JustAnotherOtaku
Member
Ahh, the memories of importing this when it came out in Japan. Absolutely loved it, one of the best RPG's of its generation. Would love to see an HD remaster or sequel.
Too bad Sakaguchi is not interested in console games anymore...
btw, OP, once you find yourself inevitably underleveled for the final boss: go back out to where the save spot is and grind there for a few minutes (it goes super fast! you don't ever have to grind during the game prior) and then whoop its ass.
I mean TLS's final boss > Xenoblade's final boss
Funny because I love both games and I find the wholething very predictableZanza
why would i buy a 250$ hardware when i can bought a 50$ wii ? are the wii game looking better on the wii u ?
I don't know, I know the Wii U can play Wii games and maybe component cables are hard to come by with the Wii. I assume the Wii U price will be collapsing soon and would open other non-Wii games to you. My main point is that whatever it takes to play Endless Ocean 2 do it.
Battles are over in seconds, even those where Dagran shouts some tactic which the developers evidently want you to consider, and the levels are designed around. But the Slash move is just too powerful.
Is this something that keeps up throughout the rest of the game?
Oh and I didn't realise there was an Iwata Asks for it! Definitely going to read it at some point, it's three volumes long though! https://www.nintendo.co.uk/Iwata-As...ecting-Again-After-Eighteen-Years-234082.html
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Iwata Asks: In Conversation with Tetsuya Takahashi and Hironobu Sakaguchi:
http://www.nintendo.co.uk/Iwata-Ask...Years/1-Reunion-After-Eight-Years-211179.html
Do we know who programmed/developed the game?
I've only seen the developer listed as AQ Interactive, but that's probably because when it was released AQ Interactive had absorbed Artoon (who worked on Blue Dragon), FeelPlus (who worked on Lost Odyssey) and Cavia (who worked on NieR).
Was it a mixture of staff from those teams?
Program Lead
■ Takuto Nakamura [artoon]
Program
■ Yuta Kawano [artoon]
■ Yasunori Hirata [artoon]
■ Andrew Ellem [artoon]
■ Guillaume Blanchard [?]
■ Takumi Matsushita [?]
■ Hiroshi Tanaka [?]
■ Akihiko Tsutahara [?]
■ Hirofumi Kojima [?]
■ Masakazu Mori [?]
■ Ryo Nagashima [cavia]
Also Moby games is a much better source for third party games:Developed By Takuya Matsumoto
Program Lead Takuto Nakamura
Art Lead Kō Okamura
Game Design Lead Tsukasa Tanaka
Animation Lead Ken Awata
Character Lead Noriko Omizo
Why just credit the programmers? Artoon developed the entire game. It's primarily Blue Dragon staff, but there are usually credits for other games among the leads.
I spent 2 years working on TLS doing graphics and engine programming.
So I'm glad this game finally made it out of Japan and is being received well.
Enjoy everyone!
To clarify stuff: Mistwalker is basically Sakaguchi-san and like 4 other people. I'm not sure what you'd call them. A production house?
The core of the Blue Dragon team (+ me + others) at Artoon (which merged with AQ Interactive half way through dev) developed the game (programming, art, level design, etc.) at the direction of Mistwalker.
Anyways, I don't want to derail this thread. Just enjoy the game everyone!
Edit: I found these posts from someone who worked on the game(!) in the old OT:
Interestingly, one of the programmers on the project (Andrew Ellem) also worked on Assassin's Creed 3 on ocean rendering and water interaction.
same guy btw(the 3 (E), 4 (A) made me curious, checked and found: http://www.neogaf.com/forum/showpost.php?p=48571328&postcount=153 - unless that's where you got that from^^)
Amazing research, thanks both.
I didn't really mean to specifically ask for programmers, that was my bad. I just didn't want to say "developers" as it would feel unfair on Mistwalker and Nintendo. Basically AQ Interactive staff involved in the game.
Still, the programming is impressive for a game in this genre, the cover system, camera and collision detection are top notch. It's sad that I felt amazed at how I didn't have to "walk around" an exposed set of stairs in the castle courtyard and could just jump down and walk up them.
Too bad Sakaguchi is not interested in console games anymore...
https://www.nintendo.co.uk/Iwata-As...ecting-Again-After-Eighteen-Years-234082.html
Iwata: Now, am I correct in thinking that you hadnt worked as a director since Final Fantasy V?
Sakaguchi: Yes, thats right. There was a period on VI when I was in a kind of grey area, where I was doing half the work of a director, but FF V is the last title where I was officially billed as the director.
Iwata: Now, Final Fantasy V was released in 1992, which means...
Sakaguchi: It means that I was the director for the first time in eighteen years. And it turns out being director really works best for me! (laughs)
[...]
Sakaguchi: Well, when I started, it was during the time of the Famicom when the graphics and sound meant that you were limited in what you could do.
Iwata: All that we could show on the screen were something like rough representations.
Sakaguchi: Thats right. We had to consider how we should convey the story to the players under such restrictions. Now that high-quality graphics rule supreme, you can reproduce what you want to communicate visually, but at the same time, I dont know how to put this, but theres an element thats slightly excessive about it all...
Iwata: The player ends up being able to see things youd have preferred not to show them.
Sakaguchi: You end up communicating too much to the player. This is why I now feel that were at a turning point. With this title, I pressed reset and returned to the basics of what a game is. I started by spending a lot of time considering just what it means to tell a story in a game. But it went beyond simply considering the story side of things I looked again at the fundamentals on the system side too.
[...]
Sakaguchi: Im a really big fan of [Fujisaka's] work, particularly his images of female characters. You know, that picture with [Calista] in profile... Well, if a woman like that really existed, Id be completely bowled over! (laughs)
Iwata: (laughs) I did hear several people at the office say: I think I might have fallen for her...
