SQUARE ENIX MEMBERS

 

Who's who:
Tatsuya Kando, Director
Tomohiro Hasegawa, Co-Director
Takeshi Arakawa, Planning Director

Arakawa: How about the game world?

Kando: Well, we still have a lot of old Square Soft employees (before becoming Square Enix), and we noticed that we don’t have a lot of games that take place in the present. The closest candidate is Front Mission.

Arakawa: Just barely, really.

Kando: So we thought that it’d be interesting to make a game set in modern-day Shibuya, which is a lot different from the usual fantasy worlds.

Hasegawa: Definitely a change compared to our other games.

Arakawa: Everyone’s working on FINAL FANTASY, so it’s nice to work on something else once in a while (laugh).

Kando: We’ve been working on big titles like FINAL FANTASY and KINGDOM HEARTS for a while now, so with this smaller title on the unique DS system, we’ve taken the opportunity to explore a little more than usual in terms of direction. We still put as much effort into it as some of the bigger titles.

Arakawa: They sure give us a lot of freedom on this title… They gathered the three sci-fi monster movie geeks to work on it (laugh).

Kando: Monster geeks! (laugh) You make us sound like oddballs! (laugh)

Hasegawa: There’s no way that they grouped us together for that reason (laugh).

Kando: In any case, it went something like this.

Arakawa: I remember how we all planned about the DS for the first month.

Kando: It was purely research in the beginning.

Hasegawa: We set forth to shatter the idea of the conventional video game.

Arakawa: They gathered us, three graphic artists, into a team so we thought that we should make something visually striking. I remember consciously reminding myself that.

Kando: I’m sure that they found the idea of grouping three graphic artists interesting. We did a lot of brainstorming and planning, and by the end of the year we were increasing in team size, and they started to join the brainstorming.

Arakawa: We’ve been working with [the game studio] Jupiter for a while now. We’re pretty in sync with Jupiter.

Kando: That’s for sure, it’s as if we were working on parallel schedules.

Arakawa: The meetings were mostly brainstorming sessions.

Kando: Our staff and the Jupiter staff, just brainstorming.

Arakawa: We spent two and a half years like that (laugh). The conception of the game took the most time. We sure had a small team in the beginning.

Hasegawa: It was harmonious.

Kando: When we took a step back, it was surprising how much we had to do. For maps, Shibuya isn’t particularly large, but there were a lot of elements within that, such as battle locations, field areas, shops, badge items, etc.

Arakawa: There are a lot of things in this game.

Kando: Mounds of it.

Arakawa: It started out as such a compact game (laugh). But once we opened the flood gates… Well, it’s still a very tightly knit game, I think. There was just a lot to do development-wise.

Kando: We kept adding things that we wanted in there.

Arakawa: We sure did (laugh).

Hasegawa: There were things that we thought of giving up on, or scrapping an idea altogether, but most everything was implemented.

Arakawa: I debated on scrapping a few things, but no one wanted to do that (laugh). They kept saying how they’ve done so much already and that it’d be a waste not to keep it, so I had no choice but to agree. I remember how we considered scrapping items altogether (laugh).

Kando: Then we’d say something like “no we should keep it.”

Arakawa: And we go, “yeah well, of course we should.”

Kando: But the end result is good, and that’s what counts.

Arakawa: That’s true. I’m glad that everything made it. It’s just that the more we put in, the more adjustments we need to make (laugh).

Kando: Fine tuning is definitely important. Even the music, they were made with the game’s story and ideas in mind.

Hasegawa: The music really goes well with the game.

Kando: The music goes great with the game. I think it’s a major attraction of the game (laugh).

Arakawa: It’d sure be nice if everyone could listen.

Continue to Episode 2

Back to Page 1



Rated 'T' for Teen Fantasy Violence
Mild Language
Mild Suggestive Themes
About The World Ends with You
Ship Date: April 22, 2008
Platform: Nintendo DS™
Genre: Action RPG
For more information on the World Ends with You, visit the official site at www.theworldendswithyou.com


Back to The World Ends with You Feature Page



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