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Sakaguchi:

Yes, although conversely that made it very tough to put the story in place. While the final product, therefore, does have a really tight story and movie-style production, if I had to choose which element is stronger in this game, I’d say it was the gameplay.

Sakaguchi:

It’s the kind of story that takes a long time to tell, so there are several elements I want to convey to the player. This time, however, I was focusing on gameplay elements more than the story so, for example, the player’s character sometimes exchanges small, irrelevant talks with other characters while moving from one place to another. For example, as you’re moving around you might hear someone say ‘hey, why can’t you notice this smell?’. Through dialogue like this, players really become aware of the existence of their companions. One of the things I’d like to convey in this story is the strong relationships players have with the companions who accompany them for whatever reason. The players might feel, for example, ‘These guys are great.’ or ‘I’d do anything for these guys.’

 

Win