組み込んだら、バーサーカーだらけの聖杯戦争がはじまるんでしょうか?

Q:「Fate/Zero」では、「召喚の際にある一文を呪文に組み込むことで英霊がバーサーカーになる」という記述がありました。ということは、すべてのマスターが呪文にこの一文を組み込んだら、バーサーカーだらけの聖杯戦争がはじまるんでしょうか?(埼玉県/ひろいち)

A:そうですね。基本的に絶対枠としているのは3騎士だけなので、思いっきり特殊なマスターが集まれば世にも奇妙な聖杯戦争がはじまるでしょう。
でも、同じクラスの重複召喚はできません。


[v] Comptiq 2007-10 issue - Fate Dojo Q & A:
Q.半端ない魔力の持ち主であるセイバーが魔術師をめざしたら、どうなっていたんでしょうか?

Q:半端ない魔力の持ち主であるセイバーが魔術師をめざしたら、どうなっていたんでしょうか?(千葉県/ヒゲール)

A:魔術は王の道ではないのであり得ない「if」ですが、仮にアルトリアが魔術の修行をしたら……。あまりのまわりくどさに日々期限を悪くし、
半年後には辞めている可能性大。なので、一人前になることすら難しいと思われます。


[v] Comptiq 2007-10 issue - Fate Dojo Q & A:
Q. Concerning the Servants' appearance, do they take the form they had just before death, or the form they had during the prime of their lives?

Q: Concerning the Servants' appearance, do they take the form they had just before death, or the form they had during the prime of their lives?

A: Generally speaking, they take the appearance they had in their prime. However, if there's some kind of strong curse, or the Servant in question has an attachment to it, then their form from just before death can also appear.

Q:サーヴァントの姿って、死ぬ直前の姿?それとも全盛期の姿?(愛媛県/緑三閃)

A:基本的に全盛期の姿です。何かの強い呪い、ないし本人の執着があるのなら死ぬ直前の姿で現れることもあ りますが。

11/2007[]

[v] Comptiq 2007-11 issue - Fate Dojo Q & A:
Q. Between Kotomine, Bazett, Kuzuki, Melty Blood’s Miyako, and Kishima Kouma, who’d be the top 3 in a purely hand to hand fight with no weapons or magecraft?

Q: Between Kotomine, Bazett, Kuzuki, Melty Blood’s Miyako, and Kishima Kouma, who’d be the top 3 in a purely hand to hand fight with no weapons or magecraft?

A: I’m excluding Kouma since his existence itself has become a mystery.
And even if he didn’t have that nature, he’s like an athlete caught by drug testing.
Out of the four left, the winner in pure strength is Bazett.
If it’s limited to one match and a surprise attack, then it’s Kuzuki.
And if it’s the Kotomine from ten years ago, he’s stronger than Bazett overall.

Q:言峰、バゼット、葛木、「メルブラ」の都古や軋間紅摩の中で、魔術・武器を使わない純粋な肉弾戦で戦ったらトップ3は誰になりますか?(福島県/鬼瓦)

A:軋間は存在自体が神秘の類になってしまうので除外。
本人にその気がなくても薬物検査にひっかかる選手みたいなもんです。
この面子なら純粋に強いのはバゼット。
一戦だけ&闇討ち上等、という限定なら葛木。
言峰は十年若ければバゼットさんよりトータルで強い。


[v] Comptiq 2007-11 issue - Fate Dojo Q & A:
Q: Gilgamesh has no skills in swordsmanship, would Assassin win if Gilgamesh is caught in the range of Tsubame Gaeshi?

Q: Gilgamesh has no skills in swordsmanship, would Assassin win if Gilgamesh is caught in the range of Tsubame Gaeshi?

A: Most likely, he will just defend with his armour, or take out some really unfair defensive armament that protects against Multidimensional Refraction Phenomenon, from the Gate of Babylon. However, Gilgamesh is capable of accurately assessing his opponents' abilities, so he would not consider having a battle of swordsmanship with Assassin the first place.

Q:ギルガメッシュに剣技のスキルはないとのことですが、ならば燕返しの間合いに捕らえさえすればアサシン*でもギルに勝てるのですか? (愛媛県/緑三閃)

A:あの鎧で防がれるor王の財宝から、またサギ臭い対多重次元屈折防具とか出てくる可能性大。ただ、ギルはあれはあれで相手の力量を正しく把握するので、アサシン相手に剣技での戦いはしないと思われます。

12/2007[]

[v] Comptiq 2007-12 issue - Fate Dojo Q & A:
Q: If all characters in "Fate" enter a competitive eating contest, obviously Saber would win. But what about the following top 5 characters?

Q: If all characters in "Fate" enter a competitive eating contest, obviously Saber would win. But what about the following top 5 characters? (Chiba/Yuichi)

A: Another difficult question... Perhaps it would be ranked like this, 2. Berserker, 3. Lancer
4. Shirou, 5.???
Fifth place is ??? There are three words are written in hiragana. If we announced it, we would be recorded in a revenge notebook.

Q:「Fate」の登場人物全員で大食い対決をしたら、もちろん優勝はセイバーさんでしょう。でも、その後に続くトップ5は誰になるんでしょうか?(千葉県/ひろいち)

A:また難しい質問ですね……。おそらく、2.バーサーカー、3.ランサー
4.士郎、5.???といったところでしょうか。
???はひらがなにすると三文字で、下手にこういうトコロに名前を書くと復讐ノートに書かれてしまう誰かさんです。


[v] Comptiq 2007-12 issue - Fate Dojo Q & A:
Q: In Saber Route, Shirou did not encounter Archer's Reality Marble "Unlimited Blade Works" and certainly did not learn it. If he were to train and attempt to develop it by himself, how long would it take?

Q: In Saber Route, Shirou did not encounter Archer's Reality Marble "Unlimited Blade Works" and certainly did not learn it. If he were to train and attempt to develop it by himself, how long would it take?

A: Ten years to master the basics, another ten years to become proficient at it.
... something like that.

Q:セイバールートでアーチャーの固有結界を見なかった士郎は「無限の剣製」を会得しませんでしたよね。もし修行して身につけようとしたら、どれぐらい年月がかかるのでしょうか?(東京都/ヒゲール)

A:基本に10年。使いこなせるようになるのにあと10年。
……といったところでしょうか?


[v] Comptiq 2007-12 issue - Fate Dojo Q & A:
Q: How long are the effects of Command spells valid for? For example, when a Servant with no healing skills is dying, what happens after "heal right this instant" instruction?

Q: How long are the effects of Command spells valid for? For example, when a Servant with no healing skills is dying, what happens after "heal right this instant" instruction? (Ehime/MidoriSansen)

A: If there is no treatment skills, the body will remain "reluctant to move" in it's seriously injured state. The wound would temporarily sewed shut with a thread of magical energy.
Of course, as soon as the potency of command spells is exhausted, it will take more damage before use.
Because the wound is not healed, there is pain during activities, ability is also reduced.
Shall we say in a temporary "zombie" state.

Q:令呪はどこまで有効なのですか?例えば、もともと治癒スキルのないサーヴァントが瀕死の時、「一瞬で傷を完治しろ」と命令したらどうなるの?(愛媛県/緑三閃)

A:治療スキルがない場合、傷をそのままにして「とりあえず動く」体として活動するかと。傷口を魔力の糸でしばっている状態ですね。
もちろん、令呪の効力が尽きた途端、使用前以上のダメージがかかります。
傷が治るワケでもないので、活動中は痛みもあり、能力も低下するかと。
一時的な「ゾンビ」状態とでも言いましょうか。


Special issue[]

[v] Comptiq special issue - Fate Dojo special edition:
Q: If there are Heroic Spirits like Archer, who was summoned independent of time axis, is it possible for warriors from the future, who are loaded with modern weapons, to be summoned as Servants?

Q: If there are Heroic Spirits like Archer, who was summoned independent of time axis, is it possible for warriors from the future, who are loaded with modern weapons, to be summoned as Servants?

A: Although modern weapons are powerful, it is difficult for the users of modern weapons to be classified as Heroic Spirits. The advantage of modern weapons is "anyone can use them as long as they were trained", thus it is difficult for the user to become a Heroic Spirit, whose definition is "the one and only". The users of modern weapons are faceless heroes. If there are indeed heroes who are loaded with modern weapons, the users will not become Heroic Spirits, as they are merely "experts anyone can achieve through sufficient training". The actual Heroic Spirits being worshiped will be the "greatest weapon of that era". However, for the weapon to become a Heroic Spirit in this case, it must harbour a soul.

Q:アーチャーのように時間軸に関係なく召喚される英霊がいるならば、近代兵器で身を包んだ未来の戦士なんかもサーヴァントとして召喚されることがあるんでしょうか?

A:近代兵器は強力ですが、近代兵器をメインとする者は英霊のカテゴリーには含まれづらいです。近代兵器の最たる利点は“鍛えれば誰でも使える”という事。ですが、そうであるが故に“たったひとりの存在”にはなりづらい。
それは顔のない英雄です。近代兵器に身を包んだ英雄がいたとするなら、英霊として扱われるのは“鍛えれば誰でもなれるエキスパート”たる所有者ではなく、“その時代でもっとも優れた兵器”そのものが英霊として祭りあげられるのでは、と。その場合、兵器そのものに魂が宿らなくてはならないのですが。


[v] Comptiq special issue - Fate Dojo special edition:
Q: What is the difference between Eye of the Mind True and False?

Q: What is the difference between Eye of the Mind True and False?

