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皆さんこんにちは、土屋です。
いよいよ来週の木曜日、アルトネリコ3発売です。カウントダウンフェスタでも、 声優さんからの熱いコメントや、ゲーム動画などで期待も高まっているかもしれ ませんが、後もう少し!発売日までお待ち下さい!

Hello everyone, it's Tsuchiya.
Ar tonelico 3's release finally comes next Friday. I know that things like the Countdown Festa, the passionate comments from the voice actors and the game movies might be increasing your expectations, but please wait until the release day! It's just a little longer!

今回は、ようやくゲーム動画で、皆さんにある程度しっかりした形でお披露目す る事が出来たR.A.H.について、動画ムービーの解説をしつつ、開発秘話などをお 話ししたいと思います。 R.A.H.に関しては、過去の「引鉄」で何度か語っていますが、やはり実際にプレ イ動画を見てみないことには??だった事と思います。今回、サキ編、フィンネ ル編と2回にわたりプレイ動画でR.A.H.をお見せしたことで、初めてR.A.H.がど のようなものかを体感出来たのではないかと思っています。 ムービーにはコメントが付いていませんので、ちょっとここで撮影時の狙いにつ いてお話ししましょう。サキ編、フィンネル編では、それぞれ戦闘、R.A.H.共に、 違う部分についてお披露目する事を前提に撮影をしました。もちろん、サキや人 格、フィンネルや人格の魅力を目一杯表現できるように何十回も撮り直したのは もちろんの事ですが…(私自身が下手くそなのがダメなのですが)、ヴィジュア ル的な部分以外でも、それぞれR.A.H.で「こんな部分を聴いて欲しい」という想 いも込めて撮影しています。 まずサキ編ですが、こちらの方は「R.A.H.の自然さ」について、皆さんにお伝え できるような形での撮影をしました。自然さ、とは、皆さんが耳に馴染んでいる 音楽の形…例えばポップスなどの黄金パターンである、Aメロ→Bメロ→サビという 進行パターンや、コードやスケールの繋ぎなどをしっかりと定義した上での自動 生成をやっている、という部分です。アルトネリコ3の中には、音ネタライブラ リが2GB以上あります。それぞれはコードパターンも違えば、進行の盛り上が り度合も違う素材が沢山あるわけです。素材数で総当たりすればそれこそ天文学 的な曲パターンを作れるわけですが、何をどう組み合わせてもOK,というわけ ではありませんよね。自然な繋がり、不自然なつながり、というものが存在しま す。ですから、R.A.H.では、「皆さんに馴染みの深い楽曲進行」で自然な音楽エ ンタテインメントとして楽しめるように、様々な処理をいれています。その結果、 サキの動画ムービーで流れているような、自然な流れの楽曲が出来ているという 感じです。 次にフィンネル編ですが、こちらは「R.A.H.の多彩さやインパクト」を体感して いただけるように撮影してみました。サキ編と聞き比べてみると、その曲のめま ぐるしい変化が特徴的である事がお分かり頂けるかと思います。サキ編の楽曲の ように、楽曲としては自然な進行になるように処理されていますが、戦闘中の様 々な状況変化に応じて、時には大胆に楽曲が変化する作りも持っています。フィ ンネル編はかなり楽曲が変化していますが、これはキャラ切替(フィンネル→ソー マ→フィンネル、という順番のムービーですが)以外の場所でのカット編集は行っ ていません。ゲーム中で流れているありのままを垂れ流しているだけです。この ように、1戦闘中でも、状況によっては相当な変化が楽しめる、という感じの作 りになっています。 今回CRI・ミドルウェアさんのご協力のお陰で、ピッチシフト、タイム伸長、フォ ルマント(ピッチを上げ下げした声を、自然に聴かせる技術)という技術によって、多彩な変化を楽しめる作りにすることが出来るようになりました。ピンチになれば荒々しい 曲になり、脱いでいけばテンションがあがって曲が速くなっていく…など、その 場の雰囲気を盛り上げるギミックも様々に入れています。是非、この戦闘を体感 していただきたいと、切に願っています。 最後に、上記のようにサキ編とフィンネル編とで、戦闘の進行が色々違っていた りしますが(楽曲の変化やダメージの数値、音量バランスなど)、もちろんサキ でも曲は盛大に変化しますし、フィンネルでもメロディアスな曲やトンデモ曲、 カッコイイ曲は沢山あります。それを全てご紹介出来ないため、敢えて違う切り 口で制作していますが、サキでもフィンネルでも同じように楽しめますので、ご 安心下さい。もちろん、サキとフィンネルではライブラリが違いますので、全く 違った曲を楽しむことが出来ますよ。 それでは、今回はこの辺でおいとまいたします。 また次回!

