Dragon Quest 11 Do You Find Erik Again
DRAGON QUEST 11 South: Echoes of an Elusive Age - Definitive Edition is packed with new stuff: new side quests, a 2nd mode that turns the game into a 16-scrap style RPG, photo mode, faster battles… the list goes on.
Simply perhaps the nearly heady add-on is brand new story content, focusing on the friends and allies that the Hero makes along their journey. Each of these substantial new chapters digs into characters, presenting wildly different, but every bit memorable tales.
In short, they're pretty neat. So much so, that when couldn't await to talk to the game's Development Director Masato Yagi about them. Due to the length of the conversation, we've split the interview into two parts - today's focuses on 2 fan favorite characters: Erik and Sylvando.
NOTE:
The following word contains SPOILERS for both the original game and the new companion stories. If you lot oasis't played them yet, and you desire to go in bullheaded, shut this page and come up back to us later. We won't be offended.
For those of yous who have played the new content (or just don't care about spoilers), then scroll past the spoiler-slimes to read on. I hope you enjoy the give-and-take!
Hello Mr Yagi - thank you for speaking with me.
DRAGON QUEST 11 launched with an acclaimed story, and then why did you want to create boosted narrative for the Definitive Edition?
When DRAGON QUEST Eleven launched, the party members proved to exist extremely popular.
So when we had the chance to revisit the game, we immediately saw an opportunity to delve into their charming personalities and get to know them even better.
The new companion stories are part of the principal narrative in DRAGON QUEST Xi S. Why did you make that decision - were yous not tempted to brand them side-quests, for instance?
Nosotros were briefly, but nosotros thought that if they were implemented as side-quests they may be considered equally something that doesn't necessarily demand to be played.
No, pretty much from the get-go of development, we idea of these stories of the Hero's friends as part of the primary story, so they should be folded into the narrative appropriately.
How did you lot decide when to place these stories in game'due south timeline?
That was very advisedly considered because we wanted to position the stories in a way that added to the game's overall narrative.
The catamenia that about of the side stories take place in is a low signal for all the characters - the heroes have seemingly failed in their quest and darkness has been unleashed. Only this night setting besides meant that their actions could shine much more than brightly.
How did you decide on the content for each story?
Well, the starting point was the original game, of class.
What the characters were doing during the time jump in the game is touched on during the original adventure, then we started developing each additional affiliate by making what they were doing more concrete.
Once their specific stories started to form, we could decide on what the gameplay characteristics for each ane should exist - that was quite challenging.
How then?
We wanted each story to stand up out and feel unique, so when we put each story together, we had to brand certain they didn't all follow too similar a structure.
We also had to recollect very difficult well-nigh how to balance the story and gameplay in a satisfying mode. We were regularly faced with situations where the story was actually interesting, but we weren't sure whether they would be as interesting to actually play.
This is something we worried near right up to the concluding moment of evolution (laughs).
How much refinement and iteration did information technology take to discover that residue?
Let's simply say… a lot (laughs).
Erik's Story
Erik undergoes quite a major change during his story - what was the thinking behind the prison break scenario?
Erik tin't afford to exist stuck in prison and has to escape - for his friends, and for his sister. When yous consider that, he must have had an boggling want to get out, and we wanted this section to give shape to those feelings.
How did work get started on this section?
We started by discussing the story with the scenario squad. We know from the chief game that Erik ends up with amnesia, and this isn't something that could exist altered, so we idea very hard most how to get in every bit dramatic every bit possible.
Every bit nosotros built out the story, we realised that the Erik losing his memories worked all-time as the culmination of the chapter, and we worked closely with the development team, carefully constructing the result scenes, battles and mechanics to make this climax feel impactful.
The battles, for case, have many unique aspects that make them stand up apart from the residual of the game.
The character of Healijah makes it stand out too!
Yes - in terms of the story, we put Healijah in this section considering we wanted to accept a strong pull for the narrative, and requite Erik someone to interact with.
Why a healslime though?
Information technology was partly considering of battle rest. We needed something with a back up role, as Erik's not able to heal himself well, and a Healijah fits that role perfectly.
