Hironobu Sakaguchi

A lot of Japanese RPG developers are switching to real-time combat systems where as you're still sticking to the turn-based method. What's the reason for that?

Sakaguchi:
I feel that the turn-based and real-time genres can co-exist, in fact one of the games that I'm currently working on is an action RPG calledCry On. I think that these genres can exist and play multiple roles.

As for Blue Dragon of course the game is turn-based, but there are a lot of strategic elements in the game such as the fact that you can actually charge up your attacks and put in a different combat order - so there are strategic implications right there.

In the case of Lost Odyssey there are new revolutionary real-time elements that are going to be incorporated into the battle sequences. The fact that it's turn-based doesn't mean that it's backwards but there's a series of evolutions that are taking place.

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