July 12, 2025
Feature: “It Was Hell”

Feature: “It Was Hell”

By on July 12, 2025 0 1 Views

As of this moment, we are merely a few weeks away from the debut of No Sleep For Kaname Date – From AI: THE SOMNIUM FILES for the Switch and Switch 2 on 25th July 2025.

This marks the third installment in the AI: THE SOMNIUM FILES franchise, following the release of the initial game in 2019 and its direct follow-up, nirvanA Initiative, in 2022. The series has garnered significant praise, and it seems the developers at Spike Chunsoft are intent on continuing this trend – a delightful prospect for us!

The latest installment places considerable emphasis back on investigator Kaname Date, responding to fan feedback from nirvanA initiative. This time, Kazuya Yamada takes the lead as director and scenario writer, with seasoned veteran Kotaro Uchikoshi acting as series director and scenario supervisor. We had the opportunity to chat with both of them to delve deeper into the game, their contributions to its creation, and to discover the peculiar dreams they’ve been experiencing lately…


Nintendo Life: How would you characterize No Sleep For Kaname Date? What role does it play within the broader narrative of the series?

Director and scenario writer Kazuya Yamada — Image: Kazuya Yamada

Kazuya Yamada: Our goal was to “gather as many insights as possible from our fans,” and the development team, myself included, has become part of that fan community. In that light, I believe the core theme of this project is something akin to “Let’s all celebrate our fans together.” That said, I think we’ve devised numerous settings that could be explored as the series progresses. If Uchikoshi-san can effectively utilize them, I’ll feel fulfilled.

Kotaro Uchikoshi: When I initially heard from the producer, I remember him stating, “It’s going to be something akin to a companion piece.” However, it ultimately evolved into a genuine sequel, so much so that it could be recognized officially as “3” in the series. This applies not only to the entire game, but also to the narrative itself. I’m confident fans will find it satisfying, so please anticipate it eagerly!

No Sleep For Kaname Date directs considerable attention back to the main character as a playable figure – could you elaborate on the narrative and the genesis of this idea?

Yamada: The narrative kicks off when Date, once again the protagonist, receives a call from Iris, who has been abducted by a UFO. As Date embarks on the quest to locate Iris, he stumbles upon a strange device bearing a sign that reads “Psync me.” During his investigation, he uncovers a link to the location where Iris is being held captive.

The storyline traces his quest to solve these enigmas, rescue Iris, and crack the case. This time, the narrative was structured around the mandate of “making Date the protagonist.” We examined a multitude of ideas and, by incorporating Uchikoshi’s feedback, adjusted them gradually—similar to sculpting.

Yamada-san, you have transitioned into the position of Director for this title. How has this journey been for you, and what support have you received from Uchikoshi-san?

Yamada: I took on dual roles as director and scenario writer, and frankly, it was a challenging endeavor. I was genuinely impressed that Uchikoshi-san could manage such an extensive workload. I’m contemplating placing a sign in the office that says, “Don’t attempt to be both director and scenario writer, or it may end badly.”

Despite his hectic schedule, Uchikoshi-san not only pointed out aspects of the narrative but also provided suggestions such as, “If you approach it this way, it will be more captivating.” I am immensely grateful to him. While I valued all his feedback, what stood out was his ability to offer just the right amount of praise to keep my spirits up. That made a significant difference.

Uchikoshi: I oversaw the storyline that Yamada-san crafted. For example, I offered him guidance on the AI series framework, saying things like, “The introduction needs to be more impactful, how about this?”, “This section feels too familiar to the previous game. Perhaps we could alter it like this?”, “As a mystery, it might be advantageous to reduce suspicion around this character,” “It would be prudent to intentionally conceal this fact,” “The plot would likely progress better if this character remained unaware of this,” “How about making this character the one who orchestrated a specific event?” “As part of the AI series, there’s a certain essence lacking, so it’s crucial to incorporate this,” and so on.

