[Editéx5]Lost Odyssey : Hironobu Sakaguchi parle !
Modérateur : Rédacteurs
-
- Rédacteur
- Messages : 116
- Inscription : lun. avr. 17, 2006 12:27 pm
- Contact :
[Editéx5]Lost Odyssey : Hironobu Sakaguchi parle !
Sakaguchi s'adresse au magazine Famitsu, concernant Lost Odyssey, prochaine bombe intersidérale qui frappera sur Xbox 360 l'année prochaine au Japon.
Tout d'abord, il confirme l'annonce de Microsoft concernant la date de sortie du titre, qui sera courant 2007.
Autre information, beaucoup plus proche de nous, il confirme qu'une démo jouable sera présente lors du Tokyo Game Show. Cette démo proposera de 40 à 60 minutes de jeu ! Elle pourrait être présente dans le prochain numéro de Famitsu, en novembre.
La qualité graphique et physique du titre sera plus aboutie dans la version finale du titre. La démo nous permettra de nous familiariser le système de combat, qui devrait être proche de la version finale, qui sera proposé dans le jeu. Enfin, la démo proposera une qualité de 30 images par secondes.
Sakaguchi sait nous mettre l'eau à la bouche, et nous indique que plusieurs nouveaux jeux Mistwalker devraient être annoncés dans les prochaines semaines !
L'attente sera difficile à supporter... pour vous faire patienter voici quelques détails inédits glanés dans les pages de Famitsu :
- Dans la cinématique d'introduction, il y aura la possibilité d'interférer avec la scène de la bataille.
- Lors des combats, vous contrôlerez vos personnages depuis un menu, ce ne sera pas un a-rpg !
- Les modèles des protagonistes en temps réel seront presque similaires aux modèles des cinématiques.
- Les combats inclus dans la démo permettent juste de se rôder aux commandes basiques, toute la profondeur du système est preservée pour le jeu final.
- Le systeme de personnalisation des personnages et tout ce qui y affère seront également exclus de la démo.
- Les ennemis survivants aux combats héritent du pouvoir de ceux qui sont tués
- Sachant que le personnage principal -Kaim- ne peut pas mourir, il n'y aura pas de possibilité de game over.
- La démo n'exploitera que très peu l'unreal engine 3 contrairement à la version finale
- Le texte qui cloture la démo jouable a été écrit par Shigematsu himself(L'homme qui a écrit le scénario des nombreuses historiettes qui façonnent le jeu final).
- La démo de Lost Odyssey sera assortie au famitsu de novembre.
- ASH est prévu pour le début de l'année 2007.
- Blue dragon est confirmé pour 2006.
- Mistwalker annonce qu'il a également d'autres titres en projet...
Voici une petite partie de l'interview traduite en français par nos soins, malheureusement la traduction en anglais à partir de laquelle celle-ci a pu être faite est assez approximative : Ici
Image in-game :
On peut aperçevoir sur ce scan trois personnages, voici leur nom traduit directement du syllabaire KATAKANA :
-Kaimu (Kaim)
-Sezu (Seth)
-Yansen (Un nouveau personnage ?)
Enfin, on fini avec les scans du dernier magasine famitsu :
Tout d'abord, il confirme l'annonce de Microsoft concernant la date de sortie du titre, qui sera courant 2007.
Autre information, beaucoup plus proche de nous, il confirme qu'une démo jouable sera présente lors du Tokyo Game Show. Cette démo proposera de 40 à 60 minutes de jeu ! Elle pourrait être présente dans le prochain numéro de Famitsu, en novembre.
La qualité graphique et physique du titre sera plus aboutie dans la version finale du titre. La démo nous permettra de nous familiariser le système de combat, qui devrait être proche de la version finale, qui sera proposé dans le jeu. Enfin, la démo proposera une qualité de 30 images par secondes.
Sakaguchi sait nous mettre l'eau à la bouche, et nous indique que plusieurs nouveaux jeux Mistwalker devraient être annoncés dans les prochaines semaines !