A: "True" is the insight and perception gained through training. If a human were to have the "Eye of the Mind" skill, its true mechanism of action then is not sixth sense but accumulation of experience. As a result, it is designated as "True". "False" of course is the opposite. It is the "perception and resolution of the current situation" through the sixth sense. "False" is something that can never be achieved through training or experience. Really, the former should be "False" and the later should be "True". However, I hope you can discern my intention in this reversal.

Q:心眼スキルの「真」と「偽」の違いってなんですか?

A:「真」とは、訓練によって得た洞察力、考察力。人間が持てる“心眼”という技術があるとしたら、それ本来の意味は第六感などではなく積み重ねた経験によるものだろう、ということから「真」と表記しています。
「偽」というのはその逆。訓練、経験では辿り着けない、第六感的なセンスを用いた“状況把握、状況突破”。本来なら前者が「偽」で後者が「真」に なるのでしょうが、そこはそれ、わざわざ逆扱いした意図を汲みとってもらえれば、と。


[v] Comptiq special issue - Fate Dojo special edition:
Q: If Caster and Ciel went full out on magic and fought each other, who would win?

Q: If Caster and Ciel went full out on magic and fought each other, who would win?

A: That'd be Caster. A lot's been said, but see, she's a witch from the divine era, something that shouldn't be in the present. If it was a competition against human opponents, then Caster would present the most horrifying and greatest results among the HF 5 Servants..... Though, if Ciel got her hands on what lies within the deepest parts of the Evocationary area of the Association and sends the Seventh Scripture in her, things will be different.

Q:キャスターとシエルが魔術をフルに使って戦ったら、どっちが勝ちますか?

A:そりゃキャスターです。色々言われていますが、現在ではいるはずのない神代の魔女ですから。あの人は人間が相手という競争なら第五次のサーヴァント中最悪にして最大の成果をあげます。……まあ、シエルが魔術協会から降霊魔術の最奥とか入手してきて第七聖典で打ち込む、とかしたら話は別ですが。


[v] Comptiq special issue - Fate Dojo special edition:
Q: Caster's "Divine Words" and Kara no Kyoukai's Kurogiri Satsuki's "Unified Language," are the same thing right?

Q: Caster's "Divine Words" and Kara no Kyoukai's Kurogiri Satsuki's "Unified Language," are the same thing right?

A: They are seemingly different. Divine Words, so to speak, was an advance incantation language used in various mythological times. It cannot be reproduced with human vocal organs.
The "Unified Language" is the "truth," people had before they were separated.

Q:キャスターの「神言」と「空の境界」に登場する玄霧皐月の「統一言語」は同じものなのでしょうか?

A:違うようですよー。「神言」はそれぞれの神話時代に使用された、
いわば上級呪文言語。人間の発声器官では再現不可能とされています。
で、「統一言語」は人々が分かれる前にあったとされる「真理」みたいなもので、

Dengeki Hime[]

02/2006[]

[v] Dengeki Hime 02/2006, Type-Moon Double Maniax - [Fate] Dream Battle - Archer vs Rider

 Archer vs Rider
Editorial department (Prediction)
At long range his fire won't work against Bellerophon.
At medium range the bow is really handy, and Rider who's inferior in skill only has her Mystic Eyes.
But if Archer's bow starts to get petrified, he can activate Unlimited Blade Works.
In which case Rider will just use Bellerophon and destroy him instantly.
He can't shoot them down but Rho Aias can buy him time enough to pull out Harpe and maybe have a chance at victory.

Nasu-san CHECK!
You would think Archer would have the advantage, but Rider actually has the edge at long range? Just like that question, their compatibility is not very good. Since both aren't fixated on the methods of winning, they'd definitely both choose a low-risk and high-return type of warfare.
Even if Archer takes out a Saber-class holy sword, he doesn't have enough magical energy to draw on to maximize it, so it'd be hard to for him to attack Bellerophon. What determines victory or defeat is whether Aias on its own would be enough to block Bellerophon perhaps...?

○弓VS騎
編集部(予測)
ロングレンジの場合、アーチャーの連続射撃に対して、ライダーにはベルレがある。使わ
れたが最後、防御の上昇で矢を弾かれて敗北する結果か。一方、ミドルレンジまでなら、
百戦錬磨の弓が優勢。能力に勝るも技術で劣る彼女が劣勢を覆すには、魔眼しかない。が、
弓も石になるには時間が掛かる為、その間にUBWを展開。となるとベルレで一気に勝負と
なるだろう。弓に避ける術はないが、アイアスで一時的に防ぐ事は可能。時間を稼ぎ天敵
たるハルペーを手に取れば、勝つ事も出来そうだが…。よって、アーチャーの勝利では?

奈須さ~んCHECK!
一考するとアーチャー有利なのですが、ロングレンジではライダー有利? と言われてい
る通り、相性は決して良くありません。勝ち方に拘らない、という点でも共通する二人で
すから、ローリスクハイリターンな戦法を選ぶのは必至。セイバークラスの聖剣を持ち出
したとしても、アーチャーには全性能を引き出す魔力がないので、ベルレフォーンを迎撃
するのは難しい。アイアス単体でベルレを防ぎきれるかどうかが勝敗の分かれ目か……?

[v] Dengeki Hime 02/2006, Type-Moon Double Maniax - [Fate] Dream Battle - Rider vs. Lancer

Nasu-san CHECK!
The two boasting the most outstanding speed in the game. Rider, able to move like a bullet and race around the battle field vs Lancer, able to counter attackers with a lance with the speed of gods, while standing still. In average speed, Rider is faster, but in immediate maximum output, Lancer will win. While Rider has several different types of Noble Phantasms, Lancer also has protective ability from rune sorcery, hence counter measures from her mystic eyes. Against an expert monster exterminator like Lancer, one who has a monster alignment such as Rider might seem to be in for a tough fight....!?

○騎vs槍
編集部(予測)
接近戦では能力に劣るライダーが撃破されるのはほぼ確実。得意の愛馬を駆るヒット&
アウェイ戦法も、体当たりなのでランサーに宝具を投げられたら終わりの可能性も。
対するランサーの弱点は、戦闘を楽しむその性格。宝具を出すのを邪魔するとは考え難い。
加えて女好きの彼が暗黒神殿の下の素顔を露そうとする彼女を制止する筈もなく……合掌。
魔眼を前に魔力Cの彼ではひとたまりもないだろう。よって、ライダーの勝利か?

奈須さ~んCHECK!
本編でも屈指のスピードを誇る両者。自身を弾丸と化し戦場を駆け回るライダーと、
不動のまま神速の槍捌きで迎撃するランサー。平均速度ではライダーが上回っていますが、
瞬間的な最大速度ではランサーに分があります。多種多様な宝具を持つライダーですが、
ランサーもルーン魔術による加護で魔眼対策はバッチリ。怪物退治はお手の物であるラン
サー相手に、魔物としての属性を持つライダーは苦戦を強いられそうですが……!?

[v] Dengeki Hime 02/2006, Type-Moon Double Maniax - [Fate] Dream Battle - Saber vs Archer

Nasu-san CHECK! The class of the representatives of close-range and long-range combat. Saber, who would take her sword in any condition whatsoever and Archer who would fight using a strategy of victory. The highlight won't just be the different battle styles, but the difference between their personalities. However, even with UBW, it's questionable whether he could hold Saber back in single combat. One definite hit from sniping and one absolute blast of death from her Holy Sword. It might really depend on the wit of their Masters not their own in determining who has the upper hand.

○剣vs弓
編集部(予測)
真っ向勝負なら剣技に長け、強力な聖剣のあるセイバーが断然有利。一方のアーチャーは、
ランサーをして戦上手と言わしめた名手。遠距離狙撃や罠で自分のペースに持ち込めれば、
UBWで勝負をかける事も可能か。射出宝具に苦戦するだろうセイバー。が、鞘を展開して
懐に飛び込めば勝機は揺るぎない。よって、セイバーの勝利では?

奈須さ~んCHECK!
接近戦と遠距離戦の代表である2大鯖の激突。いかなる条件であろうと挑まれれば剣を取
るセイバーと、必勝の策をもって戦いにあたるアーチャー。戦闘スタイルばかりか二人の
性格の違いも見所になるのでは。しかし、いかな無限の剣製と言えど一騎打ちの形ではセ
イバーを抑えきれるかどうか。狙撃による一射必中と聖剣による一撃必殺。どちらに軍配
が上がるかは、さて、彼らではなくマスターの機転によるのではないでしょうか。

[v] Dengeki Hime 02/2006, Type-Moon Double Maniax - [Fate] Dream Battle - Archer vs. Assassin

Nasu-san CHECK! If it's a straight out death match, then Archer will win. But Assassin is an oddity that fights under different battle conditions from the other Servants. While many Servants are offensive, Assassin is defensive. At a Servant-killing battlefield like Ryuudou Temple and with Caster's anti-sorcery defensive barrier, sorcery and Noble Phantasm power is decreased significantly. As a result, if it's not a powerful Noble Phantasm, then he won't take a fatal wound. Which means that the battle between the two is clearly swordsmanship. With Archer having his sniping sealed off to him due to the terrain effect, could Archer actually lose...?

○弓vs刀
編集部(予測)
アーチャー的に遠距離で勝負したい所だが、接近しないと姿を見せないアサシン相手に狙
撃は不可能だろう。となると剣の勝負だが、彼の剣技はセイバーをして神域に達した力量
と嘆息させる程で、勝ち目はない。弓も剣も通用しない以上、UBWを使うしか勝機は無く、
一方アサシンには相手に宝具の使用を促した経歴がある。宝具の撃ち合いなら手数に優る
アーチャーの勝利は時間の問題か。よって、アーチャーの勝利かも?

