Undertaking an emergency interview with the developers of a highly anticipated RPG, launching in the New Year!
Before saying "this isn't Square-like," "I don’t like anime" or whatever else, read this! This is an exclusive interview granted to Famitsu in which the two top men in charge of development spell out what’s on their mind, all for the purpose of spurring the hype towards even greater heights! Ho-ho-how about it!!
Videogame development is always a challenge, and Xenogears comes packed with new elements!
Hand drawn animation for the purpose of depicting psychology:
Interviewer: The opening of the game is a movie done in hand drawn animation, however, wouldn't you say that its flavor is liable to be considered different?
Hiromichi Tanaka (Tanaka hereafter): You think so? I believe it proceeds in an orthodox way, rather.
Interviewer: It's also anime, so it leaves a comparatively un-Square-like impression (laughs).
Tanaka: I see (laughs). At first we had quite the heated argument within the company, then Takahashi said "we are going with this." After that, if you saw the completed thing, you'd think "I see, so he wanted to do something like this, huh" and find yourself mysteriously convinced.
Interviewer: Mr Takahashi, why did you want to put hand drawn animation into the game?
Tetsuya Takahashi (Takahashi hereafter): I had various reasons, but first of all, it was a matter that had to do with the game system. In this videogame, aren't the maps done in 3D, while the characters are expressed as 2D?
Interviewer: Just the opposite of "Final Fantasy VII," isn't that right?
Takahashi: Exactly. When it comes to characters in 3D, you might be able to put great care into things like the camera work, however, when it comes to characters in 2D, above all, it is sadly difficult to make them act. When it comes to characters portrayed in a deformed style, with shrunken heads and bodies, we weren't able to depict the parts that we wanted to depict at all costs. Accordingly, this time we used anime in those specific instances connected to the foundations and themes of the story. They are surely focused on those parts that involve things like the core of the story and the psychological depiction of the characters.
Tanaka: After all, things like psychological depiction are difficult to pull off using CG images.
Interviewer: I see. Certainly, even things like slight movements of one's gaze hint at that person's emotions. So it was rather easy to depict such a thing using hand drawn animation, right?
Takahashi: Nowadays, you either shoot live footage, getting the service of professional actors, or you use hand drawn animation. You could also do everything through CG animation, but that'd be impossible unless you were willing to risk some 10 or 20 billion yen.
Tanaka: I think we should be able to make things related to nature, such as trees and rocks, using CG. However, I believe that, when it comes to subtle changes in the facial expressions of humans, there are sides of it that remain unrefined.
Interviewer: I see. So, in chasing after that expression, you chose anime without reluctance.
Takahashi: We didn't face excessive reluctance.
Tanaka: To this day, I'm still reluctant (laughs).
We didn't want to create a half-baked protagonist.
Inteviewer: I've heard that a great number of the staff for "Chrono Trigger" is connected to this project but, what do you have to say about it?
Tanaka: Sure enough, I believe that they've influenced us a little (laughs).
Takahashi: Comparatively speaking, there are many pastoral things in the village that shows up in Xenogears. I think that might be some vestiges of Chrono right there. However, that's about all that's reflected.
Interviewer: Seeing the ideas behind the protagonist, Fei, don't they look similar to Cloud from Final Fantasy VII?
Takahashi: Regarding the ideas behind Fei, what became their foundation was a protagonist concept which I submitted in the early days of Final Fantasy VII's development. It was a protagonist who had been administered a mock personality, who breaks away from a society subjected to tight control, and goes on to live an adventure in the world of genesis. Nevertheless, Fei ultimately became an entirely different character from Cloud.
Interviewer: As expected, did you pay special attention to the ideas behind his [Fei's] character?
Takahashi: It seems that I did. I've found myself to be deeply dissatisfied with the ideas behind videogame characters up to now. Novels and movies can reliably build characters, but videogames leave me with the impression that they are still not there yet. Being honest, this time I gave Fei his amnesia on purpose, motivated by such feelings.
Interviewer: Give us some more details, please.
Takahashi: Characters built around the idea of amnesia have been featured in other works up to the present, but I think that the justifications have been horrible. Among them, you might even find characters who've "fallen, and hit their heads"... and so, thinking "Enough of half-baked forays, isn't it about time for creators to learn and create?", this time we purposefully built our protagonist Fei with that very same idea of amnesia, as an antithesis. Its significance was that of "how deeply can we probe into a single character idea?". Therefore, if you think "What the hell, another protagonist with amnesia?", I believe you are going to be on the receiving end of a counterpunch midway through.
I have wanted to use robots for some time.
Interviewer: These robots called Gears appear but, since when has their idea been around?
Takahashi: It originated from a conversation I was having with Tetsuya Nomura while working on the Final Fantasy series, at that time we came to the conclusion of "Wouldn't it be cool if we had robots appear?". Then, we felt like using the summoned beasts like robots, exchanging the beasts for mechs. And because that's how that story went, the Gears were referred to through the codename "Odin" until just quite recently (laughs).
Interviewer: I see, I find myself satisfied, for some reason (laugh).
Tanaka: He (Takahashi) likes robots, he has placed a glass case on top of his desk at the office, and within it he has a hundred figurines standing in line (laughs).
Interviewer: This is my personal curiosity coming through but, lorewise, what's the size of a Gear?
Takahashi: The size of a Gundam, right? (laughs).
Interviewer: And one more personal question (laughs), but what kind of impression do the characters give when boarding the Gears?
Takahashi: My mental image is that they would get into the cockpit like this, with this kind of impression... (makes gestures).
Interviewers: You sure like robots, don't you? (laughs).
Takahashi: Yeah, fairly (laughs).
After finishing the game, you will certainly be left with an invigorating feeling
Interviewer: How much playtime can we expect?
Takahashi: I feel about 50 or 60 hours are ensured. I think players will probably get lost when first arriving in towns and dungeons. I believe that's how it works even in the real world, if you repeatedly move through you'll eventually grasp where things are, but until you become familiar with the environment, you might just get a bit lost... Well, we'll be making it so you don't get lost (laughs).
Interviewer: Please, tell us about what to watch out for in Xenogears.
Takahashi: We've purposefully put in some time lag in the camera's movement when the characters walk. This was done for the purpose of making it more human-like. When turning around or when changing your gaze, it takes a little time, don't you think? We would be extremely happy if we could allow players to relish in such atmosphere.
Tanaka: The other thing to watch out for is that you can rotate the camera round and round (laughs). Or rather, the exquisite camera work in this game. It uses cinematic techniques, such as panning and cranes, which have been incorporated at every turn within events in the game, thanks to the 3D map allowing us to do things which couldn't be depicted traditionally. Please, look forward to this as well.
Takahashi: Also, regarding the characters, there's not one pointless individual among the humans that make up the villains of the game. Each and every one of them has their own feelings. Also, not one of them is intrinsically evil.
Interviewer: This will be the last question, can we expect to be left with an invigorating feeling upon finishing the game?
Tanaka: I think that much is certain.
Interviewer: Thank you very much.
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