STACK NZ Dec #69

GAMES

FEATURE

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2015 has delivered some incredible titles for theWii U, and Xenoblade Chronicles X is a beautiful bookend to the year. STACK spoke with Mr.TetsuyaTakahashi, executive director at Monolith Software, Inc.

the vast environment to realise the “Open-World” design for the first time in a Monolith Soft title for Wii U. We believe that we’ve managed to find a good balance as a result of the many additions and exclusions made within the available parameters. Xenoblade Chronicles X has been said to be more of a spiritual successor as opposed to a direct sequel to Xenoblade Chronicles . How did you decide on this approach with a new setting? We concluded that if we were to create an Open-World RPG, a quest- based design would have more affinity than that of a linear story-based style. However, we also decided to take an approach where we could keep the exploratory and adventurous elements as a core part of the game. How does the combat system differ from Xenoblade Chronicles ? The biggest difference in Xenoblade Chronicles X is the mixture of characters and robots. In addition, there aren’t many potion-type items or straightforward recovery Arts in this game, and in fact, the healing

Xenoblade Chronicles is our favourite game on theWii. Did its popularity and success take you by surprise? Thank you very much. While we tried to be faithful to our beliefs of our ideal game, we were confident that it would be well accepted and we’re happy to receive such positive feedback! What were the most important lessons you learned from making Xenoblade Chronicles ? In Japan we say, “to carry out the original intention”. So to answer your question on important lessons, I think it’s important to complete a project without giving up on the initial objectives. What challenges did you face when developing this title specifically forWii U? The greatest challenge would have been in creating

is accomplished by utilising a feature called Soul Voice. With this, players can appreciate the exhilarating attack- focused battle system. How does the second screen on theWii U controller influence the gameplay? It actually doesn’t affect the gameplay directly, however, it’s utilised to check the map, travel and to explore. With an open-world design, it’s possible for areas to be too big and can lead to losing purpose easily; however with the segments displayed on the map, you’ll be able to enjoy the open-world gameplay without stress. What do you think is the biggest challenge in developing a game which appeals to both Japanese and Western audiences? Do you keep this in mind during development? In the future, our biggest challenge might be to achieve a direct connection between the main RPG elements of exploration, battles and story. We always keep it in our mind to create a game where the gameplay experience is designed to make you feel like a movie star. Where next for Monolith Soft? Don’t you think it would be boring if you already knew what you were getting for Christmas? We always want to prepare for new surprises in the future!

• Xenoblade Chronicles X is out now

DECEMBER 2015

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