Goriginal Content

RR - Zero Escape

GN Podcast #405

NFD 5/17 outtakes

NFD 5/17 - video

ND 5/17 - full info

EoD - Bye, EA
 

Iwata Asks - The Last Story summary

- Iwata gets the feeling that a lot of people consider Sakaguchi as being far removed from all things Nintendo
- Iwata believes there may be a point in the past when that was true, but doesn’t consider him as being distant from Nintendo
- Sakaguchi was with Iwata when ASH was unveiled
- Sakaguchi left Square in 2003
- He took a break, and then worked on the development of numerous titles
- Sakaguchi started to reflect as he finished these projects, feeling that he might have been a little out of step with the times/was at a slightly different point from everyone else
- The Last Story came about at around this time, and so he feels a great sense of gratitude towards the game
- Sakaguchi is grateful to have worked on a really large-scale project and it gave him a chance to get away from his usual formula for making games


- Sakaguchi was searching for a new challenge, so he was grateful for the opportunity even though he was nervous
- He was worried how people would respond to his ideas
- Sakaguchi strongly felt that he should enjoy working on The Last Story
- As director, Sakaguchi felt he had to really lay himself bare
- Sakaguchi hadn’t worked as a director since Final Fantasy V; first time in 18 years as director
- According to Iwata, Miyamoto occasionally joins the dev team; although it seems like grueling work, he’ll get a spring in his step and say “You can’t beat working with the dev team!”
- Sakaguchi is the same in this regard
- Things you couldn’t see before become clear when you join the dev team
- The staff started out with the story and worldview when starting out
- Sakaguchi has always attached great importance to the story
- Delivering the story was difficult back in the day since they had to consider how to convey the story to players under big restrictions
- Sakaguchi: “Now that high-quality graphics rule supreme, you can reproduce what you want to communicate visually, but at the same time, I don’t know how to put this, but there’s an element that’s slightly excessive about it all… You end up communicating too much to the player.”
- With The Last Story, Sakaguchi “pressed reset and returned to the basics of what a game is”
- The team repeatedly experimented with the system side at the prototype stages of development
- They knew they wanted something that differed from the way things had been done before
- They also wanted to express the game world + story in a whole new style
- Sakaguchi feels the team gave it absolutely everything they had
- Sakaguchi joked that if he missed it up, he’d be forced to retire

Full summary here

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