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Tuesday, September 11, 2007

Eternal Sonata producer on the importance of creating scenario

Listed in: Interviews, Games, Eternal Sonata Tags: Tri-Crescendo

Eternal Sonata's Polka - Image 1Even the most rabid Japanese RPG fans who'll jump at anything with anime-esque characters and teenagers who save the world would have to agree that Eternal Sonata on the Xbox 360 is not like other video games we've seen before. Swords and magic against monsters inside Frederic Chopin's head? Only the folks from Tri-Crescendo can come up with that.


On the latest blog post from Eternal Sonata's devs, producer Shinji Noguchi discussed how important it was to create the game's scenario and how much effort they invested in making the game unique. Being the company's first Xbox 360 title, "Eternal Sonata represented a shift to new hardware and a new style of graphics," according to Noguchi.


It does seem like it was a tough task to create the legendary composer's subconscious, but the initial scenario easily went through. eternal Sonata devs were able to focus more on other aspects after the ingenious setting was improved early in development, said Noguchi.


One problem they encountered, as Noguchi cited on the blog post, was how programmers had trouble making female protagonist Polka's hair flow realistically. Plenty of other issues sprouted up, but the producer was proud how they handled all hurdles with creative solutions.

The creativity and experience that Tri-Crescendo acquired after previous projects resulted in "a fun and innovative battle solution," added Noguchi. He's hoping that people enjoy the game, since there were lots of challenges and barriers to overcome before Eternal Sonata came into fruition.


Buy: [Eternal Sonata]


[Via IGN]

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