Albo była to metafora i ma symbolizować wiele tytułów AAA na raz, albo faktycznie nie rozumiem
Dobrze rozumiesz. Myślałem, że jest to klarowne, że nawet jeżeli są inne targety to sąsiedztwo tytułów AAA może przysporzyć nie lada problemów.
Albo była to metafora i ma symbolizować wiele tytułów AAA na raz, albo faktycznie nie rozumiem
sąsiedztwo tytułów AAA może przysporzyć nie lada problemów.
This interview involves Iwata, Director Hironobu Sakaguchi and character designer Kimihiko Fujisaka ...
- Sakaguchi said that when he worked with HD platforms, he placed a greater focus on such development areas as workflow and pipeline
- this was done because having a solid work pipeline in place allowed for creation of higher-quality visuals
- "With the Wii, we took the approach of making a prototype first and investigating from there. So, compared to the hardware I've worked with until now, the creation process was completely different."
- Iwata said it sounds like the Wii allowed a creation process where they build up the game through experimentation
- Sakaguchi: "There is that side to it. To be honest, I personally feel that the HD visuals that are now the trend are still too much for a game world. You end up putting all your effort into preserving the quality of the visuals. I absolutely did not want the visual quality to drop just because it's on the non-HD Wii. In the end, I truly believe we reached a point where it does not lose out to other hardware. The feel of the rocks, the feel of the water and so forth -- we really went deep with the creation. Also, another important area is motion."
- Sakaguchi feels that when it comes to motion and visual fidelity, balance is what's important
- Fujisaka: "I'm a designer, so to be honest I initially felt like I wanted a bit more resolution. However, as I worked on the project, I came to the unexpected conclusion that it was okay."
- Sakaguchi: "In the end, we were able to raise the quality more than we'd expected."
- Sakaguchi feels the quality of the visuals in The Last Story give the feeling of a photograph
- the team also found the Wii easy to program, which allowed for a bunch of details added into the game
- when you switch from dark to light, the game's lighting adjusts as a real person's eyes would
- Sakaguchi: "Even if you compare the visuals to other hardware, there's no disadvantage what-so-ever."
- Fujisaka feels that development hit a turning point when the main city was completed in 2009
- that's when the gameplay systems started to come together
- Nintendo originally said that the scenario for The Last Story was no good
- this caused Sakaguchi to change some things
- Sakaguchi: "By simplifying the world view in the form of fantasy, I believe the characters became deeper. It's easier to show real human feelings in fantasy, after all."
- Fujisaka was annoyed by Nintendo's decision, but eventually felt it was the right one to make
- Fujisaka: "The world view we originally thought up was extremely dark. I'm glad that it ended up in its current form."
- Sakaguchi: "For music and paintings, movies and books, there are some works that give you energy when you touch them. I'd like for Last Story to be that type of work. Nothing would make me happier than if you connected with the game and felt something from it."
There's a new scan from next week's Jump floating around now. It shows a brand new feature in the game: the Raid Lobby. Using the Raid Lobby to form parties of up to 6 players online, players can either participate in an online free for all deathmatch challenge, or the players can take part in co-op challenges against raid bosses. Also showcased in the scan is the extensive customization system for equipment. Not only are equipment all visible like in Xenoblade, but in The Last Story, players can also customize their equipment by changing the color of parts of the armor and weapons.