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Interview Tales of Arise: Become the new reference on JRPG

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Not far from five years after the last episode, the Tales of Series prepares its return on consoles and PC on September 10, even hanging new generation machines to its hunting table at the end of its long-term development. For a series that was used to annual outings or almost in the early 2000s, it is not to say that Tales of Arise will have been waiting, with the program a change of engine, the promotion of an character designer, but always The same action philosophy in the combat system and music. We had the opportunity to ask a few questions to the development team to find out more, while waiting to see if the promises of the demo will materialize in the final version.

_This interview was made by email, remotely, with a number of questions defined and upstream of the output of the game.

After many contributions on the previous shutters, Mr. Iwamoto is for the first time in charge of Character Design_ as a whole with Tales of Arise. Has he received special instructions to register in the continuity of the series and what was his state of mind by starting the work on this episode?

Yûsuke Tomizawa (producer, to the left of the trio): With this game, we wanted to create a unified vision between the world and the design characters. That's why, as a producer, I decided to use Iwamoto-San to assume the role of artistic director and designer of characters. He has garnered a great experience as artistic director and much learned from the philosophy of Kôsuke Fujishima and Mutsumi Inomata (The main illustrators of the series for 25 years, NDLR), through its own contributions. However, I never asked him to imitate the styles of these two artists, but rather to fully register in the visual line of the universe and the story we wanted to portray in this game. It seemed to me more important than the sense of Iwamoto-san style and taste, which have become very important over the years and its involvement in the series, apply in a natural way, in order to achieve this perfect visual balance we are looking for finally. I think this challenge has been raised with Brio.

Kisara and Dohalim are moving away from some traditional_designs of previous episodes. What was your approach for these characters in particular in the creation process?

YT: These two characters have been specially designed taking into account the intentions mentioned above. Both have strong personalities based on the unique universe we wanted for this game. The two characters are intentionally dressed in costumes that clearly correspond to the civilization and culture of Rena; Dohalim has been designed so that players are well aware of his title of nobility within the Renan people. Kisara is originally from the rival people of Dahna, but she received an equipment from the army of Rena and her with pride it as a member of the royal guard. The design on a white basis with ornaments of their costumes is similar to that of the shion costume. However, heroin holding has been designed a little differently because it has acquired the costume of a renant of a time a little older during his trip.

Being in charge of art direction means that you also supervised the creation of the world. Afterberseria and its more mature tone, how did you consider the orientation of this tales of?

Minoru Iwamoto, artistic director, middle: In the previous episode, I tackled the story of Velvet's vengeance as a fairly serious theme, which could be expressed on a visual plan. Through the main character, I also wanted to evoke the fact that it is normal to live his own life, even if we have values ​​different from those of others, and that we face the critics of the society and people around us. The Berseria tone was red and black, giving a strong contrast impression, facing the dominant white and the blue of Zestia.

By developing Tales of Arise , we originally intended to go on a more brilliant and pleasant direction, as opposed to the previous work. However, as the development progressed and the theme of the game as the filigree message became more obvious, ideas dark and hard environments and a mystical dimension have emerged necessary, and we were ready to express them in many ways. What's more, in order to portray the typical fantastic world of Tales, we have preserved the richness of the colors and the Design, creating visuals emphasizing the asperities and the atmosphere. Our goal aimed to give a feeling of gasoline and authenticity, to better pass our message.

The Tales of Series was known for the frequency of its many outings. Why did this episode take as much time?

YT: It is true that five years have passed since the last new game of the main line on consoles, but Tales of Arise absolutely required a long development time, because of the Transition on Unreal Engine, but also the various advances we envisaged when rethinking how the franchise was developed. I think it was necessary and important to take the time to push the series to a higher level, in order to express its potential and meet the expectations of today's players. The escort titles of the secondary line which allowed to fill the absence have now been replaced by crossovers to smartphones. I would just like to say _Thank your patience! _ To the attention of fans who are always eager to play a totally original title.

m. Kagawa, the fans know you for designed the combat systems of Graces and Tales of Berseria. What lessons did you come from these projects and how does that reflect in Tales of Arise?

Hirokazu Kagawa, director, right : Tales of Graces is a game that has had a great impact on my career. The fights in the Tales of series are very different from the system we have developed for Tog. Tales of Arise takes advantage of the knowledge gained with the development of grace. I think we can distinguish three points that define the fighting in the series: the fact that they are easy to control and exhilarating, the fact that it comes to fight in unison with the characters of the group, but but also that the action is easy to apprehend. With the principle of CC (chain capacity) for the use of techniques, the grace fights have proved dynamic. The system was both thrilling and deep, with some characteristics like dodging enemy attacks on a side step.

Based on these ideas, Tales of Arise has been designed to be more action oriented. In this episode, we have on one side put the emphasis on the action, all bringing it closer to what I am looking for personally, leaving to the player the possibility of avoiding enemies simply by observing their actions. In addition, the fighting side in symbiosis with the other characters echoes the concepts of Berseria and Xillia. I think it's an episode that successfully combines the action and coordination dimension with other members of the group.

How was the transition to Unreal Engine? What obstacles did you have to overcome? What types of changes have been made possible compared to old episodes?

YT : The very realistic treatment of lighting and fluidity in the design of exploration areas made possible by UNREAL ENGINE had a great impact on visuals and experience in exploration. Originally, the visual style targeted by the series Tales of is different from the photorealistic style, and emphasizes the heat and the typical expression of a paint. This time, we noted the challenge of creating a game with such a pictorial touch, while maintaining a sense of realism, such as a rich luminous expression and a sense of the visual atmosphere. The engine is naturally endowed for that, and we have achieved our goal by bringing our edits to the Unreal Engine 4. The result gives a game with an unprecedented artistic expression style. We have also made the conception of very three-dimensional play areas, a result obtained by the design routines of environments in the EU4 environments. This allowed us to give birth to an episode that has evolved to give greater feeling to the player to blend into the decor, with more fluidity in exploration mechanics.

Players have been numerous to criticize the linearity and design of the dungeons of Berseria. Has this been taken into account for this new episode?

YT : As said earlier, we have been able to design much richer 3D game areas than in the past, and we have made intensive use in the dungeons as well.

Do you know the secret of motori Sakuraba to be as prolific? What kind of tone can we expect this time on a musical plan?

YT : It's a secret that he alone knows (laughs). To identify the new challenge of this title, we put the emphasis on orchestral music, which is more present than on the previous titles of the series. To do this, we recorded some pieces in Live to significantly improve the quality. We also learned that Sakuraba-san had always wanted to record the songs of Tales of with a complete orchestra, so we decided to capture the complete orchestra in a large room. In the game, you can enjoy music with a real sense of authenticity. On the other hand, Mr. Sakuraba also composed a familiar and light combat music that the fans expect from the game, so we now have a very rich soundtrack in multiple facets. I believe these pieces also play a big role in the dramatic effects of the scenario.

Last question: As a personal capacity, what is your favorite episode of the series and why?

YT : Echoing my personal memories, I will say Tales of Vesperia. I remember that TOV also marked the spirits by its impact on the JRPG by marrying the evolution of the consoles of its time. I hope that Arise will be able to become the new reference in terms of JRPG for this new generation.

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