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Blue Dragon Progress Report

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Blue Dragon Progress Report
Sakaguchi and Oshima comment on Japan's most wanted Xbox 360 title.
by Anoop Gantayat

November 30, 2005 - The most anticipated Xbox 360 title in Japan is Mistwalker's Blue Dragon. The first title announced from Hironobu Sakaguchi's new production house, Blue Dragon drew attention even before a single screenshot was released, and now that first shots have been shown in Japanese publications, we imagine interest only rising.

Leading up to the Xbox 360's Japanese release, Microsoft (the game's publisher) and Mistwalker have started opening up about the new game. Our latest report comes from the most recent issue of Dorimaga, which features an interview session with Sakaguchi and Artoon's Naoto Oshima. Artoon is handling development on the title and previously developed Blinx for Microsoft. Oshima himself is primarily known as the artist who designed the Sonic the Hedgehog character back in the 16-bit days.
Oshima reveals to the magazine that development on Blue Dragon is currently 40% complete. "The fundamentals are, for the most part, in place, and now we're expanding the world," he shares, providing the first solid info on the game's development status since its announcement back at E3. Sakaguchi goes a bit deeper, stating that 95% of the basic specifications are in place and that it would be possible at this point to make a demo featuring an event scene and battles.

Xbox Live will have a role in the game. "It's still too early for specifics," says Sakaguchi, "but if things work out, we hope to distribute maps and other things [Online]." The game will work with the Xbox 360's Achievements feature, which tracks your progress through games.

While Mistwalker and Sakaguchi are producing Blue Dragon, programming and other areas of development are taking place at Artoon, a studio known mostly for its action titles. "To be honest, I was originally frightened," Oshima admits with a laugh. It turns out that Artoon's experience with action games will actually come to play in the title, as the team is working its expertise into the game's speed, responsiveness and tempo.

In case you haven't been keeping up, Blue Dragon is a full-fledged Japanese RPG focusing on a group of five characters and their shadows. The shadows take on animal form (a blue dragon for the main character) and fight in place of the characters during battle. While Dorimaga doesn't provide new details on the gameplay systems, it does share character profiles for the five main characters. Here's how the cast looks at this point:

Shu: The main character, this sixteen year old boy has a bright and direct personality and loves to explore ancient ruins. He lost his parents some years back and was raised under the care of Mr. Fushira, a doctor.

Kuruku: A sixteen-year-old girl who lives in the same village as Shu, Kuruku lost her parents a year ago.

Jiro: Shu's classmate, Jiro is very different from the main character in that he likes to plan ahead.

Maru-Maro: A young man of the Debi race, which differs from humans. He expresses his feelings through dance.

Zora: At twenty years of age, this female mercenary is a bit older than the rest of the cast. She travels the world and keeps her feelings bottled up.

These characters, along with the game's cast of monsters, were designed by Akira Toriyama, known for his work on Dragon Ball and, more closely related to videogames, Dragon Quest. Commenting on the visual design process, Sakaguchi reveals to Dorimaga that Toriyama is personally checking the game's 3D visuals himself. This is true both for characters and backgrounds, and has sometimes lead to heated discussions.

Sakaguchi seems to have a lot of respect for Toriyama's work, which he describes as energetic and having lots of flavor. He even adds, jokingly, that he prefers the original designs to the in-game models.

"We originally used something similar to Cell Shading," Sakaguchi discloses, "but we ended up with this [style] -- minus outlines." The Blue Dragon characters and visuals do indeed look like they're using a different rending technique than what's commonly referred to cell shading, as objects don't have black outlines. In other interviews, Sakaguchi has referred to the game's visual style as being akin to Clay Animation, with lighting that approaches an advanced global illumination lighting model, which, more realistically, takes into account light from throughout the world rather than light exclusively from light sources.

Back during the September Tokyo Game Show, IGN made a trip to Mistwalker's tiny Tokyo production studio to see an early version of Blue Dragon in motion. The screenshots that are now appearing in Japanese magazines (we presume they'll make their way Online at some point as well) were shown to us then, as was a rolling demo of the game, controlled in real time by the development staff. While we're sure the game has progressed beyond that point, as you wait for new details to emerge, we'll point you in the direction of our TGS feature.
 
I'm getting worryingly hyped for this game. And I am particularly ecstatic to hear

Oshima himself is primarily known as the artist who designed the Sonic the Hedgehog character back in the 16-bit days.

in an article. It's not said anywhere NEAR as often enough, to shut that ferrari fucking faggot Yuji Naka the hell up.
 
