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Art Director Isamu Kamikokuryo talks about surrealism, locations, and Lightning's butt.

Sometimes you have to wonder whether Square Enix staff are given lessons in how to answer questions without actually giving anything away. The latest issue of Famitsu includes an interview with Final Fantasy XIII-2's Art Director Isamu Kamikokuryo, in which he talks at length about the design process and drops just enough hints about the game to whet our appetites for more.
A Darker Direction
It's clear from the images and videos released so far that Final Fantasy XIII-2 will have a different feel from its predecessor, Final Fantasy XIII. "In XIII-2 the civilization of Cocoon has met its end, and we're depicting the recovery process that follows. It's not a bright future, it's a time of hardship," Kamikokuryo explains. "The concept we used was surrealism." In fact, the entire visual style was designed to fit the game's darker setting. "My impression of the storyline was that it's very serious; I felt surrealism would suit it well."
Kamikokuryo confirms that the new setting pictured above is "connected" to the area we saw in the teaser trailer revealed last January, but he's typically evasive when it comes to details. "This setting is connected to the core of the storyline, so I can't really say," he teases, but repeats that the "taste" and nuances of the game's settings will be a change from Final Fantasy XIII. The green curved structures have an "important meaning," but of course we won't find out what that is until later either.
From XIII to XIII-2
While development time for XIII-2 has been shorter than its predecessor, the process was by no means easy. "The schedule was more or less set from the start, and it was a tight one," Kamikokuryo says with a dry smile. "There was almost no pre-production; I didn't even have time to draw settings for the staff, so I used other things like photographs to explain my ideas. In some ways, this actually worked better than drawings. It gave me an opportunity to rethink the way art direction works."
And although most of the XIII-2 staff remain the same as in the previous title, they've been making a lot of adjustments to the game's appearance. There will be many new effects, including new looks for the menus and growth system. New locations will be accessible through the "gate," although Kamikokuryo is typically tight-lipped about details. "There are tricks I can't talk about yet, and through those there'll be changes, elements that weren't in the last title."
Paths Not Travelled
Kamikokuryo is excited about the inclusion of the Invisible World, the "afterlife" of the Fabula Nova Crystallis series. "Although it has existed in previous games, it's been a mythical place that we didn't say much about. In XIII-2, you'll be seeing it as one of the game's settings. In this sequel we're really delving into some of the things we wanted to explain before - it's a big challenge." He's quick to reassure fans that while Gran Pulse will be the main setting of the game, that doesn't mean there'll be a lack of futuristic areas like Cocoon. "We've developed cities based on incredibly evolved technologies and societies that will surpass what you've seen in previous games. It was important to us to create a reality you could reach out to, and a real feeling of scale."
Returning locations will also have added depth. Kamikokuryo explains that one of his regrets from Final Fantasy XIII was the way some places felt like little more than areas to rush through. "I wanted to explore that reality, the lives of the people living there. The charm of RPGs is the feeling of being able to touch another world. I wanted to push that, to make it feel like you really can touch this world." In developing these new locations, Kamikokuryo gave his staff freedom to include their own ideas about secrets and shortcuts. "We drew maps while making locations, and the supervisors would have to adapt through a process of trial and error. It was a lot of fun."
Lightning's New Look
Lightning's fresh set of armor has some secrets of its own. "Her armor doesn't seem like something made by human hands. I was given orders to make it a little mysterious." Pressed for details, Kamikokuryo explains that armor is usually designed with removable parts and joints, but Lightning's is different. "It's like a bunch of separate parts have been integrated together. Her armor isn't based on reality; the design has a deep connection with the storyline and the world she lives in. This is a world made by the gods called fal'Cie, and her armor is designed to reflect that." Could this mean that Lightning's armor is special, connected to the gods somehow? Coy as ever, Kamikokuryo simply replies, "Maybe."
Whatever the reasons behind it, we have to admit it looks pretty cool - and even Famitsu reckons her exposed buttocks make for a pretty sexy look. "I think it's pretty restrained," Kamikokuryo laughs, and later insists that he was only following orders from director Motomu Toriyama.
Throughout the interview it's clear that Kamikokuryo cares a lot about his work, and is determined to breathe as much life as possible into the world of Final Fantasy XIII-2. "The creators' passion is all-important," he says. "You can't just think, 'I'm making a game.'" Even while making cutscenes he encourages his staff to think in terms of stage direction, to feel like actors; he believes that lively characters make for a powerful storyline. "Noel won't be the only new main character to appear, and you'll see how some characters from before have grown. ... I think it's a truly emotional production." We look forward to experiencing the fruits of his labor when Final Fantasy XIII-2 sees international release in 2012.