L'attente sera difficile à supporter... pour vous faire patienter voici quelques détails inédits glanés dans les pages de Famitsu :
- Dans la cinématique d'introduction, il y aura la possibilité d'interférer avec la scène de la bataille.
- Lors des combats, vous contrôlerez vos personnages depuis un menu, ce ne sera pas un a-rpg !
- Les modèles des protagonistes en temps réel seront presque similaires aux modèles des cinématiques.
- Les combats inclus dans la démo permettent juste de se rôder aux commandes basiques, toute la profondeur du système est preservée pour le jeu final.
- Le systeme de personnalisation des personnages et tout ce qui y affère seront également exclus de la démo.
- Les ennemis survivants aux combats héritent du pouvoir de ceux qui sont tués
- Sachant que le personnage principal -Kaim- ne peut pas mourir, il n'y aura pas de possibilité de game over.
- La démo n'exploitera que très peu l'unreal engine 3 contrairement à la version finale
- Le texte qui cloture la démo jouable a été écrit par Shigematsu himself(L'homme qui a écrit le scénario des nombreuses historiettes qui façonnent le jeu final).
- La démo de Lost Odyssey sera assortie au famitsu de novembre.
- ASH est prévu pour le début de l'année 2007.
- Blue dragon est confirmé pour 2006.
- Mistwalker annonce qu'il a également d'autres titres en projet...
Voici une petite partie de l'interview traduite en français par nos soins, malheureusement la traduction en anglais à partir de laquelle celle-ci a pu être faite est assez approximative : Ici
Image in-game :
On peut aperçevoir sur ce scan trois personnages, voici leur nom traduit directement du syllabaire KATAKANA :
-Kaimu (Kaim)
-Sezu (Seth)
-Yansen (Un nouveau personnage ?)
Enfin, on fini avec les scans du dernier magasine famitsu :
Dernière modification par sosardgamer le jeu. sept. 14, 2006 7:41 am, modifié 2 fois.
Sens incensé de ces sentiments intérieurs
Confusion parsemée de multiples ailleurs
Dans l'obscurité, je cherche la flamme
Qui m'indiquera la voix de mon âme
Confusion parsemée de multiples ailleurs
Dans l'obscurité, je cherche la flamme
Qui m'indiquera la voix de mon âme
- Creutzfeldt-Jakob
- Utilisateur
- Messages : 426
- Inscription : mer. mai 31, 2006 2:58 pm
- kazuha_seiji
- Utilisateur
- Messages : 29
- Inscription : jeu. mai 04, 2006 4:18 am
Lui c'est sûr je le prendrais en import
*Enfin j'essaierais
*
News édité pour les scans complets, merci Knobie et Kazuha


News édité pour les scans complets, merci Knobie et Kazuha

Dernière modification par FanFFs le jeu. sept. 14, 2006 11:38 am, modifié 1 fois.
ID Playstation Network : Selph
Gamertag : FanFFs

Gamertag : FanFFs

- Creutzfeldt-Jakob
- Utilisateur
- Messages : 426
- Inscription : mer. mai 31, 2006 2:58 pm
Famitsu Lost Odyssey Interview
Hamamura(Famitsu Guy): It's been a long time, I heard you finally show us Lost Odyssey Demo, Right? Is it gone Gold?
Sakaguchi(Mistwalker): Yeah it's finalized at last. Let's start playing here.
- Sakaguchi start Lost Odyssey Demo. I can see its beautiful but really magnificent opening movie,
and it changed first ingame battle seamlessly.with Xbox360's power these gorgeous gameplay took our breath away.
His total playing time of this demo was almost 40min. He said it took you roughly 60min playing if first time.
We put some beautiful screens and some captions around pages. -
Hamamura : Wow..Now I can say the demo is finalized as you told.
Sakaguchi : Yup the demo is done.
Hamamura : I can be frankly to talk you this, but these goodness really approve the power of Next-Gen.
