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Speaking of mobile games, Tales of Crestoria was just announced? What kind of game is that going to be? Sometime down the road I’d also like to see what we can come up with by having the console development team collaborate with the mobile team and the event team.
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Tomizawa: When it comes to the series itself, there are times where we can’t put out a new console game for a while, so for now I plan to devote the whole of my attention to developing the next game for home consoles. Will you oversee the Tales IP as a whole as you did with the God Eater series? Including the new console game that was announced at Tales of Festival 2018, I plan to keep working hard on the series as a producer. So, are you saying that you’ll continue to be involved as a producer in the series’ future? We do, however, plan to listen to the fans’ requests. Whether that’s through remasters, remakes, or something else entirely, I don’t know. Tomizawa: The most important thing is that we allow as many people as possible to experience the Tales series and as time passes, we’ll have to make sure those people have access to the games that started it all. I was basically only there to help if there was any trouble, so I had to steel myself for it – thankfully, everything went okay.ĭo you plan to remake or remaster other titles in the series? Higuchi: To tell the truth, I actually didn’t really participate in the remaster’s development. Looking back on it all, there were a lot of times where I could definitely feel how old the game was.
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It felt like I was only able to move forward thanks to the help of the development staff. Tomizawa: We had to make use of a variety of techniques. It seems like the move to HD wasn’t an easy transition. There were a lot of places where we had to engage in craftsman-like work I remember even Production IG, the studio in charge of making the animated parts HD, saying “are we really going to be able to pull this off?” It was a transition, for sure. Looking back on it though, development was quite tricky indeed. Higuchi: Vesperia is the series’ first foray into HD, so we were fumbling around a bit during development. As it turns out, the game was made more uniquely than we thought! (all laugh) Tomizawa: We still had the source data from the previous version of the game, so we started by seeing how much of it we could still use. Game development has changed a lot over the past 10 years, was there anything particularly hard about moving forward with development? The cutscene movies, however, are basically being rendered in real-time, so they’re built to suit your resolution. Tomizawa: Concerning the animation, we’ve upscaled everything to support full HD. Have the cutscene movies been remastered as well?
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Aside from that, with the entire game being able to run at 60fps, things like moving around on the map feel incredibly different. Higuchi: The 2D effects look particularly clean this time around. Before, only the game’s battles sported 60 frames per second – that has since been expanded to encompass the full game! Tomizawa: While the resolution will vary depending on the system you’re playing the game on, we refined the graphics with full HD in mind.
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Higuchi: For those who only played the Xbox 360 version of the game, you could say that the additional characters from the PS3 version (Flynn and Patty), additional in-game events, and full voice acting are all new elements!įrom a visuals standpoint, it seems like everything has been fully rendered in HD.
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Tomizawa: There aren’t any new elements within the game itself, but we plan to bundle items and costumes that were previously paid content with the game for free this time. Tomizawa: Not necessarily every title given the number of projects we’ve worked on, but we’ve definitely started producing more and more titles while keeping fans overseas in mind.Īre there any new elements that have been added to the game with the remaster?
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Has that been the same with other titles in the series? Fans abroad were well aware of that version’s release, it seems.
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