奈須さ~んCHECK!
真っ当な「殺し合い」ならアーチャーが有利。されどアサシンは他の鯖と異なる戦闘条件
で闘う曲者です。多くの鯖が攻性である反面、アサシンは防性。柳洞寺という鯖殺しの地
形とキャスターが作り上げた対魔術の防御結界は魔術・宝具を大幅に削減してしまう為、
強力な宝具でなければ致命傷は与えられない。となると、両者の戦いは剣技に寄る所が大
きくなるのは明白。地形効果によって狙撃を封じられたアーチャーがやや不利か……

[v] Dengeki Hime 02/2006, Type-Moon Double Maniax - [Fate] Dream Battle - Assassin vs True Assassin

Nasu-san CHECK!

If it's just Servant vs Servant, then without complaint, True Assassin would have the better chance of victory. Right, Kojirou doesn't have any means of breaking through Zabaniya. But there's more to it. The problem of Zabaniya is that it's not immediate death. If a normal heart gets destroyed by it, then the person dies immediately but the opponents are Servants. And especially against Kojirou, who has a strong spirit alignment, even if his heart is destroyed he still will have some fighting power left in him. Right in the interval after TA uses his Noble Phantasm, Assassin could close the gap and use Tsubame Gaeshi. Which means....it would be a draw since both of them would end up dead...?

○刀VS殺
編集部(予測)
敵との距離を一定に保ちつつ、投擲で急所を狙うのが真アサのスタイル。しかし、卓絶し
た剣技に中途半端な飛び道具が通用する筈もなく、40本の短剣全てを弾かれるだろう。
短剣が尽きた所で攻勢に転じれば小次郎の勝利は間違いないが、彼は山門からあまり離れ
られない。対するハサンも格闘戦は苦手なので、戦いは降着状態に。互いに手詰まりとな
れば宝具勝負。しかし射程の短い燕返しに対して、妄想心音は離れた場所から相手に触れ
ずに呪殺する事が可能。魔力Eの小次郎が倒れるは必須…よって、真アサシンの勝利か?

奈須さ~んCHECK!
鯖単体の対決なら、文句なく真アサシンに軍配が上がります。判定の通り、小次郎に妄想
心音を破る手段は無いのですから。ですが、その先があります。妄想心音の泣き所は「即
死」ではないこと。通常心臓を破壊されれば即死ですが、相手は鯖。特に霊としての属性
が強い小次郎は、心臓が破壊されたとしても戦闘能力は残っています。宝具使用後の隙を
突いて間合いを詰め、燕返しを放つ事も可能なのです。となると……結果は相討ち…?

[v] Dengeki Hime 02/2006, Type-Moon Double Maniax - [Fate] Dream Battle - Kuzuki vs Caster

Nasu-san CHECK!
Welcome to the beginning of the unorthodox rumble series! The end of the ugly battle of the married couple.....yeah well, just as the adage goes about the loser being the one who falls for the other first, it'd end with Caster being the cause of her own defeat no matter what! You can do it, wakaokusama! ....would be the punchline I started off with, but if both were really serious it wouldn't even be a "fight". Kuzuki, who'd kill the opponent instantly before being noticed, and Caster, who has overwhelming firepower to annihilate the enemy with once the battle starts. Basically, whoever gets the first hit wins without question, would be the "conditional battle".

○葛木VSキャス子
編集部(予測)
人間ではトップクラスの葛木と、鯖最弱とまで言われたキャスター。が、比較すれば差は
歴然、彼女が本気ならあっという間に消し炭かも。仮に彼女に攻撃する気がなくても、宙
に浮かぶなり空間固定なりされれば手は出せない。一方キャス子には、優勢になると勝ち
誇って油断する悪癖がある。その隙を突ければ葛木にも勝機がありそうだ。主の死は自身
の消滅に繋がる為、彼女が本気になる事はありえない。魔術で身の安全を確保して、説得
に当たるのではなかろうか。よって、両者引き分けでは?

奈須さ~んCHECK!
さあ、場外乱闘シリーズの開幕です! 犬も喰わない夫婦喧嘩の結末は――まぁ、惚れた
方の負けという格言通り、何をどうやってもキャスターの自滅に終わるのでした! 頑張
れ若奥さま! …などとオチから入ってしまいましたが、お互い本気だとしても「戦い」
にはならないのがこの二人。気付かれる前に即死させる葛木と、戦闘が始まれば圧倒的な
火力で敵を葬るキャスター。つまり初撃を撃った方が問答無用で勝つ、という“前提戦”
なのです。

[v] Dengeki Hime 02/2006, Type-Moon Double Maniax - [Fate] Dream Battle - Rin vs Kotomine

Nasu-san CHECK!
Ah. Rin has the better specs, but 80% of the time, Kotomine would win. It's not easy for humans to conquer trauma printed into them and what this fraud of a priest excels at is opening up the trauma of the enemy.
Since Rin has the goof-up girl trait, she has a lot of traumatic experiences, and having these poked at would make her unable to take advantage of her true potential.... Of course, even if they didn't know each other, Rin would still have a hard time. The executor side of Kotomine, a combat expert with over 10 years of experiences in killing magi, would be the counter of Rin's talents.

○凛VS言峰
編集部(予測)
天才と称される凛も、魔術体術の師であり手の内を知られた言峰相手では分が悪い。積極
的に仕掛けずガンドで牽制して慎重策に出る可能性が高そう。対する言峰も迂闊に格闘戦
は出来ない。零距離で宝石を叩き付けられれば敗北は必至。黒鍵での中距離戦を挑むので
はなかろうか。ガンド弾幕で黒鍵は撃墜できるだろうが、妄想心音を無効化した言峰に呪
詛であるガンドが通用するとは考え難い。勝負は業を煮やした凛の宝石大量投入で決まる
だろう。うっかりさえ発動しなければ彼女の勝利は疑いない。よって、凛の勝利かも?

奈須さ~んCHECK!
嗚呼。スペックでは勝っているのに、この戦いは8割言峰の勝利なのです。人間、刷り込
まれたトラウマの克服は難しく、かつ、敵はトラウマを切開する事を得意とするエセ神父。
ドジっ娘属性を持つ凛には数多くのトラウマがあり、それをいじくられては実力を発揮で
きる筈もないのでありました……。尤も、他人同士だったとしても凛の苦戦は免れないか
と。代行者としての言峰……魔術師殺しとして10年以上戦い抜いた経験は、凛の才能を
覆すものでしょう。

[v] Dengeki Hime 02/2006, Type-Moon Double Maniax - [Fate] Dream Battle - Taiga vs Kuzuki

N/A

○大河VS葛木
編集部(予測)
剣道五段の冬木の虎だが、葛木にはセイバーの斬撃を止めた実績がある。どんなに必死に
なっても虎竹刀が届く事はないだろう。肘を支点に拳の軌道を変化させるトリッキーなパ
ンチは戸惑うセイバーを袋叩きにした妙技だが、それを目の当たりにした士郎はどうにか
防ぎきっていた。ならば士郎より腕の立つ虎にも数発程度は防げそう。忘れてはいけない
のが、彼女のバックにある藤村組の存在。どんな英雄豪傑であろうと、人海戦術には敵わ
ないのが世の常。まして暗殺者である葛木は乱戦が苦手の筈。こうなると彼に十中八九勝
ち目はなく、残された手段は逃げるだけ。よって、藤ねえの判定勝ちか?

奈須さ~んCHECK!
虎は何故強いと思う。始めから強い体(誤字にあらず)。ぶっちゃけ、暗殺じゃなくても
戦闘能力では葛木先生の方が遥かに上……なのですが、冬木の天才剣士にはマサカ(虐
殺)がある……! 藤ねえの幸運をパラメーター化するとEXという異次元っぷりなので、
運次第で葛木先生がすっ転ぶ事もありえるワケですよ。そこへ虎がマウント。藤ねえ完全
勝利。ああ恐ろしい。何が言いたいかというと、この手の人間にケンカ売っても割が合わ
ないって事なのです。

08/2006[]

[v] Dengeki Hime 08/2006 - Fate Dream Battle Round 4 - Bazett vs. Caster

Nasu: As has been speculated (by the editors), the battle would proceed with Caster winning overwhelmingly. As Caster doesn't have a trump card to use against Bazett, she's quite the difficult opponent for Bazett to handle. While lady Bazett is at times able to dodge, deflect, or nullify high thaumaturgy, she'd be fatigued before she could grab a chance at getting the upper hand.
.....Oh and you see. Caster-san. She's merciless against mature women.

『Fate』Dream Battle Round 4 です。

とりあえず、電撃の編集さんの予想は、
・バゼットは近距離の格闘戦が主体だが、キャスターは接近を許さないだろう
・したがって中距離での魔術戦になるがこの分野ではキャスターが有利
・そこでバゼットにはフラガラックがあるが、キャスターの切り札は
ルールブレイカーなのでフラガラックは真価を発揮できない
という流れでキャスターの勝利では?といった感じでした。

それに対して奈須さんは
考察通りキャスターの圧倒的有利で戦いは進みます。
バゼットにとって戦闘における切り札を持たないキャスターは
実にやりにくい相手。大魔術を時にかわし、弾き、相殺する
ゼット女史ですが、チャンスを掴めないまま体力切れかと。
……あとほら。キャスターさん、成熟した女性には
容赦のない人ですから。

10/2006[]

[v] Dengeki Hime 10/2006 - Fate Dream Battle Round 5 - Bazett vs. Shirou

Nasu:With this time's battle, since we're working off the assumption that Shirou "has trained/is operating himself to the max", people might think that this might end up being a good fight, but m'lady Bazett's a trained professional specializing in anti-magus battles. Technique, experience, and battle power. Against someone like her whose superior in all those regards, even with a "Broken Phantasm", Shirou's disadvantages are still not going to change. And you see. She's ruthless.

