For your guys' info, I did an interview with Hiroaki Yura. You can catch it here. He answered a lot of questions and concerns people had: http://www.rpgsite.net/articles/460-project-phoenix-interview-with-hiroaki-yura
For your guys' info, I did an interview with Hiroaki Yura. You can catch it here. He answered a lot of questions and concerns people had: http://www.rpgsite.net/articles/460-project-phoenix-interview-with-hiroaki-yura
The problem with Nintendo You know, I like Nintendo and everything but not a lot of people buy it. I know a lot of fans buy it, but there are so many restrictions with Nintendo, and also the fact that Nintendo in Japan does not accept indie games.
We think Nintendo is taking a wrong approach towards games like ours. I think maybe it has to do with the Kyoto culture very old companies. Nintendo itself in Kyoto is not that old, because in Kyoto there are companies that survived for hundreds of years, and compared to them theyre relatively young, but in terms of video game industry they are very old. They have a set of rules that does not fit with the core values of our game, basically.
They have interesting hardware, but it ends at interesting. Its not exciting.
Our main goal is not to publish on all consoles. Our main goal is to make the best game possible on the best platforms. The reason why were going to work on PlayStation 4 is because weve been asked by a very small publisher who wants to publish for PlayStation 4, and theyre passionate, and dont want to influence our creative side. I agreed to that because they understood the intricacies of indie games development. Thats how it came to be with the PlayStation 4 and the Vita.
Still interested in hearing more about the unusual compensation system and the secrecy around some staff.
Looks like bastion. Was hoping more Valkyria chronicles and less isometric chibi. Really wanted the character designs to be represented in the game. Don't know why I had such lofty expectations from an indie.
*guy is good friend with*
- Hironobu Sakaguchi, creator of the Final Fantasy series
- Hiroki Kikuta, composer of Secret of Mana 1 and 2 and creator of Koudelka
- Vaughan Smith, QA analyst on L.A. Noire
*chooses Vaughan Smith as lead game designer*
The following information will help to explain our former and current stretch goals in greater detail. Thank you for your patience and continued support!
$300,000
We've already achieved this stretch goal, but let me elaborate a little on what this actually means for you and the game. Nobuo Uematsu, aside from composing the main theme of the game, will compose all major motifs. We will also be doubling every model in the game that we had formally planned to create; that's everything from NPCs & Monsters to Items & Props, etc.
I hope that clears everything up a bit. It's not as exciting as some of the later goals, but it helps us to not have to use the same model for everything. Otherwise we would have had to change the color scheme a bit
Example:
LVL 1 Green Goblin
LVL 5 Blue Goblin
LVL 15 Red Goblin - Oooo Scary
$650,000
When we reach our next stretch goal, we will be able to make all the cities and towns completely explorable. This would provide a better experience than if you were limited to fast travel between the stores and main buildings of the towns.
We will also be able to implement the ability to customize all non-main playable characters. Hair colors and styles are just some of a few things we are considering for this function; it's still an early concept so there's no telling what else will be included.
$1,025,000
With this goal, Azuregard becomes unlocked for you to explore. It's not the same overworld that you may attribute to other JRPGs; your characters will not suddenly merge into each other and become one being. The same group of characters that you use to do battle will tactically roam the world, and when you stop, they will respond by taking up offensive/defensive positions specific to their class and character type. Much more information will be released in our gameplay update sometime next week.
I am limited as to what I can disclose about the Kraken storyline, as it closely ties into the main story of the game. However I can tell you that this enormous sea creature has been threatening a coastal fishing village in the far north of Azuregard. The adventures will briefly come across this monster, but when we reach this stretch goal we will be able expand the Kraken storyline into an arc of it's own.
$1,650,000
The Eminence Symphony Orchestra, Nobuo Uematsu, and John Kurlander will all be flown to Fox Studios in Sydney, Australia. Once there they will collaborate on the Project Phoenix music, and record all of the orchestral tracks for the game.
We will also be writing two additional zones into the story, as well as side stories for these areas. We have some ideas for what we want to include, and we will be able to release more information after this stretch goal is achieved.
We are also in the process of creating a $800,000 stretch goal that will provide additional rewards to mid-tier backers, as well as enhancing some of the content in the game.
We have future stretch goals already in mind, and will be releasing them as we continue to achieve our current goals.
I hope this information helps to more clearly state why we need your backing to reach our stretch goals, and create the best game possible.
-Cronus
http://www.kickstarter.com/projects...hoenix-japans-indie-rpg-feat-aaa-talent/posts
has it been confirmed what version what if we donate? I want the vita version if its confirmed.
not yet. I assume we will hear more in comming weeks. My guess is 1 code for your system of choice
So Uematsu was only going to compose the main theme, à la FFXII? Well I'm glad this stretch goal has been achieved.The following information will help to explain our former and current stretch goals in greater detail. Thank you for your patience and continued support!