There are three key gameplay components in No Sleep For Kaname Date – Investigate, Somnium, and Escape. How do you maintain equilibrium between these to ensure the player remains engaged and not overwhelmed?

Yamada: A hallmark of the series is our aim for just the right level of complexity, yet we’ve also taken care to design the game so players can concentrate on the task at hand, be it in an Escape or Somnium segment, while keeping the information structured and easily digestible. The difficulty has been calibrated as well, ensuring that regardless of your confidence level, you should be able to advance at a pace that suits you. (Should you set the difficulty to the lowest option, you ought to be able to finish it even while inebriated.)

You developed this game for the Switch 2 alongside the Switch – what achievements have been made with Nintendo’s latest console that weren’t feasible on the original Switch?

Yamada: On the original Nintendo Switch, it was incredibly challenging to maintain processing speed, leading us to forfeit certain aspects. However, with the Nintendo Switch 2, the hardware capabilities have significantly improved, providing smooth performance.

Are there any titles outside of the AI SOMNIUM series that have served as inspiration for this latest installment?

Yamada: I don’t believe there’s a direct influence, but I think the Metal Gear Solid series, the SaGa series, and the Yakuza series have shaped my perspective on game development and narrative crafting. What they share is a readiness to surpass expectations and incorporate twists and elements that leave you thinking, “Wait, are they really permitted to do that?”

What sort of feedback have you received from fans of AI SOMNIUM and how has this shaped your approach with the new game?

Series director and scenario supervisor Kotaro Uchikoshi — Image: Kotaro Uchikoshi

Yamada: We garnered varied feedback, from character treatment to gameplay quality of life. Among these, the most significant input was, “I wanted to witness more of Date’s adventures.” In response, Date has returned as the lead character.

Uchikoshi-san, I remember you mentioning that the storyline for The nirvanA Initiative stemmed from a dream. Have either of you experienced any additional dreams that may have influenced this new game?

Yamada: I had a dream where I was held captive by members of the mafia…
who create films as a pastime. I was compelled to compose a screenplay under continuous supervision and was unable to leave the room until their superior was pleased. During that time, I witnessed my spouse being charmed right in front of me, and I wept profusely. It was incredibly heartbreaking, so I opted not to utilize it as any form of inspiration.

The aspect regarding being restricted and obliged to write a screenplay later materialized, so I sincerely wish and pray that the latter scenario never comes to fruition. Each day, I endeavor to perform good actions and accumulate my karma.

Uchikoshi: Yamada-san crafted the narrative, so it doesn’t feature any aspects from my dreams. Yet, I once experienced a dream where a gentleman with his lower body bare was reclining on a conveyor belt, and the portion of him that was erect–let’s refer to it as “D”–was adorned with medieval armor. As the conveyor belt advanced, D swung and decimated these approaching creatures. Should the chance arise, I might incorporate that somewhere.

How many additional tales could potentially unfold within the AI SOMNIUM series? Do you have a conclusion envisioned at all?

Yamada: From my viewpoint, with a project like this one, I can elaborate on the narrative and develop it indefinitely if there’s even the slightest opportunity. Therefore, if given the chance, I believe it could persist for a considerable duration, much like The Simpsons.

Uchikoshi: There are just as many stories to narrate as there are in One Piece. I’ll likely still be penning them by the time the Anunnaki extraterrestrials return, so I prefer to consider the conclusion after that.

Uchikoshi-san, you collaborated closely with Kazutaka Kodaka on The Hundred Line, and he also has Shuten Order debuting later this year. Do you exchange thoughts on your respective projects and offer feedback?

Uchikoshi: We seldom discuss specific projects, but occasionally, Kodaka will casually share an intriguing concept for something I’m engaged in, and I tend to keep those notions in mind.

Image: Spike Chunsoft

Our gratitude goes to Yamada-san and Uchikoshi-san for taking the time to converse with us. No Sleep For Kaname Date – From AI: THE SOMNIUM FILES launches on Switch and Switch 2 on 25th July 2025.

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