“This time, portraying a single protagonist was certainly one of our key challenges” Naofumi Matsushita on creating The Adventures of Elliot: The Millennium Tales


Along with our latest alternative to go hands-on with extra of The Adventures of Elliot: The Millennium Tales, Sq. Enix provided us the prospect to ask a couple of inquiries to the staff behind the upcoming Motion RPG – and we have obtained a couple of responses from the sport’s Producer, Naofumi Matsushita. We’re solely a month away from launch, so it is good to get some final minute questions answered as issues ramp as much as launch!

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RPG Website: What led to the choice for the staff to work on an Motion RPG; what had been the challenges and alternatives in utilizing HD-2D in an motion RPG for the primary time?

Naofumi Matsushita:

By the HD-2D visible type, we first explored the RPG style with OCTOPATH TRAVELER, adopted by the technique style with TRIANGLE STRATEGY. Constructing on that development, we needed to succeed in a fair broader, newer viewers with this newest entry, which led us to undertake the motion RPG style for this title. The enchantment of the HD‑2D visible type lies in its use of 3D backgrounds, which give the world an actual sense of depth despite the fact that the characters themselves are 2D. One of many principal challenges was discovering a technique to deliver that power right into a 2D motion sport.

In pixel‑based mostly 2D motion video games, the display can simply turn into dominated by the bottom aircraft of the map, making it tough for gamers to really feel any sense of three‑dimensional depth and inflicting the visuals to really feel considerably flat. On this title, significantly within the overworld, we adopted a “drumroll” method, the place the map curves into the background to disclose distant terrain. By incorporating unique strategies to additional maximize the seen vary, we had been in a position to create an expertise that conveys a powerful sense of depth whereas nonetheless being a 2D motion sport. This was additionally an space the place we spent a big period of time rigorously tremendous‑tuning the main points in shut collaboration with the event studio.


RPG Website: One factor of the sport that stands out is the robust concentrate on Elliot’s fairy companion, Faie – even all the way down to their portrait, ever-present within the nook of the display. What led to the choice to incorporate Faie so closely on the UI?

Matsushita: From the early planning levels, we knew we needed this to be a buddy-style expertise. As soon as the fairy Faie took form and we started testing how she behaved in-game, we determined to mirror that partnership within the UI as nicely, so gamers may extra strongly really feel like Faie is touring alongside Elliot. 

I believe gamers will be capable to really feel it in lots of small particulars all through the sport, so I hope they’ll get pleasure from discovering them.

 


RPG Website: Elliot looks like a very distinctive identify for the protagonist of an RPG. Is there something the staff can share about what went into naming the protagonist?

Matsushita: As defined within the sport, Elliot’s identify comes from the truth that he was discovered beneath the Eldertree. I’m glad you discover it distinctive. I’d heard that it’s truly a reasonably widespread identify in some elements of the world, so I used to be a bit nervous about how it might be obtained. Additionally, many of the video games our staff has created to this point, such because the OCTOPATH TRAVELER sequence and TRIANGLE STRATEGY, have had an ensemble solid. This time, portraying a single protagonist was certainly one of our key challenges, so we made that clear within the title and designed the sport so gamers can intuitively perceive what to just do by taking part in. We took this method within the hope that a fair wider vary of gamers will be capable to benefit from the sport.

 


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RPG Website: With The Adventures of Elliot being a time-travel story, how did the staff resolve what kinds of eras to showcase within the sport – had been there any that the staff needed to incorporate, however had been left on the chopping room flooring?

Matsushita

: We developed the sport’s world and story in tandem. As we labored by its historical past, every period emerged organically from the wants of the narrative: the Age of Safekeeping, the present-day; the Age of Reconstruction, following humanity’s collapse; the Age of Magic, when humanity reached its biggest prosperity; and the Age of Budding, earlier than magic was found. In consequence, there weren’t any eras that we in the end needed to reduce. 

Thanks, as at all times, for the chance. The Adventures of Elliot: The Millenium Tales launches on June 18 for PlayStation 5, Xbox Sequence X|S, PC (Steam, MS Retailer) and Change 2. Keep tuned for our full overview within the weeks forward.