SOURCE

Sometimes you have to wonder whether Square Enix staff are given lessons in how to answer questions without actually giving anything away. The latest issue of Famitsu includes an interview with Final Fantasy XIII-2's Art Director Isamu Kamikokuryo, in which he talks at length about the design process and drops just enough hints about the game to whet our appetites for more.
A Darker Direction
It's clear from the images and videos released so far that Final Fantasy XIII-2 will have a different feel from its predecessor, Final Fantasy XIII. "In XIII-2 the civilization of Cocoon has met its end, and we're depicting the recovery process that follows. It's not a bright future, it's a time of hardship," Kamikokuryo explains. "The concept we used was surrealism." In fact, the entire visual style was designed to fit the game's darker setting. "My impression of the storyline was that it's very serious; I felt surrealism would suit it well."
Kamikokuryo confirms that the new setting pictured above is "connected" to the area we saw in the teaser trailer revealed last January, but he's typically evasive when it comes to details. "This setting is connected to the core of the storyline, so I can't really say," he teases, but repeats that the "taste" and nuances of the game's settings will be a change from Final Fantasy XIII. The green curved structures have an "important meaning," but of course we won't find out what that is until later either.
From XIII to XIII-2
While development time for XIII-2 has been shorter than its predecessor, the process was by no means easy. "The schedule was more or less set from the start, and it was a tight one," Kamikokuryo says with a dry smile. "There was almost no pre-production; I didn't even have time to draw settings for the staff, so I used other things like photographs to explain my ideas. In some ways, this actually worked better than drawings. It gave me an opportunity to rethink the way art direction works."
And although most of the XIII-2 staff remain the same as in the previous title, they've been making a lot of adjustments to the game's appearance. There will be many new effects, including new looks for the menus and growth system. New locations will be accessible through the "gate," although Kamikokuryo is typically tight-lipped about details. "There are tricks I can't talk about yet, and through those there'll be changes, elements that weren't in the last title."
Paths Not Travelled
Kamikokuryo is excited about the inclusion of the Invisible World, the "afterlife" of the Fabula Nova Crystallis series. "Although it has existed in previous games, it's been a mythical place that we didn't say much about. In XIII-2, you'll be seeing it as one of the game's settings. In this sequel we're really delving into some of the things we wanted to explain before - it's a big challenge." He's quick to reassure fans that while Gran Pulse will be the main setting of the game, that doesn't mean there'll be a lack of futuristic areas like Cocoon. "We've developed cities based on incredibly evolved technologies and societies that will surpass what you've seen in previous games. It was important to us to create a reality you could reach out to, and a real feeling of scale."
Returning locations will also have added depth. Kamikokuryo explains that one of his regrets from Final Fantasy XIII was the way some places felt like little more than areas to rush through. "I wanted to explore that reality, the lives of the people living there. The charm of RPGs is the feeling of being able to touch another world. I wanted to push that, to make it feel like you really can touch this world." In developing these new locations, Kamikokuryo gave his staff freedom to include their own ideas about secrets and shortcuts. "We drew maps while making locations, and the supervisors would have to adapt through a process of trial and error. It was a lot of fun."
Lightning's New Look
Lightning's fresh set of armor has some secrets of its own. "Her armor doesn't seem like something made by human hands. I was given orders to make it a little mysterious." Pressed for details, Kamikokuryo explains that armor is usually designed with removable parts and joints, but Lightning's is different. "It's like a bunch of separate parts have been integrated together. Her armor isn't based on reality; the design has a deep connection with the storyline and the world she lives in. This is a world made by the gods called fal'Cie, and her armor is designed to reflect that." Could this mean that Lightning's armor is special, connected to the gods somehow? Coy as ever, Kamikokuryo simply replies, "Maybe."
Whatever the reasons behind it, we have to admit it looks pretty cool - and even Famitsu reckons her exposed buttocks make for a pretty sexy look. "I think it's pretty restrained," Kamikokuryo laughs, and later insists that he was only following orders from director Motomu Toriyama.
Throughout the interview it's clear that Kamikokuryo cares a lot about his work, and is determined to breathe as much life as possible into the world of Final Fantasy XIII-2. "The creators' passion is all-important," he says. "You can't just think, 'I'm making a game.'" Even while making cutscenes he encourages his staff to think in terms of stage direction, to feel like actors; he believes that lively characters make for a powerful storyline. "Noel won't be the only new main character to appear, and you'll see how some characters from before have grown. ... I think it's a truly emotional production." We look forward to experiencing the fruits of his labor when Final Fantasy XIII-2 sees international release in 2012.
SOURCE