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Oct 5, 2007
Next week, one of the greatest RPGs to grace the PlayStation will arrive on the PSP. Given that it's been a full nine years(!) since the original stomped into stores, though, it wouldn't do to just serve up the same old game and call it a day - that's why Final Fantasy Tactics: The War of the Lions will feature a host of improvements to lure back fans when it hits stores on Oct. 9. To get to the bottom of exactly how much has changed, we grilled the game's co-producer, Shingo Kosuge, on what to expect this time around.
GamesRadar: The original Final Fantasy Tactics is revered, considered by most anyone who played it to be one of the best games for the PSone. How did you decide what to change and what to leave alone for this PSP version? Was it difficult coming up with ideas for what could be improved?
Shingo Kosuge, co-producer: We were all aware of what a fantastic, beloved game we were working with. We made it a point from the beginning to avoid doing anything that would threaten to destroy the game's existing setting or gameplay balance. We took great care in adding features that would mesh with the atmosphere of the original.
GR: What kind of details can you tell us about the new job classes, the Onion Knight and the Dark Knight? How were their powers and abilities chosen?
SK:The Onion Knight is similar to the one that appears in Final Fantasy III. It begins as a very weak fighter, but gradually grows into a formidable warrior as the character gains experience. It can also use any type of equipment, an ability unique among all the jobs.
The Dark Knight is an attack specialist, sacrificing its own life energy to perform devastating attacks. Being another well-known job from the Final Fantasy series, the Dark Knight has unique skills and abilities based upon the existing concept.
GR: Everyone who has seen the new cutscenes is captivated by them. Could you please tell us a bit about how they came about, what inspired them, and the effort that has gone into making them?
SK:Our basic concept behind creating these movies was to bring the artwork of character designer Akihiko Yoshida to life. Within the movies, we wanted players to be able to see the emotion on characters' faces. We wanted the characters to seem alive rather than to appear simply as puppets moving around on stage, and we put a great deal of effort into these movies in order to accomplish that.
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