Sakaguchi : I've been to make these kind of things since early days of making plots.
For example, We couldn't put these crowds of soldiers in early developments.
But we made hard works and make its speed faster,then we can fill huge amounts of mobs in full of screen.
Hamamura : The first scene of opening reminds me LoTR movie. Massive amounts of mobs and soldiers were fighting like that.
Sakaguchi : Exactly,That's what I have been hoping to run real-time.
Hamamura : Yes, Actually I could understand if it was only a "Movie" though,
It didn't end as usual,but start gameplay seamlessly! I really thanks to Next-Gen to make these things possible.
Sakaguchi : It works and gets along somehow. But I think we can put more efforts in visuals for release day.
I can say it's only 80% done in visual aspects.
Hamamura : I also remembered that when you were SE employee, You showed us some of FF7 in development.
You still remember that??
Sakaguchi : Hey Hamamura. you changed your intonations in a Kansai accent. what's wrong with you (Laugh)
Hamamura : (Laugh) I'm sorry, yeah I know I'm really excited at this Demo.
Well,It was SNES era and we were very pleased it's visual quality. But we were really shocked at seeing FF7's pre-rendered CGIs
Cuz it showed us that we can play games in such a quality.
Sakaguchi : I can agree that.In LO we use almost same character model, texture's resolutions and artworks are almost same as well.
(I know they are different and) we can put lots of times in making "Movie" carefully, camera-works etc.
but we can make "real-times" looks almost same as "Movies", I think it's similar to Films.
We can check these 30 frames running and render them beautifully in real-time.
Hamamura : But, If you really want to make it Film-like, Only You should do was using real films.
But I can say there are lot of "feelings" from original artworks. It's really nice.
Sakaguchi : Kindly, Mr.Inoue did special efforts in these artworks, I want audiences also could "feel" his touch.
Actually, All of completed 3D model were checked by him. We send him 3D model datas which is rendered in several point of views.
He could correct some of them like "make this eyebrow little longer" then send us back. We had tons of these correction about details.
So, I believe Mr.Inoue is very satisfied as well.
Hamamura : Good thing that he's also satisfied.
Sakaguchi : And you can see that LO has low-color tones such as smokes, muddy water, dust etc.
I think you could feel that you were running in shallow muddy waters and jumping around.
Which is from Mr.Inoue's "Vagabond" manga, I wanted to make such atmospheres.
/* Vagabond : Inoue's VERY famous manga. one of his masterpieces.*/
Hamamura : I can admit it. I believe Next-Gen power really helps that, bringing originals to game as it is.
Sakaguchi : I believe Mr.Inoue's influence was really huge. Since hardware is Soo powerful,
we could make more eye-candy in monsters and visual effects. but we afraid them spoil Inoue's atmosphere.
Having been in Inoue's world, We could easily make a decision about LO's art directions.
Hamamura : Looks like its battle system is almost done as well.
Sakaguchi : No, this is pretty basic one. In this Demo version, we didn't implement two of key features,
character's "growing"(he didn't say LvLing) and "control-able".
Hamamura : Interesting. How it works?
Sakaguchi : Pardon?(Laugh)
Hamamura : c'mon
Sakaguchi : I can reveal only about "growing" though. Well there are some other guys who can't die like Kaim but will join your party.
In opposit there are "normal" people who can join your party as well.
When "normal" members are dying "abnormal" members have choice to merge their "ability" or not.
Hamamura : Ah, You told little about that at last interview we had.
Sakaguchi : Yeah.Who is able to "die" or not is depends on LO's game system, and it links to story.
I bet you will be WTF and hesitate to absorb some of their power.
It will knock your morals and make you dazzling. I wanna make LO's system like that.
Hamamura : It really sounds fun!
Sakaguchi : Yes, but I think LO will be really "unique" game,
main theme is "A man who can't die" and Kaim will be waking up even he is defeated.
I that terms there is no "game over" in this game. cuz you can't die.
