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		<title>The Evolution of RPGs: A Quick History</title>
		<link>https://gamingbolt.com/the-evolution-of-rpgs-a-quick-history</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Sat, 30 Jul 2016 12:58:59 +0000</pubDate>
				<category><![CDATA[Article]]></category>
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					<description><![CDATA[Take a somewhat brief walk through the illustrious history of role-playing games.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">M</span>any, many years ago when we were still simple boys and girls, Computer Gaming World did an extensive feature on genres in video games. One key issue focused on role playing games and noted that they were perhaps the most difficult genre to create a compelling game for. Almost two decades later and that hasn&#8217;t really changed. <em>Final Fantasy 15</em> took nearly a decade and a rebranding to finally release. Developing a compelling MMORPG, whether it&#8217;s a shared world shooter like <em>Destiny</em> or a swords and sorcery epic like <em>Guild Wars 2,</em> takes an enormous amount of time and resources. Even a single expansion in your typical action RPG takes years to release as <em>Reaper of Souls</em> releasing two years after <em>Diablo 3</em> would indicate.</p>
<p>But where did it all begin? Role playing games didn&#8217;t suddenly materialize into existence. Square Enix, Bethesda Softworks, Atlus, Blizzard Entertainment, Bioware and even Game Freak didn&#8217;t just become some of the best RPG developers overnight. So how did it happen?</p>
<p><iframe src="https://www.youtube.com/embed/mHgz6lQycDY" width="620" height="349" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p>
<p class="review-highlite" >"So influential was <em>Ultima</em> that it would actually play a role in how console RPGs like <em>Dragon Quest</em> were made."</p>
<p>The genesis of role playing games happened across two major fronts &#8211; the United States and Japan. In the 1970s,  dungeon crawler rogue-likes running on university computers with Unix were the earliest of RPGs. Though Dungeons and Dragons debuted in 1974 as a popular pen and paper role playing series for tabletop groups, Dungeon in 1975-76 would attempt to translate that formula into a computer space. It didn&#8217;t take long for other dungeon-type titles like <em>Orthanc</em> in 1978 and <em>Avathar</em> (1979) running on the PLATO mainframe system to follow suit. By 1980, RPGs began taking cues from text-based adventures and evolving their stories. <em>Akalabeth: World of Doom</em>, which later gave rise to the <em>Ultima</em> series, and <em>Wizardry</em> are perhaps the best examples.</p>
<p>In fact, it wouldn&#8217;t take long for <em>Ultima</em> creator Richard Garriott to build the series into an RPG juggernaut. <em>Ultima III: Exodus</em> in 1983 is thought to be the first modern computer RPG. By <em>Ultima IV: Quest of the Avatar</em>, Western RPGs were already incorporating chivalry and morality systems while exploring complex social issues. So influential was <em>Ultima</em> that it would actually play a role in how console RPGs like <em>Dragon Quest</em> were made.</p>
<p><em>Wizardry</em> took a different route and pioneered a different point of view, quite literally. It adopted a first person perspective and in <em>Wizardry IV</em>, you could actually play as the main antagonist.</p>
<p>Meanwhile in Japan, the RPG industry was busy creating a number of different computer RPGs. One of the earliest was Koei&#8217;s <em>The Dragon and The Princess</em> released in 1982 for the PC-8001. It managed to combine text-based adventure elements with tactical turn based combat. Tactical RPGs owe a lot to <em>Bokosuka Wars</em> from Koji Sumii since it was the first game to really blend strategy with role playing (and a bit of action as well). <em>Nobunaga&#8217;s Ambition</em> from Koei would further build off this trend in 1983 by introducing management elements and grand strategy (like <em>Risk</em> or even <em>Hearts of Iron</em>).</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/07/Dragon-Slayer.jpg"><img fetchpriority="high" decoding="async" class="aligncenter size-full wp-image-272969" src="https://gamingbolt.com/wp-content/uploads/2016/07/Dragon-Slayer.jpg" alt="Dragon Slayer" width="620" height="388" srcset="https://gamingbolt.com/wp-content/uploads/2016/07/Dragon-Slayer.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/07/Dragon-Slayer-300x188.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Western RPGs weren&#8217;t slouching during the late 80s and early 90s. Might and Magic had debuted in 1986 with <em>The Secret of the Inner Sanctum</em> while Strategic Simulations introduced <em>Pool of Radiance</em>, a tactical RPG, in 1988."</p>