Luckett_X said:
in an article. It's not said anywhere NEAR as often enough, to shut that ferrari fucking faggot Yuji Naka the hell up.
what's wrong with that?
design of a game and characters are usually two different people.
blue dragon - sakaguchi's game, toriyama's design
mgs - hideo game, shinkawa design
etc etc

and most of the time, the artist gets less mention than the director of the game...
 
While Mistwalker and Sakaguchi are producing Blue Dragon, programming and other areas of development are taking place at Artoon, a studio known mostly for its action titles. "To be honest, I was originally frightened," Oshima admits with a laugh.

I could only imagine why. .



I really want to see some new screenshots of Blue Dragon :(
 
Luckett_X said:
I'm getting worryingly hyped for this game. And I am particularly ecstatic to hear



in an article. It's not said anywhere NEAR as often enough, to shut that ferrari fucking faggot Yuji Naka the hell up.

Yes I like Oshima getting his due as well, but Naka programmed the friggin thing. The Sonic feel is more in the play than the look, in my opinion, though those 16 bit Sonics definitely have a distinct cast

Now Blue Dragon I am definitely excited for. I'm glad it's getting attention in Japan too and seems like this should be a solid game for MS
 
Sl1p said:
I could only imagine why. .



I really want to see some new screenshots of Blue Dragon :(
We've known Artoon was doing it for a while. The director of Blinx 2 is directing Blue Dragon.
 
In other interviews, Sakaguchi has referred to the game's visual style as being akin to Clay Animation, with lighting that approaches an advanced global illumination lighting model, which, more realistically, takes into account light from throughout the world rather than light exclusively from light sources.

GI is used in this game??

Should have amazing graphics and, especially, lighting....
 
Porridge said:
Yes I like Oshima getting his due as well, but Naka programmed the friggin thing. The Sonic feel is more in the play than the look, in my opinion, though those 16 bit Sonics definitely have a distinct cast

Now Blue Dragon I am definitely excited for. I'm glad it's getting attention in Japan too and seems like this should be a solid game for MS

Well, Ohshima deisgned Sonic. Plain and simple. Naka programmed the engine, yes, and I love him for it, but he didn't create Sonic. Besides, seeing as Sonic CD happens to be my favorite Sonic game, and it happens to be the only Sonic game with Ohshima at the helm, I think I respect him more than Naka :P
 
Kleegamefan said:
GI is used in this game??

Should have amazing graphics and, especially, lighting....
this is what the same guy who wrote the progress report said about the graphics:


As it turned out, there was quite a bit to show.

The first demonstration was set in a brightly lit, grassy area that was home to a large, leaf-filled tree against a rock wall. This area looked like a field you'd encounter in a light-hearted, anime-inspired RPG such as Dragon Quest. We could easily picture ourselves leading a party in exploration of the surroundings and getting into battles along the way.

Sakaguchi's assistant made the tree cast a shadow for demonstrative purposes. Shadows for trees in most games nowadays approximate the shape of the tree, resulting in a solid geometric shape cast on the ground. Not so in Blue Dragon. The demo scene featured a real time shadow so precise that you could see bits of light filtering through gaps between the leaves to leave light marks in the shadow. "We're using shadow maps," explained Sakaguchi. "A feature of the shadow maps is that you can see some 'lines' in the middle of the shadows -- it produces a space between the leaves in the tree. In a natural environment, you can see lines even when you are under the tree."

Sakaguchi then switched to a different section of the same grassy area, explaining "I'm going to show you some water effects." The camera centered on a stream flowing beneath a footbridge in the distance. Sakaguchi was able to turn the water on and off and toggle reflections. He added, "We can change the flow of water," and proceeded to show how the game engine allows for the water's speed and density to change. As the water flowed down stream, it seemed to do so naturally against the terrain making up the riverbed.

Even without the full set of reflections on (or any of the environmental effects, as we were to learn later), the water in Blue Dragon looks so good that seeing it could make you thirsty. With the reflections on, the entire world is reflected on the water's surface and the sunlight causes the surface to glimmer. The water approaches reality, while managing to stick with Blue Dragon's comical art style.
 
nice, finally some more games built from the ground on Xbox360. As good as some of current X360 games look, im extremly excited to see what devs come up with when they dont upgrade old engines.
 
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