Hamamura : It means never invincible but you "can't" die. In Demo, one soldier wondered and asked Kaim "why the hell you still alive?",
I got strong feeling at that scene.
Sakaguchi : That is main theme and make story driven. LO is so unique but It's gonna be new experience as well.
Hamamura : I noticed some fun factors, like you can kick a can and its movement is physically simulated.(Laugh)
Sakaguchi : Kicking is only you can do though.I think it's not proper way to use physics. much wastes of power.(Laugh)
I will implement physics into game systems as some secret or gimmicks or such.
But In Demo version, All you can do is Kicking a Can.
Hamamura : I also noticed that you can tear off posters. Kaim found it and gave a glance.
Sakaguchi : This kinds of fun is set as basic concept. LO has HUGE environments with LONG story.
So I wanted to put these "fun" much around to react your actions. But there are not enough in Demo.
Hamamura : I could find some amount of that though.
Sakaguchi : We will add them in final stage of development.
wanna put these useless fun factors, also wanna make NPC's extra stories as well.
Hamamura : When demo ended, there are short message appeared. What is this?
Sakaguchi : Mr.Shigematsu's work. yeah I know it's really short. The message tells you how the Demo ends.
it's not so loud but very meaningful. I like his choice of this word.
Hamamura : Yea. I was really moved.
Sakaguchi : You can check it out by playing Demo. You can see different massage in retail version.
It will be bit longer to tell about Story and its back-end.
Hamamura : I will. Speaking about Mr.Shigematsu, How much did he write up stories?
Sakaguchi : He is still working(Laugh) He has been busy on this since first day. He asked me "When is this finished???"(laugh)
I bet he already wrote up same amount of a novel. We implement it as Kaim's thousand year's dreams
and sometimes they appear as main scenario. there are tons of sad story.
Even most of them are shorter than normal "short story" it still makes me cry sometimes.
Hamamura : Everytime I can shed tears at his novels.
--
Hamamura : Let's go back to talk about Demo itself. How you willing to bring this Demo to customers?
Sakaguchi : You can play at TGS for sure. And we put Demo disc on Famitsu early November.
I think users can't play full of demo at TGS, So I hope them to check Famitsu and play everything.
Hamamura : I can't wait it as well. So when are you thinking final version will be released?
Sakaguchi : The release date should be 2007. I cant figure it though but we are trying to make it fast.
Since Demo is up. most of basic systems are already done.
So I need to work on map editing and some of event directions right now.
Hamamura : You're putting so much things to the last as you were.
Like last 20% of development takes same period of times of past 80%.
Sakaguchi : My staffs are already crying. They calls my corrections "Devil's Report" (Laugh)
Hamamura : (Laugh)Pls Do it more to make it better. Well Can I ask you about your other projects?
Sakaguchi : I'm pretty sure we can release Blue Dragon in this year. You can check it in TGS as well.
I can accept another interview about this.
If there are no problems in developing, I can say NDS game ASH will be out in 1st half of 2007.
Then Lost Odyssey and CryOn There are some of secret projects going on, but I can't tell atm.
Maybe We can talk about them near future.
Hamamura : Seems you are really gearing up so hard these days. Every your projects sounds fun!
I'm really looking forward them. Thanks.
Hamamura(Famitsu Guy): It's been a long time, I heard you finally show us Lost Odyssey Demo, Right? Is it gone Gold?
Sakaguchi(Mistwalker): Yeah it's finalized at last. Let's start playing here.
- Sakaguchi start Lost Odyssey Demo. I can see its beautiful but really magnificent opening movie,
and it changed first ingame battle seamlessly.with Xbox360's power these gorgeous gameplay took our breath away.
His total playing time of this demo was almost 40min. He said it took you roughly 60min playing if first time.
We put some beautiful screens and some captions around pages. -
Hamamura : Wow..Now I can say the demo is finalized as you told.
Sakaguchi : Yup the demo is done.
