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Interview | FFXII: Revenant Wings (Nintendo DS) � Sequel Coming?
Saturday, March 15, 2008
Final Fantasy XII has already proved to be a massive success around the world, selling many millions of copies. Therefore, it was not entirely surprising when it was revealed a spin-off would appear on the world�s most popular system, the Nintendo DS. What was shocking was how Square Enix had decided to take the new game in a completely different direction, mixing real-time strategy with traditional role-playing aspects. Cubed� caught up with the game�s Director to chat about the project, its European changes, the possibility of a sequel and more�

Cubed��s Adam Riley: What made you choose to do a FFXII side story on Nintendo�s DS instead of making another PS2 game?

Motomu Toriyama, Director: From the beginning, it was our intent to create a new FINAL FANTASY game on the Nintendo DS. The Nintendo DS has a universal appeal that seems to transcend gender and age groups. Even people who have never played video games before seem to be able to pick up and play DS games with ease. It was this widespread appeal and accessibility that motivated us to create a new FINAL FANTASY that everyone could enjoy.


AR: Was the plan to always take FFXII: RW in a real-time strategy direction? And was there any consultation with the Heroes of Mana team, considering that also uses the RTS genre?

MT: The basic concept behind the battle system is �large-scale combat using simple controls,� which is realized through the use of the DS stylus. Though the game admittedly has RTS-like qualities, our intent was not to create an RTS title; rather, the project revolved around the question of �what would happen if we applied the FFXII battle system to a large-scale military conflict setting?� As such, the battle system in this game was inspired more by FINAL FANTASY XII than HEROES of MANA.

AR: Can you tell our readers a little more about how the game uses the DS system�s various features?

MT: First of all, in regards to the battle system, players can strategically mobilize multiple characters and Espers using the stylus alone. Engaging in combat can initially be just a matter of setting destinations or targeting enemies. However, as players grow more accustomed to the system, they can employ more strategies, such as choosing the right combinations of units or using certain commands at the right timing.

In terms of actual gameplay, as characters gain levels, the gameplay tempo increases to an action-game-like level. The longer you play, the more challenging it becomes.

We also took advantage of the DS�s dual screens to enhance the cinematic effects in the game. By displaying different camera angles on the top and bottom screens, we were able to create visually dynamic CG movies that you can watch repeatedly and discover something new every time. All of these features could have only been realized on the Nintendo DS, and we hope that you will all experience it firsthand.

AR: Are all of the characters in Revenant Wings from FFXII, or are there new ones created especially for this portable game?

MT: The main setting of the game is the sky continent of Lemur�s, a new area of Ivalice (The FINAL FANTASY XII world). On this continent is a newly introduced race called the aegyl, and one such winged member of the aegyl will serve as the protagonist of the story. Also, FFXII characters such as Tomaj and Filo, who did not have prominent roles in the FFXII storyline, will make an appearance as sky pirates. So as you can see, Vaan and Balthier will not be the only characters returning. Who else will appear? We hope you will find that out personally!

AR: What changes have been made for the Western version? And why were these extra elements added?

MT: For the Japanese version, we operated under the general concept of �FINAL FANTASY for beginners,� so the difficulty is set at a relatively low level. For the overseas version, however, aside from the tutorials for first-time players, we completely revamped the difficulty by incorporating the gambit system in the enemy AI, and changing their deployment positions as well as behavior. The enemies will act more �human,� allowing for unpredictable and intense gameplay. Also, as a bonus feature, we have added a high-level dungeon called Midlight's Deep, where powerful enemy bosses lie in wait within each of its numerous levels. Awaiting players on the final level is Yiazmat, often said to be the strongest adversary in FFXII, so good luck to those that who dare to meet the challenge!

AR: Will DS gamers be confused by the story if they have not played the PS2 game, or is this new story sufficiently independent?

MT: As we mentioned before, as a Nintendo DS title our general approach to the game was �FINAL FANTASY for beginners,� meaning not only beginners to the game system, but the FINAL FANTASY universe in general. Lore-wise, Revenant Wings is connected to FFXII, but when we conceived the story, we attempted to return to the roots of the series, to the pioneering days of the NES when RPGs were all tales of high adventure that everyone could enjoy. We wanted to create something classic and revolutionary at the same time, appealing to long-time fans and newcomers alike. The result was Revenant Wings.

AR: What were some of the main difficulties when bringing the world of FFXII to DS? And why was decision made to prevent the user from manipulating the camera however the wanted?

MT: The visuals in FFXII being as sophisticated as they are, we knew we would not be able to achieve the same level of graphics on the DS. So we decided to focus what we thought to be the key elements of the �FFXII look� while designing the game.

In terms of camera movement, there were hardware spec issues to consider, granted, but the gameplay itself does not require manual camera movement, so there should be no problems visually. The camera angle will change automatically during cutscenes, allowing for stunning sequences only possible in a 3D environment.

AR: What would you say to convince the average DS owner to buy Revenant Wings?

MT: Revenant Wings offers a new kind of RPG experience that is enjoyable yet stress-free, and is thus perfectly suited for a portable console. The mission system allows players to enjoy the game story in a short span of time without long lulls in the plot. We were careful not to make the world map too big, and that destinations were clearly identifiable when travelling by airship. �An epic adventure that fits in the palm of your hand� is the balance that we sought for this title.

Also, to fit the overall �classic� feel of the game, we incorporated the use of soft-touch character illustrations and 2D sprite characters. We wanted players to feel a sense of nostalgia at the beginning, yet gradually discover while playing that this is something new entirely. It is our hope that RPG veterans and beginners alike will share in the experience.

AR: It has been stated previously that there was a desire to make another Revenant Wings. Considering how successful the game has already been in Japan, are we definitely going to see �Revenant Wings 2� for DS?

MT: We are blessed in that the Revenant Wings development team is an extremely tight-knit unit that works wonderfully together. It would be a pleasure to work on another title with them in the future. But first, we are hoping that Revenant Wings will enjoy great success in Europe. Once that happens, it won�t be long before you see us again


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Source: C3 News

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posted by Perimbean @ Saturday, March 15, 2008  
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