How No Sleep for Kaname Date Developers Gave the Game Its Name
by George Yang,
A new element of No Sleep for Kaname Date is the escape rooms, similar to the ones in the Zero Escape series. Can you tell me about why you decided to include them?
Kazuya YAMADA: This time, Kōtarō Uchikoshi isn't the main writer. We both worked on the Zero Escape series, so that's why we thought of adding the escape room part to this game. We talked a lot with Uchikoshi, and there were a lot of options for what we would do, but it's just because of Zero Escape.

YAMADA: I think I am funnier when it comes to jokes [laughs]. I try to follow Uchikoshi and his writing style and try to trace as much as possible so it wouldn't feel weird for players when they play No Sleep For Kaname Date from AI: THE SOMNIUM FILES after playing the previous entries.
The name, No Sleep For Kaname Date from AI: THE SOMNIUM FILES, what does that mean? How did you choose that name?
YAMADA: It's because in the second entry, AI: THE SOMNIUM FILES – nirvanA Initiative, Date wasn't the main character. But we're bringing him back for this new entry. We wanted to make it clear that he's not sleeping and he's reprising his role.
Alex FLAGG: I'd say for the localization, a very literal translation would just be “Kaname Date Doesn't Sleep," or “Kaname Date Isn't Sleeping.” That felt a little too dry, so we decided to focus on something that had a little more implication and insight into what the game's themes and story would be about. So “No Sleep for Kaname Date" was a good way to imply that.
Date will be active on the hunt, pursuing leads as a detective who is getting no sleep out of obsession with a case. There's also a little bit of the phrase, “no rest for the wicked.” We considered “No Rest for Kaname Date” as an option. But “No Sleep” fit better, and it was very close to the Japanese phrasing, so that's why we chose that.

YAMADA: First, if we had set the game's timeline to after the second title, there would have been a lot of things that we would have had to consider.
I didn't want to create any type of new scenarios after the AI: THE SOMNIUM FILES – nirvanA Initiative. We chose the time between the first game and the second game because there was more depth to dig into in terms of stories. If the story continues after the Nirvana Initiative, we would want Uchikoshi to write something new.
If the opportunity presents itself, Uchikoshi asks you to direct the proper third entry coming after AI: THE SOMNIUM FILES – nirvanA Initiative. Would you take it?
YAMADA: No, I am tired, and I would like to rest [laughs].

YAMADA: The possibilities are endless, so [more platforms] are possible. I'm not the person who can make that decision [for upgrades]. If the higher-ups and producers think it's a good opportunity to make more money, then that's a possibility.
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