Q: Can you give us an overview of Eternights’ story? What sorts of topics and themes does the game tackle?Ī: Eternights has both a bigger theme and smaller themes. Not just in JRPGs, but in general, I enjoy when the characters are relatable. I have to be able to feel what the main character is feeling, so I can get into the world and really experience it from their perspective. To me, I think it’s really about the characters. Q: What do you think the single most important element of a satisfying JRPG is?Ī: I think what makes a satisfying JRPG is very, very personal. Eternights' last chapter is completely different based on your choices in the preceding chapter, and with that replay value, I recommend players take advantage of the New Game Plus mode when you do your second run. The ultimate skills are very strong supportive skills that you don’t want to miss.Ī: Eternights will have a New Game Plus mode. I can’t say what the actual skill count is, but each character contains a different set of passive skills, active supporting skills, elemental skills, and an ultimate skill that unlocks when you get a deeper bond with each character. There are both passive skills and active skills, as well as the players own elemental skills depending on how you level up. Roughly how many different spells and abilities are players be able to obtain?Ī: There are a lot of skills. Q: The game’s Steam page says that players will gain new abilities and spells based on their relationship with the game’s confidants. It felt more realistic in a way, and that was the main intention. That naturally flowed into designing combat to be in real-time. For instance, monsters can attack as you are moving around the environment. I wanted everything to happen in real-time, so anything can happen at any time. This was mainly to emphasize the thrill of the apocalypse. A: Actually, I had a debate on turn-based versus action at the very early stages of the game.
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