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Now reading: Chapter 684 681: Mamoru Oshii's Interview from Reborn in the Golden Age of Gaming: I Became the Prince of Sega, a Comedy novel by AjAnime.

Paul and Mike didn't hesitate to grab their basketballs and follow Mark.

Along the way, Mark embellished the scenes from the videotape.

"When that zombie turned its head, I swear, Danny was so scared he dropped his chips on the floor."

"Bullshit, the bag was just too slippery," Danny retorted from the side.

"And that guy nad Cloud, his sword was taller than he was," Mark continued.

The four of them crowded into Mark's living room.

Mark skillfully reinserted the videotape into the machine.

As the footage played again, exclamations and sharp gasps filled the living room.

"This is what a ga is supposed to look like." Paul stared at Pro Soccer World (PSW) on the screen, watching the players perform realistic sliding tackles, and shook his head repeatedly. "The 2D pixel characters we used to play... how did I even manage to play those back then?"

Across the ocean in Tokyo, Japan, the sa scene was playing out.

On the electric town street of Akihabara, the special issue of Famitsu was placed in the most prominent spot.

Japanese ga dia were in no way inferior to their Arican counterparts in comrcial tactics.

Not only did they edit the footage from the disc into a videotape, but they also included a Ghost in the Shell theatrical poster as a bonus.

In the lounge area of a ga store, a few high school students were gathered around a public television.

The store manager had specifically put the promotional videotape from the special edition into the public VCR, playing it on a loop to attract custors.

"Kazuma Kiryu's shoulder throw is so clean." A boy in a school uniform pointed at the Yakuza footage on the screen; even the reflections of the neon lights on the streets of Kamurocho were rendered.

"I'm more interested in the engine that Sega is collaborating on with that company, id." Another boy was flipping through a special magazine supplent in his hands. "It says that developing 3D gas will beco much easier in the future. Yuji Naka is also on the project."

"That's just stuff for programrs to worry about. I only care about which gas I'm going to buy in the second half of the year."

As the videotape circulated among the gaming community, the aftershocks from the E3 Expo began to fully erupt at the level of ordinary consurs.

The reach of text and static images was ultimately limited; those moving, sound-accompanied next-gen visuals had beco the most lethal weapon.

Players' expectations for the future were pushed to the limit.

The phones at major ga retail stores were ringing off the hook, all with people inquiring about pre-ordering consoles and new gas for the second half of the year.

This weekend belonged to that black videotape.

It was like a spark, igniting the anticipation of gars around the world for new gas.

The hardcore gars who spent a fortune on the deluxe special edition magazines beca the most popular people in their social circles.

Kokubunji, Tokyo.

The second floor of the Production I.G studio was thick with the sll of coffee and tobacco.

Workbenches were piled high with celluloid sheets and storyboards.

Mamoru Oshii threw his pencil onto the desk and rubbed his sore eyes.

The door was pushed open, and producer Mitsuhisa Ishikawa walked in holding a fax.

"It's from the publicity departnt at Shochiku," Ishikawa said, handing him the paper. "A last-minute interview request. Tomorrow afternoon."

Oshii took the fax and glanced at it.

The lineup of interviewers was a bit odd. One was the long-standing animation magazine Animage, and the other was the gaming dia outlet Famitsu.

"The animation isn't finished yet, and the promotional period hasn't started," Oshii said, putting the paper down.

"The commotion in Los Angeles is just too big," Ishikawa said, pulling over a folding chair and sitting down. "Sega showed the Ghost in the Shell trailer at E3. Now, gars, ani fans, and sci-fi fans all over Japan—and the world—are asking about this film. Shochiku's phones have been ringing off the hook, so they had to pick two representative dia outlets to arrange a joint interview."

Mamoru Oshii picked up his cold black coffee and took a sip.

He recalled how, over a month ago, Takuya Nakayama had rushed into his studio, demanding footage that would steal the show.

The animation was in the middle of a tense production period, and there was no spare ti to cut a trailer from scratch.

As luck would have it, Kenji Kawai had just delivered the master tape for "Kugutsuuta." Oshii instructed the editor to pair the rough cut of Motoko Kusanagi's cybernetic body manufacturing sequence with this track and handed it straight to Nakayama.

He hadn't expected those few minutes of footage to cause such a stir in Los Angeles.

The next afternoon, in a eting room at the Shochiku headquarters.

The air conditioning was set very high.

Oshii sat on a sofa, a cup of barley tea in front of him.

Sitting opposite him were Takano, a reporter from Animage, and Sasaki, a senior editor from Famitsu.

On the table sat two Sony digital voice recorders, their red indicator lights blinking rhythmically.

Sasaki asked the first question: "Director Oshii, that trailer from the E3 exhibition has now been sent back to Japan on videotape. The reaction on the day of the Sega presentation was incredibly enthusiastic. Was that trailer specifically made for the E3 exhibition?"

Oshii shook his head and shifted into a more comfortable position.

"It wasn't made specifically for that," he said, looking at Sasaki. "Managing Director Nakayama ca to at the ti and said there was an important exhibition in Los Angeles that needed a stunning piece of footage. I only had a rough cut I'd just finished, the part where Motoko's body is assembled. The rest of the animation wasn't very complete yet, with many lighting details still missing; that was really the only part that was relatively polished."

"But the effect was surprisingly good," Sasaki said, opening his notebook. "Especially with that eerie, ethereal background music. That music caused quite a stir in the United States; a lot of people were asking what language it was."

"That was a coincidence," Mamoru Oshii said, crossing his hands on his knees. "Kenji Kawai had just sent the track over at the ti. We laid the audio track over the footage to test it, and the synergy between the visuals and the music exceeded our expectations. Managing Director Nakayama watched it once and took the master tape right then and there. He has a keen eye; he knew the Aricans hadn't seen anything like it."

Takano seized the opportunity to interject: "Director Oshii, Ghost in the Shell is currently facing massive expectations on both the ani and ga fronts. Gars in the US are waiting for the Sega Jupiter console ga, while local fans are waiting for the theatrical release. Does this dual pressure affect your creative process?"

Mamoru Oshii let out a laugh, picked up his barley tea, and took a sip.

"Pressure is sothing for Takuya Nakayama to worry about," he said, setting down his cup. "He's the one who invested the money. Whether the ga sells well or the console takes off—that's a business issue for Sega. My only job is to finish this ani. We're buried in production work every single day right now. No matter how high expectations are, the original drawings still have to be drawn one by one, and the 3D effects have to be adjusted fra by fra. No matter how much is expected, I can't speed up the schedule; if the quality of the final product were to collapse, that would be the real disaster."

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