Lugalbanda and Nintendo Life have both provided translations of Tetsuya Takahashi's recent famitsu interview about Xenoblade Definitive Edition. The full translations are available in the links below. All of the quotes included in this post are from Lugalbanda's translation.
Famitsu June 4th Edition Takahashi Q&A
There was a Takahashi Q&A in the latest edition of Famitsu, in the run-up to the release of Xenoblade: Definitive Edition. I was originally not going to translate this because I thought I had n…
xenomira.wordpress.com
Monolith Soft's Takahashi Tetsuya Talks Xenoblade Chronicles: Definitive Edition In This Translated Famitsu Interview
Casual mode, 20 hour epilogue and more!
www.nintendolife.com
Q1: When did this (XBDE) project conceptualize?
Takahashi: The project itself started around the end of 2017 if I recall. At the time, we were developing Torna, The Golden Country, and so we were multitasking. We presented the outline of the new project we are working on within Division 1 in conjunction with the outline for DE around May of 2018, and we should have started after we formally finished Torna, in August. It wasn't for that long, but you could say we were simultaneously working on 3 projects at once. For Division 1, we organized staff that works on the new game, DE, and those who work on both.
Q3: When it was decided on to remaster the game, what was the first thing that came to your mind (to touch up on)?
Takahashi: As far as the content of the game itself goes, I thought it was satisfactory even by today's standard, so I focused on making it easier to play, more clearly understandable to play, and look fancy.
In regards to this first part, making it easier to play, we made it so if you're stuck on a boss, whether it be by losing over and over or taking a lot of time on it, a popup comes up that gives relevant tips for the boss at hand. When you go back to the game, you also get your party gauge up full, too.
To the second part, making it more clear and understandable, we worked on UI. We relooked all the things that display and how they transition to make it very easy to understand what was going on and what needed to be done.
As far as making things look fancy, this is all about improving character graphics, something I thought was regrettable from the original. Because of the limitations of the hardware we were working with, the resource tradeoff meant that the characters got the short end of the stick. In DE, even though we do have the limitations of deadlines and budget, we went as far as we could within those limitations and upgrade them.
In general, this was a direction the producer, Yamada Shigekazu, and the director, Inaba Michihiko, opted to take. They set a very clear line in the sand about what should and shouldn't be changed and didn't bring their own agenda into it. I recall them being very careful about deciding on specifics like that.
Q4: The original was on the Wii in standard definition. For this remaster, were the assets all redone in HD?
Takahashi: This is stating the obvious, but we have a budget and a deadline, so we can't remake everything from scratch. So, we decided where to draw the line on what to redo and what not to. Specifically, weapons and gear, enemies, and map models, we just upconverted and added shading textures. For the faces and hands of playable characters and important characters, new gear in DE and the Monado, and the facial animations for cutscenes and scripted events, we worked from scratch.
We decided on this as such, but by the time we knew it, individual staff members were adding stuff in that felt was needed, and so some mob enemies and map models have been reworked a little too. They're not as big as the things we newly created, but it would be nice for people to spot those differences.
Q7: In regards to the main game, it's probably the case that the Wii version was largely ported to make this, but tell us if anything besides the graphics, UI, or music have been changed.
Takahashi: We thought it was important not to change the story or combat, but we did add features. Casual mode and autosave, stocking up on quest and landmark EXP, leveling down options for experts, time attack and theatre mode, and fashion gear are all new features we added.
Q8: Tell us how Future Connected came about, and what kind of concepts you started with.
Takahashi: Because people were saying "poor Melia…" I'm half joking. We wanted to clearly appeal to existing customers, plus make something that connects to the "future" of Xenoblade. In addition to those two and a half reasons, we just so happened to have the Bionis shoulder map that was near-done from the original and a good place for the new story to take place.
Q9: Did you work on Future Connected?
Takahashi: After people involved talked about what direction the plot was going to take, our very own event leader Ōta Mamoru finished it up. For quest related plot (Ponspectors), as always our very own Iwamoto Masataku and his quests team worked on that.
Q10: How much content does Future Connected have?
Takahashi: About ten to twelve hours from my own experience. For those playing their first time it might take a bit longer. Including all the side content, it'll probably take give or take twenty hours. If we had taken the stance of making it DLC, we could have sized up the game a bit, but we didn't think it was appropriate to ask for that much money for a remaster, and if we spend too much time and effort on Future Connected it could have a big impact on our new title, so we tried to strike a good balance.
Q13: Please send a message to the Xenoblade fans of old as well as those who are going to get their first experience soon.
Takahashi: Xenoblade is a title that changed the course of Monolith Soft and became the building blocks for our growth. We made this game with the determination, passion, and love that was poured into the original game by its staff, resonating with the staff we have today. At the same time, it suggests the silhouette and shape of what our future projects will take in the future. I hope veteran fans get a feel for this transition, and I hope new fans can get a taste of the future that resulted from our history.
Last edited: