SOURCE
Few selected quotes below. Click on the link above to read the entire interview.
Few selected quotes below. Click on the link above to read the entire interview.
TIME: I've been replaying Xenogears [a 1998 PlayStation game and Takahashi's first full directorial debut] and noticed that the memory cube icon for saving the game looks a bit like the Monado from Xenoblade Chronicles. It got me wondering if there's a visual motif you're carrying through these games.
Tetsuya Takahashi: In Xenoblade Chronicles 2, there are what we call core crystals, the blue crystals you might have seen in the trailer, and these act as the game's version of the memory cube or Monado. I think you'll notice that the female character also has a mysterious, interesting-shaped crystal on her chest. As you play the game, you'll come to understand why it's shaped that way.
When we spoke about your last game, Xenoblade Chronicles X, you told me you'd distanced yourself from philosophical themes in that game's core story. Where do your interests along those lines lie these days?
In terms of a theme in Xenoblade Chronicles 2, there are all of these Titans, and their lifespan is about to end. The people living on these Titans now have to find a way to continue their lives, because the land they've lived on is about to die. So it's about these people's quest to find where to live.
Also, there are these lifeforms called Blades. They're not human, as the title indicates the "Xeno" part of the title, which means they're not human. They're unique lifeforms, and there's this theme of how humans and Blades can coexist and learn to live with each other, and learn to not only coexist, but protect the world that they live in.
I noticed artist Tetsuya Nomura's name in the trailer credits [as the designer of a character named "Toma"]. He's obviously a longtime Square Enix fixture [he's currently directing Kingdom Hearts III and the Final Fantasy VII remake], so I'm wondering how that happened?
Good question. This story goes back 20 years. Back when I was about to start on a new game, and the name "Xenogears" wasn't set yet, for that new title I needed a designer. And at the time there was someone who was directing the Final Fantasy series, Mr. [Yoshinori] Kitase. And then Mr. Nomura and I were in the team together doing character design. At the time, Mr. Kitase was handling Final Fantasy and I was doing this new title, and I wanted to work with Mr. Nomura.
So I was waiting for the final call to be made, whether he was going to be working on the Final Fantasy series or on this new title of mine. And then Mr. [Hironobu] Sakaguchi [the creator of the Final Fantasy series] came and said 'Tetsu is going to do Final Fantasy.' So I thought 'Okay, I've got to find myself a new designer.'
But I've always wanted to work with him. And this idea of Xenoblade Chronicles 2 came up, and I thought I'd love to work with him again. After our discussion with Nintendo went through and this project was a go, I went directly to Square Enix, thinking that I'd be denied, asking if I could work with Tetsu. To my surprise, it was approved, and that's how it happened.
Lastly, I thought Xenoblade Chronicles X was a wonderful game, and also wonderfully different from Xenoblade Chronicles. But it feels like Mario Kart 8, in that it was constrained by the Wii U's limited audience. Any chance we might see it come to the Switch?
Thank you for that feedback. I think we're currently completely focused on creating Xenoblade Chronicles 2, and even after I go back to Japan, I have a mountain of tasks that I need to overcome. But I would love to think about it, after the development for Xenoblade Chronicles 2 is completed.