Other translators don't seem to be around, so I'll do a quick summary(possibly full of errors) based on my comprehension.
DragonmasterX's Rough Summary:
1. Why is the latest entry in the Gensou series not a RPG, but a SRPG?
Matsukawa: Many have wondered how the Gensou series would fare as a SRPG. We've got the world and the battle system down, so we figured we'd give this SRPG genre a shot. Another reason is that many of our staff members are major SRPG fans.
2. Why is "Genso Suikoden" not part of the title?
Matsukawa: People immediately think of a rpg upon hearing that title. We didn't want to mislead anyone(DragonmasterX's comment: a good example of misleading titles are the SRPG-> Action RPG turned Shining Force Tears and Shining Force Neo).
Kawano: Rhapsodia's root is rhapsode. One pictures many characters jumbled together on the battlefield.
3. Why did you choose Suikoden 4 as the setting?
Matsukawa: Suikoden 4 is the latest entry in the series, so fans are most familiar with this. Also, we wanted those who played Suikoden 4, but never touched a SPRG, to feel comfortable with Rhapsodia.
4. Will any characters other than Kika from Suikoden IV show up?
Kawano: We can't say yet. Since Rhapsodia covers the past and future of IV, many characters from IV will show up. Kika will possibly show up in works other than IV. Its a must see for fans.
5. If this takes place around IV, does that mean the protagonist and friends aren't Stars of Destiny?
Matsukawa: Indeed, they don't have a special relationship with the 108 Stars of Destiny. New characters and those from IV approve of Kyril's purpose and are working to help him reach his goal.
6. Don't the three revealed characters look more mature than previous protagonists?
Kawano: We've had lots of young men(shounen) in the past, so we decided to change the art a bit. We used thinner, finer lines for the characters. The costume style is changed a bit. Compared to IV, colors are used in greater moderation and the characters appear calmer.
7. What's the relationship between the three characters?
Komuta: They're all Kyril's father's subordinates.
Saruta: Judging from the artwork, Kyril is in his late 10's. Andarc and Seneca are in their late 20's.
Komuta: The two have been watching over Kyril since he was an infant. He's almost like a little brother to them.
Kawano: The interactions between the three are interesting. Kyril is the typical hot-blooded man, Andarc is overly serious, and Seneca, being the comic-relief, always calms them down.
Matsukawa:Since Kyril and Andarc are dimwits, we made Seneca the comic relief to contrast them.
Komuta: Seneca also acts like a sister, so please pay attention to that.
Kawano: In anxious and uneasy situations, Seneca somehow lightens up the situation. She's an essential member of the party.
8. What did you focus on in creating the battle system?
Matsukawa: When it comes to SRPGs, many parameters and esoteric terms are involved. That makes it interesting, but also difficult to approach. What circumstances will arise when the player gives commands can be seen at a glance due to the effusion icons. Of course, the familiar skill and support systems and unite attacks will also be criticals elements, allowing for deep strategy.
9. In IV, once a unite attack is learned, it can be used over and over again. Rhapsodia is a SRPG, so the unite attack system must have changed somewhat?
Kawano: Characters standing next to each other, in triangle formation, etc. can use unite attacks. However, the friendship rating between the characters must be raised first. That is done by sending characters to the same battlefield a set number of times and choosing "talk."
Komuta: Whether or not "talk" can be used can be seen from the effusion icons. They also let the player immediately know if unite attacks can be used.
Matsukawa: Since this is a SRPG, we are strongly focusing on making it easy to understand. For IV's ship battles, we experimented with letting characters bring along many subordinates , but we canned it since it ended up being too complex. We considered using hexes for Rhapsodia, but ultimately concluded that squares would be easiest to understand. Starting with the characters, we tried not to make them look too realisitic. Going with more of a cartoonish look in accordance with making everything easy to understand. As for the map, we made the angle and height alterable. So the player can change to the most dramatic angle while easily understanding everything at once.
Komuta: At large, we want Rhapsodia to be as user-friendly as possible.
For example, we set is so that there is no grid and it does not seem like the usual SRPG at first glance. By doing so, those with no experience in SRPGs can easily get into Rhapsodia. And they would come to an epiphany about the greatness of SRPGs, which would make me feel blessed. (laughs)
Saruta: And just like the previous Genso games, another charm of Rhapsodia is that numerous characters will join the party. Recruiting all characters in the first playthrough will be quite difficult. I'd like the players to challenge themselves by trying to recruit everyone in 2-3 playthroughs,
Matsukawa: There are many challenges other than recruiting everyone, such as...
Kawano: That will become more clear in time, so please look forward to upcoming Rhapsodia news. (laughs)
10. Any last words for those reading this?
Saruta: We've set a new stage, characters, and drama, so please have fun.
Komuta: With this new system that previous Genso games have never embarked upon, try leveling your favorite characters.
Kawano: Those new to the Suikoden series will also be able to get into Rhapsodia. They can start with Rhapsodia and move on the previous games.
Matsukawa: We've condensed and packed the charm of the battle and characters of the Genso series into a SRPG. After you clear OZ, please play Rhapsodia!
Thank you for your time.
Matsukawa: Executive Producer
Kawano: Produer & Character Designer
It ended up being more of a translation than a summary.
Last edited by dragonmasterx
on Sun Oct 02, 2005 2:25 pm, edited 7 times in total.