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IGNDC Interviews The Producers of Skies of
Arcadia
Grandia
II isn't the only big DC RPG. Sega's adventure set in the skies is
going to blow you away.
August 4, 2000
Sega's
Skies of Arcadia is set to be the company's first epic RPG
since the legendary Panzer Dragoon Saga, a title which many
(well, the few who've played it, that is), consider the finest
example of Japanese-style role playing. So of course expectations
for the game are great. Is Sega up to the task of delivering a
classic gaming experience? Or is Grandia II going to sit
alone atop the pedestal of RPG greatness?
We're hedging our bets on the former. Why? Because we've already
been blown away by a limited demo of the game, handed out at the
recent Tokyo Game Show (you can see all new videos, some translated
into English, throughout this story). We've stared at the screen
shots, made the artwork into our wallpaper, and attempted to style
our younger siblings' hair similar to Aika's Pippi Longstocking-ish
dew. Mostly, though, we came away impressed upon speaking with the
game's producer and scenario writer recently at Sega of America.
Meet Reiko Kodama, producer of Skies of Arcadia (and its
Japanese equivalent, Eternal Arcadia. Kodama-san is a
producer in Sega's R&D Dept. 7, which now operates independently
under the name Overworks. Prior to working on Skies of
Arcadia, she served as one of the original designers on
Phantasy Star 1, 2 and 3, and was involved in
the making of Sonic 1 and 2, and the Saturn version of
Magic Knight Rayearth. Quite a list of credits.
Meet Shuntaro Tanaka, scenario writer of Eternal Arcadia
and director for the game's US version. Prior to this game,
Tanaka-san was seen working in Sega's R&D 7 on Sakura Wars
1 and 2. Specifically, he wrote the scenario for part 1
of the series. Quite an important task when one of the series'
strongest foundations is in its story. If you haven't played
Sakura Wars, let us assure you that having this man writing
the scenario for Eternal Arcadia should be a treat indeed.
It seems that Sega's been pulling their finest for this game,
with other staff members having previously worked on Dragon
Force and Advanced Daisenryaku (which came out here on
the Saturn as Iron Storm). In fact, the final script writer
for the US version of the game, Chris Lucich, worked on the
subtitling of Panzer Dragoon Saga. Are you excited yet?
We spoke with Kodama-san, Tanaka-san, Lucich-san (or Mr. Lucich,
if you like), as well as US producer Klayton Vorlick to get the full
word on why this game deserves to be hyped as high as a
Grandia, Shenmue, or Final Fantasy.
 Select members of the Skies of
Arcadia Team: Clockwise from lower right, Producer Reiko
Kodama, Scenario Writer and US Director Shuntaro Tanaka, Slayer
of Evil and Final US Script Writer Chris Lucich, and US Producer
and translator extraordinaire, Klayton Vorlick.
IGNDC: You guys obviously have a lot
of experience with role playing games. A lot of Dreamcast owners are
hoping for a really big story driven RPG, and in America at least,
Skies of Arcadia should end up being the first game to fit
the bill. How does it feel to be working on this game?
Overworks: When we first set out to make this game, we knew that
there were no other story driven RPGs in development for Dreamcast,
so we knew the game would be very important for the Dreamcast. We
went in facing the full challenge and were prepared for all the
difficulties that the project would bring. We knew it would be one
of the system's flagship projects.
There was no real time when we felt the game would fall apart. It
all went forward smoothly. We have a good team with experience in
role playing games. Now, we're hoping that the amount of work and
depth that we put into the game will shine through.
IGNDC: The demo that was handed out at
TGS gave many a chance to look at the title. However, as the demo
was just bits and pieces, we're still wondering about the story as a
whole. Can you shed some light in this area?
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The Japanese Skies of Arcadia trailer
(view this to understand what's going into the game)
Part
1 (9732KB, QT)
Part
2 (5415KB, QT)
Part
3 (7977KB, QT) |
Overworks: For this game, we created a whole new world, one
that takes place in the skies. It is now the age of exploration,
much like the age of exploration in our very world, where people set
out to see the four corners of the world. This new world is in that
same type of setting, where people are starting to wonder what the
rest of the world looks like. The main characters are called Air
Pirates. Since there's so much travel and trade opening up in the
world, of course there are going to be pirates who are there to rob
the merchant ships. The main characters are good pirates, though,
the Robin Hoods of this world. Their objective is adventure,
exploration - they're looking for treasure. And as they explore this
world, stumbling upon new discoveries and various other things, they
meet new people and kinda get sucked into a story line.
