In part two, you’ll be able to freely swap characters in and out of your party, even in the middle of combat. Sakaguchi: Each character was given skills that show off their personality. (For example Taunt and Quick can prove invaluable.) How much did roles influence personalities and vice versa? And what are some of your favorite “combos” that you’d recommend people have party members use? The Dimengeon will still be around in part two!įantasian ends up being a game where party members really end up playing to their strengths to be useful. That was what led to the Dimengeon system.Īfterwards came more improvements, like upper limits for trapped monsters and unique Dimengeon gimmicks, to give Dimengeon battles a special sense of excitement. I thought it’d be a shame if random encounters interrupted that movement too much. The point of this test was just to make sure that the programming worked, but I enjoyed watching the character move through various areas and angle changes along the way to that distant treasure chest. I placed a pin near a far-away treasure chest that was at a different height from the character and watched how he moved. Sakaguchi: Early on in development, I was testing out character movement.
![fantasian diorama fantasian diorama](https://eloutput.com/app/uploads-eloutput.com/2021/02/Diorama-Fantasian-Apple-Arcade.jpg)
How did you come up with the Dimengeon system, and can we expect it to grow or shift at all in the second part of the game? I want Fantasian to leave some warmth behind in your heart as you go on towards the ending. That means that eventually, Leo and his allies find their feelings take on tremendous importance. In the world of Fantasian, human emotions are gathered and used as an energy source. I wanted the story to develop in such a way that there are parallels to some conflicts in modern society. Goals that come into conflict with each other. In the Fantasian universe, there are many different dimensions with different origins and I decided to use Leo’s memory loss as the foundation from which players can go on to naturally engage with that theme. But in a way, it’s a very orthodox way to get players to empathize with a character and a new sense of place.įantasian’s story delves into the theme of Order and Chaos, which is a bit abstract and conceptual. Sakaguchi: Memory loss is a story device I haven’t used very much before.
![fantasian diorama fantasian diorama](https://i.pinimg.com/originals/96/66/a9/9666a95531154f437abbac8359286c66.jpg)
How did you come up with the story concept, and what do you hope people take away from it? We worked very hard to make sure you get a comfortable, fun experience, no matter the size or resolution of your display.Īs people go through Fantasian, they’re gradually restoring Leo’s memory. Sakaguchi: Naturally, we had to take mobile devices into serious consideration when deciding on things like font sizes and UI placement.
#FANTASIAN DIORAMA PORTABLE#
How did the platform shape your design decisions? For example, since you knew people would likely be playing on a portable device, how did you adjust gameplay? It wasn’t specifically influenced by any past works of mine, but again, since it came from that natural place inside me, it shares some of their flavor. I think that’s why it has a similar feel to Final Fantasy.
![fantasian diorama fantasian diorama](https://primetimegamer.com/wp-content/uploads/2021/03/Mistwalker-is-spoiling-us-with-Fantasians-painstaking-diorama-world-750x375.jpg)
![fantasian diorama fantasian diorama](https://s.yimg.com/uu/api/res/1.2/veUxM14nLJQH07AyZWcDeQ--~B/Zmk9ZmlsbDtoPTM4MDt3PTY3NTthcHBpZD15dGFjaHlvbg--/https://s.yimg.com/os/creatr-uploaded-images/2021-03/929e3c90-7c25-11eb-b9bd-6353f3006ad2.cf.jpg)
Sakaguchi: Fantasian is a culmination of ideas that sprang out of me it comes from something inside me that’s as natural as breathing. How did other games you’ve worked on, like The Last Story and Lost Odyssey, influence its design? Many people draw obvious parallels between some gameplay elements and narrative decisions between Fantasian and Final Fantasy.
#FANTASIAN DIORAMA MAC#
For example, the game had to run on iPhones, iPads, AppleTV, and Mac computers. They didn’t have any particular demands as far as that goes.Īpple Arcade has some requirements that we had to meet. Hironobu Sakaguchi, Mistwalker: As far as the creative side goes, Apple left it up to us one hundred percent of the way. Jenni Lada, Siliconera: How influential was Apple as a partner, what with Fantasian being an Apple Arcade exclusive? Now that the first part of the adventure is available for the service’s subcribers, Siliconera had an opportunity to ask him about the game, what people might expect from its second part, and what will happen to the dioramas made for its environments. He not only produced it, but was one of its writers. Hironobu Sakaguchi’s influence can be felt throughout Fantasian, Mistwalker’s latest JRPG and Apple Arcade exclusive.