More Final Fantasy X details emerge
[01.19.00] » This week's Famitsu reveals the game's theme,
hints at the gameplay.
The latest issue of Weekly Famitsu features the
first interview with the team behind Final Fantasy X. Beyond the details
already reported, the team also
revealed the all-important theme of anticipated sequel. Scenario writer
Kazunari Nojima claims the game will focus on "change" and
"independence" as its thematic centerpiece, as the previous
games focused on "life" or "love."
The interview also provides a few clues as to the
changes to expect in the new battle system. As previously reported,
Toshiro Tsuchida, director of the Front Mission series, in heading
up the battle design, and the new system is said to reflect his strategy
game heritage. Our good friends at Gamers.com
have translated a portion of the interview, which should give fans
an idea of the extent of the changes.
Interviewer: What about changes to the system aspects?
Battle Director Toshiro Tsuchida : The basics are the same,
but things like rules have changed.
Interviewer: Wait, are you saying something like it's no
longer ATB?
The Whole Team: Woah!!! (Laughs)
Game Director Yoshinori Kitase: Tsuchida, as a policy, does
not like systems where user's decision-making speed affects the outcome
of the battle...he likes strategy-oriented things better.
While the team wouldn't go so far as to say that
the Active Time Battle system had gone the way of the mode 7 world
map, it does seem this Final Fantasy may bring the biggest change
in battle mechanics since the ATB system was introduced in Final Fantasy
IV.
The designers also expanded on how the game will
generate facial expressions in real-time. Each character will have
a set number of stock expressions, such as surprise or anger, and
the game will combine them for an appropriate reaction to the moment.
For important scenes, however, motion capture for specific expressions
will be used.
The game's new camera system will also be a first
for the series. Though Final Fantasy has made the jump to full 3D,
the designers thought a simple over-the-shoulder view would lose the
"feel" of the past games. To this end, each scene of the
game will employ pre-scripted camera angles and movements, which should
maintain the presentation of the formerly prerendered backgrounds,
while taking advantage of the new 3D environments.
One last interesting item was revealed in the interview
-- it seems the Blitzball, featured at the center of this screenshot,
is the signature weapon of one of the game's characters. Since we
already know Tidus will use a sword and Yuna a staff, the ball will
likely be wielded by one of the game's as-yet unrevealed party members.
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