Interview mit Producer Yamagishi :

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Originally from: http://www.xbox.com/ja-JP/start/rpg/interview5_1.htm

- - XBox - So it's finally complete. What are your thoughts at this moment?

Yamagishi: Frankly, I'm just glad it's finished. (laughs) It took such a long time that I'm just happy it's done.

- - XBox - Roughly how long was the development time?

Yamagishi: Well we began planning the game immediately after we finished developing Star Ocean: Till the End of Time (2003), so actual development time was about five years.

- - Xbox - Though this game is an expansion of the Star Ocean series, can someone who has never experienced the previous games enjoy it?

Yamagishi: Well I should point out that Star Ocean: The Last Hope is actually the first story in the series. So even if you have not played the earlier games, the story is understandable and people can jump right in and enjoy it.

- - Xbox - Being a science fiction game, were their any hangups or difficulties regarding character or setting design?

Yamagishi: Well this game's setting is relatively close to our own time period. With science fiction, the further into the future you project, the more fantastical the atmosphere. Conversely, the closer to our own time we project, the more difficult it is. Particularly the presentation of mecha elements have to seem relatively believable for our own period, which adds to the difficulty. There are a number of alien species in the game, and besides the humanoid and monster-like enemies, there are also enemies that look sort of like mecha powered suits. That point is very much science fiction. Weapon design makes use of lasers and beams to also complete the look.

- - XBox - What is your own impression having played the finished game?

Yamagishi: With each game, as the hardware has evolved, the games have gotten more complex and interesting. With more advanced consoles, the series' image completely changes, so I feel good about how "fresh" the game is this time around.

- - Xbox - About how long does it take to complete the game?

Yamagishi: I'd say about 40 to 50 hours. It depends on your play style. You can skip events, so people who are looking to finish quickly can fly right through it much faster I think. With item creation and the new private action system, you have a massive number of elements and additions that are not connected to the main story. If you try to do absolutely everything, I can't imagine how long it might take. We make these games really so that you can play them until you get sick of it. With so many little extras and features to experience, people trying to complete everything will find that the game can be played for a massively long time.

- - XBox - What is the number one highlight of this game?

Yamagishi: Well we should start with the graphics. The way the series has progressed, we have had one title per hardware generation. Each new title has without fail looked much nicer than the previous game. So with this game, you can be sure that the graphics are absolutely gorgeous.

We used a improved version of Tri-Ace's original Infinite Undiscovery engine to run the game. Compared to existing engines, the compatibility is excellent, and particularly the expression of light in real time is stunning.

Also the pre-rendered movies are the result of a collaboration between Tri-Ace and Visual Works. It was the first time the two companies worked together. As a sci-fi game, you can expect the movies to be out of this world. I hope everyone enjoys it.

- - XBox - What can you tell us about the battle system?
Makototensai
Posted 2/4/2009 6:54:03 AM
message detail Yamagishi: Action-packed battle is one of the series' specialties. The game appeals to people who find traditional menu-based command input battles unsatisfactory, as well as people who like fighting or other action games more than RPG's. Many types of gamers can enjoy it.

- - XBox - Does that mean that action gamers will have an easier time than traditional RPG fans?

Yamagishi: I don't think so. It's still an RPG, so even if you are not good at action games, you should still have no problems. Even if you just spam the X button, you should have a chance.

As you gain levels your characters gradually get stronger. Better weapons and armor will also help. People who suck at action games will find that there are other approaches to combat. Contrarily, folks who excel at action games will blast their way through the fast combat and also be successful at the game.

- - XBox - Can you tell us a bit about the character advancement system?

Yamagishi: Offensive, defensive, or all-around types can be freely developed as the player likes. There are advantages and disadvantages to any strategy. The fun is in combining your own play style with the game's challenges.

- - XBox - Does the character development system lead to any definite "types" among members?

Yamagishi: I don't really think so. Each character uses a different weapon. For example bow and arrow, long sword, one-handed sword. These are set for each member, so there will likely be important differences there, but it is not set in stone like "This character must be used exactly this way."

