Can you talk about how you landed on the game’s visual style?Īs mentioned earlier, introducing UE4 made it possible to add reality to the game’s visuals, but we did not intend to make the game photorealistic. Something that’s caught the eye of quite a few people with Tales of Arise is its significant visual improvements over its predecessor. We also fine-tuned our development using UE4 to develop a shader that matched our artistic endeavors. With that said, UE4 proved to be more than effective in developing the field action features, imparting a natural sense of freedom to the game. We knew that we needed to enhance the visuals that were powered by the series’ proprietary game engine, but it was no easy task trying to build Tales of RPG sequences using UE4. The switch to UE4 was a key subject of discussion from the very beginning of the project. How did the switch to Unreal Engine 4 impact Tales of Arise’s development? To ensure we achieve this fine balance, we went through the process of revisiting all aspects within the game by rebuilding the game foundation and then layering the game with the nuances of what makes a Tales of game. We revisited all the features that have been “inherited” through the series, and “evolved” each of those features by taking them apart and rebuilding them back into something modern.Įvolving the many features to the series enabled us to create a smoother, modernized game experience that would appeal to a wider audience of RPG fans, while maintaining the charm of the series by keeping the legacy of specifications that makes the Tales of series special. In order to acquire new users, we developed the game under the theme of “inheritance and evolution”. To that extent, Tales of Arise places great emphasis on this particular aspect. We believe a good indicator in the revitalization of the series can be based on how well the game can bring new users to the series. Tales of Arise is looking to revitalize the series, but can you elaborate on the biggest ways that manifests in the game? What was that process like, especially for such a long-running series? We knew that we needed to enhance the visuals that were powered by the series’ proprietary game engine, but it was no easy task trying to build Tales of RPG sequences using UE4." "The switch to UE4 was a key subject of discussion from the very beginning of the project. Below, you can read our conversation with Yusuke Tomizawa, producer on Tales of Arise and the Tales of series. ![]() ![]() We recently had the chance to reach out to its developers with some of our most burning questions about the game, and learned quite a bit in the process. Developed on a new engine, promising revamped combat, higher production values, and more, the upcoming action RPG is looking to widen the series’ audience more than ever before, and what’s been shown of the game so far certainly looks quite exciting. Bandai Namco’s Tales of series has been around for a long, long time, but it’s taking probably it’s biggest step forward to date with the upcoming Tales of Arise.
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