$300,000
We've already achieved this stretch goal, but let me elaborate a little on what this actually means for you and the game. Nobuo Uematsu, aside from composing the main theme of the game, will compose all major motifs. We will also be doubling every model in the game that we had formally planned to create; that's everything from NPCs & Monsters to Items & Props, etc.
I hope that clears everything up a bit. It's not as exciting as some of the later goals, but it helps us to not have to use the same model for everything. Otherwise we would have had to change the color scheme a bit
So Uematsu was only going to compose the main theme, à la FFXII? Well I'm glad this stretch goal has been achieved.
G: Youre negotiating with Sony a release of the game on PS4 and PS Vita, what are the reasons behind choosing those consoles instead of others like Nintendos or Microsofts platforms?
HY: The problem with Nintendo You know, I like Nintendo and everything but not a lot of people buy it. I know a lot of fans buy it, but there are so many restrictions with Nintendo, and also the fact that Nintendo in Japan does not accept indie games./
G: What are your plans for localization?
The localization in Italian, French, German and Spanish will be in the $2.175.000 stretch goal, which is the next stretch goal well add.
I ask Yura if he's worried about Project Phoenix going up against Final Fantasy XV.
"We don't really care," he replies. "What we're doing and what they're doing is totally different. We don't think it's about the graphics, it's about the gameplay and how you tell the story. They're concentrating on how pretty it's going to look. We're not after the same thing."
Will players have the option to micromanage their characters if they want to? Yura tells me "no," but his answer came after some thought
"Have you played Starcraft and Warcraft?" he asks me. "You know those team missions where you don't have Barracks? You can't make new units, peons, or farmers? You do missions in small teams. [Project Phoenix] is basically that. That's the closest description I have for you; it's that and a little bit more."
"As I said, JRPGs are really about the story. It's not really about the combat.
"As I said, JRPGs are really about the story. It's not really about the combat.
Basically everything he said above makes me happy to avoid the game.
Won't back unless they add a Chris Avellone stretch goal....
are you talking about that in game concept art pic on the kickstarter page?Looks like bastion. Was hoping more Valkyria chronicles and less isometric chibi.
It's like he's spouting text book examples about how much of the West sees JRPGs, not what parts make JRPGs actually shine without getting much recognition. Well, it's the kickstarter PR phase...
Funny, that's what people told me when I complained about Nier's combat.
Basically everything he said above makes me happy to avoid the game.
It's like he's spouting text book examples about how much of the West sees JRPGs, not what parts make JRPGs actually shine without getting much recognition. Well, it's the kickstarter PR phase...
*guy is good friend with*
- Hironobu Sakaguchi, creator of the Final Fantasy series
- Hiroki Kikuta, composer of Secret of Mana 1 and 2 and creator of Koudelka
- Vaughan Smith, QA analyst on L.A. Noire
*chooses Vaughan Smith as lead game designer*
Smith is his high school buddy.
The whole interview kind of make him sounds like he can make a good game just because he spent his entire life playing video game. He also got a lesson (a talk) with Sakaguchi, that's his jrpg background.
The story is being written by a novel writer with no prior experience with writing game story.
This kickstarter looks pretty high risk for me, I will look forward for the game, but going to pass on the kickstarter.
I'm not sure if this was posted earlier, but this song was what pushed me over the edge to back the game. So good.
https://soundcloud.com/ciaonline/elven-glades-wip-by-tomoki
I was initially interested in this, but unlike Mighty no.9 his concept is just too vague. I get the feeling he wants to make a mash up of Warcraft and Fire Emblem. If I'm wrong, that just shows you how messy his KS description is.
Will watch but just too risky to invest in.
http://www.kickstarter.com/projects...japans-indie-rpg-feat-aaa-talent/posts/589592In running this Kickstarter, if theres one thing weve really come to appreciate, its your energy, enthusiasm, and, of course, your patience! After a lot of hard work on the back end, we can finally announce that Project Phoenix will officially be released on the Playstation 4 and Playstation Vita!
Over the past few weeks, weve received many messages, e-mails, and queries about the possibility of the game being released on the PS4 and PS Vita and now, after long negotiations and discussions, that wish has become a reality! So although not every single detail about the release has been finalized, were proud and excited at the prospect of developing for the Playstation platform.
So what does this all mean for those of you who are interested in getting a PS4 or PS Vita version of Project Phoenix? Well, were working on getting the pledge tiers ready through our Paypal donation page and will update you all accordingly when that's up and ready!
Those who have already backed it through Kickstarter and prefer a PS4 or PS Vita version, please stay tuned to the updates page and we'll have more information on how to make the change once we're up and running.
Sadly doesn't seem they reach the 1,025,000 goal... so no explorable overworld