Nueva entrevista:
We chat to Square Enix's Yoshinori Kitase and Motomu Toriyama about the upcoming RPG
With Final Fantasy XIII finally in reach of a worldwide release, we chat to game director Motomu Toriyama and producer Yoshinori Kitase about the surefire hit RPG.
Can you talk about the personalities of the two protagonists, Snow and Lightning, in Final Fantasy XIII?
Motomu Toriyama: Lightning has a very cool personality. Snow, meanwhile is a little on the hot side, he’s very passionate about things and outspoken, so a lot of the exchanges between these characters has them not meeting eye-to-eye. A lot of the time, Lightning becomes annoyed because Snow is too passionate about certain things, so the way these two characters interact is going to be very entertaining for the players.
Were they designed to be opposites to increase the level of drama on-display?
MT: That was the original concept.
A lot of people on the Internet assume that Lighting is almost a female version of Cloud, from Final Fantasy VII – how true is this, really?
MT: The only two basic similarities are that they’re cool characters and have an ex-military [background]. Other than that, there’s no real connection between the two characters. Lightning really is her own person.
How do you think Final Fantasy XIII will affect the Japanese mentality towards RPG design?
Yoshinori Kitase: Japanese RPGs have traditionally always been command-based, and it’s all about really taking your time to strategise and work your way through the battles. That’s really what Final Fantasy has been as a series, but in XIII [there’s] more action. It’s still a command-based RPG at its core, but there’s a lot more speed, a lot more action – this might be the first step for the Final Fantasy series or Japanese RPGs as a whole to move out of the tradition solely command-based system into a more action-based system.
Final Fantasy games have always taken about a year to be translated for Europe – have you improved the process, this time?
YK: The development for the Japanese and European versions of the game are moving along, side-by-side, as the voice acting and subtitles are complete. Usually, we’d release the Japanese version and then begin localisation, meaning there was a big gap between the two releases, but we’ve announced Winter for the Japanese release and for North America and Europe, we’re targeting Spring, so it could be anything from a six-month gap to as small as a three-month gap. We’ll be bringing it to worldwide audiences much quicker than previous titles.
Is accelerating the localisation process key to making XIII a success, then?
YK: We definitely consider it important to decrease that gap. For Final Fantasy X, for example, players were scolding us for making it late. It’s definitely something we were looking into. We wanted to get the game out to overseas audiences as soon as possible.
The summon creatures are often based on religious figures – Shiva, for example – yet they appear very different to their recognised forms. What research goes into the summons? YK: It’s been a while since these summons were created, so we don’t go back to the original mythology and consider that, it’s become more about – because these summons reappear in Final Fantasy titles – how to design them so it’s a fresh experience for the player. Shiva, for example, is mentioned in the original mythology as a male, but now, beyond gender, she turns into a bike in Final Fantasy XIII.
What impact do you think the game will have on Xbox 360?
YK: Our whole point was to reach out to as many fans as possible. Knowing that the 360 has a large worldwide audience, our goal was to reach out to them, as well. We hope the users will enjoy Final Fantasy.
How will Final Fantasy XIII let you customise characters and weapons in the game?
MT: Just like there was the Sphere Grid in Final Fantasy X and the Licence Board in Final Fantasy XII, XIII has its own unique levelling-up system for the character. That information we haven’t really revealed in Japan, yet, but we will be revealing it in the Fall. And weapons, there’ll be some big customisation options available.
How is the pacing in Final Fantasy XIII? Were you ever conscious of Western RPGs in this regard?
MT: We weren’t necessarily affected directly by Western games. The aim of the Final Fantasy team was to make it as seamless as possible, to provide good pacing for the game, so I think we’ve been able to achieve that with XIII.
Is there any particular template you use for creating villains in Final Fantasy?
YK: For the enemy characters, we’re always careful to just create bad guys that aren’t all evil, that have their own motivations and beliefs over what their actions are. There’s no complete sense of evil, but everyone has their own way of thinking. That’s something that’s really important to designing the enemy characters.
What’s the size of the game world in XIII?
MT: The scale is similar to Final Fantasy X, in terms of world size, but in terms of the environments – we’ve only been showing a lot of the cityscapes and futuristic backgrounds, but that’s just in Cocoon. Within Cocoon, there’s also a lot of wilderness and natural forests. Outside of Coon, there’s the whole wilderness of Pulse, that’s all natural environments. There’s a lot of variety.
What lessons have you learned from recent Final Fantasy games like XII and FFVII spin-off Crisis Core?
YK: We did look to past Final Fantasy titles, like XII, not so much taking in ideas from past titles and putting them into XIII, but more looking at them and seeing what we could do differently. In the case of FFXII and XIII, you see a paradigm shift, actually changing the player’s role in the battle. In XII you do all of the role assigning before the battle, and being able to change everything during the battle is more exciting in our eyes.
