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2約定的夢幻島8. 2藍色監獄7. 7東京喰種StorylineEditDid you knowEditConnectionsReferenced in Jeisutâzu bikutorî bâsasu (2014)User reviews118ReviewReviewFeatured review10/10 Inspiring!Wow. I really did not expect to fall down the rabbit hole that is Haikyuu!! I thought that the art style isn't one that I usually gravitate to but I was quickly won over by the story and characters. I loved all of the characters and their relationships and friendships with each other and it was inspiring to see the underdog climb to the top, that even though it seems as if one is disadvantaged, they can still succeed through sheer willpower and by working together with like-minded passionate people. Honestly, watching this made me regret not taking volleyball seriously during PE in high school.

[3][4] He also wanted to create a character that closely resembled the character Agon Kongo from his own manga serialization Eyeshield 21 in terms of personality and characteristics and felt that it was appropriate for the chosen setting. [5] Inagaki was personally fascinated by the topic of science as a child and sought to create a science-based story for entertainment purposes that also featured common themes and messages that would be compelling for the audience. [3] In regards to influences, Inagaki stated that Video Girl Ai was a series that had a significant impact on the story's development. [3] Inagaki works remotely with his illustrator Boichi in which the former sends his own created storyboards to the latter through his own editor. [4] By the time the pair began working on the series, Inagaki was already quite familiar with Boichi's work as an artist and initially struggled with expressing his ideas for his collaborator to illustrate, often times being uncertain about how to draw some of Senku's inventions and how to make them feel impressive. [6] While developing the setting for the series, Boichi grew captivated imagining how to create the look of a futuristic Japan set 3700 years after humanity had turned to stone. He settled upon the idea of creating a vast beautiful world in which Japan's nature was left untarnished due to the loss of humanity's influence. [6] When asked about scientific accuracies, Inagaki revealed that both himself and Boichi have conducted research into the subject during the development of the series while also receiving help from a consultant. [6] Adaptation[edit] Director Shinya Iino expressed that one of the challenges with adapting the series into animation was determining how the backgrounds would appear in a different medium. He would go on to state that Boichi had provided his assistance by sending his own rough sketches as a way to facilitate the adaptation process. [7] Iino would also state that the theme of science, featured in the story, captured his attention, as it was not a theme that was featured in many other shōnen manga series.

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Kodaka claims that games would understand the ideals of lies when presented with the culprits. He was inspired by a mafia-like game where the answers are not provided to the player and thus wanted Danganronpa to go through this style in terms of writing. This mostly presented during the new gameplay elements from Killing Harmony as the player can enter into hidden routes when interacting with the rest of the cast. However, Kodaka had mixed feelings about it, finding it would come across as forced storytelling. Kodaka also refrained from expanding the theme of romance in the game as he felt the cast would look weak if this was implemented. [51] Localization[edit] The games were localized by NIS America. Due to the poor popularity of outsourced games by the Western studio-like DmC: Devil May Cry or Dead Rising, Spike wanted the Danganronpa to remain true to its Japanese release, with Spike Chunsoft CEO Mitsutoshi Sakurai saying that Western fans seemed to embrace Japanese games like the Final Fantasy series. [52] Due to delays with it being made, fan translations of the first game were present on the internet before NIS America handled the project. Minor changes were made to the characters' names but the team felt that the team aimed the project to be as faithful and accessible to the Western gamers. Spike's single request to NIS America was keeping the Monokuma's names intact. Due to the premise involving mystery, NIS America was keeping clues and at the same making the Class Trials as challenging as the original ones from Japan. Retrieved June 10, 2021. ^ Hahn, Joel. "2002 (6th) Osamu Tezuka Cultural Prizes". Comic Book Awards Almanac. Archived from the original on October 30, 2007. Retrieved June 10, 2021.
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