Not because I'm good at using it it's actually kind of tricky for me. Just hold them in place for a second and let me recollect myself that's kind of my go-to.īut in my overall style, I actually use Blue Magic a lot. I think you have it as part of the start, and every time I get into panic mode, that's the first thing I do. Raio Mitsuno: I have two answers for this. That's something that is really ingrained in the memory. That's the one I utilize quite often, but there were also quite frequent adjustments made to that as well. Takeshi Aramaki: Personally, it would be Blast Slice, which is like a fire-based spear. Those three would be the ones that I would bring up personally. That really served as a basis to build out the rest of the battle system and finalize all that. Takefumi Terada: I think the one that leaves the most lasting impressions, so to speak, is the first three magic spells at Frey's disposal, like the Burst Shot and stuff like that. Related: Forspoken's Dark Themes & Story Details Revealed In Game Ratingĭo you guys have a favorite type of magic in the game? It started from this idea of these matriarchs ruling the world to figuring out that they each represent something really good, with a lot of virtues, and then showing what happens to that when they get corrupted. But then once the break happened, and everything went berserk and corrupt, it was just fun to express what would happen to a Tanta, which represented something really good, and made it become almost the opposite. They were once benevolent rulers of Athia, so the idea was to have them all represent a virtue. As we went through deeper, micro-level research, we all decided that each of them represents a certain virtue. It was just that idea of a world that was filled with magic and ruled by these powerful sources. He had an idea for this fantasy world that was ruled by matriarchs that was what eventually became our Tantas. Raio Mitsuno: The idea of the Tantas initially came about when we were doing the world building with Gary Whitta. What inspirations were behind the Tantas and Athia in the game's lore? There weren't any large shifts or big changes that occurred in the process everything kind of flowed smoothly. But thereafter, the idea of the parkour system came about and led to really utilizing that open world space. Takeshi Aramaki: Just to take you through the overall process, we initially started off working with Gary and Amy to really build that world. Can you give me an outline of the biggest ways it's changed over time? So, pretty early on once we established Frey, we figured out the right personality to go alongside Frey. Really, as much as it's Frey's journey, you know, they're side by side throughout the whole thing. We wanted to have that nice contrast for Frey with the personality of an inanimate object. It's a talking bracelet, but Frey's got an awesome personality, and she's a dynamic character. Once we knew the story and the setting, and we established Frey, we knew that we wanted to have a companion for her that could match her screen presence. Raio Mitsuno: It was pretty much from the beginning. When the game first started, did you always have the vision of a talking cuff being a pivotal point of it, or did that come later? That's how we arrived at the four different types of magic that she gradually gets a hold of throughout the entire experience. It follows this story progression of Frey, at which point players will also gain more and more access to different types of magic. And then further along the line, she will find herself with more long-range, water-based magic, and so forth. But as she progresses through the game, she obtains access to fire-based, close-range magic. We started her off with something that's more mid-range. However, in this new fantastical world, she suddenly finds herself with the ability to utilize magic. Initially, she really doesn't have access to magic and is a modern day being. As you know, we find this modern-day protagonist who gets transported into another fantastical world. With that in mind, we placed a lot of importance on the story in Forspoken. When we were thinking about developing the next game after Final Fantasy XV, we really wanted to create battles and an entire game system revolving around the concept of magic. We thought that if we created an experience that's focused around magic, we were confident about building something that felt new and refreshing. Takefumi Terada: Taking you back to Final Fantasy XV, which we had been developing, the magic really did feel like the strong point. Why are there four types? How did you decide and make them distinct forms of magic? Screen Rant: I want to delve into this game's magic a little bit.
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