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Crystal Chronicles interview

Wederom een interview of Ring of Fates en Crystal Bearers.

Gisteren kwamen de mannen van 1up al aanzetten met een interview over alle Final Fantasy games voor de huidige Nintendo consoles. Vandaag heeft IGN nog een interview voor ons over beide spin-off games en vervolgen van Crystal Chronicles. Dit interview is afgenomen op de party van Square Enix.

Did you look at the likes and dislikes of the GameCube game and apply that to the Nintendo DS Crystal Chronicles: Ring of Fates?

Kamiyama: The original Crystal Chronicles was a learning experience in a multiplayer design, using the Game Boy Advance to work with the console game. We took input both internally and externally to create a better and multiplayer experience. This time around, in the multiplayer modes there will be many more options and features that will make the game more fun for the entire group. We focused so much on the multiplayer in the original Crystal Chronicles that maybe we didn't make the single player experience as elaborate as we should have. That's an area that we focused on in Crystal Chronicles: Ring of Fate. It was a busy schedule for the staff.

The original Crystal Chronicles and Ring of Fates share a similar art style, and it seems that Crystal Bearers isn't sharing this style. Why is that?

Itahana: For Crystal Bearers, we wanted to use the same world obviously, but we wanted to take the story in a different direction. We wanted to focus on a complete hero character -- the Crystal Chronicles series follows characters who become heroes as the story progresses. We wanted to develop the story where the main character starts out as a hero already, and have the story begin that way. We wanted a more mature look for this hero, and the Crystal Chronicles style was a little too "cute" for the mature hero concept. In a solo player environment, you can concentrate on the art around the hero character.

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