



INFO


SPECIAL


We're delighted to welcome NITRO CHiRAL's writer, Kabura Fuchii, and artist, Uiro Yamada, along with the production team (hereafter "P") and writing team (hereafter "B") from NU: Carnival for this in-depth conversation. In this first part, we'll begin with the story of this cross-world adventure, looking back at how the collaboration project came to be and exploring the creative thinking and behind-the-scenes stories woven into the crossover storyline.
Come discover how the two teams worked together to bring this brand-new story to life—


NU: Carnival is set to hold a crossover event with DRAMAtical Murder. First, we'd like to ask the production team: What brought about the opportunity for this collaboration?


I've been a devoted fan of NITRO CHiRAL for a long time. I've played every one of their titles and even attended some of their related events. DRAMAtical Murder is also a game I've genuinely loved all along. In fact, ever since the earliest stages of NU: Carnival, "one day, I want to collaborate with NITRO CHiRAL!" has been one of my biggest wishes.
Recently, I had the honor of speaking with NITRO CHiRAL, and after sharing how sincere we were about this partnership, we were finally able to bring this collaboration to life. I'm genuinely, deeply happy about it.


When NU: Carnival launched, it sparked plenty of buzz within the NITRO team as well, and we experienced the game's content ourselves. From its standout characters and striking visuals to a storyline that left us wanting more, we could tell right away this was a really fantastic game. But our work is an 18+ BL game for PC, while NU: Carnival is a mobile game. Though both fall under the BL genre, there are still some industry differences between the two, so we'd originally assumed a collaboration might not be possible.
That's exactly why, when the invitation came, we were genuinely surprised: "Huh? Is this really happening?"


When the NITRO CHiRAL team first heard that NU: Carnival wanted to collaborate, what was the initial reaction within the team? What elements made the team feel that "these two worlds would have good chemistry"?


As I mentioned, we were very surprised. But after receiving the invitation, we also learned that everyone on the NU: Carnival team really liked NITRO CHiRAL, which helped move things along. Once we actually started talking, we genuinely felt everyone's passion... we're truly happy this collaboration came together.
NU: Carnival has a bright, colorful worldview, and our team had discussed internally that if we were to cross over with our work, DRAMAtical Murder would probably be the most fitting match stylistically. Aoba, the main character, also felt like a good fit.


Our team has also played many of NITRO CHiRAL's games. As we considered how to collaborate with NU: Carnival, we felt that, in terms of the atmosphere, character personalities, and overall tone, DRAMAtical Murder would be the best fit. That conclusion is what prompted us to reach out with the invitation.


During collaboration content discussions, were there any fun or interesting moments?


Once the collaboration was confirmed and this long-held wish finally came true, a mountain of ideas immediately came to mind. At first, we even thought, "We want every character to appear!" and we did our best to fit in everything we wanted to do. Being able to include full voice acting for the event's storyline especially left a deep impression on me. Presenting it in this form was an incredibly precious and happy experience.


Aside from that, we had an interesting anecdote: we discussed the difference in how our two games depict "pubic hair" (laughs). NU: Carnival's standard character art usually doesn't depict pubic hair. DRAMAtical Murder, on the other hand, does. We had serious discussions many times about how to present it for this collaboration. Honestly, we rarely get to discuss something like this so seriously, so it was a genuinely interesting experience.


That really did happen (laughs)


You guys don't draw pubic hair?


Since everyone has different preferences when it comes to depicting pubic hair, the team ultimately decided not to draw it in.


Ah, that explains it!
Which brings me to ask: Are the characters designed hairless there to begin with, or have they been doing some manscaping?


In theory, yes, perhaps they do. For example, Quincy, one of our characters, actually has quite thick hair. In a previous event, we even drew him a beard. Following that logic, he should have body hair and pubic hair too... Whether characters let their hair grow out or trim it, we'll leave that up to everyone's imagination.


I see. So that's how they're designed!


As I touched on earlier, we had far more ideas than we could realistically fit in, and some simply had to be cut for volume's sake. One in particular I was genuinely passionate about, but ultimately had to abandon, and I still consider it a real loss, was the "naked apron."
Given the way the story ended up developing, working that element in felt forced, so we let it go in the end. Even now, it's something I look back on with a bit of regret.


As NU: Carnival's first crossover event, did the development team encounter any difficulties during the process? And how did you overcome them?


