![]() (While each PC system is “unique” in its own way, a console is not.) From Battle Conceptualization to ActualizationĮarly on in development, Arise’s battle system was nothing like how it is in its final state. Secondly, the simultaneous release of the title on multiple platforms was problematic, because while it’d be fine with the PC version, the console iterations were more challenging to solidify the quality of. Therefore, the developers had to make sure that the game would work on both versions, without much compromise. While it is fantastic, boasting several positive traits, there were many unforeseen obstacles.įor one, the versions of the engine used in the current-generation and next-generation releases are very different. One of the issues lied with the Unreal Engine, which was the game engine used for Arise. Once again, during the development of the next-gen version, complications arose. ![]() And, after repeated considerations of various types of expressions, the watercolor-like depiction was decided, and the Atmospheric Shader was born. Then, an idea was born: “What would happen if the warmth and 2D graphics of the Tales of series were depicted with today’s technology?”Īnd thus, their research of style began. They wanted to inherit the exemplary qualities of the “Tales of” series while still making a leap forward as a new “Tales of” game. ![]() Their goal was to aim for a “succession and evolution” style, where the naturalistic parts were drawn with a realistic tone while still looking like illustrations. The art direction for Arise was decided in 2016. Now, let’s rewind to 2015, where Hiroyuki Kobayashi and Minoru Iwamoto discussed various graphical styles. Still, though tired, the development team persisted and they’re really happy that they marched on with that decision. Overall, it was a difficult call to make, especially with such a tall order of enhancing the graphics while still making sure that the current-gen version wasn’t severely inferior to the next-gen release. Since it would’ve been impossible to develop the next-gen version simultaneously with the current-gen one, he created a specific team to do just that. It was a large-scale title, so there was a lot of back-and-forth within Bandai Namco about when they should release the game.Īnd that is when Shouji Ikegami joined the project. ![]() They felt that those consoles were an integral point for Tales of Arise. That is, the Xbox Series X|S and the PlayStation 5. Well, in 2020, the developers had discussed the need to support the upcoming next-gen consoles. The original plan was to release Tales of Arise in 2020, and indeed, development had pretty much concluded in time for that original scheduling, but then the game released in September 2021, so what’s up with that? Postponement of Plans Due to Next-Gen Hardware Hiroyuki Kobayashi – Graphical Programmer.Minoru Iwamoto – Art Director & Character Designer.Shouji Ikegami – Project Manager & Next-Gen Development Producer.Yoshimasa Tanaka – Development Producer.Our team’s Ryuji has provided a translated summation of the first half’s key points regarding console release timing, the atmospheric shader’s birth, and the combat system. It has been divided into two halves, with the second releasing at a later, unspecified date. Bandai Namco Japan’s website has recently added a lengthy interview conducted with several members of Tales of Arise’s development team.
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