Hamamura : I can be frankly to talk you this, but these goodness really approve the power of Next-Gen.
Sakaguchi : I've been to make these kind of things since early days of making plots.
For example, We couldn't put these crowds of soldiers in early developments.
But we made hard works and make its speed faster,then we can fill huge amounts of mobs in full of screen.
Hamamura : The first scene of opening reminds me LoTR movie. Massive amounts of mobs and soldiers were fighting like that.
Sakaguchi : Exactly,That's what I have been hoping to run real-time.
Hamamura : Yes, Actually I could understand if it was only a "Movie" though,
It didn't end as usual,but start gameplay seamlessly! I really thanks to Next-Gen to make these things possible.
Sakaguchi : It works and gets along somehow. But I think we can put more efforts in visuals for release day.
I can say it's only 80% done in visual aspects.
Hamamura : I also remembered that when you were SE employee, You showed us some of FF7 in development.
You still remember that??
Sakaguchi : Hey Hamamura. you changed your intonations in a Kansai accent. what's wrong with you (Laugh)
Hamamura : (Laugh) I'm sorry, yeah I know I'm really excited at this Demo.
Well,It was SNES era and we were very pleased it's visual quality. But we were really shocked at seeing FF7's pre-rendered CGIs
Cuz it showed us that we can play games in such a quality.
Sakaguchi : I can agree that.In LO we use almost same character model, texture's resolutions and artworks are almost same as well.
(I know they are different and) we can put lots of times in making "Movie" carefully, camera-works etc.
but we can make "real-times" looks almost same as "Movies", I think it's similar to Films.
We can check these 30 frames running and render them beautifully in real-time.
Hamamura : But, If you really want to make it Film-like, Only You should do was using real films.
But I can say there are lot of "feelings" from original artworks. It's really nice.
Sakaguchi : Kindly, Mr.Inoue did special efforts in these artworks, I want audiences also could "feel" his touch.
Actually, All of completed 3D model were checked by him. We send him 3D model datas which is rendered in several point of views.
He could correct some of them like "make this eyebrow little longer" then send us back. We had tons of these correction about details.
So, I believe Mr.Inoue is very satisfied as well.
Hamamura : Good thing that he's also satisfied.
Sakaguchi : And you can see that LO has low-color tones such as smokes, muddy water, dust etc.
I think you could feel that you were running in shallow muddy waters and jumping around.
Which is from Mr.Inoue's "Vagabond" manga, I wanted to make such atmospheres.
/* Vagabond : Inoue's VERY famous manga. one of his masterpieces.*/
Hamamura : I can admit it. I believe Next-Gen power really helps that, bringing originals to game as it is.
Sakaguchi : I believe Mr.Inoue's influence was really huge. Since hardware is Soo powerful,
we could make more eye-candy in monsters and visual effects. but we afraid them spoil Inoue's atmosphere.
Having been in Inoue's world, We could easily make a decision about LO's art directions.
Hamamura : Looks like its battle system is almost done as well.
Sakaguchi : No, this is pretty basic one. In this Demo version, we didn't implement two of key features,
character's "growing"(he didn't say LvLing) and "control-able".
Hamamura : Interesting. How it works?
Sakaguchi : Pardon?(Laugh)
Hamamura : c'mon
Sakaguchi : I can reveal only about "growing" though. Well there are some other guys who can't die like Kaim but will join your party.
In opposit there are "normal" people who can join your party as well.
When "normal" members are dying "abnormal" members have choice to merge their "ability" or not.
Hamamura : Ah, You told little about that at last interview we had.
Sakaguchi : Yeah.Who is able to "die" or not is depends on LO's game system, and it links to story.
I bet you will be WTF and hesitate to absorb some of their power.
It will knock your morals and make you dazzling. I wanna make LO's system like that.
Hamamura : It really sounds fun!
Sakaguchi : Yes, but I think LO will be really "unique" game,
main theme is "A man who can't die" and Kaim will be waking up even he is defeated.
