However, special items can be gained for cyan (green + blue), yellow (red + green), and magenta (red + blue). The goal is to send the beam through red, green, and blue simultaneously. In the final area will be colored walls that will change each beam of light. In the second area, the yellow reflector can be moved to split the beam into two both of the new beams must touch the door. To open up the labyrinth, rotate all of the mirrors so that a beam of light touches each doorway. All Mecs, Monsters, and practitioners of Shadow Magic will be temporally removed from the party. Note that party members must be recruited before finishing a quest, as new members won’t be able to remaster the art.Įnter the Light Magic shop in Luminous and accept to take the challenge. This is a requirement for Blue’s storyline but can help anyone. The majority of the SaGa team at that time was the Mana team.Gaining a Magical Gift expands the possible magic a human or mystic can wield. A large portion of the Mana team chose to work on the next SaGa game instead of FF7 because they thought that the concept for FF7 was so good that their help wasn't really required. The Mana team didn't come on later, they were merged with the SaGa and FF7 teams before either game technically entered development. And yes, each artist usually had their own Region or two to work on. They only had so much disc space to work with, so they were limited in what they could include. From there, they communicated what they wanted to the artists and went from there. Part of the mess can be contributed to the huge crunch towards the end of development.Įach scenario planner created all of the materials for their own scenarios with help from the other planners. Luckily, that was fixed with SaGa Frontier 2. Unfortunately they had too many good ideas and it turned into what we have now, which is still good, but not nearly as good as it could have been if the team was focused in a particular direction. Kawazu kinda just let the team go ham since they had so many good ideas. FFVD and I have a theory that there isn't a cohesive art style because each scenario lead was on their on in that regard, they probably assigned each artist a number of regions, and they had the Mana team come in later which gave them a huge boost. Originally posted by Charizard 2076:Your criticism applies to the art style too, which is either pretty good, forgettable, or bad. If you don't do it, everything comes off as amateurish. Storyboarding is vital in the movie biz because it's the first iteration of what you actually want the player to see, the first concrete synthesis of writing, graphics, audio, and gameplay. FFVD and I have a theory that there isn't a cohesive art style because each scenario lead was on their on in that regard, they probably assigned each artist a number of regions, and they had the Mana team come in later which gave them a huge boost.įorgot to mention that I don't think Square storyboarded anything other than Matsuno's stuff ever. Your criticism applies to the art style too, which is either pretty good, forgettable, or bad. Still, one could flesh out each story or at least make the characters more memorable and let them bounce off each other, if Square cared enough to make it easy to mod the game. FF XII's dialog is full of Japan-isms which irritate me so much I can't watch the FMVs, probably because Kawazu took over from Yasumi Matsuno and turned what should have been the crown jewel of Ivalice into a mish-mash of Star Wars and anime tropes. I feel this is the fault of Akitoshi Kawazu (the SaGa guy), because most of his games have the same issues and feature the same stale tropes over and over again. The issue isn't that they ran out of time, but that their original plan was bad. If you look at the cut content, it's arguably even dumber than the worst content in the game. They often have original ideas, but the execution of those ideas is stale and borders on parody of other sources they drew on. Even then most of it isn't very good because anime isn't very good. I imagine there's a lot of subtext in various plot decisions that weren't translated. That said, many of the media tropes which are popular in Japan and more broadly Asia are oddly childlike and almost vapid. I think the issue is they had a bunch of non-writers doing the writing, who cribbed things from whatever manga they were reading at the time. The world-building in general suffers from the same problem, which is a shame because it's such an imaginative setting, but it's all so empty and half-baked. Some are better than others, but they all to varying degrees feel like outlines that want for being filled in. Originally posted by NikDanger:I wish they could have put more time into the stories.
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