Creating a framework that brings two different worlds together is not an easy task. Especially when trying to make sure players who haven't played DRAMAtical Murder can still enjoy the story, while original fans can spot little details and think, "Ah, this is a reference to that route!" Finding that balance took quite a bit of effort.
On one hand, we had to avoid spoilers; on the other, we had to convey each character's charm within limited text space. This part took a lot of our effort.


Our team also discussed internally which timeline would be most suitable. We valued the idea that "Aoba is a unique character, and we didn't want him to become a different version of himself," so we were careful to choose the right timeline for this story to take place.


This event's storyline had limited text, but we still had to introduce each character one by one and show off their individual charm. With so many characters appearing, we had to make sure everyone's entrance felt natural, not forced, while still fitting their personalities, and keep the whole story tightly wrapped up. For that reason, we put a lot of effort into the story's structure.
Aside from that, as I mentioned earlier, bringing "two worldviews together" was also no easy task. We needed the characters entering the story to explain things themselves through dialogue, presenting their own worldviews, so the whole story could come together as one cohesive piece... especially in the early brainstorming stage, we spent a lot of time on this.


Regarding the story itself, we first discussed the original concept together, after which the NU: Carnival team wrote the script and shared it with us for review. Once we saw the completed material, it became clear that, while merging two worldviews, the story still let every character express their own unique traits, and that alone showed us how much genuine effort went into crafting this narrative. Among NITRO CHiRAL's titles, DRAMAtical Murder carries a brighter, more contemporary tone on the surface, yet beneath that lies a fairly intricate setting and plot, and the dev team clearly picked up on even those subtler layers. That's likely exactly why there simply wasn't room left for that "naked apron" idea we mentioned earlier. Going through this review process really let me feel just how seriously everyone approached this story.


Also, mobile game development cycles are usually short, and many different production projects have to run at the same time. Because of this, you'll often hear things like, "I know you're already reviewing this, but there's also this and this I'd like you to check too..." a pretty demanding situation.
Even with all this busyness, everyone still did an incredibly meticulous job reviewing every piece of content. We're very thankful for that.


In essence, DRAMAtical Murder's character lines and actions were edited by us. As for NU: Carnival's own atmosphere and character traits, we wanted to preserve their original form as much as possible. Because of this, our editing principle was to avoid changing scene descriptions and character lines on their end wherever we could. Building on that, figuring out how to have interactions with NU: Carnival's characters was particularly difficult for us. Some dialogue happened in situations we hadn't anticipated. So we had to work from DRAMAtical Murder's characters' perspective without touching NU: Carnival's character designs, figuring out which reactions and lines wouldn't feel out of place... this adjustment was difficult, but it also came with a real sense of accomplishment.


You just mentioned that both sides tried their best not to edit each other's lines. Actually, every time we got feedback from the review, it created some new discoveries and chemistry between us. For example, "Ah, if the story develops this way, our character will probably react like that." This made the story's development more interesting.
NU: Carnival's characters often joke around, complain, or get rowdy, but Aoba really is a very good kid. For instance, when faced with Eiden's jokes, he sometimes responds completely seriously. Although from an "open, cheerful personality" perspective, Eiden and Aoba might seem similar at a glance, they differ somewhat in their inner gentleness and how easily they think of others.
Because of this, throughout this process, I genuinely felt: Aoba really is a kind and wonderful kid.


During adjustments, I could really feel the chemistry this collaboration created. Faced with scenes, situations, or character reactions that would never occur if I were creating alone, I had to rethink from a perspective different from my usual one: "How should I present this character's true nature in this moment?"... Using that to further attempt to draw out a new side of the character. It wasn't only a challenge; it was also a mutually inspiring, shared creative experience.


Yes, I agree. I think the final story that came out of this was something both production teams created together.


On the art side, we didn't run into any particularly difficult or troubling issues; it was mostly a matter of reviewing each submitted piece of content one by one.
We always looked forward to seeing the final result, and we were also curious: "How will this piece actually move once it's in the game?"


What are both teams' impressions of each other? Were there any brand-new experiences during the collaboration process?


From that very first visit, it became clear to me how deeply everyone loved their own game and characters. Since we hold that same regard for our own work and characters, discovering that shared "love for what we've made" between the two teams felt like a real point of connection. Working alongside people who share that same level of passion genuinely made us happy, and it really left me thinking, "I'm so glad this collaboration came together!"
Also, during the story's structuring phase, I went back and replayed DRAMAtical Murder from start to finish. This production taught me firsthand that certain subtleties in character personality, like exactly how someone would react in a given moment, simply aren't things you can pick up on from just playing through or reading the story. That understanding belongs only to those who were actually part of the development itself.