IGNDC: Can you speak about the three
main characters, Vyse, Aika and Fina specifically?
Overworks: Starting off with the main character Vyse, he's actually
just the crew member of his father's ship, and he kinda looks up to
his father who leads the blue rogues, has his own ship and his own
headquarters. Vyse is a guy with dreams, and we wanted to make him
the most easily identifiable character for the player. He does not
like being told anything is impossible - his dream is basically to
become a captain like his father with his own crew and headquarters
and to explore the four corners of the world. He wants to see
everything that there is to see in the world, and his whole policy
is never giving up, never backing up from a fight, he always goes
straight into any fight, any challenge.
IGNDC: … he's like Marty
McFly
[Laughter]
Not quite so obsesive, but yes. He's a really likable guy because
he brings everyone's moral up. He's the center of the story.
Aika, the red-haired, braided girl…
[Two people in the room use their hands to
form a mock version of Aika's hair style]
… Of the two girls, she's the energetic, lively one. Every time
Vyse hesitates or is not 100% sure, she's there to smack him upside
his head and say "Come on, Vyse!" She's basically his pushing force.
They've known each other all their lives, as they grew up on the
same island. Every once in a while, she's a bit childish. She has
preconceived notions about the rest of the world that could be true
or false, as well as strong likes and dislikes, which she often
voices. She's kinda like the youth in the group, the fire, the
energy.
Her expressions and dialogue are probably some of the more
interesting parts of the game. She's one of the driving forces in
the story as well as some of the comic relief.
The last of the three main characters is Fina. She's a mysterious
girl - the mystery behind her is part of the game's story. She's not
quite the opposite of Aika - they actually work together as a team
to pick on Vyse. She's a quiet, reserved, proper girl, but she has
inner strength. It's not like you can just touch her and she falls
down and crumbles - she is very defiant and believes in what she's
doing. The mystery behind her and the secrets she knows are part of
the driving force behind the story, and as you play the game, you'll
learn about her and why she's there.
Outside those three, there are three other characters that
you can get into your party, one of which is a secret that has to do
with the story line. Two other characters are Guilder and Drachma.
Drachma is an older man, a sailor, gruff.
IGNDC: Is he the guy with the patch?
Overworks: Yeah… and the iron arm. He's a grumpy old man, a
sailor type. He seems a little cold. One thing that's cool about
this game is that all the characters have a story line. For Drachma,
you'll find out why he is the way he is as you progress through the
game. He always seems to be there for the three kids, so they kinda
tease him, because he seems to be gruff, but they know he has a soft
spot.
Guilder, the other character we can talk about, is another blue
rogue. He's an Air Pirate in search of the good life. He's laid
back, and he'll do basically anything as long as he thinks it will
be fun. He's searching for adventure with money and women - anything
he can get his hands on, basically. He goes along with Vyse because
he thinks this kid's going somewhere and he can have a good time as
a result.
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In this scene from the Tokyo Game Show
Eternal Arcadia demo, we see Vyse and Aika raiding a
Barua Army ship. The English subtitles were provided by us and
are guaranteed to be no more than 40% literal. SEE
THIS CLIP (9097KB, QT) |
IGNDC: One other element of the game
we noticed from the demo as far as strength of character goes, are
the bosses. They have one giant blob guy whom we affectionately
refer to as "Pukey."
[Laughter]
IGNDC: We were wondering how you went
about designing the boss characters.
Overworks: All of the monsters are designed to be organically
connected with the stage they're in. If there's a desert area, we
would go through and look at what kind of creatures would be in an
area like that -- small creatures that can make their way through a
desert without losing too much water. In an ice land, you would find
a lot of hairy beasts. We went through painstaking detail work to
create unity with the lands and the creatures that inhabit them,
which ties into things like the dungeons as well. Even Pukey (who
does not have an official name in English yet -- in Japan, his name
is Inotario) is living underground at a certain point -- we're not
going to tell you why or when yet. But that's why he has that blobby
shape.
IGNDC: We nominate the name 'Pukey'
…
[Laughter]
Overworks: There are numerous interesting characters coming up in
addition to "Pukey." For every monster that came up, we went through
an amazing design process where we just pushed ideas further after
conception.
Actually, it's not just the design or look of the enemies that
gets you. Many of the monsters can hit you and bite you and do basic
things like that, but the more grotesque monsters like Pukey will
throw up. Others will throw body parts at you, or else they'll jump
and attack. And many have multiple attacks, so you're on your toes,
for many reasons.