In addition to that, though, it was a style to pay homage to the past. The model used for Healijah is the same as the healslime who travels alongside Ragnar McRyan in DRAGON QUEST IV!
So a healslime is the perfect pick - not only tin can it use recover spells and keep battles fair and fun, it's also a fun nod to a previous DRAGON QUEST game.
I recall some fans were surprised by how emotional this story is. How did you get that depth of feeling into the chapter?
Coming up with the concept of a ability which can merely be used one time in commutation for your memories was a large aid.
This thought helped to make Erik getting amnesia all the more dramatic, and also succeeded in connecting this chapter both narratively and emotionally with the wider story.
The dialogue for this role of the chapter was thought of by Mr. Horii the creator of DRAGON QUEST and his signature dialogue wrapped upward the story in a mode that just right.
Sylvando'due south Story
Let'southward talk nearly a true fan-favorite graphic symbol - and my personal favorite of the new stories - Sylvando
We wanted to do a story specifically near Sylvando for a number of reasons, but kickoff and foremost was how charming he is!
Was information technology hard to notice the correct story to tell with him though?
Actually, when nosotros thought about his deportment and emotions, too as his actions in master story, his story came to united states without much effort.
I believe Sylvando is the just one of the Hero'south friends who is not leap by fate to fight with him. Instead, he chose to battle against powerful enemies past his own volition - he followed his heart.
So when he faces off confronting the Lord of Shadow, he loses more than than just the fight - he loses his reason to fight.
This formed the theme of our story - what would he demand to regain that? His motivation is finding 'people's smiles' but the process of rediscovering that motivation must have taken place upwards until Sylvando'due south Parade (in all its endless delights) was consummate.
This section almost feels similar a 'mini-RPG', with Sylvando travelling the world, completing quests, gaining followers… was that the intention when you started developing information technology?
That was very much the intention! We idea that because Sylvando is so charming and likeable, fans would want to be able to play as him for a long time and get to as many places every bit possible.
We put in a number of mini-quests, and new followers like Dave and the other members of the parade and then that it feels like an RPG and not some lonely take chances. Just for this moment, Sylvando essentially steps up as the protagonist of the game.
Was it challenging to essentially make a mini RPG within a decidedly-not-mini RPG?
It was. The biggest claiming we faced was using the limited number of maps, characters, items and cutscenes we had to create multiple quests. We had to make sure they had enough variation between them that they stayed fresh.
Unfortunately, that wasn't the case at first - as what we could exercise in the story was limited from the showtime, all these quests felt like in terms of content. As a event, they were rather tedious.
To get around this, we tried to give the characters who announced in the quests as much individuality as possible. This helped differentiate them, so that even the quests that had the aforementioned structure did not only go a case of 'fight this, collect that'.
Instead, they all had their different means of being requested, their own circumstances and their own text to express the desire of the characters. It makes each quest more personality, making them more than singled-out and enjoyable.
The other big claiming with Sylvando's story was making the battles with the new party members fun - despite them understandably having a much smaller gear up of deportment than the chief heroes.
To do this nosotros put in special moves and styles that matched each character's personality, and revised the boxing settings and text again and again in guild to improve them.
Thanks to Mr. Yagi for his insight into Erik and Sylvando'due south stories. These lengthy chapters each offer very different experiences, but equally memorable ones - a testament to the hard work we but head near.
You lot tin can experience them for yourselves in DRAGON QUEST 11 S: Echoes of an Elusive Age - Definitive Edition - out now for PS4, Xbox One, Xbox GAMEPASS, Steam, Windows 10 and the Epic Games Store.
- Get DRAGON QUEST Eleven S: Echoes of an Elusive Age - Definitive Edition
To stay up to engagement with news and updates virtually DRAGON QUEST 11 S, and the series as a whole, makes certain you lot follow the team on social media:
- DRAGON QUEST on Twitter
- DRAGON QUEST on Facebook
- DRAGON QUEST on Instagram
Source: https://square-enix-games.com/en_GB/news/dragon-quest-xi-s-side-stories-part-1
0 Response to "Dragon Quest 11 Do You Find Erik Again"
Post a Comment