<p>However, Nihon Falcom&#8217;s <em>Dragon Slayer</em> arguably made the biggest impact. Released in 1984, it was the first action RPG in the world allowing players to traverse into dungeons and hack and slash monsters to bits. <em>Tower of Druaga</em>, which also released at the same time, is considered the other side of the action RPG coin and together, both games would influence an entire generation of games like <em>The Legend of Zelda</em> and <em>Ys. Dragon Slayer&#8217;s</em> success would continue in 1985 with <em>Dragon Slayer 2: Xanadu</em> which became a best seller on PC at the time. It was one of the first games to incorporate a karma meter which would keep track of the heinous acts that players committed. <em>Dragon Slayer</em> would eventually influence two major JRPG franchises in the coming years, namely <em>Final Fantasy</em> and <em>Dragon Quest</em>.</p>
<p>Franchises like <em>Dragon Slayer</em> and <em>Hydlide</em> would continue their dominance through the 80s while other developers like Arsys Software would introduce innovative titles like <em>Star Cruiser</em>, combining FPS, flight sim and RPG elements into a package with 3D graphics. 1986 brought Enix&#8217;s <em>Dragon Quest</em> to the forefront and along with featuring easier to understand systems, the classic princess to be rescued and non-linear gameplay, it introduced emotional storytelling and side quests that no longer felt isolated from main missions. The success of Dragon Quest at the time was so insane that people would skip school and their jobs to acquire a copy on launch day, forcing the government to place restrictions on the overall timing and location of its release.</p>
<p>Squaresoft was around, creating RPGs like <em>Genesis: Beyond the Revelation</em> in 1985, <em>Cruise Chaser Blassty</em> in 1986 and  <em>Cleopatra no Mahou</em> in 1987 but it hadn&#8217;t quite made its mark on the industry just yet.  Atlus had entered the fray with <em>Digital Devil Story: Megami Tensei</em> in 1987, bringing a more science-fiction horror element to JRPGs while also incorporating a monster-catching feature. Sega also debuted <em>Phantasy Star</em> in late 1987 and would be one of the few games at the time to feature a female hero. <em>Final Fantasy</em> debuted in the same year and became one of the two pillars of JRPGs for years to come. It introduced a number of tropes like character creation, the ability to travel with different vehicles like airships and the classic turn-based battle interface where enemies would appear on the left and party members appeared on the right of the screen. The success of <em>Final Fantasy</em> was such that it was enough to save Squaresoft from bankruptcy.</p>
<p>Western RPGs weren&#8217;t slouching during the late 80s and early 90s. Might and Magic had debuted in 1986 with <em>The Secret of the Inner Sanctum</em> while Strategic Simulations introduced <em>Pool of Radiance</em>, a tactical RPG, in 1988. Interplay was also batting high with hit releases like <em>The Bard&#8217;s Tale</em> and <em>Wasteland</em> (which would shape <em>Fallout</em> in the coming decade). Stormfront Studios brought one of the earliest examples of an MMO to gaming with <em>Neverwinter Nights</em> in 1991.</p>
<p><img decoding="async" class="aligncenter size-full wp-image-272970" src="https://gamingbolt.com/wp-content/uploads/2016/07/The-Legend-of-Zelda_A-Link-to-the-Past.jpg" alt="The Legend of Zelda_A Link to the Past" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/07/The-Legend-of-Zelda_A-Link-to-the-Past.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/07/The-Legend-of-Zelda_A-Link-to-the-Past-300x169.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></p>
<p class="review-highlite" >"The JRPG juggernaut was only just getting started though. <em>Final Fantasy VII</em> raised the bar for the genre with its production values, cinematics, and hours of gameplay spread across multiple discs."</p>