Since so much went into the monster design, please don't kill
them right away. Enjoy the animations. Let them take a chunk out of
you first.
[Laughter]
IGNDC: Not a problem. On the topic of
different areas, the game will obviously be very diverse and very
big. We're curious as to the size of the world and how many monsters
we'll be facing?
Overworks: The exact number of monsters is kind of a secret, but
you can expect over 150 types of beasts in the game. As for the land
size, there are six areas for six types of worlds. But like in our
very own world, the continents take up a very small mass, and the
rest is ocean in between. The ocean can be traveled upon, and there
are islands in between and people all over -- merchants and sailors
and such. Same when you're flying through the air -- you can go up
or dip down. And even in some towns, you can go up on buildings or
go underground. It's a vast world. The game is all about
exploration, so the concentration was to make sure that there's lots
of things to see if you look for it.
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Flying through Skies of Arcadia. This clip,
which was shown in our Tokyo Game Show coverage, shows how
navigation in the overworld is achieved. Check out the island
swarm! SEE
THIS CLIP (11463KB, QT) |
IGNDC: As far as ship-to-ship combat
goes, how much involvement is there in that?
Overworks: Since Skies of Arcadia is a game about
exploration and pirates, ships are very important to the story. You
spend a lot of time aboard your ship, and yes, there are
ship-to-ship battles. Since the demo version, the gameplay there has
been tweaked considerably, though the interface is essentially the
same. Not only can you battle other ships, but also you can fight
large monsters onboard your ship, and also explore areas via the
ships. You encounter other sailors and gather information, and
sometimes you meet Black Pirates and other enemies.
In total, there are about 80 unique designs of ships in the game.
Even with your own ship, you can customize the vessel with weapons.
Some weapons have different qualities, like one would hit harder but
miss more, another can be fired over and over in rapid succession.
It makes planning your defense and offense and customizing your ship
very important to gameplay.
The same thing goes with building up your own crew. The bigger
the crew and the better your men, the stronger your ship runs. You
can actually go through and find a lookout, and engineer, a cook, a
gunner... There's a ton of crew members you can find scattered
throughout the world, and it's possible that many will have a
different crew. The shipmates help the ship, but also serve other
functions in the game as well.
In actual ship battle, you can choose your plan of attack,
whether you want to go head-on or make up a gameplan of some type.
The crew will actually say, "Oh no, they're trying to cut behind us!
What do you want to do, Captain?" And you have choices in that. You
can suggest that you gain some space between the two ships in order
to be safe and change up their plan so you have the first move. You
can try to get behind them somehow, or you can give the order to
take them straight on. That will affect how the enemies fight and
the chances of survival on your part. You may possibly gain an
opening to bring out your big cannons - there's a lot of strategy
involved in the battles.
IGNDC: We also noticed there was a
fair bit of customization as far as the characters themselves, that
they can learn attacks and grow. Can you tell us how the man-to-man
battle system works and how this growing character ability factors
in.
Overworks: Actually, we wanted to create a traditional RPG with a
system that everybody's familiar with. You go through and gain
levels, strength, endurance, etc. One of the new features in this
game is that you can change the color of your weapon on the spot,
which ends up effecting a weapon's properties. You have to get
certain items in order to change colors, but once the color changes,
the weapon changes. Color your sword red, and it will have the
property of fire. Depending on what color your weapon is, you also
learn those types of spells faster. You can build up a
fire-resistant character with a fire sword who learns fire spells
quickly. You can make one person strong in healing. Or you can
achieve a balance by constantly switching back and forth.
Outside of magic, there are also special techniques that each
characters can get by acquiring certain items. The more items you
amass, the more techniques you can get. These are the big special
moves of the game. The difference between magic and special
techniques is the use of the Spirit Bar. Magic will use much of your
Magic Power, while Special Techniques suck up your Spirit Points.
Your characters can focus and build up the Spirit Bar, and that way
you can have some character support the others or else focus your
attacks together. It adds several levels of strategy to the game.
You can try to conserve Spirit Points if you're trying to build them
up, or else save Magic Points for later.
Beyond that, you can build your character on an emotional level,
beyond stats. Different characters will react differently based on
how you've handled a situation before - which choice you make in
dialogue, for instance. So, in addition to building your character
through the battle system, you can also build up through the story.
And just so you know, the battles are not like something in The
Patriot, where everybody makes a line and takes turns attacking.
