In 2007, Square Enix president Yoichi Wada announced that Last Remnant would form the cornerstone title in the company’s efforts to build a new global audience. Designed to appeal to both eastern and western markets, the RPG has ambitions beyond the usual boundaries of its genre. We talk with Hiroshi Takai, the game’s director, and Yusuke Naora, its art director, to discover what Wada’s vision has meant for the development team on the ground.
EDGE: Last Remnant is a game designed to appeal to both a western and a Japanese audience. How has this aim affected your approach to the game’s design, both in terms of art style as well as mechanics?
Hiroshi Takai: We didn’t divide up game elements specifically to appeal to one audience or the other, but instead tried to give everything we did a global appeal. Some of the character designs might have a less orthodox Japanese look to them, but it wasn’t nearly as premeditated as you’re suggesting. That said, from a visual standpoint there are some things that you can get away with in western games that wouldn’t be so popular in Japanese games. Characters can be less clean-cut so, in that sense, we had a much broader area to work with than is the norm for games in which the Japanese audience is the primary focus.
Has working towards a simultaneous worldwide release affected the way in which the game has been developed?
HT: We’re used to making the Japanese release first before moving on to any international versions. For this game we’ve worked in reverse, recording the English voice actors before the Japanese and so on. Having to record two sets of dialogue and tailor each version’s lip-synching for simultaneous release has certainly been very hard work. But it signals a shift in Square Enix’s commitment to serving a global audience, so I think the effort’s been worth it.
What have you found to be the benefits and difficulties of working with the Unreal Engine compared to middleware you’ve used in previous titles?
Yusuke Naora: It was the first time we’d used the Unreal Engine, so work was certainly slow going at first. But as we got the hang of it we were able to do a lot of things that would’ve been harder with our traditional tools. That said, the decision on whether to use Unreal for future projects will be decided on a case-by-case basis; we’re not going into game productions thinking we want to use this or that middleware. Rather, we’ll examine what it is we want to achieve with a game and then decide on the best tools to use in reaching that goal.
Yeah, I think that Square is just using the 360 as a testing ground. If you consider all the games that Square has given the 360 and the relative quality of those games, it stands to reason that Microsoft is getting the exclusivity shaft. LR will, more than likely, perform better on the PS3. The increased production time will result in fewer bugs, shorter loading times and other technical obstacles it faced on the 360.
@ GiobbiT, I completely agree. What makes a JRPG appealing is the J. The Japanese culture infused into a universal medium is "Westernized" enough. That's what makes it unique. I do agree with the question about young protagonists. Perhaps JRPG characters could be segmented into that "right-out-of" box.... Right out of High School, or College, the military, or prison. Something like that would make for a much more mature and interesting story character.
Appeal to both west and east... the last time they tried that, wasn't it Final Fantasy: Spirits Within?
Westerners love Final Fantasy as it is anyways. Westerners gobble up anime and manga because of it's Japaneseness.
The only problem Japanese have in the west is marketing. It's not the content of their games, it's how they sell it. Look at the Wii, it's hyper Japanese in presentation. Two hip Japanese guys drive around in a tiny Japanese future-efficiency car to the sounds of shamisen. Maybe that was Reggie's idea.
That is the vast vast difference between the US and Japan. Japan can invent a guitar game and do nothing with it, the US can do the same thing a decade later and make a global phenomenon.
>>That said, from a visual standpoint there are some things that you can get away with in western games that wouldn’t be so popular in Japanese games
I think that's code for "we can make them uglier and nobody there notices!" heheh
I agree. Trying to make an JRPG "for the world" as they say will result in watered down garbage. The reason many people love these games is the japanese quirkiness and points of view.
If better marketing were used these games would sell a lot better in the use. Changing how they make the game, at least thus far, has not helped them.
They need to embrace the japaneseness haha
They also need to learn how to use the unreal engine properly or just drop it and develop their own. The games look pretty great, but have such irratic framerates and slow down.
Yeah i understand the logic...... why release seiken densetsu 3 to the english speaking world when u can create a new game specific for the stupid westerners like....... Secret of Evermore. Yay?!?!? Secret of Evermore Yay......
IMO square need to put their full resource into Final Fantasy not fannying about on some bland hybrid
From my point of view this game fails.
When Japanese (and expecially Square) try to appeal not japanese audience usually they come out with a product that is no good for neither east or west.
Same happened with Final Fantasy the spirits within, trying to make a western movie from a japanese serie under a japanese direction did not work at all.
I do not think japanese can really understand what appeals western audience or why a boring far cry 2 is far less boring then a last remnant for people here.