Venturebeat is on a roll!
http://venturebeat.com/2015/06/18/h...ade-shin-megami-tensei-x-fire-emblem-happen/#
Figure this should be brought to the front since it's getting lost in the mess of derailment in other topics, and not to mention it's been a huge hot topic on what this title really is. Without further ado, here's some choice quips:
Please keep discussions related to the interview and title, and not fanservice/otaku pandering woes.
http://venturebeat.com/2015/06/18/h...ade-shin-megami-tensei-x-fire-emblem-happen/#
Figure this should be brought to the front since it's getting lost in the mess of derailment in other topics, and not to mention it's been a huge hot topic on what this title really is. Without further ado, here's some choice quips:
GamesBeat: Fans will be interested to know about the particulars of how the conversation came about. You said Mr. Yamagami put it forth. Where was that? How did the connection happen initially?
Shinjiro: I’m not too sure, since this all happened a long time ago. But the way it all started, Atlus was involved with Nintendo when we were making a Print Club app for the Nintendo DSi and the Nintendo 3DS. Then there was a conversation that started about whether Atlus might be in charge of making a new Fire Emblem game. It wasn’t anything serious at the time. I think we turned it down at first because we had too much on our plates.
GamesBeat: The very first showing, the announcement, was basically just character portraits. There was a lot of room to think about what could potentially happen. When the first true trailer debuted, it was a surprise for a lot of people, because they just had these preconceived notions of how these two things would come together. Some people said, this is not at all what I expected. That speaks to some of the struggle you had, perhaps?
Shinjiro: When we showed that first trailer, just the Fire Emblem and Shin Megami Tensei character portraits, that was basically two months after we decided, between the two companies, to make this new game. We weren’t too certain of where we would take the direction of the game at that point. We just wanted to say that this collaboration was coming.
GamesBeat: How long did it take to get to a point where that decision was solidified and production went forward?
Shinjiro: Deciding what to make it closer to, that happened a bit after Mr. Yamagami brought us the idea. The problem is, if you make it too much like a Fire Emblem game, then why doesn’t Intelligent Systems just make it themselves? The goal for this was to do something that the Fire Emblem series can’t do. In the end, the reason the game looks the way it does, the reason the content is the way it is, is because this is something we wanted to do as an Atlus game, a game only Atlus could make.
GamesBeat: Were there any efforts put in to really support this as a gateway, something that can bring new players to either or both franchises?
Shinjiro: In my opinion, this game is a Shin Megami Tensei-type of game. It’s a game that Atlus would make. People will inevitably be drawn to other Atlus games if they enjoy this game. Fire Emblem is a little bit different, because it’s a simulation game. It has players working with a tile set and things like that. While it’s true that they may go to play other Atlus games, I’m not so sure about the Fire Emblem aspect. We didn’t think too much about that when we were making this game.
GamesBeat: For fans of one or both series, the appeal is easy, but I wonder about someone who’s never played a game from either series. Is there anything that could get in the way of their enjoyment? Was that considered at all in your approach?
Shinjiro: This game was made as an entirely new IP. It may use some bits of the Fire Emblem series as motifs, but there are no demons or anything like you’d see from Shin Megami Tensei. If you know both series, you’ll notice some things and think that they’re very interesting, but we made this so that any player who’s new to the game won’t need any information beforehand to appreciate it.
GamesBeat: The previous trailers showed very small teases of battle systems or other aspects of gameplay. Was that intentional? It got a lot of people talking, to the point where we saw frame-by-frame analysis of the trailers. It was fun to look into and explore.
Shinjiro: We weren’t paying too much attention to the response to the first trailer, but we did check out some of the Japanese YouTube comments. People were making some really strange predictions. A few of them got pretty close, though. We put a lot of Easter eggs in the trailer for people who were looking hard. You’ll see that some of the posters have tikis in them and stuff like that. On 2channel, the Japanese message board, they were looking at that and doing all kinds of analysis. It was fun to watch that.
GamesBeat: So you were playing with the fans a little?
Shinjiro: We’ve put together such a big project here that we’d like fans to look in every corner. They’ll be able to see lots of different things. There’s one thing I forgot to talk about when we were discussing the way the game came about, by the way, talking about whether to make it more like Fire Emblem or Shin Megami Tensei. We were talking about different systems and had to drop certain things as far as the scenario was concerned. One thing we were worried about at first in the scenario was, how would we treat the way the Fire Emblem characters work? What we finally ended up with was a role that is very similar to how the demons are used in the Shin Megami Tensei series.
But we were wondering — should we make them into humans that can become friends with the main characters? That was one thing that changed throughout development. We were able to figure out throughout the scenario that we were going to make the Fire Emblem characters into demon-like figures, like the demons in Shin Megami Tensei. They would serve as heroes that helped your main characters in battle situations. However, one thing we were worried about was how the battle system would work here. Initially we thought it would be closer to a simulation-type game, where there would be different lanes and you controlled different characters. But in the end we made it look more like a traditional RPG. I think that’s the right decision, but we were really worried.
Please keep discussions related to the interview and title, and not fanservice/otaku pandering woes.