We set out to make a great massive playground where you can enjoy the Magic Parkour system, so in a sense, the open world really exists so that payers can enjoy the Magic Parkour system, which sets our open world apart. The terrain and obstacles take into account how high you can jump or vault, for example. Forspoken‘s open world is built around the actions and capabilities that Magic Parkour allows, and what that means is you have this fast-paced traversal, but the expansiveness and size of Athia takes into account how fast you can travel those lands. Takefumi Terada: With regards to open worlds, we did a lot of research into it and what types of open worlds are offered in other titles however, what really differentiates ours from theirs is Magic Parkour. What separates Forspoken from all those other games? RPGFan: It feels like almost every game nowadays is open-world or has some aspect of open-world in it. So yeah, with this new technology and the advancement of the Luminous Engine itself, we feel we can draw on all that power to deliver this Forspoken experience. We have been using Ray Tracing, AMD technology, and direct storage with a high-speed SSD to make a seamless world with almost no load times. When we were developing Forspoken, we created the world editor tool to really build out the vast environment and make it easier to build. Takeshi Aramaki: Looking back at each and every moment of our history of the Luminous Engine, we have been drawing on its full capabilities at any given moment in time however, the Luminous Engine has also evolved. Do you feel that with all the new technology, such as the PS5 and graphics cards that can Ray Trace and display stuff at 4K, you have the tools and power to make full use of the engine now? RPGFan: So it has been six years since Final Fantasy XV, which was the last game to use the Luminous Engine. In the end, when brought the designs into the game, they put their own original spin on them so that it felt authentic for Athia. Romania was a big one we used for more references and to get a feel of the air of cities where really old architecture still exists and what it might be like in Athia for inspiration. I know from a design perspective, our goal was to create a very new fantasy world that didn’t feel like anything else, but we did do location scouting. Raio Misuno: We didn’t base Athia on any existing civilizations or cultures. RPGFan: Were there any real-world cultures or histories that helped shape the aspects of Athia during development? RPGFan: What was the idea behind mixing parkour and magic together? They are our avatars, and they understand our world as much as we do, and her being from New York really adds to that layer of connection. It’s also great that New York is such a well-known place, because it was important with a fish out of water story for the players to have a connection to the characters. So once we had the story and the character, it was one of those things that we just felt, this is a character from New York, and it naturally gravitated toward that. We then knew we wanted to create a fish out of water story, so we wanted a character from our world and our modern times and throw her into this fantasy world. We then decided to model the character after her so that the character would be as authentic as possible. ![]() She checked off every one of the boxes in terms of that strong determination and amazing sense of humor that we wanted Frey to have, but also that soft, vulnerable side that you can see from time to time, and all the complex sides of Frey she was able to capture and portray. ![]() We started there, and once we figured all that out, we started the casting process, and we came across Ella Balinska. What are her characteristics, what is her personality, what is her favorite food, is she a dog person or a cat person, all the details that make a character what they are. When we started the design process, we started from the inside out. As far as I know, there has never been an RPG character from New York City, which begs the questions: what were some of the influences for Frey, and why New York City as her background? Also, what drew you to Ella Balinska as the voice of Frey? As a native New Yorker, I love Frey and found her to be a very cool and fun character during my time with the game. RPGFan: So I have to start by asking about Frey. I hope you enjoy this interview with them that I kept short and sweet in hopes more people are excited to get their hands on Forspoken. I also had the privilege of speaking to and interviewing Takefumi Terada (Co-Director), Takeshi Aramaki (Head of Luminous Productions and Director), and Raio Mitsuno (Creative Producer) of the Luminous Productions development team at the event by way of an on-site translator. Last week, thanks to the lovely people at Square Enix, I had the opportunity to get some hands-on time with Forspoken, which you can read about here.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |