Mistwalker Interview: Hironobu Sakaguchi
Legendary Japanese RPG creator Hironobu Sakaguchi talks in-depth to Kikizo about his new Mistwalker company and its two Xbox 360 projects, Blue Dragon and Lost Odyssey. Video interview included!
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Kikizo: Can you tell us more about Blue Dragon's gameplay, for example, about these intriguing shadows that the characters have in the game?
Sakaguchi: Just like elements in Dragon Quest and Final Fantasy, these shadows have a particular purpose - through the shadows you obtain different skills, then combine those skills and tricks, and use them. In essence, it's not all about strategy but about powering up, as you move through the game the character grows. The character has shadows, which fulfil different tasks. You would use some shadows for certain magic effects, and some for fighting effects, and so on. In total there are around 200 skills that you have, and you'll combine those and use them in the RPG. As you go through the game you'll refine them. And also, in Lost Odyssey, although it's a different system, it's kind of the same in that you'll refine this element as you play through the game.
Kikizo: Can you freely change the shadows that the character uses?
Sakaguchi: Shu, the main character, has just one shadow - but many different types. There are muscle-bound shadows and tiny ones - many types, which you use for different tasks.
Kikizo: With these shadows, some characters have the dragon and the tiger, is that like a reflection of the characters themselves?
Sakaguchi: Yes, of their minds - there are important feelings; a character has lost her parents, and she is always thinking about this, and the shadows show this.
Kikizo: Will the combat system be turns-based like the Final Fantasy series?
Sakaguchi: It's a new system...
Kikizo: Will it merge different styles?
Sakaguchi: It will merge different styles, and there's also a lot that is new.
Kikizo: Can you tell us more about the hero of Lost Odyssey?
Sakaguchi: The reason I've used Kiyoshi Shigematsu as part of this project because we don't see enough emotion in videogames yet. Whether to do with family, or some other emotional elements - something that bring tears to your eyes. The main element in these games is often fighting or whatever, but I want these emotional elements. I think the main character, who has been living for a thousand years and can't die - he has a thousand years of memories, and that creates a lot of emotional moments.
Kikizo: The setting of Lost Odyssey seems like a cross between the futuristic and traditional - it reminded us of Final Fantasy VI. Can you tell us more about the setting?
Sakaguchi: Ha ha! Yes. In this world, magic is a part of the world, but there's a lot that is mechanical; an industrial revolution has taken place and a lot of political events happen. But there's this mystery of why the main character can't die, and also the emotion we see regarding his thousand years of life, and it's the mystery that makes the world a little bit different to Final Fantasy in this area.
Kikizo: If the character can't die, then how does the game work if the player is immortal?
Sakaguchi: Yeah... I've made this new system - he doesn't die...
Kikizo: But is there a punishment system for the player doing things wrong - if you don't solve puzzles or beat enemies? How do you reach Game Over?
Sakaguchi: So mostly, it won't go Game Over! Sometimes it might, but...!
Kikizo: You mentioned that you are working with the famous Japanese artist Takehiko Inoue on Lost Odyssey - is this the first time you have worked with him?
Sakaguchi: Yes, it's the first time.
Kikizo: And what made you choose to work with him on this project?
Sakaguchi: Well, unfortunately Mr Inoue's work, Vagabond, is not translated into English so you might not be familiar with that...
Kikizo: Actually, it is translated...!
Sakaguchi: Oh, right! I see! But anyway, as you'll know, it's about Miyamoto Musashi [1584-1645 - legendary martial artist described as the greatest swordsman to ever live]. It's a very deep and philosophical story - I like that style, and that's why I decided to work with him.
Kikizo: So, we see now that Square Enix is working for Xbox 360 as well. Do you see them as a companion company that is in the same industry as you - or do you view them as a competitor now?
Sakaguchi: Well, even I was surprised when they made that announcement. But those people are my old colleagues, so I want them to create good work too, because I want to make these two titles as great as possible. So when they see them they'll be stimulated to make something better - and it's good, because overall, we create good work as an industry.
Kikizo: Thanks very much for your time today.
Sakaguchi: Thank you!
We will of course bring you much more on all Mistwalker projects.
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Video Coverage (Latest Videos & Video FAQ) | |||
PLEASE DO NOT DIRECT LINK TO ANY MEDIA FILE ON KIKIZO | |||
Description | Dur. | Size | Details |
Hironobu Sakaguchi: The Mistwalker Video Interview Video feature rendition of Kikizo's interview. |
10.46m | 78.5MB | DF, SD, 25 640x480 1Mbps |
Hironobu Sakaguchi: The Mistwalker Video Interview As above, low filesize version |
10.46m | 27.2MB | DF, Low, 25 480x360 400Kbps |
Lost Odyssey Trailer HD (Microsoft) |
1.31m | 33MB | DF, HD, 60 640x480 3Mbps |
Lost Odyssey Trailer SD (Microsoft) |
1.31m | 22MB | DF, SD, 30 640x480 2Mbps |
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