It really struck me how different it is to experience a work purely as a player versus shaping a character from the production side. This was a wholly different experience from viewing things from the outside, and it opened up something entirely new for me.


I could truly feel the passion and conviction the whole development team brought to crafting BL games. On top of that, working together this way showed that our teams shared a remarkably similar core outlook on game development.
I believe that's exactly why we were able to reach common ground through our back-and-forth exchanges and lean on each other's strengths effectively. Overall, I'd say the collaboration went off without any major hiccups and overall moved forward smoothly throughout.


With everyone sharing a love for the BL genre and common ground in mindset and background, working together was remarkably smooth.
When genre understanding differs, it usually creates a rift in either target direction or creative intent, which tends to lead to plenty of complications.
This time around, though, there was zero divergence or friction; everyone approached it hand in hand with the same shared enthusiasm and mutual understanding, and that was genuinely fantastic.


When it all comes down to it, our genuine love for BL gives us the conviction to create something we truly believe in. That's exactly why collaborating with people who share that same passion was such a genuinely enjoyable experience.


Among the proposals put forward for this collaboration, was there anything the teams looked at and genuinely thought, "this is really worth trying"?


When we saw the mini-games, the videos, and the collaboration's special website, all we could say, over and over, was "This is amazing! So cute!"
Using pixel art to recreate Midorijima's "Old Residential District" so perfectly... that level of dedication and quality was beyond what we could've imagined, and it really touched us.


Throughout this review process, were there any particular points that had to be adjusted repeatedly?


Probably the intimacy part?


There's a scene that might surprise DRAMAtical Murder fans a bit. Designing this scene, taking care not to weaken its charm as part of this collaboration event, took a fair amount of thought during editing.


To ensure players of both games can fully experience each other's charm, what small details did the development team pay particular attention to?


NU: Carnival has a few fairly impulsive characters, but it was hard to write overly intense conflict in a crossover. Even so, we wanted to present the flavor that comes from character interaction, that sense of "what would actually happen if this type of character interacted with DRAMAtical Murder's characters?" So while we tried to avoid going too far, we also worked hard to find the right balance, hoping to bring out the charm of both games' characters at once.


Given the sheer number of characters appearing this time, we wanted to seize this rare chance for a cross-title collaboration and pack in as many varied combinations as we could of "what happens if these particular two interact?" So on top of the interactions built into the main plotline, we also used things like map-triggered dialogue and easter egg vignettes to let a wider range of characters mix and mingle, working over every small detail repeatedly, hoping to show off a new dimension of appeal for each character.


What stood out most to me was that long stretch of dialogue between Aoba and Eiden. The circumstances they find themselves in carry certain clear parallels, and as their conversation unfolds, their mutual understanding deepens until they realize, "Huh, we're not so different after all." Watching that dynamic take shape during the creative process was genuinely enjoyable. I was also very pleased we got the chance to give both leads such a substantial, meaningful exchange this time.
Toward the story's close, a handful of moments came up where I thought, "If Eiden ends up doing this, Aoba would likely respond in this particular way," and that led us to make some adjustments. That, to me, is exactly where that sense of "chemistry" between the two sides showed itself, and it's stuck with me since. I have a feeling Eiden and Aoba would make very good friends.


When the collaboration was confirmed, I knew right away we needed to include a meaningful dialogue scene between the two main characters. I hope players enjoy that part of the story too.


Before the event begins, could you please give us a sneak peek at the overall atmosphere of the story?


Broadly speaking, the story unfolds around the premise of "an adventure taking place on the vibrant, cheerful Midorijima." Eiden's intimacy storyline, in particular, was crafted with content that diverges from NU: Carnival's usual style, leaning into a slightly darker, more serious atmosphere. We hope players can appreciate this departure from the series' typical tone and the contrast it creates.


Can you tell us in advance why Eiden and his clan members came to Midorijima?


The story begins with an essence disturbance on the Klein continent, sending Eiden and his companions to Midorijima. But the Midorijima they arrive at seems somewhat different from usual—as for what happens next, you'll have to play through the story yourself to find out!


When the two teams were working on the script and supervising each other, did you find any similarities between the two main characters—Eiden and Aoba?


One thing Eiden and Aoba share deeply is that, no matter what stands in their way, they both have a strong-willed determination that never gives in easily. On top of that, both treasure the people close to them and can't simply stand by when someone's in trouble. That "a little too kind, won't-stand-idly-by" kind of nature is, I believe, one of the key things that makes them both so compelling.