今回の対決は、士郎が“自分を最大まで鍛錬、運用”していることが前提なので、
割といい勝負になる!?と思われがちですが、バゼット嬢は対魔術師戦に特化した
プロフェッショナル。技術、経験、そして戦術。すべてが上回っている彼女が
相手では「壊れた幻想」をもってしてもシロウの不利は動かないかと。
あとほら。容赦ないし、このお嬢。

Game Japan[]

[v] Game Japan 2007-01 issue

N/A

GJ:マスターの身体に刻まれている“令呪”のデザインには、
なにかこだわりがあるのでしょうか?

武内:令呪は魔術師の魔術特性を反映したデザインというコンセプトです。
士郎であれば剣、凛であれば調和というようなイメージで
デザインされています。

[v] Game Japan 2007-02 issue - How high (or low) are the talents of Emiya Shirou and Tohsaka Rin within the entire history of the Association?

GJ: I have a question about Fate characters. How high (or low) are the talents of Emiya Shirou and Tohsaka Rin within the entire history of the Association?
Nasu: Rin really is a genius. Given time, she'll enter within the top 100 magi of the Association throughout its entire history. Shirou won't move out from being an magus apprentice, but as a spell-user, he'll be among one of the big specialists. Ultimately, he'll receive an evaluation on the same level as "Magus Killer" Emiya Kiritsugu had in his peak, maybe. If I were to put into simple numbers, Ciel: 100, Rin: 70-100, Shirou: 10 (under particular limited conditions, then 40).

GJ:「Fate」のキャラクターについてお聞きします。「魔術協会」の歴史において、衛宮士郎と遠坂凛の才能の高さ(と低さ)はそれぞれどのくらいのレベルなのでしょうか?
奈須:凛はホントに天才です。長ずれば、歴代の魔術協会の中でも百番以内に入るかと。士郎は魔術師としては見習いの域を出ませんが、魔術使いとしてはスペシャリストの一人と数えられます。最終的には“魔術殺し”衛宮切嗣の全盛期と同じくらいの評価を受けるかと。単純な数値で表すと、シエル:100 凛:70~100 士郎:10(限定条件下なら40)といった感じでしょうか。

Other[]

[v] TG Issue 4, 2005 - Interviewer: So really, “hollow” is the after story for which ending?

Interviewer: So really, “hollow” is the after story for which ending?
Takeuchi: It will feel like it encompasses the endings of all of the routes, but not being any of them.
Nasu: We mentioned it a little bit earlier, but “hollow” is set in Fuyuki city half a year after Fate/stay night. But despite that, the story’s starting from a situation where everyone, + some extra people and minus a certain character, is present and nobody thinks that’s unusual. While Shirou, the protagonist thinks this is weird, he can’t figure out what exactly is unusual. He’s in that kind of unstable situation, but he’s genuinely enjoying the “festivities” feeling that it’s great how everyone’s around.
And the story is going to progress like that, but slowly, they’re going to be getting involved in the reason why they’re in that strange situation, that is, the main story. A keen person might realize, “hey, this takes place after that route”, but we believe it should be left up to the user’s imagination.

[v] Toradayo 61, Jan 2006 - Interview: So, should it be best to think that Fate/hollow ataraxia isn’t a continuation of the Fate, Unlimited Blade Works, and Heavens Feel arcs of the last game?

Interview: So, should it be best to think that Fate/hollow ataraxia isn’t a continuation of the Fate, Unlimited Blade Works, and Heavens Feel arcs of the last game?
Takeuchi: Yes. It’s not really what happens after each route, but more of a “counter” to “Fate/stay night” itself…..is what feels more comfortable right now, I think. While there is a setting about this happening after this route, personally, I don’t think it’s that important. Basically, I think the player should interpret it however he wants.
Nasu: I personally wrote “Reunion”, the introductory portion of Fate/hollow ataraxia with the intention of it being the ending of a certain route in Fate/stay night and the ending of “hollow ataraxia”.

Type-moon Ace[]

TYPE-MOON Ace 4[]

[v] TYPE-MOON Ace 4 - Nasu: In EXTRA's Grail War, Eastern heroes can be summoned as Servants. The ban is removed.

Nasu: In EXTRA's Grail War, Eastern heroes can be summoned as Servants. The ban is removed.
----Really?! Wasn't Assassin Sasaki Kojirou the only irregular existence...?
Nasu: The summoning system of Fate/stay night's Grail War was created in the world of Western magi, so it can only summon Western heroic spirits. But EXTRA's world itself is irregular, and the Grail War system is different from the previous ones, so Eastern heroic spirits are possible too.

奈須:「エクストラ」の聖杯戦争には、東洋の英雄がサーヴァントとして召喚されています。禁じ手、解禁です 。
――本当ですか!? イレギュラーな存在は、アサシンの佐々木小次郎だけだったはずでは……?
奈須:「Fate/stay night」の聖杯戦争における召喚システムは、西洋の魔術世界でつくられたものだから、西洋の英霊しか召 喚できないようになっているんです。でも、「エクストラ」は世界そのものがイレギュラーだし、聖杯戦争のシ ステム自体がこれまでとは異なるので、東洋の英霊もアリにしようということになりました。出てきた瞬間、「 あいつだー!」と正体がバレバレなサーヴァントも出てくるので、お目にかかったときは容赦なッコんでくださ い(笑)。

TYPE-MOON Ace 7[]

[v] TYPE-MOON Ace 7, p.062

Higashide: If Kayneth were Rider's master it wouldn't have worked out. But there wouldn't be any cheating*. (*as in Sola-Ui with Lancer)
Urobuchi: Not exactly cheating but I think [Rider] would basically go at it as if to fuck both of them.
Higashide: Oh yeah, he's bisexual.
Haganeya: Bisexuality was relatively normal for people of ancient times.

東出:ケイネスがライダーのマスターだったら絶対に上手くいかなかったね。浮気は絶対にないだろうけど。
虚淵:浮気というか普通にもう両方抱いてやるの勢いだったと思うよ。
東出:そういえば両刀だった。
鋼屋:昔の人は両刀がわりと普通だからね。


[v] TYPE-MOON Ace 7 - 10 year Anniversary interview: Nasu Kinoko X Takeuchi Takashi X Urobuchi Gen
Q: Having the "black" one as the main character and the "white" one as the villain is a refreshing idea. Then, how about the red Saber (Saber Extra), who appeared in Fate/EXTRA?

Q: Having the "black" one as the main character and the "white" one as the villain is a refreshing idea. Then, how about the red Saber (Saber Extra), who appeared in Fate/EXTRA?

Uro: That character is completely disconnected from the other Sabers. Personally, she looked like a female Gilgamesh to me.
Nasu: If I had written Fate/Zero, then Iskandar would have been a character like Red Saber. In my mind, I can only see Iskandar as a worthy opponent to Gilgamesh, but the Iskandar Urobuchi created was an excellent, wild, and unprecedented character that I could have never thought up. But I want to surpass him somehow, so maybe Red Saber was born out of my drive to create a different tyrant from Iskandar.


[v] TYPE-MOON Ace 7 - 10 year Anniversary interview: Nasu Kinoko X Takeuchi Takashi X Urobuchi Gen
Q: OK then, we'll change topics. Saber has a lot of alter egos like Saber Alter and Saber Lily. How do you see them, Urobuchi?

OK then, we'll change topics. Saber has a lot of alter egos like Saber Alter and Saber Lily. How do you see them, Urobuchi?

Uro: What I imagine is that for the Saber Lily storyline, in Fate/stay night, Saber was completely beaten by Caster, and so she became one of her Servants. Like, she thought "I'd be way better off with Caster than with Shirou." (Laughs)
Nasu: I never thought of that. Interesting. So in other words, the white dress represents how both her body and soul have been tamed by Caster. So Lily is truly like a "lily" to Caster... you crazy bastard, you did it again...
Takeuchi: Lily's design was inspired by the dress she wore when Saber was captured by Caster. Then, we just filled it with feminine qualities that Saber lacked and it became what it is now. So basically, I think Urobuchi really hit it close to the mark.
Uro: Really?! Lily looked like a villain to me from the moment I saw her. Imagine her appearing from behind Caster, really working those heels! Just thinking of it gets me excited!
Takeuchi: But in terms of villains, don't we already have Alter?
Uro: No, she isn't a villain, she's a dark hero.
Nasu: Alter is an idealist who clings to her own values even though she's been blackened. In that respect, she isn't a pure villain.
Uro: For example, Alter's like how Hakaider was in Mechanical Violator Hakaider (*8). And Lily is the enemy she would face. The wrinkles in the corners of her eyes are proof to that. She'd shine as a villain.
Nasu: Then after defeating Lily in battle, Alter would jump on a motorbike in the last scene and ride off into the sunset. Then the narration would come in: "She is a modern knight, who lives in a world of darkness!" (*9)
Takeuchi: Motorbikes aside, (laughs) I do think it'd be interesting to add meat to Lily's character in that manner.

