--When did you start thinking about implementing Tina's entry?
Mr. Sakuta: We made the decision to bring in Tina a while after we announced on the 3rd anniversary live broadcast that it would be difficult to bring in someone from the "DOA" series. We received a lot of enthusiastic feedback from everyone, and after seriously considering how we could make it happen, we came to the conclusion that it would be possible.
Tina, who unexpectedly joined the game when it was thought to be difficult for the original "DOA" series to enter the game.
Sakuta: We had been thinking about how to add Tina since we added Leifang. I wondered how Tina would come to this island and how she would get along with the owner, and when would be a special time to add Tina. It took us a long time to think about how to make the old fans of the "DOA" series happy, but also how to make the new owners of "DOAXVV" think that Tina is great.
--It took a long time to think about how to make the old and new fans of "DOAXVV" think Tina is good. That's quite a difficult task, isn't it?
Sakuta: Yes. It took some time, but when we had a clear idea of the direction we wanted to take, and it also coincided with the 25th anniversary of the "DOA" series as a special occasion, we decided to go ahead and make it. The character of Tina was being sought after not only in Japan, but also by owners of the international version of the game, so we decided that we wanted to release them at the same time and have them get excited about it. In that case, it would have been difficult for the Japanese domestic team to do it alone, so we made it jointly with the overseas team for the international version.
--So you were working together with both the Japanese and overseas teams?
Sakuta: That's right. So the swimsuit design was also made by the overseas team, and I think Tina's star code has an atmosphere that has never been seen before. It is a swimsuit that is uniquely Tina's, but it is a design that could not have been created by a Japanese team alone.
--Compared to Leifang, which was made only in Japan, was there any difficulty in working together with an overseas team?
Sakuta: It was not easy to work together because of the different languages, but it was difficult for the domestic team to work alone while managing the project, and it was not possible for the overseas team to work alone. If we had made the game only with the domestic team, I think it would not have been implemented until a long time later.
Implementation of Tina realized through joint production between Japan and overseas. as a result, it has been well received by fans.