ブリジットの性別について多くお問い合わせ頂いているのですが、アーケードモードのブリジットストーリーを経て、ブリジットは自分を女性と自認するようになりました。 なので『彼』と『彼女』のどちらの代名詞が正しいかと聞かれたら、ブリジットは『彼女』にあてはまります。 前述のキャラクター説明にもあります通り… - Daisuke Ishiwatari

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ブリジットの性別について多くお問い合わせ頂いているのですが、アーケードモードのブリジットストーリーを経て、ブリジットは自分を女性と自認するようになりました。
なので『彼』と『彼女』のどちらの代名詞が正しいかと聞かれたら、ブリジットは『彼女』にあてはまります。
前述のキャラクター説明にもあります通り、双子の弟として生まれたブリジットは、村の迷信から守るために両親が性別を隠して女の子として育てています。
しかしブリジットの両親は、迷信から守るためとはいえブリジットに生き方を強制させていると感じ、心を痛めます。
その事にブリジットは気づき、男として振る舞いつつ己の活躍で村を豊かにする、つまり迷信をくつがえすことで、彼女の両親が抱くブリジットに生き方を強いているという罪悪感から解放しようとしました。
結果として村から迷信は消え、両親も彼女も生き方に縛られる必要が無くなりました。
その後、ブリジットは男として過ごそうとして違和感を感じます。
アーケードモードのストーリーはここから始まります。ブリジットはゴールドルイスやカイとの交流を経たうえで、これまで敢えて目を背けてきた彼女自身と向き合い、彼女にとっての大きな決断をすることにしました。
彼女が勇気を出して、自分自身の気持ちに噓偽りなく選択したその道を、皆さんに見守っていただければ幸いです。

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About Daisuke Ishiwatari

Daisuke Ishiwatari or 石渡 太輔 is a Japanese game designer born in Africa. He designed Guilty Gear.

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After the events of Bridget's story in Arcade more, she self-identifies as a woman.
So, as to whether “he” or “she” would be the correct pronoun for Bridget, the answer would be “she.”
As mentioned in her character profile, Bridget was born as the younger twin son and then raised as a girl by her parents to protect her from a village superstition.
Despite their intentions to protect Bridget, it pained her parents to do so as they felt they were forcing her to live a certain way.
Bridget, realizing this, attempted to bring wealth to the village while behaving like a man, thus overturning the village superstition, as a way to free her parents from their guilt.
As a result, the superstition faded, and nothing remained to restrict how both Bridget and her parents lived.
After this, Bridget tries living as a man, but it doesn’t feel right.
This is where the Arcade Mode story begins. After her exchanges with Goldlewis and Ky, Bridget faces parts of herself she has tried to ignore, and makes a big decision for herself.
I hope that all of you will watch over her path after her courageous choice to stay true to her own feelings.

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Rather than wanting to send a message using Bridget, what I can say is that when creating characters and deciding who gets what, I put a little bit of my own sensibilities in each of the characters.
They carry those responsibilities.
For example, if everyone in the world became vegetarian, you can say there would be good things about that, but from the opposite viewpoint there would be problems and demerits to the situation.
When I see a discussion like that, I think both sides are valid, and my stance is that I want to cheer on both sides when I can.
From that standpoint, the root of what I want to do is I find all kinds of topics and think, people with this background, I want to give them a story that has a so-called ‘happy ending,’ that has a traditional course.
Rather than using Bridget to say something, my hope is that I can continue to create, even abstractly, a vision of what happiness looks like for people in all different kinds of situations.

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