TYPE-MOON Ace 8[]

[v] TYPE-MOON Ace 8 - Higashide X Kinoko Nasu discussion, p.079

Nasu:
Higashide:

奈須:ゴールデンがいなくなったのは惜しいのですが、まあしょうがないですね。キャラが強すぎるんで。
東出:設定的に主人公の味方にしないとだめなんですが、味方になったらなったで戦闘力も強すぎるし、キャラも強すぎて「もう、こいつひとりいればいいんじゃないか」っていうぐらいなんです。新作としての意外性の確保と、プロットやバランスの関係上難しいキャラクターを入れ替えてます。


TYPE-MOON Ace 9[]

[v] TYPE-MOON Ace 9 - Narita, Higashide, and Hikaru discussion, p.070

Higashide:
Hikaru:
Higashide:
Narita:

東出:なるほど。ただ僕は最初、「Apocrypha]でジャック・ザ・リッパーの設定を考えるように言われたんですけどキャラクターデザインはすでにあがってたんですよ。
桜井:そうか。絵が先だったんだ。
東出:絵が先だったんです。あと2008年だから、すでに成田さんの「Fake]が書かれた後だったんですけど。
成田:そうそう。だから設定的にはバーサーカーのクラスで召喚すると「Fake]のほうのジャックが出てきて、アサシンで召喚すると東出さんのほうのジャックが出てくるっていうことになりました(笑)。

TYPE-MOON Ace 13[]

[v] TYPE-MOON Ace 13 - Melty Blood: Type Lumina interview[T]

MELTY BLOOD: TYPE LUMINA

First Interview with Creators
What type of product will MELTY BLOOD: TYPE LUMINA be? We talk to two French Bread employees at the forefront of the project.

  • Narita Nobuya

Representative of French Bread, a company that creates 2D fighting games. He has been deeply involved with the Melty Blood series, mainly working as a producer from the very first entry onwards.

  • Serizawa Kamone

A French Bread affiliated fighting game battle designer and director. Has worked on many 2D fighting games including Melty Blood Actress Again and Under Night In-Birth.
First, please tells us about how the production of Melty Blood: Type Lumina came to be. Why now develop a completely new series?
Narita: It started with Type-Moon going, "Lets get this going (Melty Blood)." It was quite sudden (laughs). We've had demand for a Melty Blood HD or remake for quite some time. We have also had a strong desire to recreate Melty Blood in accordance with the current environment. Whenever we brought it up with Type-Moon the timing was never right. But if we adroitly moved when their work on Tsukihime -A piece of Blue Glass Moon- (from now on Tsukihime R) settled down... that's how we started development.
This first infodump reveals Shiki, Arc, Akiha, and Ciel as playable characters. It's said that they're all going to be entering battle in Tsukihime R, so are all oncoming characters going to be selected based on that work?
Kamone: Yes, that is correct. Fundamentally, we will aim to select each character from the new Tsukihime, Tsukihime R.
Narita: Concerning the selection of characters, Type-Moon has various ideas to make for a pretty interesting roster. We would like you to look forward to both Tsukihime R and this game.
How is this work's story positioned in the timeline of the series? Will the story develop Tsukihime R with which it shares a worldview?
Narita: Yes. The timeline and worldview is based on Tsukihime R. The original Melty Blood is based on the doujin edition of Tsukihime, so this work will also be based on Tsukihime R. I believe it's best to think of it as one what-if that happens before Tsukihime R begins.
I heard there were 10 playable characters. In the previous work there were over 20 characters present. So not all of them will show up?
Kamone: Since we started with basing this on the worldview of Tsukihime, we will not be sticking with all the characters from the original series, so there will be fewer characters than the previous work. I think this should be said outright, the original protagonist Sion is not present and this is not a TATARI edition story. There are fundamental differences. I would like all fans to understand that the traditional Melty Blood story is on standby for a later date. Taking into account Tsukihime R's development, we decided it was too early to have the original series character's gaiden stories. There was the doujin version of Tsukihime and the derivative work Melty Blood. We want to make this product from the standpoint of making Tsukihime R more enjoyable.
As for the battle system, will it follow the precedents the original set? Also, what new systems will it contain?
Kamone: The battle system has been reconstructed to bring out the personality of Melty Blood first and foremost. There aren't many systems that have remained entirely the same, shields, bursting, and air combos that are fundamental to Melty Blood are present so the gameplay will feel the same as the original series. Completely new elements include a number of new resources to use new actions, as well as new systems. The spacing game is very different from the original series, so I hope you'll all look forward to the next set of infodumps.
With its charming characters and story, Melty Blood boasts a high degree of polish for a fighting game. Nowadays, we see a large enthusiasm for e-sports. During development how conscious were you of this?
Kamone: Of course, we were aware of that. So that the entire world can play, we're going to have translations and subtitled audio in multiple languages as a standard installation feature. We are also creating an online play portion so players can play together remotely. As for the game, as well as trying to make it contain competitive and speed-run elements we are also trying to make it fun to watch and easy for new players to pick up. Of course, Melty Blood only exists due to the support of its fans, so we aim to create something that satisfies them.
Are there any particularly large changes compared to the original series?
Kamone: It's quite trivial, but the netcode uses a technology called rollback. It should be harder to feel lag on online battles than before. I hope you look forward to it.
Are there any points you want to highlight?
Narita: We're creating characters one point and a time with pixel art, so please take a look at the high-resolution character pixel art. I think you'll be able to enjoy it by just looking at the new costume designs as well as the character animations.
Kamone: As for the battle portion we are building and tuning without forgetting what Melty Blood is. For the new Melty Blood, we are aiming for something that can be enjoyed as both nostalgic and fresh. We would very much appreciate it if you could keep those points in mind.
A final message for the fans, please?
Narita: Thank you so much for your patience. I've been practicing drawing HD size pixel art for the last ten years (laughs). During that time many things happened, but I think the doujin Tsukihime and Melty Blood generation as well as today's Tsukihime R and Fate generation will enjoy this work. By all means, I look forward to you seeing this work.
Kamone': Hearing the many voices that wanted the revival of Melty Blood after the announcement of Tsukihime R made me very happy. I myself was Melty player and entered this industry because of the doujin version of Tsukihime and Melty Blood. We are wholeheartedly developing to satisfy all our fans, so please look forward to Melty Blood!


[v] TYPE-MOON Ace 13 - Tsukihime interview[T]

