MacDonald likewise praised the battle system as 'one of the best combat systems I've played with in any RPG, Japanese or otherwise'. Production of The Last Story was a collaboration between Mistwalker, AQ Interactive and, and was Sakaguchi's first work as a director since (1992). According to Matsumoto, the team leads went to the (E3) each year and were assured that their game was in-step with current gameplay trends. A longer development time of four years was reported by Matsumoto in a different interview with. In an interview with, Sakaguchi said that development took three years: the first year was devoted to a trial-and-error development process devoted to the battle system. They both realized that they held the same views on what was holding their games back in the current market, and decided to collaborate on the game with the goal of creating something new. Sakaguchi drew up a design document for the game, and around that time met up with Takuya Matsumoto, a designer from who had worked with Sakaguchi on Blue Dragon. Later, he elaborated that The Last Story was primarily born from reflecting on the design mistakes he made during the development of (2006) and (2007): while they tried to innovate with the story, they kept the gameplay very traditional.
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