| Vu que Kroy est de passage... |
TheEnd s'est occupé de la traduction des mangas de Fuyuki Nea et de Fujimori Nuts.
(J'ai au passage participé au proofreading des deux mangas.)
Et rien à voir mais j'ai aussi scanné un interview de S. Kaga provenant du guide FE4 Memorial File pour le lui faire traduire, alors autant le partager :
'Seisen no Keifu' is more of a paralogue, so we made various experiments with it.
Q. This game's maps are large, and you always have to seize at least two, if not even five castles to clear a chapter. Why did you make such a drastic change?
A. Thing is, 'Seisen no Keifu' doesn't follow the same line as the FE games so far. It's more of a paralogue, we made various experiments with the mechanics.
The maps were one of those experiments, but we made them like that because we wanted to portrait a large world. The previous games had small maps for each chapter, so it really felt like you were fightining local battles - you'd go forward by just dealing with whatever was in front of your eyes, no big picture. It's different this time - we made it so that you'd feel the flow of the story as you played. That's why we decided to show NPCs - like Elto's troops in chapter 2 and Mahnya's group in chapter 4 - fightining at the same time as the PCs: to show how large that world is. Many people fighting at the same time, in different places and for different reasons brings about a greater sense of realism, don't you think?
We wanted to display clearly why Celice had to fight.
Q. The two generation system is this game's key characteristic. How did you have that idea?
A. The main part of this story is the second one, with Celice as protagonist. The first part is a legend, an introduction to clearly show why Celice had to fight. We wanted to display clearly why there was a war going on in Celice's time, his background, the responsibilities he was shouldering.
The first half ends tragically, and I'm sure some players opposed that quite strongly. But both allies and enemies had their own reasons to fight. If we didn't portray that, we'd risk turning it into an unrealistic world of poetic justice, and we wanted to avoid that.
This and that happened in the past, and then a new story begins with the children as its focus; why Celice is fighting, and how he's living through the war. That's what we wanted to show, in a realistic way.
The foolishness common to all humans is the theme
Q. Since we're talking about the game's core: honestly, what would be the theme of this game?
A. We've kept this consistent ever since the FE1 and Gaiden.
When humans dive into the depths of the dangers of the foolishness that's common to all of them, what do they find? That's the cause of war, and war is a pointless tragedy. Peace, too, is never eternal, being always in danger of being broken; so, wars are repeated over and over, no matter where.
The Akaneia games, with Marth as their protagonist, is also based on that reality, but it's focused on what a kind-hearted man like Marth would do if war knocked on his door.
However, there are kind-hearted people in the enemy camp, as well; they aren't monsters who attack brainlessly. This time, we have the likes of Alvis and Trabant, who are indeed enemies and truly do some despicable things for their own ends, but they aren't evil to the core. What were they thinking when they decided to take part in the war, how will they make their moves, and what will be their ends?
So, in the end, even the winner has to pay a hefty price in war, strength alone isn't enough. War is born of human foolishness, and that warning is part of the theme.
Our objective was to make characters naturally fall in love with each other
Q. So, in this game characters can fall in love, marry and have children. I'm sure you guys had many drafts about it, but how did you settle with the final mechanics?
A. At first, we considered letting characters give presents and some special items to their beloved ones during certain events that would trigger during gameplay, raising intimacy in the process. However, having a lot of love dovey events during battle would be a bit too much, so we cut as many of them as we could.
Our objective was to make love an internal parameter, so that the player wouldn't quite notice as his characters naturally fell in love with each other. However, what happened was that players focused on couple-making, limiting the ways they could play the game. That was our mistake.
Anyway, this is how we wanted to have it done: the second generation characters would have their mothers fixed, but depending on the their father their sprite, dialogue, personalities, etc. would change. Memory issues kept us from doing that, however. And besides, most players would just want to make the strongest children they could anyway... and there's another way it limited them.
However, we made it so that the 2nd gen game balance is more interesting when you play with the substitutes (that seems to be how people are calling the characters you get when couples don't happen). We'd like people to play the game over and over under harsher conditions, as they get better at it.
The next game is for N64?! I'd like to portray the Akaneia stories before the War of Shadows
Q. N64 is out. What new possibilities would it allow for simulation RPGs like FE?
A. I'm sure it'd allow us to build cleverer enemy movement patterns - make them move in a rational way, based on the circumstances. Lowering the loading time for complicated things to happen would be nice, too. He couldn't quite do most of the things we've thought in the games so far, after all.
Blah blah graphics battle scenes with polygons clearer portrait expressions
Q. Will there be a next game? If so, will be it for the N64?
A. That's unclear right now. But if we do, we'd like to keep the difficulty high, but, at the same time, make it simpler again. Simple in a FE-like way, though.
For the story, I'd like to go back to Akaneia. In the previous games, the story begins with Marth rising from Talys, but there's some backstory before that. There were some interesting enemy characters, like Camus and Michalis, and I'd like to tell their stories sometime.