A new trailer filled with gratitude towards the Tsukihime fans
At the end of the Fate Project New Year's Eve TV Special, you revealed a trailer of Tsukihime - A Piece of Blue Glass Moon (shortened as TsukiR) as a surprise, shocking many Type-Moon fans. Please tell us more about the new information presented and the feeling put into the trailer.
Nasu: Without getting too confidential, I can say I was programming TsukiR on my computer this entire time, and by the end of 2020, it was almost complete. There are still some steps to be done, making the ROM, porting it to the consoles, and whatnot, but I believe we won't stray from our August 26th, 2021 schedule. With that in mind, we thought this trailer would be perfect to release around February or March of 2021, however...
Over six months before the release date is too early to release a trailer with that much content, right?
Nasu: Yes. Even so, many fans were celebrating the 20th anniversary of the doujin Tsukihime's release online. An excessively long time after TsukiR's announcement, the fans were still persevering waiting. We need to do something to repay these feelings. This combined with our wish to show a piece of the new Tsukihime we'll be releasing the next year inspired us to reveal the trailer at that time, on the last moment of the 20th year.
It had quite the impact for a trailer dropped with no explanation about the game.
Nasu: The target audience for TsukiR is old-school visual novel fans or Type-Moon fans. I trust the player base well enough to know let the information-packed video speak for itself, and I believe they also prefer seeing screenshots instead of wordy explanations.
Takeuchi: We were initially planning to take it in a different direction, with more puzzling images, but Nasu said the point was to show real screenshots to best convey what the game is like, and that's how it turned out like that. One idea was to make a longer show of the game's opening scene, but that's not some content we could simply put on TV on that timeslot. For the PV we ultimately made, it practically took no effort to choose what scenes were supposed to go in there, and the end result shows what the game looks like really well.
Nasu: We started with the opening narration as a 2-minute lead-in. Not the most visually impressive scene, but someone who played the doujin version could tell that was a Tsuki R trailer. Instead of blasting eye-catching image boards on the screen, we wanted to approach calmly and silently before we dropped our weight. In return, everything from minute 3 onwards showed a fresh new sense of entertainment to overturn the plainness of the intro.
I feel that quiet lead-in was a perfect match for TsukiR's tone.
Nasu: That lead-in is, in one way, expressing how our staff is valuing the source material above all else, not taking the remake as an excuse to go nuts. Didn't that 2-minute intro show well the mellow atmosphere of the old days of urban fantasy mystery? I also believe we managed to emphasize the rebirth aspect just as tightly with the animated opening in the second half.
What lead Ufotable to produce that opening?
Nasu: We asked Ufotable to animate the opening around the time they made the second Fate/stay Night Heaven's Feel movie if I recall right. It's been a long time.
Takeuchi: Ufotable has been putting so much care into animating Type-Moon's works for so long, we thought they were the only ones who could make Tsukihime's opening. The moment we asked their CEO, Mr. (Hikaru) Kondou, he was overjoyed to accept. Mr. Tomonori Sudou, director of the Fate/stay Night Heaven's Feel movies, personally requested to direct the animation and character designs. After the third movie was complete, he immediately started working on the opening.
Nasu: The opening is, in simple terms, a gift to fans who kept waiting for TsukiR.
Takeuchi: At the time of Mahou Tsukai no Yoru, I thought we didn't need opening animations, because I believed the in-game visual elements already showed everything there was to show, and that Mahou Tsukai no Yoru wasn't a game that pursued mass entertainment. But TsukiR is a piece of entertainment very unlike Mahou Tsukai no Yoru, so I reached the conclusion that the game would benefit from having an opening, and the players would love it.
How did you feel watching the video?
Nasu: First of all, Arcuied's new design looks GREAT! Sorry, her cuteness keeps stealing my attention all the time. The video showed pretty well the new sense born from moving the stage to the capital, and how the story is reborn as a modern-day urban fantasy. Also, I didn't want any spoilers on the OP, so I had to force a lot of the story's core elements out of that video, thankfully putting it on that sweet spot of "there's a new incident going on, but I can't tell what."
The metropolitan night scenes show how this won't be exactly like the doujin version.
Nasu: Back when I made the doujin version, the general rule of urban fantasy was that it was about a being or incident hidden in the shadows of society, but never a major enough case that it reached civilian eyes or affected society. This tide has been changing since the 2000s, with people feeling okay with bigger, bolder cases happening. Things like an explosion that burns a countryside forest being covered up as a gas leak. Knowing this is valid now, I felt like moving Tsukihime to the big city and upping the stakes a little. Seeing all those changes on the opening, I was surprised by how modern my game felt. Yeah, I was right to choose the word rebirth to describe this.
2 routes of high octane entertainment
Tsuki R is split into the Arcueid Route and the Ciel Route. Please tell us what you were thinking when you decided to shorten the route count to just two.
Nasu: The doujin version couldn't be any longer than what it was, thanks to the size of this crew and budget, and my own lack of competence. The 5 routes were lacking in volume, but I thought being able to release all routes at once was satisfactory enough. But in these 20 years making large-scale games like Fate/stay Night and Fate/Grand Order (shortened as FGO), I changed my way of thinking. Now I want to make every single heroine route the best it can be, making each into something that could be its own game. On the other hand, this would inevitably inflate the budget and time it takes to produce (and play) a single route. Therefore, we're first reducing TsukiR to just Arcueid and Ciel's routes and aiming for the best score with those two alone. Finishing the Arcueid route will feel like finishing a whole game, with a completely different game bundled to it. I hope this is enough to give you the same level of satisfaction and completely different level of accomplishment as the doujin Tsukihime.
Are the routes selected from the moment you start the game?
Nasu: If you play the game normally, you'll get the Arcueid route. If you start again after beating that route, the branching points into Ciel's route will start appearing. I think this format is a staple for Type-Moon works. The two stories have different themes... different genres even, so what's there to enjoy will vary a lot.
Will this be as full of BAD ENDs as the doujin version?
Nasu: ... Uh, well... yes... Urban fantasy is about walking side by side with death... You have to enjoy some fun bad ends. Like in Fate/stay Night, this an extreme situation where any mistake spells your death. It's a videogame's best way to convince the player that the protagonist is crossing a battlefield. TsukiR is no exception.
What does that mean for our BAD END hint show, the Teach us, Shieru-sensei...? I'm looking forward to that! By the way, how long will be this game?
Takeuchi: In terms of pure text volume, I'd say it's about twice what the doujin version had. If you playing listening to all voices until the end, it should be about 45 hours.
That's longer than I was expecting for just 2 routes.
Takeuchi: We're using Mahou Tsukai no Yoru as a base for the visual parts, so I believe it'll be even more satisfactory than what the text volume and playtime make it sound like.
Nasu: As you could see in the trailer, the gameplay follows the good old visual novel format, but with a lot of flair. Looking at how VNs show the story, it's easy to appreciate the charming, comical approach taken by the Ace Attorney series, or the more recent Buddy Mission: BOND, but I still think the classic way is unmatchedly the most immersive way to enjoy literature. Personally my favorite aesthetic style.
Takeuchi: The industry's level of technology increases day by day, and with that, we constantly get new ways to express ourselves, but the classic visual novel style we used for 20 years didn't change much. It was born practically perfect as a video game genre. TsukiR has always been following its recipe, but I feel that's all the more proof that something resides on the genre.
Nasu: The text is the star of the visual novel format. The visuals, soundtracks, and all other parts are there just to improve on the text, and the writer needs to use their head to do justice to their effort. Visual novels are all made of this synergy. And when I reached the apex of that synergy with Mahou Tsukai no Yoru, I thought it was more like a high-quality movie than a mass entertainment product. You spend this time in this atmosphere, living this life in the house. The game was a raw mass of ambition. And now it's the time for us to pour all the methodology we developed in Mahou Tsukai no Yoru and our 20 years of experience into TsukiR, a bloody, bombastic mass entertainment piece.
Takeuchi: Many of the parts we already showed could still be easily improved with the current technology, but I strongly feel this game's visuals are our graphic team's best efforts given form.
The feelings put into the console release
Why are you releasing Tsuki R on the Nintendo Switch and PlayStation 4?
Takeuchi: As I already mentioned before, I was personally planning to release the game for the PC until a few years ago. But a lot changed when Nasu said "Nowadays games are only taken seriously when they're played on consoles."
Nasu: In the past decade, smartphones kept getting more and more hi-tech, we've been getting a lot more people who don't play anything outside of mobile games. On the other hand, we're also getting more hardcore gamers who can't get enough with just the mobile and build their gaming PCs. In this world of constant change, your choice of platform is something you must put pride in. With that being said, I believe nothing compares to the experience of playing a classic visual novel on a console. I put a lot of my soul into that text, with beautiful visuals and songs to match, so I want you to play it connected preferably to a large TV screen. I know that's the creator's ego talking, but I wanted you to play under the best conditions possible on your first experience with TsukiR. So I asked Takeuchi for a console release.
Takeuchi: We were never planning to make this as an adult game, but the CERO rating we were planning for this game was Z (18+). It was necessary for the game to have blunt and plain depictions of violence, for example on the intro scene and on one scene with Shiki and Arcueid. If anything, this Z rating should be taken as a message from us saying "We're faithful to the source material, we're not running away from what we did".
I see. And wasn't there an option to release TsukiR as a smartphone app like FGO?
Nasu: Until a few years ago, we thought people would only play the game as a compact mobile release. Many people are enjoying FGO nowadays thanks to that mindset. But after playing many mobile games myself, I noticed I forget all about them the next year, no matter how well they were made. With being so easy to get, easy to play, and easy to finish, our memories of them are easy to be overwritten. That's enough for simple, one idea games, but TsukiR is the complete opposite of that. It's a media that makes you straighten your posture on your chair to play.
Takeuchi: Mobile games are casual fun, and that's you can't feel someone's "flesh and blood" in them. That's how I imagine digital manga must be like. If you're not flipping each page, it feels like your consulting for info rather than reading.
Nasu: I get that, reading digital manga does feel a bit like reading a Material book. Even the best manga is just information as images + text when read digitally, so the feeling of enjoyment follows a feeling of consumption. That's an excellent thing to have... after all, it's all so much faster to gain information... but TsukiR won't be getting new chapters every week, so I believe a slower read will fit its writing style better. Also, I once played TsukiR on a 50-inch TV and the impact was immense... If you can go that far, playing on at very least a 24-inch monitor is more than enough to make me happy.
Changes caused by the new in-universe date
The doujin version was set at the end of the 90s, but looking at TsukiR's latest background CGs, it looks like the date was shifted to the current year...
Nasu: Not exactly. It was changed to be set in the 2010s, not the 2020s. When smartphones were starting to become commonplace, and social networks were slowly but steadily expanding.
I see. And how will this date change affect TsukiR?
Nasu: The biggest difference will be in terms of moral values, I guess. The doujin version was set in the late 90s, when the economic bubble had already burst for all, and everywhere you went felt decadent and everyone was negative in some way, but it was okay to express your individuality. However, today is a lot more difficult to express your individuality without being any performative. For expressing became easier, at the same time, complying with the norms became all the more important. I assure you I adjusted everything so that nothing in your reading experience feels out of touch with the era it's set on. For that reason, our protagonist, Shiki, losing and gaining some things in terms of emotions. The doujin Shiki feels surprisingly alive even to me who wrote him. He looks like just a basic bookworm, but with a strangely strong-willed side to him. Active and strong-willed protagonists were the trend for PC games at the time, so his emotional range must have aligned with that. We're not living those times anymore, so we some adjustments to how Shiki reacts to his times while preserving the essence of doujin Shiki.
Even his hairstyle was modernized.
Nasu: Up until he made Fate/stay Night's Shirou, I told Takeuchi to design our protagonists as generic as possible. I'd tell him awesome guys doing awesome things is a given, but when someone not that different from us fights, that's what makes him a story's protagonist. This might have been the core of the Fate/ series. That's a point I'm very particular about, but even so, I decided that TsukiR's Shiki should be more good-looking. I mean, what other chance will I get to write a Babel II-inspired protagonist, complete with the gakuran uniform + black hair look? That's my personal reward for all the work...
Arcueid is a character who always felt like the older girl**, but in this game, she looks like she's the same age as Shiki.**
Nasu: When Takeuchi showed me the new design and told me this is what he wanted Arcueid to be like, I did question him, just to make sure he really was okay with her losing her older girl vibes, and he insisted this is the design he wanted. And so, I started updating Arcueid to match with this look. That said, she's still the same vampire sunny on the inside as she always was. You might feel like this Arcueid looks too young at first, but once you spend time with her, you'll feel that she's the exact same Arcueid you remembered. That's how it went with me, after all. "Her skirt got quite a lot smaller, but her heart still the same size it were before", you'll say. Meanwhile, Ciel is looking a bit older with her new design, so we're still getting an older girl with us.
But the doujin Ciel was the one who looked the closest to Shiki in age...
Nasu: She did. Her new design and new voice do a lot to solidify her character as the senpai everyone trusts and admires. Even I am seeing her in a different light.
What about Akiha?
Nasu: Akiha practically didn't have any big changes, aside from the more chic uniform. We did take until the very last second to decide if her skirt should be red or black.
Takeuchi: That's right. Looking back, we thought that Akiha's original red skirt wouldn't blend too well with the backgrounds, but it was iconic enough to make us hesitate on the change. Ultimately, I had to trust my instincts telling me this was better.
And Hisui and Kohaku weren't changed, as far as I can tell.
Takeuchi: I didn't change their base image much, but I did brush up on a few details. The people in the Toono household, Akiha included, are not the kind to change themselves to adjust to the times.
Nasu: They're sorta like old Japanese aristocrats, people detached from time. Them living in the Toono estate makes the life in the mansion a little different from the life in the city. I hope the atmosphere there feels nostalgic to you.
Takeuchi: Also, not something we can bring to the forefront, but we updated the order of the Dead Apostle Ancestors.
