Forspoken, we interviewed Luminous Production!

Forspoken, we interviewed Luminous Production!

Forspoken

Forspoken looks like a very promising game, although at the moment the most interesting information is still covered in a thick layer of fog. To help you better understand this first Square Enix exclusive for PlayStation 5 (... and PC), developed by the same team and with the same graphics engine as Final Fantasy XV, we interviewed Raio Mitsuno and Takefumi Terada, two figures Highlights of Luminous Production.

Sit back, and let's go!

Forspoken: great creatures await us hidden in the horizons of Athia We love to discover how games are born. Some have a very difficult genesis, others are created in total freedom, while Forspoken seems to be the result of a very instinctive creative process, but which has always revolved around the strengths of the Luminous Engine. If you too are wondering how this project came to life, hear what the game's creative producer has to tell us!

"Forspoken was conceived several years ago. We started from a blank canvas, with the intention to build a world like never before, magical and mysterious. That of Forspoken is a very different reality from ours, a predominantly matriarchal society where even the universe itself is considered a great mother. The characters who find themselves catapulted into it. , they are a sort of reflection of what they were in our reality. This is the starting point on which we started working and in which we started adding mechanics and ideas, up to today ".| present in other genres. To remove any doubts about the categories in which Square Enix wants to frame the game, we asked what he thinks directly of Terada San. co-director of Forspoken.

"The most role-playing part of Forspoken is essentially linked to its magic system that will allow us to attack, defend ourselves and more. By exploring the world and collecting key elements, we will be able to improve and unlock new and more powerful spells. We are a team famous for having created many RPGs and consequently this can only have influenced the development of this last project. Forspoken is a "RPG" because the player becomes in all respects another person, and can decide how to improve her, customize her in many different ways and choose her fighting style ".

Living on Athia

Forspoken: exploring the game world will be how to solve a long and intricate puzzle. When we're not busy chasing the main mission, what can we do about Athia, and how will combat work in such a vast world? These are just some of the doubts we, just like you, have about Forspoken. The answer we are given is unfortunately largely smoky, except for a very interesting detail on exploration. It's always Takefumi Terada talking.

"The game world is unique, totally seamless, seamless, free of uploads. You can move wherever you want and there are no situations in which we will narrow your field of play. action, not even in combat. Provided you can, you can enter and exit a battle at will.

The world of Athia, where Forspoken is set, has been brought to the brink of destruction and only one city is remained standing. The rest has been practically devastated and this will be reflected on the game map and gameplay. Exploring Athia is the "side content" of Forspoken, her secondary mission, and in doing so you will be rewarded with a lot of lore that among others things will tell what brought this magical land so close to the end. In Forspoken, exploring is a bit like solving a great mystery. "

Forspoken is the first Square Enix game developed between Japan and the United States. The creative part is in fact all stars and stripes, for a collaboration that could lead to truly extraordinary results, or the exact opposite. It is Raio Mitsuno who tells us the reasons behind this choice ...

"Yes, it is a total novelty for us, I am referring to this double approach where in Japan we work on the actual game but the creative part is located in fact in the United States. It happened because at the beginning of the project we thought a lot about what the real strengths of our team could be and what the weaknesses, we also wanted Forspoken to be attractive to as many people as possible in every part of the world. To achieve these goals we called in a group of talented Western scriptwriters so they could give the project some perspective. And in our opinion Gary, Amy, Allison and the rest of the team in America have done a tremendous job, and operate at their side even if at a distance, despite it being the first time for us, gave Forspoken an edge. A special product was born, something that we could not have realized. other ways ".

Luminous Engine

Forspoken: The Luminous Engine is always a pretty sight, and since FFXV it seems to have improved a lot. But how has the Luminous Engine improved since its debut, that is, since the days of the fifteenth Final Fantasy? Even if our two guests are not part of the technical team, Takefumi Terada still tries to answer us.

"The field in which the Luminous Engine has improved the most since Final Fantasy XV is certainly the ability to create procedural elements and scenarios. For example, when we worked on Final Fantasy XV, another game with a huge open world, we had to apply many objects by hand such as trees and rocks. In Forspoken many of these procedures have been automated thanks to the new feature of the Luminous Engine. "

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