Kagari said:
Full details:
・FF13インタビュー
 鳥山
 ・ファングはライトニングより強くスノウより男勝り
 ・(ほかに主要キャラは?)FFおなじみのあの人(笑)
 ・バハムートは特定の属性は決まっていない
 ・バハムートはエアリアルレイパーというコンセプトで圧倒的な機動力と豪快な攻撃で
  敵を打ち上げ空中でつるしたまま大暴れする
 ・サッズの召喚獣は女性。ノリノリで戦う
 ・パルムポルムが結晶化してるのはシヴァとスノウがある人とド派手に戦った結果
FF13 Interview
Toriyama
- Fang is physically stronger the Lightning and more strong-willed than Snow.
- (Other main characters?) An FF mainstay (laughs)
coughCidcough
- Bahamut's element is not specified
- Conceptually, Bahamut's style can be considered "Aerial Raver"
(probably referring to the 2d fighting game style) in which using great mobility and power, he launches opponents into the air and juggles the shit out of them.
- Sazh's summon is female. She has fun while fighting casually.
- Palmpolm (location in trailers?) is crystallized because a battle between Snow + Shiva and a certain other individual took place previously.
野村
 ・ファングはシナリオができる前は男性だった
 ・女性にするということで差別化を図るためライトニングの色気を消してファングの色気を出した
 ・自分は武器にはかかわっていない
 ・13は召喚獣だけでなく武器も変形するのがコンセプトのようですね
 ・声優の最終ジャッジは鳥山が決めた
 ・サッズはアフロのうえに帽子をかぶっている予定だった
Nomura (FFXIII)
- Before the scenario was complete, Fang was a male character.
- After making her female, in order to avoid too much similarities with Lightning, they made Lightning less sexy and Fang more sexy.
Damn you Fang!
- (Nomura himself?) has nothing to do with character weapons.
ambiguous Japanese pronouns ftl
- For FFXIII, transforming weapons are also a key concept as well as summons.
- Ultimate decisions for voice casting was up to Toriyama.
- Sazh was originally intended to wear a hat over his afro.
・ディシディア
 野村
 ・DDFFはお祭りっぽい熱のある盛り上がり方だった
 ・反応も大きく作ってよかった
 ・DDFFUTにも口出ししてるが基本は高橋に任せた
 ・DDFFUTの盛り上がり次第で次の展開を考える
 ・続編は現在検討中とだけいっておく。もしだすならカイン、ギルガメッシュはだしたい
 ・続編にKHのキャラを出す気はない
 ・ライトニングよりサッズをだしたいかも
Dissidia...
What's going on here? sorry someone else is gonna have to take over for this one D;
・FFヴェルサス13
 野村
 ・TGSで出したのは検証用映像で白く輝く人は実際にはいないし
  ベヒーモスもテクスチャ張ってない状態だった
 ・(超巨大なモンスターは)あれもどれだけ大きい敵が出せるかというテスト
 ・(本当にあんな敵と戦えるのか想像もつかないが?)たぶん想像できないと思う
  自分でも「本当にこんなことできるのか?」ということをやろうとしている
 ・プレイスタイルとしてはKHの延長にカテゴリーは近いがFFらしい懐かしさと新しいものが融合している
 ・なかでもレベルデザインを最重要で考えている
 ・画面の右下にノクトの表情が出るウインドウはテスト段階のものだが
  常に画面内にPTメンバーがうつってると臨場感がないのでやめるつもり
 ・仲間が別々に動いているときそのウインドウで状況を把握するためのテスト
 ・海外のFPSのように仲間が勝手に行動してもお互いが連携している感覚をめざしている
 ・キャラの衣装はぜすべて左右非対称
 ・ノクトはネックレスやピアスはつけていない。物語上右手にはめる指輪だけが唯一の装飾品
 ・指輪は重要なもので左手は半指タイプのグローブをはめている
 ・ノクトはバイクに乗るかも
 ・ムービーとリアルタイムを寸分違わずみせるためブーツのシワなどこだわりをもってつくっている
 ・テストでない詳細な映像公開は来年から徐々に公開、早くてE3
Versus
Nomura
- Footage at TGS was for internal previewing purposes, so there's not actually a character that is shimmering white, it just didn't have textures. Behemoth was also displaying without textures.
- (w/ regard to the ginormous monsters seen in the trailers) they were testing to see the limit of how big the monsters could be.
I guess they're referring to hardware testing
- (Q: Can we really fight enemies like that? It's hard to imagine) I can see how it's hard to imagine. Even I'm wondering if it can be done, which is why we're trying to do it.
- Playstyle can be categorized as an extension of the Kingdom Hearts system, but we're trying to make it feel like the nostalgia of traditional FF mixed with something new.
- Heavy focus on level design.
- Experimenting with having a portrait window of Noct at the bottom right so that you can see his emotions all of the time, but when the other party members are on the screen it feels weird, so we're probably going to remove this.
- Window idea was brought up because they wanted it to be a way to understand what your other party members are doing on their own
- Aiming for the type of buddy A.I. such as in western FPSs, where they act on their own but you get the feeling that they're teammates working in unison with you.
- All clothing is asymmetrical
- Noct doesn't wear a necklace or earrings, the ring he wears on his right hand (which is story related) is his only accessory.
- The ring is important, so on his left hand he wears an open fingered glove.
- Noct maybe rides a bike.
I imagine not the kind that nigga stole
- In order to make it difficult to tell the difference between pre-rendered CG and real-time footage, they pay attention to the most minute details down to the wrinkles in boots.
- Stuff that wasn't in the test will be revealed bit by bit next year, perhaps as early as E3
・FFアギト
 ・TGSでみせたマルチプレイがほぼ正式なバトル画面
 ・現状では難度が高い
 ・バトル中にショートミッションがどんどん介入してくるのがアギトの特徴
 ・それを受けるか受けないかは自分で判断。制限時間内に答えないとすべてを受領してしまう
 ・来年から活発に動くのでおたのしみに
Agito
- The multiplayer shown at TGS was mostly legitimate battle footage
- Very difficult at the moment
- Constantly updating the battle with new short missions is a key point to Agito
- Up to you to decide whether or not to accept the new objectives. If you don't respond within a certain amount of time, it will assume you accepted them.
- Next year is the year to start looking forward to stuff.
Media blitzing like this year was XIII's year, I imagine