- - XBox - Speaking of the characters, does this game follow the older games' systems?

Yamagishi: I assume you mean private actions. Of course they are included. The private action events are not connected to the main story, so people can freely enjoy watching the relationships among the characters develop.

Private actions paint a picture of the characters daily lives. They also allow characters to progress from friendly relationships to romantic bonds. It's quite diverse. Secretive characters gradually open up and reveal themselves. The story is much deeper so you can feel free to get really involved with the characters. Characters posses an invisible affection level trait. As relationships deepen, more rare private actions become available and even the ending will change.

- - XBox - Could you tell us about the Item Creation system?

Yamagishi: tem creation is one of the series' long traditions. There are numerous items you cannot otherwise find in stores, so by taking advantage of the system, you can really work out your own unique strategy.

With this game the spaceship Carnas is your base of operations, and therein lies a meeting room where you make use of item creation. In previous games, items were created instantaneously, but this time, you have to first find the correct recipe for an item before you can make it.

The new 'recipe creation meeting' system is important here. You divide your characters into groups and interdependently they will come up with recipes. Character specialties vary among things like painting and cooking, so taking this into account, it is possible to make many different items. Once you have a recipe, you need to collect the appropriate materials. Creation is fixed and easier carry out than before, thus items can be created systematically.

You'll need a variety of materials to make items, so it important to constantly collect things from enemies or shops. Among these materials are some very rare items. For example some items you may be able to see early in the game but will not be able to reach. If you visit that same spot later on, you might be able to get them. There is an in-game catalog of all your items, so hardcore players trying to make everything can take heart. Though I can't even imagine how long it might take to make every single item...
Makototensai
Posted 2/4/2009 6:55:21 AM
message detail - - XBox - Why did you decide to make The Last Hope an XBox 360 game?

Yamagishi: The XBox 360 was the first seventh generation console to come out. That's reason number one. Secondly, for the current console generation, it is an extremely well made hardware, and from a development standpoint, fairly easy to deal with.

- - XBox - Can you tel us some of the challenges or secrets behind the game's development?

Yamagishi: The biggest problem is simply one of capacity. Making an RPG on a latest generation console inevitably entails vast amounts of data and coding thanks to the complexity of graphics and animations. We simply can no longer get away with characters standing like boards during story events like back in the old days.

Current generation functionality regarding shading for example entail laborious work. Counterbalancing that, the finished product is truly expressive. Incidentally The Last Hope runs at 60 frames so all the Tri-Ace fans out there can chillax.

- - XBox - What advice do you have for first time players of the game?

Yamagishi: In the early part of the game, the 'Site In / Site Out' system will pop up. It's an evasive technique that is not easy to use. Many players may avoid using it, but I really want people to try and get used to it. Once you understand how to use it, you will get addicted quickly and try to use it even when it isn't necessary. It is exceptionally satisfying to pull off, so even people who aren't into action games should give it a try. If you're really stuck, there is an in game battle tutorial that can help.

- - XBox - What are your thoughts on the RPG genre generally?

Yamagishi: These days, aside from the more epic RPG's, users seem to have a hard time getting into many titles. I think we need more easy to enjoy games. I would like to see gamers play a wider variety of RPG's.

Personally, since I've never really been into the menu-based combat style, I want to continue making games that break that mold. For example I love Infinite Undiscovery's seamless battles, and crazy mixed up group combat. I daydream about making games that offer the same visceral tactile enjoyment of a good action game.

- - XBox - Finally, what is your message to the fans?

Yamagishi: The newest Star Ocean game is finally complete. Pushing the XBox 360 to its limits, count on sublime graphics and an intense gameplay system.

Our focus with Star Ocean has always been to make an RPG that is purely fun an interesting to play. Once you sample the game's combat, I think you'll see what we mean. Massive as the game is, it can be played casually or endlessly enjoyed by more hardcore gamers. Strap in and enjoy.