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Details roundup – Tank! Tank! Tank!, Project X Zone, Inazuma Eleven Go 2, Bravely Default

Posted on September 26, 2012 by (@NE_Brian) in 3DS, News, Wii U

Details on one Wii U game and three 3DS games can be found below. Tank! Tank! Tank!, Project X Zone, Inazuma Eleven Go 2, and Bravely Default are highlighted in the latest information blast.

Head past the break for the full summaries.

Tank! Tank! Tank!

– Uses only one button
– Selection of three weapons
– Destructible buildings and scenery (but it’s not too impressive)
– Low viewing angle on the field
– “Kong Mode” is exclusive to Wii U
– GamePad controls a huge monkey mech
– The monkey’s face uses the GamePad player’s face
– More control options in this mode
– Can smash stuff with your fists, and fart apparently

Project X Zone

– Has a technical combat system
– Can cancel into attacks to keep combos going
– Can call in support characters and an extra character that is in your group
– Timing is important for battle strategy
– Use the training mode to fine tune your attacks
– You can pick your pair unit (main team), solo unit (single character), and support unit (nearby unit that can join your combo)
– Simulate nearly any battle situation in training mode

Inazuma Eleven Go 2

– Takes place in a medieval time period
– Can explore in the game
– Talk to different townsfolk
– Characters move, blink, and react to what is being said
– After you walk around town, you’ll find an enemy character who wants to battle you in soccer
– Controls are mostly handled on the touch screen
– Move the players toward the ball and opposing characters by holding the stylus down onto the screen
– Can go left, right, or pull off a special move when you encounter someone from the other team

Bravely Default (Iwata Asks details)

– Collaboration between Square Enix producer Tomoya Asano and scenario writer Naotaka Hayashi wasn’t originally planend
– Asano was looking for a writer to work on his next project
– One of his colleagues recommended Steins;Gate to him at the time
– Asano liked playing the title, so he approached Hayashi with the offer
– Asano had a big vision for his game
– He wants Bravely Default to be “the new epic RPG from Square Enix”
– Revo from Sound Horizon worked on music Akihiko Yoshida of Final Fantasy XII and Tactics Ogre worked on art
– Wanted the game to be a step up from the usual RPG that took full advantage of the 3DS
– Three RPG pillars of an RPG are the battles, the plot, and growth (in gameplay and in story)
– Bravely Default was to have a fourth pillar—its wireless capabilities
– Asano didn’t know if anything could be more epic than playing a grand story with a whole group of people, all working toward the same goal
– StreetPass is used to summon friends in battle
– Can use the Abilink feature to borrow job abilities from your friends
– Ex: if Person A raises a Knight, and Person B raises a Magician, then they can trade abilities such that A could have a more powerful Magician and B would have a more powerful Knight
– The upgraded characters will start out at a low level when you use them, but they will have the new skills
– Wi-Fi can be used to do the same things from there as well
– Hayashi wanted to have a relatable world as well as relatable characters
– World needed its own history, and the ability to resonate with our own world
– The characters, NPC and main characters alike, would be as lively and as fun as possible
– Hayashi paid special attention to the phrasing and wording of each of the characters’ lines
– Hayashi is mostly experienced with visual novels, so he had to make the step to writing for an RPG
– He paid particular attention to the balance between story and freedom
– Usually, he’d just write the entire story, but in an RPG, he had to give the player leeway and allow the players to discover and explore on their own
– Asano and Hayashi both wanted Bravely Default to be a new but nostalgic RPG
– The two were inspired by classic RPGs like the early Final Fantasy/Dragon Quest games
– These titles were uncomplicated with simple battles and a lack of tutorials and tons of text
– They decided to implement a turn-based battle system
– Also wanted the Brave and Default system to be easy to use
– Can input a bunch of commands at once to be used all in one turn
– Brave command used for offense, Default for defense
– Strategy is still important
– At the same time, Brave and Default systems were made so that players could easily use the system to suit their playing style
– Was tricky going back to turn-based battles after all this time
– Asano used game demos as a sort of beta test
– Fans made suggestions and comments after playing the demos
– These were used to make improvements
– Battle movement was sped up, as was the speed of walking through towns, skip through text, and removing as many camera angle changes as possible
– Players can use StreetPass data and the Friend-record data from the demo and transfer them to the main game
– Player suggestions were more than the team could have thought of
– Suggestions bettered the game and increased players’ faith in the title
– While they felt it would be frightening when the game was finally released because of raised expectations, they felt that all the opinions along the way would make for an even better game—one step closer to their goal of creating a truly “epic” RPG

Source 1, Source 2, Source 3, Source 4

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