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访谈:为《STEINS;GATE RE:BOOT》添加新结局

Interview: Adding a New Ending to STEINS;GATE

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《STEINS;GATE RE:BOOT》主创在访谈中说明新增Gamma Attractor Field结局改编自2010年广播剧并调整以衔接主线。该重制版回归传统文字冒险格式,并因玩家反馈而加入此前Drama CD的Moeka结局。制作人提及未来有望用现代技术重制CHAOS;HEAD。

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访谈披露STEINS;GATE RE:BOOT新增Gamma线结局改编自2010年广播剧,并说明衔接主线的调整原因。

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There are few bigger names in the world of visual novels than the time-traveling adventure STEINS;GATE. With the release of the new remake, STEINS;GATE RE:BOOT, ANN was able to pick the brains of two of its creators: Tatsuya Matsubara, the producer of STEINS;GATE RE:BOOT and the Science Adventure Series, and Naotaka Hayashi, the scenario writer for STEINS;GATE RE:BOOT and scenario writer/scenario supervisor for multiple entries in the Science Adventure Series. Together, we discussed the reason for the remake, how its new ending came to be, and the potential for other Science Adventure Series games to get the RE:BOOT treatment in the future.

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As both the original game and STEINS;GATE ELITE are still easily purchasable, why did STEINS;GATE RE:BOOT need to be made?

Tatsuya Matsubara: In preparation for developing new text adventure games, we wanted to modernize the original STEINS;GATE. By rebuilding all the assets from scratch, our goal was to create something that both players experiencing the series for the first time and longtime, hardcore fans could enjoy again.

The official website states that “based on the scenario from STEINS;GATE ELITE, the story has been refined to be more evenly paced, with an overall smoother reading experience.” Aside from the new ending, what kinds of specific changes were made to the STEINS;GATE ELITE script and why were they made?

Matsubara: STEINS;GATE ELITE, which was based on the anime, contains several scenes that do not appear in the original game. For example, the conversation with Kurisu in the park at night, the scene in the laundromat, and the one on the lab rooftop. Another reason we wanted to make this game was to depict these scenes in a text-adventure format.

Naotaka Hayashi: One of ELITE's defining features was the simultaneous progression of anime and text, but RE:BOOT has returned to the traditional text-adventure format. As a result, there were some parts where the explanations felt insufficient, so we added new text and brought back text from the original version. As for the characters, they have continued to be portrayed over the 17 years since the original version was released through various spin-offs, sequels, anime adaptations, collaborations, and so on—and we have incorporated the subtle nuances in their speech patterns that have changed over that time.

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With STEINS;GATE RE:BOOT, we finally get to see the Gamma Attractor field in a STEINS;GATE game, but this is not the first time it's been explored. In 2010, the drama CD STEINS;GATE Drama CD γ “Hyde of the Dark Dimension” Divergence 2.615074% was released. Can you tell us about the creation of this drama CD? Was its story originally part of the 2009 game? If not, how did the drama CD come to be?

Hayashi: Since Moeka was an "enemy" character in the story, I initially didn't think an ending featuring her was necessary. However, after the original version was released, players wanted a Moeka ending. That feedback led to the creation of the Hyde of the Dark Dimension drama CD, using the concept of a story centering on Moeka, which had not originally been planned.

How did STEINS;GATE Drama CD γ “Hyde of the Dark Dimension” Divergence 2.615074%come to be reimagined as the new ending for STEINS;GATE RE:BOOT? And why did you make the changes to it that you did (like the absence of Suzuha)?

Hayashi: The Hyde of the Dark Dimension drama CD was created as a standalone, self-contained "What If?" story. However, this time, the story we added to RE:BOOT needed to be adjusted to connect to the main narrative of STEINS;GATE. Like the endings involving the other heroines, it becomes "a story that continues after this point." One example is Suzuha not appearing. Looking at the overall narrative structure of STEINS;GATE, we felt her inclusion could lessen the impact of her reappearance in Chapter 11. We made these choices to create a scenario that branches off from the end of Chapter 9.

After you decided to add the Moeka ending to the game, how did you decide where to connect it to the story—i.e., how did you come up with the idea of future Nae sending a D-Mail?

Hayashi: We anticipated that the logic behind what kind of email would trigger the Worldline to shift to the Gamma Worldline would require a lot of explanation. However, that would disrupt the pacing and obstruct the player from experiencing the same shock and confusion Okabe feels when he is suddenly thrown into that Worldline. We therefore adopted an approach where someone other than Okabe sends the email, leaving its actual contents unrevealed.

What were the contents and recipient of Nae's D-Mail that caused Okabe's jump into the Gamma Attractor Field? If it was never concretely decided, what would your best guess be given Nae and her insanity?

Matsubara: It would be quite something. The changes would even go back to the origins of the Future Gadget Lab. The exact contents of the D-Mail are unclear, but you can certainly sense Nae's determination.

Hayashi: At the very least, it must have been something so outrageous that it affected the Y2K problem...

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Did you ever consider adding in other endings to STEINS;GATE RE:BOOT—for example, the anime epilogue Egoistic Poriomania (where the lab members visit Las Vegas) or a playable version of STEINS;GATE: The Movie − Load Region of Déjà Vu—and would you ever consider adapting these as full games or DLC for RE:BOOT?

Hayashi: As another ending idea, we also considered having the story jump to a completely different Worldline, where Okabe would become romantically involved with all the female characters at the same time—the so-called "harem ending." However, this idea was immediately rejected for the obvious reason that it would completely ruin the atmosphere of the work.

There are currently no plans for game adaptations of episode 25 of the STEINS;GATE anime or STEINS;GATE: The Movie − Load Region of Déjà Vu.

Which Attractor Field do you find the most interesting as a writer/producer in STEINS;GATE, and which would you like to see more stories told in?

Hayashi: I love the moments early in the Alpha Worldline where the Lab Members are having fun chatting about trivial things. Writing their banter is so much fun.

Speaking of Attractor Fields, across the various STEINS;GATE games, we have seen worldlines from the Alpha, Beta, Omega, Delta, Epsilon, and, now with STEINS;GATE RE:BOOT, Gamma Attractor Fields. However, the most mysterious attractor field is the Chi attractor field—seen only at the end of STEINS;GATE: Linear Bounded Phenogram's Hermaphroditus in the Labyrinth. What exactly is the Chi attractor field? Is it where all the non-true endings of CHAOS;CHILD and ROBOTICS;NOTES take place—along with things like the game STEINS;GATE: Variant Space Octet and all the various manga adaptations of the post-STEINS;GATE Science Adventure titles? Or is it something different?

Hayashi: Please consider this worldline just one possibility that exists only in Luka's scenario in STEINS;GATE: Linear Bounded Phenogram. It is not part of the main storyline of STEINS;GATE.

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In a world where money is no object, if you were given the chance to give another Science Adventure game the RE:BOOT treatment—i.e., use the E-mote animation tool, rerecord the voices and music, and refine the story/add endings—what game would it be and why?

Matsubara: It would have to be the first title in the series, CHAOS;HEAD. Today's technology lets us do things that were impossible, allowing us to express the story's depth even more.

Hayashi: I would also like to see CHAOS;HEAD with modern 2026 graphics. As for the scenario, however, I don't have any particular plans to add new elements or make adjustments.


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