The Last Remnant Preview

For:PS3  Also On: Xbox 360PC Release Date: TBA
naora 3 -
naora 3 -

VideoGamer.com: The game has been designed to appeal to a Western audience. What exactly about the game means it will appeal to a Western audience?

Naora-san: Visually we aimed towards both the West and the East. It was definitely a global aim there. Our motion capture was done by foreign actors. You might notice a definite difference seeing the characters move around but in general we wanted to make something that everyone around the world could accept and see and think, 'oh OK, that could be me, if I was Rush'.

VideoGamer.com: I've been told The Conqueror has been designed to appeal to Western gamers. What is it about his design that means he will appeal to Western gamers?

Naora-san: When I was designing The Conqueror I was mainly thinking about going for a dark anti-hero type, someone darker than you usually see in our games. I wasn't necessarily aiming for a specific, 'oh I need to do this and this and this to make this appeal to Westerners', but in general I really wanted to get somebody who was older, someone who looks very strong and powerful and someone who would appeal more to males. It was also somebody that I wanted to draw, so that helped. One of the really neat things I think about The Conqueror is his eyes, you aren't exactly completely certain where he's looking at because he could be looking at everything or something. He has a strong presence and a lot of power so that was one of the things I wanted to aim for when designing the character. I hope that people, not just Japanese people but people around the world, see what I was trying to do and love him.

VideoGamer.com: The battle system is quite unique. There are a lot of units on screen at the same time and it doesn't feel like a typical Square Enix RPG. What was the inspiration behind the battle system?

Maehiro-san: I've never created a typical Square Enix RPG since I've been here. I was always doing something original. For Final Fantasy XII I created a system, but I wanted to revolutionise the system. Also, I've got old and I'm too busy pressing commands for FFXII! My fingers don't move as fast as they used to! So I wanted to give users the time to choose the tactics and select so it becomes a turn based commanding system.

VideoGamer.com: The battle system doesn't allow you to give specific commands to your units but more general commands to the leader of your Unions. Are you concerned that some fans might feel that they won't have enough control over what's happening during the battles?

Maehiro-san: It's really one of those things where as you play the game you really get used to it. When you start out it might be a little bit like, 'oooh I don't know!', but once you actually get your hands on the game it won't be such a big deal. As you go through you can see what your different units can do, when you put them together into unions and you see what your different unions can do you'll really think of that union as a single unit.

VideoGamer.com: How does the art style and overall look of the game differ from Square Enix past, present and future?

Naora-san: Once we decided that we wanted to use UE3 we figured we wanted to go for a realistic art style versus other games which tend to be more cartooney or whatever. So we really focused on making stuff more photo realistic or realistic within the world and developed things in that direction. Our artists really stepped up to the plate and came up with some really good stuff and we were able to do a lot with the engine and making things look the way we wanted them too.

VideoGamer.com: Square Enix role playing games are very popular all over the world. What are the defining characteristics of a Square Enix role playing game?

Kataoka-san: It's a really good and difficult question to answer! Basically we make the type of games that we want to play. We make games about what's interesting to us and it's not that we don't ever think about what other people would want but we don't just think, 'well yes, if we just...', it's not that technical, and say 'well if we make a game that has this and this then this market will like it'. We aren't really doing that, we're just doing what we think would be fun and we hope that other people think it's fun and it seems that other people do so it's good.

It's not about there's a grammar for Square Enix RPGs and we create a game based on that grammar but rather we have a really free and big environment in which we're asked to create what we love, so probably all of us have a sense as a user while being creators.

VideoGamer.com: Do you listen to fan feedback and incorporate that into game design?

Maehiro-san: I'm constantly doing it.

VideoGamer.com: What kinds of things have you heard from the fans that you've taken on board?

Maehiro-san: I nearly got beaten up for Final Fantasy XII! And so I got a lot of feedback. For FFXII we got a lot of very polarised feedback. There were people who really really liked the game and there were people who really really did not. I looked at lots of the different things that people were saying and so tried to take that into account, especially for the things that seemed to annoy people, things that players didn't want to be able to touch or things that players did want to be able to adjust, like the equipment limit, so we worked on that. We tried to take all of that sort of thing into account while still staying true to the original vision.

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FantasyMeister's Avatar

FantasyMeister@ sofocado

Quote:
Thanks for the interview. I also want to know about the frame rate problem is it better if it is install?

My order for this arrived yesterday, first thing I did was install disc one and it runs fine. The only downside is the game now loads so fast that you have to be a speed reader to take in the hints on each loading screen. (Tip, read the manual instead).

I started playing at around 6pm, then checked my last save and thought I'd only been playing for around an hour and a half, then suddenly clicked that the 1:17 number next to my save was the actual time of day not how long I played.

Loving it so far, there's lots to keep track of (who is in your party, what formation you're using, where they're positioned, what skills they have, how well those skills are upgraded, what your battlerank is, how far you've upgraded your weapons, places to dig, rare monsters etc.), so I'm thinking 100-200 hours minimum here.

My first impression is that it's like a cross between Suikoden, Blue Dragon and Vandal Hearts that just happens to be made by Square Enix.
Posted 12:16 on 29 November 2008
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sofocado

Thanks for the interview. I also want to know about the frame rate problem is it better if it is install?
Posted 07:32 on 29 November 2008
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FantasyMeister

Thanks for this interview Wes, found it interesting. Seems really strange to imagine people smoking away in Square Enix HQ, my kinda office!

Couple of questions if I may -

I'm seeing a lot of complaints about frame-rate and texture pop-in on other forums, just wondering if you guys could try installing the game to HDD and running from that to see if there's much difference.

Can you install disc one, play that, then uninstall it and install disc two when you get that far or do you have to install both discs at once? (thinking about my 20Gb HDD here).

Finally, for completists, rough idea of how many hours it'll chew up to do everything there is? Side quests, upgrades, character collection, digging, full exploration etc...

Cheers in advance if you can answer these or Videogamer.com can cover these points in a future review.
Posted 17:48 on 24 November 2008

Game Stats

Developer: Square-Enix Co
Publisher: Square-Enix Co
Genre: RPG
Rating: TBC
Site Rank: 1,690 790