TPS 2 Vol. 252 Xenosaga interview (2001)

[The following is just a fragment of a Xenosaga Episode I interview from Japanese magazine THE PLAYSTATION 2 VOL. 252 (10/AUG/2001). If you have the magazine, please scan the interview and send it our way.]

Fragment translated by Lugalbanda in 2025


"That chunk of text about motion capture, I'm barely familiar with the dev timeline of Saga so I couldn't tell you what scene it refers to, seems to be something that was shown at this press event https://nlab.itmedia.co.jp/games/ps2/xeno/010708/index.html"
- Lugalbanda (2025)


Learning about the work that the best of the best do to support the story

[Pages missing]

[Parts untranslated]

Takahashi: Our staff do a lot of that kind of research on their own. So the quality is very different between now and when we first started making things. Some of the things we made before, we end up just canning and remaking.


3D Character Animations: Where Staff Originality and Ingenuity Meet

Interviewer: I'd like to ask about the animations. Are you mainly utilizing motion capture these days?

Yamakawa: Mo-cap makes up about 30% [of animations] overall, and the remaining 70% is done "by hand" by a motioner. Which is better in terms of ease and the final product is hard to say, but it's definitely faster and easier to do small movements by hand, while mo-cap might be better suited for something that requires elaborate and complex movement like a fight scene. We take it case by case.

Takahashi: In the announce event, there was a fighting scene that involved twirling. That was actually done by mo-cap using wires, rather than through [computer] tools. In an unreleased scene, we also asked them to wall run without the use of wires, but when they did, they accidentally broke through the walls of the studio. We captured that as backup, so we might end up not using it in the game, though.

Interviewer: Well I'd certainly like to see it (laughs). When I watched the footage, I honestly just thought "how were they able to make something so clean?"

Takahashi: Was it clean? We can't really tell. I'm sure more works will be popping up in the future that we can compare ourselves to, so I'd like to use that as a reference to keep improving our quality.

Yamakawa: A lot of things kind of just "ended up in a good place" organically. Like when characters faces move slightly while talking. Things like that are a result of staff members making their own adjustments without any direction. I think what you see is the sum of all those parts coming together. Making it for the PS2 is as difficult as producing a movie [cutscene?], but things have improve significantly recently.

[Parts untranslated]

[Pages missing]


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