Since you all could get a taste of the RAH System to a certain extent from the gameplay movies we finally unveiled, and the gameplay movies themselves also explained how it worked, I thought it'd be a good idea to tell some secret stories about how it was created.
About the RAH System, I might have talked about it multiple times in previous issues of [Pulling the Trigger], but I also thought "how can I bring this topic up if they haven't actually seen it in action?" Therefore, that's why we decided to make two gameplay movies: the Saki Version and the Finnel Version, to showcase the RAH System in a way that will allow you to get a feel for it for the first time.
As comments can't be posted or added to these videos, here I'll be explaining a little about what we were aiming for when we made them. We made them to make it clear that while both the Saki Version and the Finnel Version, while they both have the RAH System as their common point, each of their battles differ on several others. Of course, there's also the fact we had to do several retakes so we could present to you all the charm Saki's personae and Finnel's personae each have... (But since I'm terrible at presenting that sort of thing, I think it was a terrible idea), but leaving aside the visual part, the feelings I put into them were that [I wanted you to listen to these parts] of each of their RAH versions.
First let's begin with Saki's version: we made it in a way that showed you all the [spontaneity the RAH System possesses]. Said spontaneity is the part that selects the shape of music you're all so familiar with... for example, the golden pattern used in pop, which is the A-Melody->B-Melody->Hook standard progression; the chords and the scale connections and other similar elements, to then use them to automatically generate a song after they have been defined. And the material libraries stored within Ar tonelico 3 contain over 2GB of samples. So this means that if there are many different chord patterns, they each will all have many different ways to bring the songs to a climax. There are so many materials in those libraries that the number of possible song patterns that could result from combining would be astronomically high, but that doesn't mean that all of these combinations will actually result into a valid song pattern, as there are also natural combinations and unnatural combinations. Therefore, the RAH System carries out several processes to make sure that the resulting combinations end up being the [deep musical progressions you all are so used to] so you can enjoy it as natural musical entertainment. As a result, it can produce songs with a natural progression to it similar to the one that can be heard in the Saki Version movie.
Next we have the Finnel Version, which we made so you could feel the [variety and impact of the RAH System]. If you try comparing the song in it to the one from the Saki Version, you'll come to notice that one of its characteristics is that its song changes in hectic ways. It also undergoes the processes to create a natural musical progression that the Saki Version song does, but as it responds to the changes in several of the battle conditions, it'll occassionally change the song to make it more audacious. So while the Finnel Version song changes frequently, we didn't do any editing on it beyond removing the character changing from it (the movie goes according to the following order: Finnel->Soma->Finnel), so the song just suddenly discharges in battle just like you can see in the video. So we pretty much made it so you could enjoy how the music changes according to the battle situation, even within a single battle.
Thanks to the collaboration we received from CRI Middleware, we could make use of technologies like pitch shifting, time extension, and formant (a technique to allow a voice that got its pitch raised digitally to have a natural sound), allowing us to make up a system that will allow everybody to enjoy a variety of changes. If you get in a pinch, the song will become more frantic, and if the heroines remove their clothes and their tension raises, the song will become faster-paced... and like those, we put several other gimmicks in it to stir up the game's atmosphere. I earnestly wish that everyone experiences these battles as if they actually were participating in them.
Finally, while the progress of a battle can change in a variety of ways (things like the change in the songs, the damage values, the sound's balance), just like in the Saki Version and Finnel Version videos I just described, of course Saki's songs can also undergo large changes and Finnel can also make melodious, ridiculous, or cool-sounding songs and like them, many others. I can't introduce you to all of these possibilities, so while I dared to make them so different, you can rest assured that you'll be able to enjoy them all the same regardless of if you have either Saki or Finnel in your party. Of course, Saki and Finnel have different libraries, so they will allow you to enjoy completely different songs from each other.
Well then, we'll stop here for the time being.
See you next time!

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