Gabby Snyder: How are you doing today, Mr. Uchikoshi? Are you feeling okay?

Kotaro Uchikoshi: [said via translator] Yes but — I’m really tired.

GS: I can imagine, this is such a big convention. Thank you again for this opportunity. I’ve been a big fan of your work since 999 and it’s been a wild ride and I can’t wait to see where we’re going with A.I. The Somnium Files.

KU: Thank you.

GS: Mr. Okada, you worked on Zero Escape 3 with Mr. Uchikochi as a Game Designer. Do you have any memories or lessons you’ve learned from that project that you’ve brought into your Assistant Director role for A.I?

Akira Okada: [said via translator] After working with [Mr. Uchikoshi] on ZE 3, I feel like I’m more trusted and I can do a lot more things. I think that Mr. Uchikoshi is a brand himself, so I needed to make a game that would align with his brand and let his fans have fun.

GS: Mr. Uchikoshi, if you had to describe your brand, how would you describe it?

KU: My taste, my brand — Usually, with a regular game, there is a main character and there are sub characters that support the main character. But in my games, everybody is a main character. I believe I brought that over into A.I. as well.

GS: A-Set, also known as Iris Sagan, is she one of the main characters in your mind for A.I.?

KU: She is a main character, but everybody else is equally important.

GS: Mr. Uchikoshi, you mentioned that you were influenced by Policenauts, by Hideo Kojima, when making A.I. Were there any other games you or Mr. Okada felt like you were influenced by when coming up with the scenario for A.I.?

KU: E.V.E. and Silver Case.

AO: Life is Strange, Detroit Become Human, Heavy Rain, and the Walking Dead games.

GS: One of the themes that you’ve mentioned is prevalent is A.I. — “Love” (in Japanese), and Artificial Intelligence. Were there any other themes that you were looking to highlight with this game?

KU: In Japanese, you can use different kanji to represent [the sound] “AI”. On top of love, and Artificial Intelligence, you can interpret it as “I”, me/myself, and the kanji for being sad. Those kind of emotional things.

AO: Dreams and memories.

GS: I have a lot of questions about A-Set, if that’s okay! I’ve been having a lot of fun interacting with A-Set over Twitter, meeting her friends, and seeing her world. What has been your favorite part about working with A-set, behind the scenes?

KU: Right now I’m super worried about her, I need to look for her. My heart is about to blow up.

GS: Can we help you look for her?

KU: Do you have any information?

GS: A friend of mine, got a clue — “Okiura Fishery Cold Storage Warehouse” — Mr. Okiura, is a friend of yours right? Do you know what this could mean?

KU: I didn’t think about that, I’ll give him a call after this.

GS: How did you and Mr. Okiura meet?

KU: I wonder, when was that…I forgot the exact details, but I remember it was somewhere you can go to drink. That was where we met each other.

GS: What was it like working with Mr. Okiura when creating “Invincible Rainbow Arrow”?

KU: Mr. Okiura composed the music, and Iris wrote the lyrics, so…I wonder what was it I did…? I basically just produced it, but I’m glad it came out well.

GS: Did you help with the dance moves?

KU: I didn’t make them, but I did check them. *laughs*

GS: Do you have any insight into what inspired Iris’ lyrics for her song?

KU: I really want to tell you, but…it’s related to the game. If you play the game, little by little, you’ll see the meaning behind the words from the lyrics.

GS: One of my favorite parts of Iris’ videos have been the myths and legends that she talks about. Do you have a favorite legend or myth you’d like to share?

AO: The “This Man” Theory — the person who comes out in your dreams.

KU: The legend that Elvis Presley is still alive.

GS: About Iris’ friends — especially Ota — he seems a little bit eccentric, let’s say…is there any way we can help him not get hurt? I’m very worried for him.

KU: Ota is an otaku, but he’s an otaku who likes human interaction and to socialize. Please keep talking to him and guide him if he starts approaching the wrong path.

GS: Finally, do you have any treasured memories from working on A.I. The Somnium Files?

KU: It’s not a memory, but the part that Mr. Okada was involved in — there were a couple of twists and turns that came out very good.

GS: So Mr. Okada thought up the big twist this time? That’s amazing.

AO: Mr. Uchikoshi — thank you for telling me that, I’m very happy about what you just said. I will remember how I was really worried about my scenarios matching Mr. Uchikoshi’s scenarios. I just did a play-through [of the game] and it looks good. I was very happy to see that.

GS: I really look forward to seeing the story come together. I’m very excited. Thank you very much for your time — I can’t wait to see the finished game!