MT: In Final Fantasy XII, it was seamless and realistic where you go into battle and it’s not so different from the field scenes. For me, whenever I work on a Final Fantasy title, I really want to have eye-catching visual effects and [make] the action really big. The field and battle [transition] is a little different.
Do you see DLC playing any role in the game?
YK: There are no firm plans for DLC, at the moment, but we’re looking at it and considering it. We’d like to provide additional maps and boss characters, but nothing is set in stone, yet.
Given Final Fantasy VII’s success after the PSN re-release, does this make you confident about the success of XIII?
YK: It’d definitely been a while since the last Final Fantasy was released, so with the success, as you mention, we were able to see that there were people out there waiting for the next Final Fantasy to come out and make us work extra hard for when [XIII] comes out.
Resumen:
Personalidades de Snow y Lightning:
-> Lightning es muy cool su personalidad , mientras que Snow tiene una personalidad mas apasionada. La intereaccion entre Lightning Y Snow va a ser muy divertida, ya que muchas veces ella se siente molesta ya que el es muy apasionado en las cosas que hace.
¿Fueron creados opuestos para aumentar el drama en el juego ?
-> Fue el concepto original.
Muchisima gente de internet ve a Lightning como el personaje femenino de cloud ¿ como es esto de cierto ?
-> Las unicas cosas que los unen esque son ex-militares y que los dos son verdaderamente cool, por lo demas son totalmente diferentes ademas de tener diferentes personalidades.
¿Como se sentiran los Japoneses con FFXIII ?
-> Asumen que los rpg japoneses son a base de comandos y esperar, pero esta vez tienen el nucleo ( Comandos ) pero esta vez le han dado mas accion y velocidad.
La saga Final Fantasy ha tenido siempre cerca de 1 año de espera para el lanzamiento europeo ¿ habeis mejorado esto ?.
-> Porsupuesto, las versiones Japones y Europea estan siendo desarrollado de parte en parte, actualmente estan terminados los Subtitulos y el doblaje, Normalmente se lanzaba el juego en japon ( los anteriores Final Fantasy ) y se ponian a localizar el juego una vez estaba siendo vendido, Hemos anunciado que saldra en japon en invierno y para
America y Europa en Primavera Hemos pasado de una brecha de 6 meses a solo 3 meses unicamente, esta vez hemos sido muchisimo mas rapidos que en anteriores titulos.
Entonces ¿ se ha acelerado el proceso de localizacion ?
-> Si se ha acelerado muchisimo, ya que con Final Fantasy X los fans criticaron el retraso,es algo que se estubo decidiendo para este, queremos que llegue a todas los fans lo antes posible.
¿ Que impacto cree que tendra Final Fantasy en Xbox360
-> Nosotros queriamos que Final Fantasy XIII llegase a todos los fans posibles, y hay muchisimos fans de Final Fantasy en Xbox360. Esperamos que disfruten del juego en xbox360.
¿ Como es la personalizacion de los personajes y armas en este FF ?
-> Hemos tenido muchisimas posibilidades de personalizacion en FFX y XII , con FFXIII aun no hemos revelado nada de esto, esperamos hacerlo durante otoño, Y las armas, que habrá grandes opciones de personalización disponibles.
¿ Cual es el ritmo de Final Fantasy XIII ?
-> El mejor posible, el objetivo del equipo de Final Fantasy era que sea lo más fluida posible, para proporcionar un buen ritmo para el juego, por lo que creo que hemos sido capaces de lograr que con FFXIII.
¿Hay alguna base de uso para la creación de villanos de Final Fantasy?
-> Por la creacion de villanos como personajes , estamos siempre atentos a crear malos que no son todos lo malos , que tienen sus propias motivaciones y creencias sobre lo que sus acciones son. No hay sentido de completar el mal, sino que cada persona tiene su propia manera de pensar. Eso es algo que es realmente importante para el diseño de los personajes enemigos.
¿Cuál es el tamaño del mundo de FF XIII?
-> La escala es similar a Final Fantasy X, en términos de tamaño del mundo, pero en términos medios - que sólo ha venido mostrando muchos de los paisajes urbanos y futurista como orígen, pero eso es sólo en Cocoon. Dentro de Cocoon, hay también mucho de la vida silvestre y los bosques naturales. Fuera de Cocoon, hay todo un Pulse, que tiene todo los ambientes naturales. Hay mucha variedad.
¿ Pensais poner DLC ?
-> Por ahora no hay nada firmado, pero nos gustaria añadir nuevas zonas y/o jefes, pero como lo dicho no hay nada decidido