บทสัมภาษณ์ล่าสุดจากแฟมิซือ Dissidia -Final Fantasy-
posted on 05 Dec 2008 01:04 by ffplanet in Dissidia-Final-Fantasy-ทีมงานของเว็บไซท์ 1up ได้แปลส่วนหนึ่งของบทสัมภาษณ์ล่าสุดของเกม Dissidia -Final Fantasy- ที่ปรากฏในนิตยสารแฟมิซือฉบับล่าสุดมาให้อ่านกันแล้ว เนื่องจากผมจะไปเล่นวินน... เอ๊ย..จะไปนอนแล้ว ดังนั้นก็ขอใช้วิธีมักง่ายเหมือนเดิม นั่นคือการแปะและทำตัวแดงที่ข้อมูลน่าสนใจใหม่ๆ นะครับ
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Dissidia: Final Fantasy may not quite have an official US release announcement, but it's hitting Japanese PSPs in a scant two weeks, much to the excitement of FF fans and fanfic writers. Work on the game is done, and a roundtable of Square Enix developers -- creative producer Tetsuya Nomura, senior director Takeshi Arakawa, planning director Mitsunori Takahashi, and main programmer Ryuji Ikeda -- sat down with Weekly Famitsu magazine to discuss some of the latest revelations about their little dream-match mash-up of a game.
On the introduction of Shantotto, a black mage NPC from Final Fantasy XI, to the lineup
Takahashi: There were assorted candidates to choose from [in FFXI], like Prishe. We wound up asking the FFXI fans on the staff what character would make them the most happy to see in the game, and they all said "something Tarutaru"! Shantotto wound up being the choice from the Tarutaru available. They're a small target to strike, so balancing their hit detection was a difficult process -- we can't let Shantotto have a unique advantage, so we were messing with her right to the very end.
So where are the Final Fantasy XII characters at?
Nomura: Introducing Shantotto and not one of the FFXI player-characters was one of the surprises we've given people in interviews from the beginning of the project. As for FFXII, just stay tuned for now (laughs). One idea we had was to include an FFXIII character, but having one debut in Dissidia would lock down the image of his or her skills and so forth, perhaps affecting FFXIII in the process. As a result, we couldn't get permission.
On the pleasures of being an evil character in Dissidia
Takahashi:There isn't a story mode for the Chaos side, but that doesn't mean the story's weaker for those characters. If you play from the Cosmos side, you'll get to see the Chaos story along the way.
Arakawa: If you're trying to raise all the Chaos characters, I'd recommend waiting until after you complete all the Cosmos characters and see the ending. Exactly why I say this is a secret, but...
Takahashi: You can always use PP to access the Chaos characters early on, but you can use a certain mode after viewing the ending that will make raising them a lot more fun.
Ikeda: The Chaos story events are great, too. Basically, one side wants to destroy the world and the other wants to rule over it, and they have conferences and things.
Thoughts on completing the project
Arakawa: I'm just happy to see everything work out. It's a relief that we made the 20th anniversary safely.
Takahashi: [The hardest part] was balancing -- not just between characters, but between all 100 levels and the equipment they may be carrying. It took a long time, and there's really no good ending point to it, but I think we're pretty confident about the results.
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แปลมาให้หมดสิ ฮือ ๆ จะอ่าน
#1 By Elze (58.64.75.208) on 2008-12-05 02:09