I that terms there is no "game over" in this game. cuz you can't die.
Hamamura : It means never invincible but you "can't" die. In Demo, one soldier wondered and asked Kaim "why the hell you still alive?",
I got strong feeling at that scene.
Sakaguchi : That is main theme and make story driven. LO is so unique but It's gonna be new experience as well.
Hamamura : I noticed some fun factors, like you can kick a can and its movement is physically simulated.(Laugh)
Sakaguchi : Kicking is only you can do though.I think it's not proper way to use physics. much wastes of power.(Laugh)
I will implement physics into game systems as some secret or gimmicks or such.
But In Demo version, All you can do is Kicking a Can.
Hamamura : I also noticed that you can tear off posters. Kaim found it and gave a glance.
Sakaguchi : This kinds of fun is set as basic concept. LO has HUGE environments with LONG story.
So I wanted to put these "fun" much around to react your actions. But there are not enough in Demo.
Hamamura : I could find some amount of that though.
Sakaguchi : We will add them in final stage of development.
wanna put these useless fun factors, also wanna make NPC's extra stories as well.
Hamamura : When demo ended, there are short message appeared. What is this?
Sakaguchi : Mr.Shigematsu's work. yeah I know it's really short. The message tells you how the Demo ends.
it's not so loud but very meaningful. I like his choice of this word.
Hamamura : Yea. I was really moved.
Sakaguchi : You can check it out by playing Demo. You can see different massage in retail version.
It will be bit longer to tell about Story and its back-end.
Hamamura : I will. Speaking about Mr.Shigematsu, How much did he write up stories?
Sakaguchi : He is still working(Laugh) He has been busy on this since first day. He asked me "When is this finished???"(laugh)
I bet he already wrote up same amount of a novel. We implement it as Kaim's thousand year's dreams
and sometimes they appear as main scenario. there are tons of sad story.
Even most of them are shorter than normal "short story" it still makes me cry sometimes.
Hamamura : Everytime I can shed tears at his novels.
--
Hamamura : Let's go back to talk about Demo itself. How you willing to bring this Demo to customers?
Sakaguchi : You can play at TGS for sure. And we put Demo disc on Famitsu early November.
I think users can't play full of demo at TGS, So I hope them to check Famitsu and play everything.
Hamamura : I can't wait it as well. So when are you thinking final version will be released?
Sakaguchi : The release date should be 2007. I cant figure it though but we are trying to make it fast.
Since Demo is up. most of basic systems are already done.
So I need to work on map editing and some of event directions right now.
Hamamura : You're putting so much things to the last as you were.
Like last 20% of development takes same period of times of past 80%.
Sakaguchi : My staffs are already crying. They calls my corrections "Devil's Report" (Laugh)
Hamamura : (Laugh)Pls Do it more to make it better. Well Can I ask you about your other projects?
Sakaguchi : I'm pretty sure we can release Blue Dragon in this year. You can check it in TGS as well.
I can accept another interview about this.
If there are no problems in developing, I can say NDS game ASH will be out in 1st half of 2007.
Then Lost Odyssey and CryOn There are some of secret projects going on, but I can't tell atm.
Maybe We can talk about them near future.
Hamamura : Seems you are really gearing up so hard these days. Every your projects sounds fun!
I'm really looking forward them. Thanks.
Finallement nonLes nouveaux jeux ce ne sera que l'officialisation de Cry ON et de ASH.

If there are no problems in developing, I can say NDS game ASH will be out in 1st half of 2007.
Then Lost Odyssey and CryOn There are some of secret projects going on, but I can't tell atm.
ID Playstation Network : Selph
Gamertag : FanFFs

Gamertag : FanFFs

- Creutzfeldt-Jakob
- Utilisateur
- Messages : 426
- Inscription : mer. mai 31, 2006 2:58 pm
Revenir à « Actualité / Message du Staff »
Qui est en ligne ?
Utilisateurs parcourant ce forum : Aucun utilisateur inscrit et 11 invités