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Koh Kojima

Xenoblade 3 10-year life span

Nintendo and Monolith Soft have discussed the more serious story of Xenoblade Chronicles 3 and having the 10-year life span as a major plot point.

Monolith Soft senior director and chief creative officer Tetsuya Takahashi, the studio’s director and producer Koh Kojima, and Nintendo director and producer Genki Yokota weighed in. Kojima actually initially felt that Takakhashi ” was deliberately trying to remove the sense of ‘Xenoblade-ness’ of the series” because of how serious the world is and having a different design. However, through “trial and error”, the team “found a good balance” and captured the series’ essence. 

Game Informer recently went hands-on with Xenoblade Chronicles 2. As part of that, the site spoke with a couple of developers. Executive director Tetsuya Takahashi and producer Koh Kojima both had some rather interesting things to say about the big RPG and more. The two discussed Xenoblade Chronicles 2’s change in art style, teases pertaining to relations to past Xeno games, the size of the world, how long it’ll be, and Monolith Soft’s future.

You can read Takahashi and Kojima’s comments about these topics below. Game Informer has more with the developers and an in-depth preview of Xenoblade Chronicles 2 here.

During E3 last week, GameSpot conducted an interview with some developers from Nintendo and Monolith Soft. Those staffers are as follows:

Hitoshi Yamagami – Producer, Nintendo
Genki Yakota – Director, Nintendo
Tetsuya Takahashi – Executive Director, Monolith Soft
Koh Kojima – Director, Monolith Soft
Shingo Kawabata – Producer, Monolith Soft

In the interview, GameSpot asked all of these developers about the relationship between Nintendo and Monolith, the “JRPG” term, how the Japanese market is at present, and more. Head past the break for their comments. You can also access GameSpot’s original article here.

A new Iwata Asks has gone live. Following the Xenoblade Chronicles 3D discussion last month, Nintendo’s latest discussion focuses on the spiritual sequel Xenoblade Chronicles X. Read it here.

Nintendo president Satoru Iwata sits down with Genki Yokota, Koh Kojima, Kazuho Hyodo, Yuichiro Takeda, and Tetsuya Takahashi to talk all about the Wii U RPG. It’s a lengthy read, but it should be well worth checking out if you have interest in Xenoblade Chronicles X!

Xenoblade Chronicles X director Koh Kojima has once again taken to the game’s Japanese Twitter account to share additional information. Kojima shared a few more details regarding Squads and Unions.

Here’s the latest:

Two more bits of information relating to the ‘Doll/Network’ video presentation. You can join Squads once you’ve reached a certain point in the game. You can choose from Solo Play and Multi-Play. You can also join Squads that your friends are in.

While online, the Player can change the Union they belong to by paying a set fee (using in-game currency). You can be calculating and switch to a Union with good results or you can help raise the rank of the Union you’re already in.

The Union you belong to affects the contents of the Union Salary, which you receive once per day, (which can include repair tickets [possible that they mean ‘coupons’] for Dolls that have exceed their insurance limit) so it’s a good idea to try various ones out.

Xenoblade Chronicles X launches in Japan on April 29. It should be out later this year in North America and Europe.

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There’s a neat little reward waiting for those who complete Xenoblade Chronicles X. In today’s Japanese Twitter update, director Koh Kojima reveals that players will unlock a “fashion equipment” option in the equipment menu. This allows for the customization of your character’s visual equipment without changing stats. It’s a separate thing that isn’t tied into combat.

Kojima also mentioned in another tweet: “Also, it appears that there are users that are concerned about creating their avatar, but you’ll be fine even if you just create one quickly and begin playing, probably.” It’s thought that Kojima is indicating that a character’s look can be customized once the game begins.

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Xenoblade Chronicles X producer Koh Kojima tweeted out a few more messages on the game’s Japanese Twitter account today. Kojima briefly discussed the Arms Companies – a feature brand new to this title.

Here’s what was shared:

A word about the Arms Companies, a new feature related to battles that wasn’t in Xenoblade Chronicles. [With this feature] You can enjoy characteristic equipment designs from each company. The companies’ logos and marks were made with the hard work of Monolith Soft’s team of designers. These markings can also be used to slightly customize the B.L.A.D.E. Home area, so please try that out.

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Two more tweets were added to the Japanese Xenoblade Chronicles X Twitter account today. In his latest messages, director Koh Kojima talks more about the Soul Voice battle feature and dialogue.

Here’s the full translation:

Soul Voice, as thoroughly introduced during the Battle Presentation, will allow for lively battles, expanding on Xenoblade. It was hard work coming up with character-specific dialogue for the 20 avatar voices + the the set sub-characters, in addition to the audio recording of all of it which was also an effort. …Yes, the Soul Voice dialogue will vary depending on the personality of your avatar.

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Yet another Twitter update has landed on the Japanese Xenoblade Chronicles X Twitter account. This time around, we get to hear a tiny bit more about equipment.

Director Koh Kojima says that equipping things is mostly the same as in the original Xenoblade Chronicles – head, torso, legs, and feet. However, there is now separate equipment for your left and right arms. Kojima ends his messages by saying there’s more reflected in cut-scenes compared to the first Xenoblade Chronicles, and that’s great for players.

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Monolith Soft shared a bit more about off-TV play in Xenoblade Chronicles X in a series of posts shared on Twitter today.

Off-TV play came about, at least partially, because of requests from overseas fans. Director Koh Kojima was initially uncertain whether or not off-TV play would work as intended due to the sheer amount of information displayed on the screen during battles. Thankfully, things turned out okay, so the feature was implemented.

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