The Last Story director Hironobu Sakaguchi and character designer, Kimihiko Fujisaka have participated in the latest Iwata Asks segment to talk about their forthcoming JRPG for the Wii. Here’s a few interesting details regarding the game’s early development process:
- Monolith Soft had to learn Nintendo’s way of developing games
- That means starting by developing a fleshed-out prototype instead of a fully-established story
- With Mistwalker, Nintendo initially didn’t approve of The Last Story’s scenario
- The original world the game had was too bleak
- Changing to a more fantasy-style setting helped enhance the characters as well
- “It’s actually easier to bring out realistic human dimensions in a fantasy setting.” – Sakaguchi
- Lazulis City was based on the idea to create a location that players would be able to familiarize themselves with
- The town is also made so that subtle differences and changes stand out
- “Early on one of the passers-by will barge into you with their shoulder and say: ‘Hey! What are you doing?’ But then when the hero has become a little more established, they’ll say: ‘Oh, I’m terribly sorry!’ That’s a really nice feeling.” – Sakaguchi
- The game was originally about the drama between a man and a woman
- It changed to being a story about companionship
- The story didn’t change, but the underlying themes did








My prediction threads:
Wii U will sell under 40m units (made on 14th September 2012)
PS Vita will sell under 20m units (made on 30th September 2012)
Wii U will sell under 7m in 2013 - I was right