Characters move around as they attack. It's more like Cutthroat
Island, where you see them running around on the ship, leaping from
the mast, battling each other. There is no set position for the
characters, and it adds a sense of liveliness to the fights.
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This boss encounter from the Tokyo Game Show
demo takes place on a ship. Alfonso, member of the Barua Army,
unleashes this nicely designed beast, who breaks through a
steal wall and attacks. SEE
THIS CLIP (11463KB, QT) |
IGNDC: We were really impressed with
how the game handles the surrounding world. Buildings, for instance,
cut away when you walk in, there are numerous seen throughout the
world.... How long have you been working on the technology behind
the game, and how do you like working with the Dreamcast?
Overworks: As for the effects, the Dreamcast lent itself to the
technology. With the library of effects, we were able to use really
nice special visuals. The design of the game went relatively
smoothly. There wasn't really any instances of getting hung up on
the programming. We really wanted to impress users with the
colorfulness of the game, so the visual set worked great.
And with the cut-away entrance of buildings, numerous other RPGs
handle such a transition by giving you a loading screen. But half of
this game is going in and out of buildings, and we wouldn't want
players to spend all of their time looking at a black screen. We
spent a lot of time making the cut-away smooth, so that when you go
into a building, you're instantly inside. The city you explore is
large, and that actually works as a benefit. The game will stream in
sections of the city as you're exploring, so there is very little
load time in the final version.
As a whole, the Dreamcast just made it easier to concentrate on
the game, and the colorful effects and lighting and elements of
design and characters just came through easily and nicely without
having to work through the kinks of the game system. It wasn't so
much that we were reliant on the Dreamcast and its libraries. It
just happened that it worked spectacularly for this game, and the
artists were able to look at what the Dreamcast could do and make
the best possible look and effects palate based on that.
IGNDC: The game most definitely has
that colorful, bright and happy look. Can you explain how the
decision to go with a more traditional set of characters was made?
Many of the more modern RPGs are going for a more sophisticated,
hyper-real look. Square, for instance, has been struggling between
realism and fantasy, and while some of the more realistic titles are
doing great business, Final Fantasy IX went back to the
fantastical designs of yesteryear and is blowing everybody
away.
Overworks: Originally, the reason why we went with the - not
quite super-deformed look, but certainly anime-skewed - character
design, was because we wanted to use expression in the face. The
number of possible expressions is greater because the face is
bigger. You don't have to go to a super close-up to see what a
characters' eyes are conveying or what kind of grin they have. When
you have a more realistic character, it's hard to see a face, and so
everything is done by body language. In reality, body language is
hard to pick up on, and so when you go to a play, you'll see
overacting and huge expressions just because people far back require
these in order to see what's going on. The same goes in games.
Also, we wanted to go for that sense of high adventure morale
feeling. To get this across, all of the expressions are made big. If
we were to have gone more realistic, you wouldn't have been able to
see faces, the movements would have been toned down, and it would
have brought down the morale of the game to a normal level. When
people play a game, they want to get out of and above their daily
existence. They want this high feeling and adventure. If you look at
Final Fantasy, part seven went super-deformed and realistic, while
eight tried to go even further than that. Now they've gone back to
short, big-headed characters. We think that maybe Square went
through the same process that we did, and came to the realization
that facial expressions are more identifiable by the users,
especially since users -- the core RPG fans -- are used to doing so.
It may be that realism may not be quite acceptable for an RPG just
yet.
But the other thing about this game is that color is very
important in actual gameplay, and so the use of bright colors is key
to the game's success. Changing weapon colors for weapon strength
means that you have to make a visual connection with the weapon, and
enhancing the color set really brings that out. It's a bright game,
and though it does have a sobering and dramatic quest, the pervading
spirit of the game encourages you to never give up. Never surrender.
Don't let the cartoony look fool you, though. Skies of
Arcadia has a deep storyline, and it's not all bubbly and happy
all the way through. It's an important quest. It's just one that's
best conveyed by a beautiful graphic set and whimsical style. You're
running the gamut of emotions of the game, and that's again why the
characters have to be big enough to see that and identify with. With
this, you don't need the exclamation point over their heads, because
you can see it in their faces.
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This scene from the TGS demo of Skies of
Arcadia shows Vyse, Aika, and Drachma being taken in. This
game is obviously more than just a kid's story…. SEE
THIS CLIP (11463KB, QT) |
[ AT THIS POINT, WE ASKED A FEW
SPECIFIC QUESTIONS TO THE LOCALIZATION STAFF ]
IGNDC: How has the
localization process been going. What steps have you taken to be
true to the feel of the game? Any major cultural differences that
had to be Americanized?
