Yesterday (January 19), at the LABI Ikebukuro Mobile Dream building, Sega held the first of a series of Hatsune Miku: Project Diva F (PS3) trial play sessions, where fans could swing by to go hands-on with a build of the PS3 rhythm game that included three playable songs.
The three songs were Tell Your World (artist: livetune), NegaPosi Continues (sasakure.UK), and Tokyo Teddybear (Neru). Gamers who stopped by to try the demo walked away with a complimentary Hatsune Miku: Project Diva F neck strap.
The game’s producer, Sega’s Seiji Hayashi, was present at the event. Also in attendence was 4Gamer writer Naohiko Misuno, who stopped by and did a mini-interview with the Project Diva F producer, which we’ve translated in full below.
(If you have yet to, check out our translation of a previous interview that 4Gamer’s Musino did with Hayashi and Project Diva Arcade producer Makoto Osaki at this link here)
Since the game is coming out in less than two months from now, and much of it is based on the PS Vita version, there really isn’t a lot of new information in this mini-interview. But if you’re a fan of the Project Diva series, read on anyway – producer Seiji Hayashi did say a couple of things that might just make your day.
— How’s development going along?
Producer Seiji Hayashi: It’s almost finished. We’re in the process of tying up loose ends. The release date is March 7, after all, and I think we will absolutely be able to deliver on that date.
— As this title is fundamentally based on the PS Vita version of Hatsune Miku: Project Diva f, can you point out very specifically what the differences is the PS3 version are?
Hayashi: The most obvious difference in the PS3 version are the six new tracks included. Along with that, we’ve also added 10 modules (costumes for the Vocaloid characters) into the PS3 version.
The thing is, those six new songs and 10 new modules will actually be introduced into the PS Vita version as well, to be distributed via DLC, so it’s not really that big of a difference. So it’s more like, with the PS3 version you’re getting the new songs and modules right from the very beginning on the disc, whereas with the Vita version it’s not part of the core package.
The other main differences are that with the PS3 version you’re playing on a bigger screen, and there’s a new Live Studio mode, which also supports stereoscopic 3D. The Live Studio mode here is themed after the Daiba de Diva concert that was held at the Tokyo Joypolis back in summer 2012, and uses the same “projection mapping” technologies, so please look forward to that.
— What about the game’s controls?
Hayashi: Right, in the PS Vita version, whenever you saw a star-shaped mark, those notes had to be played by “scratching” (sliding your finger across) the touchscreen. In the PS3 version the star-shaped marks make a return, but this time you clear them by strumming or flicking the analog sticks on the PS3 controller. We think that with scratching on the PS Vita version, most people probably did it with a single hand. But since there are two analog sticks on the PS3 controller, we think more people will tackle the star-shaped notes two-handed style, and that as a result the play experience may feel quite different.
— So you just announced that you’re (Sega) going to hold a Mikupa concert in the Kansai region of Japan in March (March 9). It’s the first time a Mikupa concert is being held in the Kansai region. Any thoughts on promotions for the concert/game?
Sega promotions staff: For details on that, we’re currently exploring some ways to possibly tie the concert up with the game’s release (on March 7). Once we’ve done making preparations for this, we’ll announce the details. So please look forward to that.
Hayashi: It may sound a little weird for me to be saying this, but I think fans can look forward to something special.
— Alrighty then. Next, if there’s one thing in Hatsune Miku: Project Diva F that you absolutely want people to check out, what would it be?
Hayashi: Although the PS Vita, as a portable gaming device, had immense graphical rendering capabilities, with the PS3 version what you’re getting is even higher graphical fidelity. Although the PS Vita and PS3 hardware are actually pretty close in terms of performance, and that made the development process easier for us, for the PS Vita version we actually ended up having to use 2D textures for quite a lot of things. (Translator’s note: is that true? Can any SGCafe reader chime in on that?)
And so for fans who’ve played the PS Vita version, we’d like them to check out those areas that we previously used 2D textures for, in the PS3 version of the game.
— In the past what you used to do on the PS3 was release Dreamy Theatre apps that required the PSP versions to play. This time around you’re opted to release the PS3 version as a stand-alone package. Can you talk about the reasons for that, if any?
Hayashi: The Dreamy Theatre series carried the implication that they were treated sort of like a service meant for existing Project Diva players on the PSP.
With the PlayStation 3 version of Hatsune Miku: Project Diva F, however, we’re basically positioning it as the latest chapter of the Project Diva series. And so, the concept is really quite different.
That said, when we were making the Dreamy Theatre apps, we definitely accumulated quite a bit of experience that came in handy when it came time to make the PS3 version of Project Diva F. So in a way, you could say that all of the engineering skills and techniques we used in making the Dreamy Theatre apps are being carried over for this game.
— Finally, a word to everyone eagerly awaiting the release of the new title.
Hayashi: Regardless if you’re someone who’ve thoroughly enjoyed the PS Vita version, or someone who’s playing the game for the first time on the PS3, everyone here on the development team is hard at work doing their best to ensure that the new title is something that will meet your expectations. So please check out the game once it’s released. We’d be happy to receive fan feedback too.
— Thank you very much.