Nasu: Back when we established the abilities of the 27 Ancestors, we thought having a certain level of power was enough to make one a top ranker among Dead Apostles. But, judging our dear members of the 27 Ancestors by the post-Fate/stay Night Kinoko Fantasy standards, the ones who are just "relatively amazing" will have to leave... In our current era, having decent strength and abilities doesn't cut for someone trying to call themself a Dead Apostle Ancestor. I'm sorry, better luck next incarnation!
The world of Dead Apostle is in a tough fight for survival...
Nasu: Taking TsukiR's final destination into consideration, I organized which members needed to be laid off, which new members needed to be added, and which pre-existing members needed to be upgraded. That said, it's already been 10 years since I came up with the new Dead Apostle Ancestor lore, so now I regret not having made them a bit stronger.
Yeah, FGO has a series of world-threatening enemies, so the Dead Apostle Ancestors could feel lacking if strong enough in comparison.
Nasu: FGO introduced a lot of new lore. But FGO's scale is only that large because TsukiR was produced first and laid that groundwork. Without TsukiR, FGO would have ended as a much smaller story. In that sense, pausing TsukiR's production to produce FGO paid off, and we'll get the brand new experience of seeing people learning what those plot points they've seen in FGO were about.
TsukiR completely renewed its cast list. What criteria did you use to choose the new cast?
Nasu: The first and most important thing is fitting the character. The next priority is how each voice balances the other out. Like, if Arcueid's voice is one way, Ciel's can be one other. This balance is a central part of the selection.
Takeuchi: We went mainly with younger actors because we want TsukiR to be a story that continues for a long time.
Nasu: A huge part of the game was already complete by the time we went to record the voices, so the way we recorded the voices this time was quite special. Scripts are normally made of just text, but anime voice actors record watching the video to make it easier to perform. But for video games, the best we can do is filling the text script with images. With that, it takes hours for the actor to properly interpret what the character is feeling in that specific scene and find the right way to express it. Scripts can be encyclopedia-sized, especially for videogames, so the load on the actor can be immense. That's why I made my script include the character's faces in every scene. Something of a lifehack that can only be done because the game was already complete. The actors seeing the character expressions drawn into every line of their script does wonders to lighten their load. I'm confident this will lead to an improvement in quality.
Didn't it take a lot of work to add the facial expressions to every single scene of the script?
Nasu: It indeed made the script very costly to make, but it helped the actors a lot with planning their roles, and consequently, staying focused on the character. They could get it done on their first try. This format was a win-win for us producers and them actors.
Takeuchi: TsukiR has a very considerable amount of sprites, making it easier to tell that the voice acting wasn't matching the sprite's expression, in my opinion. But with all the sprites on the script, the voice acting aligned perfectly with the faces.
Nasu: Oh, but Shiki doesn't have his sprites on-screen, so we had to make the script without his faces. That's why I think his voice, Ryousuke Kanemoto, worked thrice harder than the rest of the cast. For all that effort, we got a mega cool ideal Shiki. Thank you, Kanemoto! You were the best!
A production supported by a high-level staff
With the game's visual department sharing so much with Mahou Tsukai no Yoru, was it any difficult to make?
Nasu: We're thankfully blessed with a great staff, so while things weren't easy, we never reached a stalemate. They make any idea I have come true and draw any image I want. Whenever I say I want a new sprite, it feels like they had already made it before I asked (laughs). We planned for an amount of special scene CGs, but as we advanced, we saw we were doing too little. I couldn't tell them I wanted more because I had already given them a solid number on the meeting... But this always ended on an "Ok, I'll tell them tomorrow!" (laughs).
Takeuchi: We got an amazing number of CGs because this process was cyclical...
Nasu: I feel awful for putting so much work on such a small crew, they always accept it once I explain my reasons. This ad hoc approach and nimble footwork are the main strength of us small companies.
Takeuchi: That said, this is not an anime. We can't make visuals for every single scene. Our bread and butter still are the basic backgrounds with sprites. TsukiR's script and visuals are melded together almost singlehandedly by BLACK, but at the late stages of the development, we had to admit he couldn't do it on his own, so we added Urushinohara to the team.
Nasu: In animation terms, the team making the backgrounds, sprites, CGs and other graphical tools are like the key animators. And the scripters who program the gaps between each image are like the storyboarders, animators, and the photography team. BLACK steadfastly did all this scripting work little by little for years. If you know an experienced scripter, have them play TsukiR and tell them it was mainly done by one person, they would think we're insane.
Takeuchi: It really was an overwhelming workload, but BLACK pulled through, with Urushinohara's support, and now it's finally complete... I think.
You're using some very modern visual tools, like those sprites that are merged with the background in a way that they look like a CG.
Takeuchi: Yes, one example would be that sprite of Hisui leaning her back against the dining hall wall. These kinds of images use assets laid out by our art director (Hirokazu) Koyama. That's what you get when our scripting team takes the baton from him and kneads the assets into a screen. Mahou Tsukai no Yoru was relatively low on the CG count but was still very rich in content because of how clever the scripters were in composing the screens.
Nasu: The scripters are not the only ones responsible for making a classic visual novel look this cinematic. We also have to thank the immense amount of sprites Takeuchi's graphical team made.
Takeuchi: I made a lot, so it'd be easy to see the main heroines on the most varied scenes. Most were done trying to stay one step ahead of the game, on assumptions they might be necessary, so in the end, our team couldn't find a place for all of them.
There are shelved sprites? What a waste.
Takeuchi: To my surprised, most of the ones I made just because I thought the move or the expression would look cool went unused. I wish we could locate a good spot for them. It'd add a nice spice to the game and made my work not have been for nothing.
The next question is about the music. In addition to Keita Haga, your musician for the doujin version, Hideyuki Fukasawa is joining the team. What kind of soundtrack are you making?
Takeuchi: We had Fukusawa as the main composer for this game because Haga was too busy making music for FGO. Most songs are based on the ones Haga composed for the doujin back in the day, so we could say Fukusawa is composing while Haga is setting the direction. The process followed this format for the most part, but the OST does have some tracks composed by Haga's own hands, and some by Mr. Kegani, who we had hired to compose the main theme.
Nasu: All songs included in the doujin version have been improved to sound like the songs in the trailer did.
Takeuchi: At the first phase of production, Fukusawa was struggling a lot to get a good grasp of what TsukiR was supposed to feel like as a game. But during production, we've been slowly solidifying Tsukihime's new image, so he managed to make a lot of tracks that elevate the excitement of a Kinoko Nasu Urban Fantasy Game. TsukiR's OST is an absolute blast to listen through.
Nasu: I had to send Fukusawa the game's complete story file because the story is the only thing we had ready at the time... It took forever before he understood how things would look like. But after this long period of trials and tribulations, every piece he composed was truly wonderful... "Our battle OST rocks! Wait, but it doesn't mesh well with this other battle... Could you please make another one?", rinse and repeat until we ended with over 90 tracks on our OST.
Fukusawa worked on many of the best tracks on Mahou Tsukai no Yoru. Is there any track on Tsukihime that hit your heart as hard, Mr. Nasu?
Nasu: Many. All tracks on both routes are masterpieces. I get to listen to these songs on my way back from work 2 whole years before everyone else can. This is my creator's privilege.
By the way, Mr. Nasu, in TsukiR you're credited not only as the writer but also as the director. What was your role here?
Nasu: Nothing different from what I always did. I talk with the visual department, request songs, supervise the voice recording, etc. It's all meant to improve on the story, so if anything is not doing that, I have to make some minor adjustments. The only thing that changed is that I recently learned that society refers to this role of seeing everything and taking responsibility as "directing".
Takeuchi: Nasu was the head behind all of Type-Moon's VNs, not only TsukiR. That's what makes Nasu different from a writer who works behind a producer or a director. We have our crew of visual staff, coders, and musicians working very hard on their roles, but despite their efforts, our final product will be a Kinoko Nasu game. That makes it appropriate to say Kinoko Nasu is the writer and director.
But one thing that allowed TsukiR to rise to this level of quality was this support from the production staff who stayed with you for almost 20 years.
Takeuchi: Yeah. We don't pay much attention since we're always together, but taking this look back at everyone's individual jobs, we see everyone is really high-spec. One thing I felt now that we're TsukiR's last production stages is that we're not experts in one field each, we're all experts in multiple fields. Aside from drawing, an artist also plans the visuals and helps with other people's parts. I'm being reminded that with this level of constant elite support, even the smallest crew can make a hit visual novel.
I believe this was produced in parallel with FGO. Did this point make anything difficult?
Takeuchi: Producing FGO is like publishing a weekly manga, and producing TsukiR was like producing a movie while the whole staff focuses on keeping the manga's weekly release going. Both games mean a lot to us, and we wanted to give them our full attention, without compromises. Without FGO, TsukiR would have been completed earlier, but there are some places we could only reach because FGO happened. I couldn't be more proud of how things happened.
Nasu: That's right. Without FGO, TsukiR would have been out earlier, but we have been a lot less demanding about its quality. I mentioned before that FGO is the game you play casually while TsukiR is the game you adjust your posture to play. Making both at the same time was important to keep this dynamic constantly in my mind.
We can throw away the outdated parts and Tsukihime's fundamental appeal will remain
How much of the doujin version of Tsukihime will remain on the remake?
Nasu: Barely anything was kept intact from the source text. Imagine we disassembled the doujin Tsukihime, and then rebuilt it with new pieces. The old pieces were discarded on the spot, but the reassembled object retains the same shape it always had. One writer who playtested for me said it was an unusual experience. "It's all made of things I know, of things I've seen before, and yet it's all so new. That's a new way to create a remake.", he said. Those words meant a lot to me because that was exactly the kind of game I was trying to make.
Thank you. Mr. Testplayer's words tell us what the game will be like very precisely.
Nasu: The doujin version is a lot less polished than people think. Working on this remake made me painfully aware that the game was the very definition of amateurishness, but the foolhardy power and passion put into were so huge that people look into it warmly enough to overlook that amateurishness. We saw TsukiR's production as 20 years spent gathering experience so that we could revive Tsukihime just for these fans.
What do you believe to be the core part that makes Tsukihime good? The one thing that makes it stay Tsukihime even after all the old pieces were discarded?
Nasu: Upon a thorough examination, I'd say it's how no matter incident happens, you're always face-to-face with the heroine. In many games nowadays, the heroine's presence just isn't very important. Most of them are pursuing a story, and the heroine never gets to be anything more than a component that exists just for the plot's benefit. That might be a big current trend, maybe even the mark of an era. Tsukihime and Fate/stay Night, on the other hand, treat their heroines as the center of the story. We solve the case because we must, but the heroine in front of us is a lot more important. Even I, when I first played the complete versions of Arcueid's and Ciel's route, reminded myself after 20 years: "Ah... I wasn't trying to make a romantic game, but that was way more romantic than I expected..."
Love blooms better in extreme situations.
Nasu: Yes. I think playing a route will make you fall in love with its heroine. I can't hide that I fell for all of them... The art and voices were so intense I went out for the wool and came home shorn... I finished Arc's route thinking "I see... I've lived my whole life just to meet this Arc... Hehe, how cute...", and then I went to play Ciel's route, the speech changed to "I can't believe this... Ciel is my waifu...". And when I returned to my senses, I remind myself that I'm too old to be saying those things (laughs).
(laughs) It's great that things can feel this new with someone you knew for 20 years already.
Nasu: I have to comment on how great Takeuchi's new Arcueid and Ciel look. And not only that, but their voice acting is also wonderful. The girls from the original can't compete with that.
By the way, I heard the news that after TsukiR's release, a two-player fighting game titled Melty Blood:Type Lumina (shortened as MB:TL) will be released. What are you aiming for with that?
Nasu: You'll know the details of this project in your interview with the developer duo from French Bread. TsukiR tells the story of the Near Moon, so I still have to make the Far Moon, and the players must know about one more thing I'd want to show. Finishing TsukiR will leave you satisfied, but not full. I approached French Bread in hopes of satiating this hunger with a fighting game.
Where does MB:TL's story happen in relation to TsukiR?
Nasu: An what-if event happening 10 days before TsukiR's starting point. I wanted MB:TL to show a bit of what I couldn't fit inside TsukiR.
What part TsukiR players should pay attention to?
Nasu: We included a lot of battle voices on this one. We tried to do it like Granblue Fantasy VS, where the dialogue changes a lot for specific pairs of characters. For example, when a character takes a hit, they say "You're good!", but when they fight a character they already know all too well, this damage line changes to "Stop!" or "You're annoying!".
I had a lot of fun testing all the different character combinations on that game.
Nasu: When you stop to think about, Shiki fighting Arcueid saying the same things he says to every other vampire he fights feels very wrong. That's why I made MB:TL with a lot of different voice sets to enjoy. For example, Shiki vs Arcueid will feel less like a life-or-death battle and more like a lovey-dovey couple having some fun. When Arcueid's combo lines change from "This will finish you!" to "Of course! Absolutely! I'm a lady!", you see she's having a bit too much fun, even.
Takeuchi: The barks on every attack change? That's amazing, but isn't it a lot of dialogue to make?
Nasu: Yeah. I started doing it just because I felt like it, but I realized this will be the death of me... That said, every bit contributes to the fun. If you try MB:TL after playing TsukiR, it'll feel like the best dessert imaginable.
We talked a lot about many aspects not only of TsukiR but also of MB:TL. Give one final message to the fans eagerly waiting for the release.
Nasu: I had you all waiting for a lot longer than I should, due to miscellaneous problems, pausing the development once, and my own incompetence. However, I finally finished the game and I can proudly say that everything that happened helped us reach where we are now. Hold on a bit longer until the planned release date, August 26th.
Takeuchi: I must first apologize from the bottom of my heart for the huge gap between the game's announcement and release. The doujin version of Tsukihime was composed of the stories of the 3 main heroines Arcueid, Ciel, and Akiha, and of the two sub-heroines Hisui and Kohaku, but TsukiR is being first released with only Near Moon side, containing Arc and Ciel's pair of main heroine stories, so I must apologize even harder to the fans of the remaining Far Moon heroines. Please wait just a little longer for their stories. We asked ourselves for a long time what we wanted to after releasing Mahou Tsukai no Yoru, often considered the peak of the traditional visual novel genre, and it feels like we finally have a solid answer: a game filled with all the technology, passion, and heart that Nasu's Type-Moon staff can provide. Please look forward to the release day.}}

