From Sakaguchis blog over the last two years:
"We are doing research for a prototype that I haven't worked on since FF7." (03/2008)
"Right now, I'm making a game and I'm going through quite a bit of trial and error. My main objective will be to not be embarrassed in calling it the 'next gen' RPG. While characters, maps and other essentials are developed in parallel, the game system is tweaked daily. It's been going on for a year." (09/2008)
"I've finally reached half way up the mountain in regards to the latest project I'm on. Of course, there is a lot of work left to do, but I feel it's approaching something I wanted to achieve. I'm betting a lot on this project.
I'm putting my full strength into this project; including 120% of my emotions." (12/2008)
"I'm stuck with the graphic settings for our new game project. When we start creating art and images based on script, I come up with all different kinds of thoughts. I'm in the middle of redeveloping and polishing these thoughts.
For this new game project, I understand it is important to have seamless control of staging. At the same time, I'm planning to showcase spectacle scenes mixed with CG. The control system will have a special mechanism, while overall game will have a blend of RPG-****strategy and character growth. Interesting reaction will occur corresponding to surroundings and circumstances.
This new game is different from any other ones I've worked on in the past, and it will be a good one." (04/2009)
"Most of the game system is figured out. I strategically
implemented a system of battlefield 'order and chaos' during real-time
scenes. I feel it came out very interesting. The overall balance and
experience parameters still have to be worked on, but there is a
growing feel of 'addiction' you can sense. I think this is most
important. Games are decided by the 'feeling of being enhanced during
game play.' While I'm pouring 120% of my energy into this, the driving
force can also be credited to production's passion; developers' state
of mind and the technology itself lended from former experiences.
It's great that all these elements are blending well with each other
and advance the production. " (06/2009)
"The imagery is real-time 3D, so compared to when you're in control mode, it's to raise the quality of event scenes. There is the growing problem of limiting lighting complexity due to processing speed. From particles to waves, light is a strange existence. When things are lit up, overall beauty is revealed." (07/2009)
"Nobuo Uematsu and Takuya Matsumoto
who shared the joys and sorrows throughout the project." (07/2009)
"It's quite a strange game system.
I wonder… if it will work?" (09/2009)
"Now we just started going into the final phase of the production.
No matter what, I will make it really good...." (10/2009)
"Yes, I'd say it's going well. But,
RPG takes time to complete, so the actual battle in production starts from
now. We still need the adjustments for the small direction and each battle
scene...We still have much more things left to do." (11/2009)
"I was planning to announce my new project within this year but it's a little late. Sorry about that.
I imagine announcement will be starting around next spring.
But I'm working really hard on this.
The title is also decided." (12/2009)
"2010 is the year of my long-awaited new blockbuster project.
I'm putting my heart and soul into this production. I'm taking a full swing and making this the best project." (01/2010)
"I still have unsettled adjustment on the last dungeon dialogue and the directions of the ending scene. I didn't think I had that much adjustments, however this being the last dungeon, my requests has become slightly excessive." (01/2010)
"I've got to get back to work on balancing battle system...
Production is near the final phase." (01/2010)
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