MT: Just like there was the Sphere Grid in Final Fantasy X and the Licence Board in Final Fantasy XII, XIII has its own unique levelling-up system for the character. That information we haven’t really revealed in Japan, yet, but we will be revealing it in the Fall. And weapons, there’ll be some big customisation options available.
How is the pacing in Final Fantasy XIII? Were you ever conscious of Western RPGs in this regard? MT: We weren’t necessarily affected directly by Western games.
The aim of the Final Fantasy team was to make it as seamless as possible, to provide good pacing for the game, so I think we’ve been able to achieve that with XIII. Is there any particular template you use for creating villains in Final Fantasy? YK: For the enemy characters, we’re always careful to just create bad guys that aren’t all evil, that have their own motivations and beliefs over what their actions are.
There’s no complete sense of evil, but everyone has their own way of thinking. That’s ... more.
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