Famitsu[]

November 2021[]

[v] Famitsu November 2021 - FGO Arcade - Tiamat, pg.052

Translation by rucchipunch - Reddit
Larva/Tiamat (CV: Aoi Yuuki) - Comments from Illustrator (Kotetsu Yamanaka)
She is drawn from the image of pure seawater, a teardrop of Mother Goddess. The clean Source of Life who takes the form of an innocent young girl and steps out slowly. Having overcome her delusions of the past, she embraces “human (small thing)” gently and warmly.
When I heard Aoi Yuuki-san using the voice of her former appearance, I was reminded of the way she looked up over her shoulder in the Final Ascension picture, and I felt like I was holding back my faint tears, as if I was grabbed by the heart, and sobbed.
For the themes of each designs, First Ascension is “a little ballerina and a rainbow-colored tiny lizard”, Second Ascension is “a tall girl who is a little accustomed to others’ culture and is obsessed with learning to play”, and Third Ascension is “a big sister who remembers how she was like during her youth and tries her best as a lady to be a role model”. In the rejected proposals, I also considered a petit mermaid or a larval dragon carrying an egg (it was too much).

FamitsuTiamat1121

[v] Famitsu November 2021 - FGO Arcade - Nemo/Noah, pg.053

Translation by rucchipunch - Reddit
Nemo/Noah (CV: Yumiri Hanamori) - Comments from Illustrator (Oyo)
The Grand Buddy whose timing of appearance was also at the end of the year. It was rather difficult to find the right balance of growth to respond the “Adult-looking [FGO]’s Captain Nemo” order. In fact, there was a more mature-looking young boy version, but after some advices I settled with the current level of growth.
The Third Ascension “Noah Mode” is a strong reflection of Noah’s appearance. I was told that he is a Genesis Pretty Boy who could be mistaken for an intensely-sparkling pretty girl….Even his hair color and facial expressions are transforming too. The costume is designed to look like the silhouette of an angel as depicted in Western paintings, and that the fabrics on the sides would look like wings. Why the angelic look, what’s up with the pattern placed on his back, I hope the day will come to reveal them elsewhere.
The Third Ascension’s weapon follows the design of “a smaller version of [Fate] Gilgamesh’s Noble Phantasm “Sword of Rupture Ea””. The base is a boat-rowing oar.

FamitsuNoah1121

[v] Famitsu November 2021 - FGO Arcade - Sodom’s Beast/Draco, pg.054

Translation by rucchipunch - Reddit
Sodom’s Beast/Draco (CV: Sakura Tange) - Comments from Illustrator (Wada Arco)
The Beast who is [FGO Arcade]’s Final Boss, Sodom’s Beast, Draco-sama. Aren’t you such a bad girl!? Hn……”Red Lightning”……Definitely now……That’s why I asked her to wear the Reiwa version of “Red Lightning”.
I wanted to keep her body simple to contrast with the heavier parts such as the arm, legs, and tail, so I drew her figure in a rather straightforward manner in line with her setting. I’d be happy if I could balance “So bad~” with “So cute~”. Youth, that’s why.
The Sodom’s Beast/Draco who is summoned after clearing the Convergent Singularity is now equipped with a big ribbon on the base of her tail to add a little bit more cuteness.
I drew her like “Dufufu~ Wasshoi Wasshoi”, and when I saw Kotetsu Yamanaka-san’s design of Beast VI/S, I was captivated by the bewitchingly beautiful moth-like image “Aah I think if Draco shrinks and curls up she will look like a chrysalis, wonderful~ This adult form is amazing~” I’m glad you were able to pick up a part of her that I hadn’t noticed, it was really impressive. Ah, but, what if they said “Eeeh (laughs) it’s not like that” (laughs) That’s how I take it!!!

FamitsuDraco1121

[v] Famitsu November 2021 - FGO Arcade - Frankenstein (Christmas), pg.055

Translation by rucchipunch - Reddit
Frankenstein (Christmas) (CV: Ai Nonaka) - Comments from Illustrator (Takeshi Okazaki)
My favorite part of the design is how the horns and ear parts have bell motifs. When I realized this, “I win!”, I thought, but as time went by I was worried if I would offend someone with this. But Takeuchi-san let it through the checks, so I won.
Since it’s for [FGO Arcade] I made sure that the back view that the players will always see is cute. I was so happy to see that the back view of the finished 3D model is really cute.

FamitsuFran1121

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