Last Remnant Update
Four key staff members discuss Square Enix's first multiplatform RPG.
by Anoop Gantayat
June 1, 2007 - It feels a bit strange turning to an all Xbox magazine for the scoop on the latest Square Enix RPG, but with Last Remnant, we're having to do just that. Famitsu Xbox 360 scored an interview with the producers and designers of the multiplatform RPG which first debuted at the Square Enix Party a couple of weeks ago.
The main players in the four page interview with the monthly magazine are director Hiroshi Takai (battle system director on Romancing Saga Minstrel Song), chief artist Kimihiko Miyamae (background director for FF and SaGa titles), art producer Yusuke Naora (art direction on FF and SaGa games) and producer Nobuyuki Ueda (project management for the SaGa series).
The four first discussed Last Remnant's background and their personal involvement in the project. Ueda's role started when work on Romancing Saga Minstrel for the PS2 finished. There was talk within Square Enix of creating an original, new brand, and Ueda was placed in charge of the planning.
Following up on his role with Romancing Saga, Takai seemed to have a particular interest in the Last Remnant battle system, despite being the project's overall director. He revealed that planning began with the idea of making an RPG with a new type of battle system, something that he hoped to be of a larger scale than that of Romancing Saga.
Naora and Miyame are filling a number of roles for both the artistic and technical areas of Lost Remnant. Naora is handling the character design work and all 2D artwork. Miyame is managing the character and background modeling, motion and textures. As this is his first project using Epic's Unreal Engine 3, getting used to the engine was quite the task, he admitted. Early work with the engine involved getting lots of characters on screen for the battles.
There has been some concern that the battle system may be too complicated. The four addressed those concerns. Takai likened the battle system to that of a standard RPG, where the fighting begins only once you've input all your commands. Players aren't required to issue difficult commands in real time.
Ueda also brushed off concerns about managing a large number of characters in battle, noting that you can issue commands to "unions," groupings of at most five characters. Expanding a bit, he revealed that you can freely edit your unions, and based off your choices and the current set of enemies, your command options will change. It's possible that you'll be presented with a bunch of attack options, or you may end up being able to select "flee" and nothing more.
Takai addressed one of the more mysterious sides of the game, the tension gauge. During battle, a bar at the top of the screen (visible in our old screen shots) indicates the current status of enemy and ally forces. If you make effective movements, your tension gauge will rise and you'll win battle. But make inappropriate movements, and your gauge will drop and enemies will come in for attack.
It's possible to make sudden changes in the tension gauge, effectively changing the direction of battle. If, for instance, the enemy forces are using two unions to fight a single union on your side, the enemy will be at high tension. If you manage to defeat the two unions, the enemy tension will drop suddenly, and you'll be in the favorable position.
Moving away from gameplay, the two art supervisors fielded a few questions about the game's art direction. Originally, there was some talk about using a fantasy-style setting for Last Remnant, but Miyamae wanted to keep the game from looking like Final Fantasy or Dragon Quest. He also wanted something that would look somewhat European to Japanese players and somewhat Asian to western players, resulting in the use of a middle ages style of setting.
The trailer that attendees of the Square Enix Party got to see was pretty early, Miyamae revealed. While the trailer was all realtime, texturing and modeling work were only at the 30% level. On the note of realtime versus pre-rendered, Naora stated that the development staff is attempting to use realtime wherever possible, although he feels many will think they're looking at movie scenes.
Last Remnant caused considerable noise at its announcements due to some of the firsts it represents. Aside from being Square Enix's first Unreal Engine 3 title, it's also the company's first multiplatform title (we're ignoring FFXI, of course) and its first worldwide simultaneous release (we're ignoring Europe, of course). Ueda feels that, although the development environment can be tough, multiplatform has strong merits, most notably that it allows people to play the game without having to purchase new hardware. The simultaneous release seems like an obvious choice, as Takai revealed that Square Enix's North American staffers offered their opinions on story, visualization and other areas.
Surprisingly, Square Enix isn't cutting corners for the localization of the game. While the Square Enix Party trailer had English voices, the Japanese version of the game will likely include full Japanese voiceovers. Takai's wording made it seem that Square Enix is considering giving Japanese players the option for English or Japanese voiceovers; if this is the case, perhaps we can hope for a similar option in the western version.
Players can expect around 30 hours of play time to clear the game, Takai said. The team isn't considering mutliplayer network play for the game, although we may end up seeing network content that benefits single player play.
The four wouldn't give a specific release date. In fact, Ueda joked that development is regressing two steps back for every three steps forward. That still sounds like progress, and at least when development does finish, we won't have to tack on an extra year for the localization.