Ehrlich gesagt würde ich XC abseits davon, dass XC 2 eine neue Geschichte bieten wird, als ein Muss bezeichnen. Gerade wenn man auch Rollenspiele mag. Denn XC ist eines der besten Spiele, die ich spielen durfte, wenn nicht sogar das beste Wii-Spiel imho.
Nein! Ich hatte es damals auch nur angespielt, was ein Fehler war, man braucht ne Weile bis man reinkommt (Aber zumindest hatte ich es finanziell unterstützt). Spiele es jetzt richtig und das Spiel ist trotz der veralteten Grafik 1000 mal besser als alle modernen Tales of und Final Fantasy Games.
Hmm Rex (der MC) ist also älter, als er aussieht? ^^ Hört sich sehr gut, dass mit Sidequests gibt Hoffnung (in Xenoblade 1 waren sie mit einer Ausnahme nur eintönig) - aber den Artstyle-Wechsel verstehe ich immer noch nicht...
During the Nintendo Treehouse presentation at E3, you mentioned the idea of the drama that exists in real life between people, and how that's the key focus for what you want to deliver in Chronicles 2. I'm curious if you could speak to that a little bit more.
In terms of the drama between humans and previous games, this game has the name "Xeno." Like I mentioned, it's about differences or something out of the ordinary. Just take for example all of us in this room, we're all from different places, and we are different personalities, and the way we think is different. To gather all of those people into one place, I think there is both positive and negative that can come out of that...Looking at a bigger scale, it can be survival of the fittest or things on a country-based scale, like invasion, something like that.
In this game world that we're trying to create, there are these enormous beings called Titans that people live on and, that's their land. But their land, the Titans, are dying. Once they die, they sink into the cloud sea, so all these people are going to lose their land. They're not going to be able to survive, and I think when you look at it in the real world, I think something like that, something similar happens where there is a lot of competition for resources in the world we live in right now.
Relatively speaking, the United States or Japan are wealthy countries where people live comfortably, but on the other side there are countries that are very poor where people are struggling and suffering. Trying to think about what can we do for all of us to live together well and how can we do that is something that I think about when I'm trying to create games like this.
You definitely have a very distinguished career and a history of making games that mean something to a lot of people. I'm curious if you can pick one--what is the game from your past that means the most to you?
I think for me, all of them. The reason I say that is when I'm creating games, and once we complete a game, there's always this phase of post-mortem where I think to myself, "I could have done this better, or I could have changed that." It's not limited to just what I think of it. I also take in some of the players' feedback and other people's thoughts and think about, "Maybe if I do this next, people will enjoy it more. Maybe if I do that or change this, it would turn out better."
It's the cycle I go through for every game that I am a part of. If we started with Xenogears, there is a post-mortem that happened there that I put to use in Xenosaga. Then we went into a different title and then to Xenoblade and to X. It's just a reiterative cycle. To me, every single game is an opportunity to learn, and it's also an opportunity to challenge myself.
What step in the cycle does Xenoblade Chronicles 2 represent?
I think in terms of Xenoblade 2, there's always--like I mentioned--things that I wished I could have done or thought I should have done differently. I feel like Xenoblade 2 is my opportunity and my way to put all of that into reality. I say all of that, but I probably can't do everything in that title, and I'm sure that when this game is done, I'll have more post-mortem things to think about and more changes and different things that I'd like to do. That'll be carried out to the next title, whatever it is that I work on. It's this cycle that really keeps me going, but obviously if you're stuck on one point, you can't move forward, and the game will never be made, so there's certain times where you have to kind of draw the line and say, "This is how far I'm going to go this time. Whatever is left, I'll carry it on to the next game." That's kind of how I see it, but Xenoblade 2 is kind of like a culmination of all the things that I have done--and would like to have done--from my past.
Some highlights from the translation of the Gamekult interview:
Was Xenoblade 2 in developpement for Wii U before moving to Switch ? And what lessons did you learn with the developpement of XCX ?
It was a Switch exclusive from the beginning. As you know, XCX was made to be an open world game, and we mostly learned the cost of this kind of projects (laughs). By applying the acquired knowledge to a more linear experience, we had a better idea when it came to ressource management but also for optimization, and all the little details that allow us to better understand the magnitude of this world.
Did you also alter the UI, particularly bloated in the previous episode ?
Since the Switch has four face buttons on each Joy Con, we sought to made the control system more accessible and intuitive, so that you could realize actions without having to think about it. At least, that's what we're striving for. We also haven't planned to include touchscreen elements.
Judging by the trailers, Xenoblade 2 comes back to a more childish visual style. Is your goal to target a wider audience, or can we assume the game will still adress mature themes ?
Targeting a wider audience was one of our goals but we also wanted to make it so that characters had more facial expressions. Masatsugu Saito's character design is a way to make the protagonists more expressive. As for the story, we wanted to highlight the values of friendship in the first game, as well as Shulk's revenge, which was the driving force behind the plot. In this game, it's more about an initiatory journey and Rex's coming-of-age story.
He's clearly hot-blooded (nekketsu) like a character in a shônen manga but he's also older than he looks. When the story begins, he's been a Salvager for many years, helping the lost souls in the universe of Arst. He also lives in a world of adults, meaning he's a lot more mature than his apparence makes you think. The objective of Rex and his party is to go to Elysium, a sort of paradise. Those who live there know it is a legendary land, where everything seems to be perfect. Of course, the discovery of this place will be the driving force behind the main quest.
Exploration was always one of the most important parts of the Xenoblade series, especially in XCX. Can we expect an even larger world on Switch ?