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[...]
Iwata: Sakaguchi-san is bursting with this vast energy that serves to fire up those around him. The impression I get is of all this energy thats charged up and then unleashed over the course of the development process. Fujisaka-san, what was it like to witness this first-hand?
Fujisaka: It really is non-stop. No sooner had we finished one thing than hed be straight on to the next. Hes the first person Ive ever encountered who had this level of energy. I felt that I was being pulled along in his wake, or rather that I had to try to keep up.
[...]
Sakaguchi: That was part of it. To be honest, I think that the HD images which have become mainstream in the TV industry are, for me personally, still rather over the top for the world of video games. Theres a tendency for developers to allow all their energy to be diverted into maintaining the high quality of the graphics.
Iwata: While its necessary to be able to fully utilise those graphical capabilities in the future, if it can take up all of a developers time, other aspects of the game end up being neglected...
Sakaguchi: I made some of those calls myself, and of course the 3D art directors, including Fujisaka-san, also weighed in. Wed often have a drink and discuss the theory behind the game, deciding just what direction to take things in. People do tend to get the wrong idea about me if I dont ensure that everyone is on the same wavelength.
Iwata: In what ways would you say youre misunderstood?
Sakaguchi: People often think that what I really want are beautiful still images. As there were members of the team who had never worked with me before, I knew I needed to talk to them and ensure we were all on the same wavelength.
[...]
Sakaguch: No, I dont think you did. In fact, now you mention it, I dont think Ive ever seen your CV! (laughs) I only learned later that Uematsu-san had studied English literature...
Uematsu: I was just a regular music fan. I wasnt into classical music so much. Id listen to rock and pop on the radio late at night, and imagine having a career where I was involved in music. That was when I was in secondary school, and it felt like an impossible dream. I made demo tapes and sent them to various places, but it isnt an industry where you can just walk into a job. So when I met Sakaguchi-san, I hadnt studied music formally. Thats why I feel incredibly lucky to have been given this job. I feel that fate was somehow at work... You can study at a specialist college now, but back then, making music for video games wasnt an established career choice. I get the sense that people who were struggling to make a living through music ended up working in video games. I sense that there may have been a lot of people in this industry who had wanted to work in fields such as film, but their dreams hadnt quite worked out. This meant that, back then, there was a real desire to create something fresh and new in the medium of video games, to make up for the fact that things perhaps hadnt gone as originally planned.
[...]
Uematsu: Thats right. Hell always let you know when youre going wrong. Sakaguchi-san makes music himself, so he is very particular about this side of things. I find it very hard to pull the wool over his eyes! (laughs)...
Iwata: Weve spoken about how important the overall direction of the game is to you, Sakaguchi-san. But how precisely do you communicate your vision to Uematsu-san? It must be hard to explain something as abstract as that
Sakaguchi: It is. You can explain the game world, or the story, with your words, but without actual images, it can be tough to really communicate your vision on the overall direction. So Uematsu-san will rework the music again and again, while we play a kind of game of catch. But Im careful about not giving him too much in the way of specific instructions. I wont say things like: It should sound like this piece in this opera If you do that, he will end up feeling constrained by that particular piece of music and the end result wont be any good.
[...]
Sakaguchi: Well, theres something precise and methodical about him, a seriousness of purpose. I think thats something that comes out in his music. I just feel that were on the same wavelength
Iwata: It does sound like you share a similar set of values, which is why you can trust each other and understand where the other is coming from, while also being able to discuss problems with each other. I think its a really precious thing in the creative industries to maintain a close relationship while consistently producing results
Sakaguchi: I think that with music, there are those tunes that you like the instant you hear them, and then there are those slightly more unusual songs that some people will love, and others wont. I think that Uematsu-sans music can occasionally divide people, but there is always something insistent about the melodies. When I hear them, I want to make the effort to embrace this music.
Uematsu: Im very happy to hear you say that.
Sakaguchi: Ill be listening, and realise that some change has come over me. Ill even start to think that it might be a good idea to adapt the game to fit the music... For this title, I got Uematsu-san to write about forty pieces of music, and I feel that The Last Story itself changes as you listen to the music. Thats the power of Uematsu-sans melodies. Its not simply that the music is beautiful, its also the fact that his humanity comes across in them. They are instantly recognisable as his songs.
[...]
Uematsu: Certainly. For the first time in a long time, I found myself on the wrong track and really had a tough time of it. When Sakaguchi-san spoke with me about the project, I accepted readily, saying that if he would have me, Id do it. He asked me to start work on the main theme song, the battle music, and the music for the town. I went about working on it in the usual way and presented it to him And thats when I got back this really, really long email basically telling me: This is all wrong!
Sakaguchi: (laughs)
Iwata: So he didnt just tell you that you were on the wrong track. He told you that it was all wrong! (laughs)
Sakaguchi: And the email went on at length after that...
Uematsu: Right. With titles that Id worked on up to then, such as FF, Lost Odyssey and Blue Dragon , I was conscious that they were very much in the classic RPG mould. But I knew that this wouldnt do this time round. It wasnt just a matter of creating a different style of music. I knew that I would need to go about fundamentally changing the way I approached the task
Iwata: So you realised that you would have no choice but to bite the bullet and press the reset button on the approach you had developed together over twenty-five years of collaboration...
Iwata: But in all the time youve worked together, that kind of incident has been extremely rare, hasnt it?
Uematsu: It had certainly been a long time since something like that had happened. When youve worked in the industry for over twenty years, you learn to keep things to yourself, even if youre not always completely happy...
Iwata: Im sure you got a sense of how much Uematsu-san had put into it. I really envy the relationship you have, which allows you to have this kind of exchange.