Suguro: Actually, we wanted to keep the action element really, really minimal. Do you feel like it's more of an action game than most RPGs? It's very cinematic and very fast-moving. Flying around, being able to attack from a distance gives the cinematic feel that we wanted to achieve with this game. But having these projectile weapons, like guns, machine guns, etc., that actually gives a whole variety of the actions they can do. But, if we tried to do these cinematic battles with swords and magic, what's going to happen is that it's always going to be close combat, which kind of limits the cinematic feel, just because of the fact that you have to be close to the enemy. We wanted to get out of this RPG mold by introducing gunplay into the RPG genre.Īlso, through the gameplay, we wanted to make the battle scenes cinematic, as you have probably seen in the demo. Obviously, the traditional RPG has concentrated on swords and magic, which, in our opinion, has come to a point where it's way too traditional. Takayuki Suguro, tri-Ace: Yes, we wanted to kind of get out of the traditional mold. Joystiq: The whole gun theme is very different from traditional RPGs. In our brief chat, the developers talked about the unique setting, the guns, and the difficulties of making both a multiplatform game and a game designed for a worldwide audience.Īnd if you ever wondered what tri-Ace does to unwind after a hard day at the RPG mines, that happens to come up too. Immediately after I got my first chance to play Resonance of Fate, with my ears still ringing from virtual gunfire, I met with director Takayuki Suguro (tri-Ace) and producer Mitsuhiro Shimano (Sega) to discuss the futuristic title.
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