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Kingdom Hearts 3 & # 39; Co-Director's sorry fans had to wait so long



"The story of Kingdom Hearts is a classic tale of light and good to overcome darkness and evil." How to Tell Co-Director of Kingdom Hearts 3 Tai Yasue describes the teachings of the classic Disney and Square Enix collaboration. It has been 14 years since Kingdom Hearts 2 was released, with nearly a dozen spin-offs of the title released in that time frame. The wait is almost over as Kingdom Hearts 3 publishes worldwide on January 29th.

Yasue spoke to Newsweek about what took Kingdom Hearts 3 so long to be released, how the new attractions of the Disney theme park were added to the game and why everything should be worth wait.

It has been over decades since the release of Kingdom Hearts 2. What are the different factors that have done so, take so long?

Tai Yasue: One of the most important factors was the decision to change the game engine to develop the game. Our current engine is good at developing an AAA title, but because it was a change in technology and workflow, it took some time for the team to adjust and adjust.

How long did it take to design and choose the new wall and theme park mechanics?

TY: We first developed the wall climbing work because we wanted to try something new for the Olympus world, which had been included in the previous Kingdom Hearts game. By being able to climb walls, dive rocks and push down ramps, we were able to radically change the gameplay of Olympus and the other worlds, as we were able to create worlds with much more height, scale, and sense of discovery. [1

9659002] As for the theme park, we wanted to create something that was different from Kingdom Hearts ; which is a rare Disney experience, arranged in a way that would be fun to use in combat. Game director Tetsuya Nomura came up with the concept, while I did game design for the various rides, and the art group handled the artwork. From there we had a team of 3D artists, animators, engineers and special designers working to implement the concept in the game. We wanted to make sure that rides had universal appeal, so we had weekly meetings with over 30 developers to discuss our opinions on game design and graphics, adjusting each turn until we felt we had really nailed it. ] The monster from Frozen in Kingdom Hearts 3 Square Enix

The new worlds (Frozen, Tangled, etc.) seem to be mostly newer Disney characteristics. Why did you choose them and are they still surprising worlds waiting to be revealed?

TY: There are many good and logical reasons to pick new Disney features, such as appealing to a wider audience; But honestly, the main reason we chose new worlds like Frozen and Tangled was because they were thrilled with us. In terms of gameplay, there are many unique and crazy things you can do with a snowman who continues to talk after the head is removed from the body, or a princess with super long gold gold. We are not planning to reveal some amazing Disney worlds, but these new features gave us a chance to come up with many new and fresh ideas that will bring many surprises to the game.

What was it like to work with Kingdom Hearts 3 ?

TY: It looked like a roller coaster experience, with many ups and downs and would swing. Although at times it was a difficult and stressful experience, it was always exciting because we had a large development team with specialists in so many fields. We had technical animators working full time on hair, engineers who could calculate and code the realistic movement of waves and special effect designers who created dust particles in the air that would respond to the movement of characters. We even had an expert who made dandelion look extra fluffy!

What limitations or expectations were put on you by Disney when you worked on the attraction flow system of the game?

TY: When you make something from a Disney property, we usually work to make it look like the original as much as possible, but for the attraction flow rides, there were actually not many limitations. Finally, we came up with an original game mechanic for every trip that visually captured the essence of Disney without making the rides look like imitations. ] Donald fights heartless [19659012] Square Enix

What do you have to say to fans who have been waiting for this longer after a successor?

TY: I & # 39; I'm really sorry to have kept everyone waiting so long! It took some time, but we really wanted to make sure the game met everyone's expectations. I hope, more than I have hoped for anything else in my 20 years of making games, that you all like it.

You've had a hand in creating Kingdom Hearts for almost a decade, how have you managed to expand the world of Tetsuya Nomura?

TY: I've come to expect the unexpected. Nomura is a creative force that takes us to unexpected places, and it has been an exciting experience to expand its vision. He has many unconventional ideas, like the LCD mini-games that surprised us, but when we actually build on these ideas, it fits in a way in the Kingdom Hearts universe in a fun way. It's been a little used to, but I've learned to trust his ideas and run as far as I can with them.

How would you describe Kingdom Hearts & # 39; lore?

TY: The story of Kingdom Hearts is a classic tale of light and good to overcome darkness and evil. Players will discover the power of friendship and how friends must tie together to overcome difficulties. Much has happened since the first Kingdom Hearts game, so for those new to playing Kingdom Hearts we have a "Memory Archive" feature in Kingdom Hearts III How will Kingdom Hearts 3 stand out from the spin-off games released in the last decade?

TY: Scale and availability. Kingdom Hearts III stands out from spin-off games because there is so much variety in terms of games. The game does not force you to play in a particular style, and players can beat enemies using weapons, action or system that they personally enjoy. I don't know of any other game where you can call on theme parks, get your weapon transformed dynamically, ride several types of robots and a pirate ship, explore underwater caves, fight with toys, become a monster, create your own spaceship, collect recipes and Create French cuisine and play over 20 old school 2D LCD games while exploring great 3D environments. This game is a celebration of games, old and new.

What is your favorite part of the game?

TY: I like pretty much everything, so it's a difficult question to answer, but after completing the game several times, I've driven against the Rubber Ship.

In Kingdom Ship for Kingdom Hearts 3 players can explore a vast universe on a custom space ship with full freedom. There is a whole lot of hidden treasure to find and secret enemies to be defeated, but I personally like the editing function of the Rubber Ship most. Compared to previous Kingdom Hearts games, there are many more materials and parts to choose from; You can add unique skins such as denim, cardboard, fire and cheese, and add sweet shapes such as kittens and puppies. Don't ask me why, but I am currently trying to make a flying frame that fires fireballs.

Kingdom Hearts III releases in Japan on January 25, 2019 on the Xbox and PlayStation 4 and January 29 worldwide.


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