Klayton Vorlick: The main cultural element that had to be swapped
out was the use of the idioms of language. I'm the localization
producer and in-house translator as well, and also I've been a gamer
all my life, so I know the pratfalls that can come with a
translation process. Chris has been handling the re-write, and he
previously worked on Panzer Dragoon Saga.
[Anoop looks on with awe at this "CHRIS,"
so-called "Slayer of Evil," who had a hand in the all-encompassing
beauty that is Panzer Dragoon Saga. Foreign Correspondent
Colin Williamson would later reveal his jealousy at Anoop's
encounter]
We've already gone through about three or four passes on the
text, and it's not even past Alpha yet. We've been working very
closely with Sega of Japan on the script to get it right and work
well for our audience...
Chris Lucich: We have creative freedom, but they have veto power.
Klayton: Right, we can't just do whatever we come up with and run
wild on the game.
Chris: Sometimes we say, "We'd like to do this." And they think
it through and figure out that, no, it doesn't quite work for where
they're going.
Klayton: And then we work our way around and with their ideas.
It's a trust relationship here, and the most important part of that
is that we love the game, and we want to keep as much of that
experience from the Japanese game in the American version. That does
involve some changes, some line-to-line dialog and word choice, but
nothing major.
Chris: The words may change, but the scenes won't. All of the
scenes of the Japanese game will be in the American version in tact,
in order. There are also little issues in translation with a line's
size. With Panzer especially, I would only have one line of 27
characters, and it was time driven stuff. The Japanese language can
express so much with a single character, because of the way the
alphabet is symbolic, whereas with English, I have to type all of
that out and fit it into a very small space of time and letters. In
this game, we have three lines of 48 characters, so when you search
an item, it's not just gonna say "A cup" --
Klayton: You could have it say "You see the stain of leftover
coffee, or something like that. We've tried to put as much detail as
possible in the game. You go to a trade city, for instance, and look
at a box, and it'll say, "The aroma of herbs and spices emanates
from the box," or something like that, instead of just saying "It's
a box."
Chris: We also have enough room so that all the characters can
speak differently.
Klayton: Each character has very unique ways of speaking, very
unique personalities. A big part of the story is how these
characters interact with one another, and that leads to a lot of the
dramatic and comedic scenes. We've taken painstaking detail to
working with the Japanese team and keeping that same sense of high
adventure, and making it more marketable for the US, rather than
having a lot of the baby talk you see in the older RPGs. We've grown
up playing these games, and we know a lot of the frustrations. Many
say that the downfall of all RPGs is the localization, and we don't
want that to fall on our shoulders.
We're doing as best as we can to make this sound like a real
story rather than something it sounds like someone translated.
Chris: Hopefully, by the time you finish this game, you'll feel
like you've grown up with these characters, like you know 'em. Have
you guys read the Dragon Lance novels?
Klayton: You would know how the characters would behave in any
given situation, and that's what we tried to get in this game. By
the end of the game, you kinda know, Vyse is going to do this, and
so on. You can kinda anticipate almost. Sometimes they'll throw you
a little curve ball, but you will know these characters like the
back of your hand.
IGNDC: Is it all straight text, or is
there some voice?
Klayton: There's some voice. You hear gasps, yawns, sighs, etc.
You might hear a hello, or a hey off in the distance. The battles
are fully voiced, though, when they charge up, you hear a "AHHHHH!"
for instance. We're doing all that in English. Chris: Also in the
text, you can't really write "'Oh my god, we're going to crash,'
exclaimed Guilder." So, you'll hear a gasp from the characters, and
then the text will read "We're going to crash!", and the user will
know how to read it.
Klayton: Combining the sound, the face, and the text… Chris: …and
the scene… Klayton: You can grasp firmly how every line is
delivered.
| Vyse, Aika, Fina and Drachma, take leave
from a desert wasteland and into the boundless skies… the
eternal skies of arcadia.SEE
THIS CLIP (11463KB, QT) |
|
And with that, we'll take leave from Skies of Arcadia.
Expect more details as the game's October 5th Japanese release
approaches and the November US release draws near. With this,
Grandia II and Phantasy Star Online, there should be
no doubt that Dreamcast will be an RPG-lover's dream come true this
Fall and continuing on to next year.
For more details about Skies of Arcadia and RPGs on
Dreamcast in general, be sure and check out the following:
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