Exploration will be even more important in Xenoblade 2. About the amount of places you will be able to discover and explore, I think we will go far beyond what Xenoblade X proposed. As you have been able to see in the trailer, you can expect to traverse a lot of varied environnements, some natural, some artificial, created by humans.
Does that mean the game will allow us to go wherever we want, or will the exploration be more guided, like in the first game ?
In the trailer, you've been able to see gigantic entities : the Titans. The player will traverse entire regions, towns and dungeons on the back of those gigantic monsters. The exploration on those creatures will be seamless. We could have made it so that going from one titan to another was seamless too, but going through the sea of clouds probably wouldn't have been fun, so we chose to make cuts for those transitions. In the game, as you've been able to see in the Treehouse Live, it's also possible to associate with Blades, beings that also are living weapons, and traverse those vast lands on their backs, even if they're not mounts in the traditionnal sense.
The main interest of the combat system is the association between Blades and Drivers, like Rex for exemple, and all the different builds that stem from all the different combinations possible. As we already mentionned, you can count on a lot of Blades, and all have their own skill tree, their own traits and even their own personality which makes them unique. As a result, it's possible to customize your character to adapt to various situations and various playstyles, which will be motivating for players.
Will we see the return of the affinity system to unlock various skills and sidequests ?
There is of course the relationship between Blades and Drivers that is the main point of gameplay, as by nourishing them you will become stronger, unlock new skills, and so on. The game obviously has numerous sidequests, some dedicaced to developping characters, some dedicaced to developping the relationships between characters and their Blades, and some that will rely on NPCs that you will meet in town. Completing those particular missions will allow you to develop the town, to unlock new gear to buy, that kind of bonuses. Quest validation should be automatic in most cases, like in previous episodes : you don't have to go back to the quest giver to get the rewards. However, everything will depend of what kind of quest it is and the context in which you received it.
What game made the strongest impression during your career ?
It might not be the best moment, but I think the creation of the first Xenosaga was an especially difficult moment because it was done at the same time as the creation of Monolith Software. We had to handle the developpement and create a structure to handle employees, a multifaceted challenge. Xenogears is another game that comes to mind, as everyone on the team was a beginner. We all gained experience and matured together. Today, I think I can say our team is made of seniors, and everything seems easier.
Xenosaga was planned to be 6 chapters long. Would you like to come back to the series to finish it one day if the opportunity presented itself ?
Von Anfang an als Switch Exclusive geplant, mehr unterschiedliche Regionen als in Xenoblade X, Ziel der Reise ist Elysium, wohl der einzige vermeintlich sichere Platz auf der Welt, da die Titanen/Länder der unterschiedlichen Völker sterben und im Nebelmeer versinken werden, Elysium scheint bereits bewohnt (die werden sich eventuell nicht über Neuankömmlinge freuen), Rex ist älter als er aussieht und erwachsener. Der Initiator der Reise ist dieses mal nicht Rache, Rex will halt das sagenumwobene Elysium erreichen.
Takahashi hat vor kurzem Galaxy Express 999 als Inspirationsquelle erwähnt, in der Serie ist das vermeintliche "Paradies" nicht wirklich perfekt und die "Erlösung" hat für viele zu hohe Kosten. (Auf dem Zielplaneten werden Menschen in Roboter verwandelt um keine Kälte und Hunger mehr zu spüren, sie verlieren dabei ihre Seele und Menschlichkeit). Mal schaun ob hier was ähnliches vor sich geht.
Es wird wie bei X mit den Kontinenten auch hier bei den Titanen innerhalb des Gebietes unterschiedliche Bereiche geben. Daher ist es auch nichtssagend ob X "nur" 5 Kontinente hatte. Diese waren in sich abwechslungsreich und hier wird es auch so sein.
Ein wenig was zum Spiel (Heimatsuche, da die Titanen ihrem Ende entgegensehen, Zusammenleben zwischen Menschen und Blades; auf die Frage ob Elysium vom Weltenbaum Yggdrasil inspiriert ist: herauszufinden was Elysium wirklich ist soll überraschen, oder so ähnlich), Anekdoten aus Takahashis Vergangenheit (und Minderwertigkeitskomplex), wie Nomura zum Xenoblade 2 Charakterdesigner wurde (er hätte damals eigentlich schon für Takahashi arbeiten sollen, aber Sakaguchi hats versaut und Nomura Final Fantasy aufgebrummt; er fragte nun bei SE nach ob sie ihm Nomura geben, sie haben zu seinem Erstaunen einfach ja gesagt), dass Nintendo und Monolithsoft früh in der Gen ein Major RPG auf Switch wollten (war auch bei X geplant, aber X war schwierig zu entwickeln), dass das Spiel viel durch die Vorarbeit bezüglich X profitierte etc. (X ist ist wie ein Fundament auf dem das Spiel aufbaut, wird wohl die Engine meinen) Derzeit wohl kein X Port geplant, vielleicht nach Xenoblade 2. Und er kann nicht anders als große Spiele zu entwickeln, weil er selbst klein ist.
Monolith Soft founder Tetsuya Takahashi is obsessed with insanely grand things. The creator of the acclaimed Xeno series of thoughtful, metaphysics-tinged roleplaying games has an instinctive partiality for Homeric backdrops, Brobdingnagian beings and restive systems of play.
There's a reason for this, says Takahashi, who spoke with TIME about his studio's forthcoming Nintendo Switch game Xenoblade Chronicles 2's themes and symbols, what it's like designing for Nintendo's new console, how Final Fantasy icon (and longtime Square Enix employee) Tetsuya Nomura wound up fashioning a character for the game, and why Takahashi can't stop creating gargantuan playgrounds.