Also, I think Eiden is similar to Aoba in that when facing trouble, they both think, "There's bound to be a way to fix this." If at first you don't succeed, try, try again... I think the two of them are quite alike in this way too.


Also, even when they run into odd people or get caught up in strange events, they both seem able to handle it with a kind of "open-mindedness." After all, NU: Carnival has no shortage of weirdos either (laughs).


They're quite similar indeed (laughs).


Conversely, what are some areas where Eiden and Aoba differ from each other?


Eiden really is incredibly upbeat and optimistic. He might reveal a more vulnerable side when directly questioned, but for the most part he doesn't sink into despair, he's a character capable of turning even the toughest situations into a positive outlook, someone with the strength to overcome adversity.
While he shares a lot with Eiden, Aoba can sometimes come across as a bit scatterbrained or absentminded, occasionally struggling to keep pace with Eiden's powerful "Alright! Let's go!" kind of momentum... that subtle gap between the two of them is exactly where the charm of their interaction comes alive.


From our perspective, Eiden does seem more curious about sexual matters.


That's true (laughs).
It's especially clear in a certain scene. Eiden won't hold back at all, moving forward without hesitation, his curiosity running wild. And Aoba just ends up getting pulled along by that energy... even when something feels off to him, Aoba probably thinks, "Well, if Eiden says it's fine, then it must be fine," and lets things keep going.


Aoba really does have a habit of getting led around by other people (laughs).


Judging from how both of you responded, it really seems like you've come to understand Eiden's character quite well, and that's something we think is really cool.



The next segment will dive deep into the behind-the-scenes creative work behind this collaboration's art and character design. From presenting the collaboration's key visual to refining character design and details, how did both teams balance their different art styles with each game's unique traits?
More of the creative process is coming up—


If Eiden were to take Aoba out to play on the continent of Klein, what activities would they do, or what would they normally be unable to do?


Given that Aoba's always lived in the city, if Eiden were to show him around Klein, I'd guess he'd take him out into nature.
Maybe somewhere a little off the beaten path, so Aoba could take in views unique to a world shaped by magic. Or perhaps introducing him to someone with essence abilities, letting him see magic up close with his own eyes; that also sounds like a lovely option.


While we're on the subject, has Aoba ever actually lived out in nature before, or seen scenery like that firsthand?


Since Midorijima is naturally an island with plenty of greenery, I'd imagine he's had at least some exposure to it.
That said, next to the Klein continent, it's likely on a whole different level entirely. It would probably come as quite a surprise.


NU: Carnival has a character that actually lives in a forest (laughs).


Yeah, that really is a completely different level.


If Eiden were showing Aoba around, given how much of a good-time kind of guy he is, he'd probably drag Aoba off to somewhere like a late-night casino and teach him a few "not-so-wholesome" pastimes along the way.
Talking this through, it strikes me that flipping the scenario, having Aoba and company visit Klein instead, could be its own kind of fun too.
That's something we'll leave for another day, though.


If Aoba took Eiden to visit Midorijima, what activities would they do, and what would they normally be unable to do?


I'm curious as to what kind of Allmate Eiden would choose.


Yeah~ I think a scene of Eiden and Aoba going together to pick out an Allmate would be really cool.
I'm also curious what type Eiden would end up choosing.


Like a somewhat naughty Allmate, for example (laughs).


Do those kinds of Allmates even exist?


I imagine there probably are some kinds meant more for adult use (laughs).


Then yeah, that's the one Eiden would choose for sure (laughs).


By design, Eiden has a rich amount of essence on the Klein continent, but he himself can't actually use magic.
So if he could get hold of an Allmate for a battle in Rhyme, I think he'd be thrilled.


Come to think of it, what would the two of them actually do for fun if this took place on Midorijima?
Looking at the source material, it really does seem to boil down to either "Rib" or "Rhyme"... meaning they'd likely end up somewhere packed with people, I'd guess?


I think Aoba would take him along to check out Mizuki's shop.


Yeah, either that or go out for a drink.


In other words, stuff you wouldn't normally see in Klein. Things that regular young people do for fun.


Like playing video games, this sort of thing.


Midorijima is pretty similar to Eiden's home world. I'm sure there are many things that would remind him of home.


Looks like we could talk about this forever. It feels like we could come up with any kind of story imaginable.


For the NITRO CHiRAL team, throughout the review process for this crossover, was there a particular area you placed special emphasis on?


