This is awesome. Thanks for this.
Do we have any developer info yet? People assume artoon?
The style strongly reminds me of Level-5, and that in my book is nothing but a good thing
... and by extension studio ghibli
Translation of the text in the blog, here:
The director (still unidentified) confirms that the characters depicted in the illustration are the main character and heroine.
"There is a wall between the two," he writes. Based off the director's comments, it seems that there's something keeping the two apart and unable to live their dreams together.
The director also writes that in The Last Story, there will be a number of other stories besides the story of these two characters. He mentions:
- The fear of speaking your true feelings
- The mystery of the father who went missing on boat
- The difficulty a leader has in making decisions
- The close accomplice who's turned to evil
- The foolish archaeologist's prison break
Concludes the director, "It's very important to merge battles and gameplay with story. Neither can stand on its own. Once both are connected together, the characters will rise up as "human" within the container of a game."
The game's producer (also unidentified) states, "The characters who appear in The Last Story all walk their own paths and have their own stories." He likens this to the real world, where no one has lived their lives following the same path as you.
The main part of The Last Story's story will focus on the main character, says the producer. However, he believes players will also have a chance to be touched by the stories other characters as well. "Once you've been touched by that, it's likely that you'll be able to feel their [the characters outside of the main character] true feelings, which you did not see before."
I can't wait to see it. Of course final stages could be months more and may not even make it this year in Japan.In a post titled "Tokyo" today, Sakaguchi wrote, "Recently, I often end up waking up at 5:00. Is it jet lag? Or am I on edge because LS is approaching completion?"
Sakaguchi usually makes his posts from his home in Hawaii. It looks like he's in Tokyo at the moment, which would explain the comment about jet lag.
Following a couple of images of Tokyo's skyline, he wrote, "Last Story's development is at long last in the final stages. The feeling of tension is pleasant."
From pre-production to completion and we haven't even seen a single screen.
Is nintendo taking secrecy to a whole new level here?
Translation of the text in the blog, here:
It sounds like an interesting concept for the battles. Hell I used to be a tank in WoW so these taunting-like things to steal focus sound sweet.The post is titled "Chaos and Order." These are themes Mistwalker CEO Hironobu Sakaguchi addressed months before The Last Story's official announcement at the Mistwalker blog.
Writes the director, "Making order from chaos. Or, pulling the enemies who were in order into chaos. Using one of the main character's skills called 'Gathering,' we wanted to make a system that would let you control that type of situation."
During battle, the current focus of the enemy is marked with a line, called a "Pointer." "This is probably the most special feature when you see this game," writes the director. The pointer's color can be used for strategy, as it will indicate enemy type, such as soldier, mage, or archer who attempts to disrupt your own mage's magic chants.
The gathering skill is used to steal the focus of an enemy. Execute the gathering skill, and you make the enemy turn his focus on to you.
One example of this system's use is in a situation where enemies are focusing their sights on your mage. You can use gathering to turn their sights on to you, assisting your mage in chanting his magic.
"Controlling chaos and order on the battle field ties in to victory," finishes the director.
The producer notes that when playing sports or doing anything where you face off against an enemy, the first thing you do is create a strategy. In order to have all members move in accordance with a prescribed strategy, participants need to cooperate, sending signals to each other and getting into formations.
"Combat in games is the same," writes the producer. "Ordered movements of your allies is the key to victory. But what if there were an opponent who could bring confusion to that order?"
"1: Giant Phallus guy spots the well hidden giant ogre in the crowd. 2. Giant ogre guy spots phallus guy. 3. phallus guy presents to giant ogre guy. 4. However he ejaculates premmaturely, and out of embarassment attacks. 5. Herpes girl shows up. 6. Herpes girl starts trying to infect both giant ogre, and phallus guy. 7. phallus guy flees. 8. phallus guy is struck by herpes girl's herpes. 9. phallus guy has herpes. 10. knowing that he has herpes, he decides he may as well procreate with herpes girl, especially because giant ogre guy is already at home watching Miss Universe."
http://wii.ign.com/articles/108/1084195p1.html
Agnates, do your thang.
Agnates said:
I just realized what this picture reminds me of. . . Chrono Trigger! I got some vibes from the music in the trailer too.
Translation of the text in the blog, here:
"We wanted to make a new type of RPG battle," writes the game's director about how the staff approached the game's battle system. "We wanted a system that merged real time battles with command selection, something that had an action feel but would also make you think. After much trial and error, we came to the current form."Swell.Joining the "Gathering" and "Pointing" terminology from the last blog post, the director here mentions "Magic Circle." This is apparently something that remains on the battle field after your magic strikes. While not saying exactly what the "Magic Circle" is, the director describes it as an "important element." There are a variety of types of circles, including "recovery" and "flame" types.
Regarding the "thought" part of the battle system, the director says that time will freeze while you're inputting commands. You'll also be able to give orders to your AI-controlled party members.
The director finishes: "Combat in The Last Story is powered by a system that blends action with command selection.
The game's producer gives some background on battle system creation in general. "Before making characters and stages, you have to create the battle structure." With this thinking in mind, The Last Story's development consisted of a lengthy period showing red and blue scribblings as the characters in combat.
According to the producer, the staff required a great amount of test time to properly show the battle system's concept of "Order and Chaos."
This is the game's official website, it's now got a new blog section, offering these updates:
duckroll from GAF translated:
Update #2:
Translation of the text in the blog, here:
Update #3:
Translation of the text in the blog,here:
Update #4:
Translation of the text in the blog, here:
Update #5:
Translation of the text in the blog, here:
Don't forget to give Sakaguchi's own blog an occasional look for tidbits he may reveal, as he did in the past by saying this is a game he's had in mind since the completion of FFVII, it will focus more on the fantasy aspect, it will attempt to evoke the feelings of old school JRPG titles, yet also drive the genre forward in some ways, it's nearing completion, it will have some kind of real time system (battle wise or day/night cycles wasn't clarified), etc.
Feel free to delete this thread if it sucks, it's my first, right? Or second. Whatever. Also, the title was meant to be "The Last Story Updates Thread" instead of "Updated", meh. I hope there's no pre-existing thread.
The optimist proclaims we live in the best of all possible worlds
while the pessimist fears this is true.
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