<p>While Japanese RPGs would begin to truly thrive from the 90s onwards, Western RPGs started to decline. Higher development costs led to increased delays and other genres like flight sims and RTS games would offer strong competition. JRPGs were also offering strong competition due to the dawn of console RPGs. <em>Dragon Quest IV</em> was introducing chapter-based stories while <em>Final Fantasy III</em> introduced the Job system allowing players to further customize their classes. Other titles like <em>Final Fantasy Adventure</em> (which led to <em>Secret of Mana</em>)<em>, Shin Megami Tensei, Metal Max, Breath of Fire, The Legend of Zelda: A Link to the Past, Fire Emblem, Star Ocean</em> and <em>Dragon Quest VI</em> were dominating in the console RPG market. That domination would transcend new boundaries when <em>Final Fantasy VII</em> released for the PlayStation One in 1997.</p>
<p>This isn&#8217;t to say that Western RPGs were dead. System Shock, despite its lack of initial success, saw great critical acclaim in 1994, offering perhaps the best combination of FPS/RPG gameplay. Blizzard would unleash<em> Diablo</em> in 1996, throwing in procedurally generated levels, addictive hack and slash elements and loot-driven gameplay with minimal story elements. Interplay was still doing great with the release of awesome games like <em>Fallout</em> and <em>Fallout 2</em>, both developed by Black Isle Studios.</p>
<p><em>Planescape: Torment</em> in 1999 also avoided the D&amp;D infused games of the time by offering some of the best writing in an RPG yet. Dungeons and Dragons weren&#8217;t gone by a long shot though &#8211; a little known company called Bioware had been building up its reputation with <em>Baldur&#8217;s Gate</em> and its expansion <em>Tales of the Sword Coast</em>. Sadly, Interplay would eventually close down, resulting in the cancellation of Black Isle&#8217;s <em>Torn</em>.</p>
<p>The JRPG juggernaut was only just getting started though. <em>Final Fantasy VII</em> raised the bar for the genre with its production values, cinematics, and hours of gameplay spread across multiple discs. It introduced a whole new generation of gamers to Final Fantasy and would serve as one of Squaresoft&#8217;s biggest properties till this very day. The PlayStation One quickly became a premier destination for the best Japanese RPGs. Squaresoft introduced <em>SaGa Frontier</em> in 1997, <em>Xenogears</em> in 1998 and subsequent <em>Final Fantasy</em> titles like <em>Final Fantasy VIII, IX</em> and <em>Tactics</em> to the console. Other classics like <em>Parasite Eve 2, Persona 2, Alundra, Suikoden</em>, and <em>Star Ocean</em> would also see success.</p>
<p><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-272972" src="https://gamingbolt.com/wp-content/uploads/2016/07/Lunar-Legend-2.jpg" alt="Lunar Legend (2)" width="620" height="327" srcset="https://gamingbolt.com/wp-content/uploads/2016/07/Lunar-Legend-2.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/07/Lunar-Legend-2-300x158.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></p>
<p class="review-highlite" >"Nintendo was making waves during this period, though the loss of <em>Final Fantasy</em> to Sony did it no favours. The developer still managed to deliver some excellent RPGs&#8230;"</p>
<p>Sega wasn&#8217;t exactly sitting out the JRPG war, though it had a significantly smaller presence than in the Genesis days. It had already showcased its ability to create compelling RPGs for the Sega Saturn like <em>Panzer Dragoon Saga</em> and <em>Shining Force III</em>. With the Dreamcast in 2000, it took its <em>Phantasy Star</em> series online, introducing the first console MMO in history with <em>Phantasy Star Online</em>. Other subsequent RPGs like <em>Skies of Arcadia</em> and Game Arts&#8217; <em>Grandia 2</em> would dazzle fans on the Dreamcast though it was clear very quickly that Sega&#8217;s console wouldn&#8217;t be long for this world.</p>
<p>Nintendo was making waves during this period, though the loss of <em>Final Fantasy</em> to Sony did it no favours. The developer still managed to deliver some excellent RPGs &#8211; <em>The Legend of Zelda: Ocarina of Time</em> on the Nintendo 64 is considered one of the best games of all time. Other titles like <em>Ogre Battle 64, Harvest Moon 64, Paper Mario</em> and so on would showcase the developer&#8217;s RPG chops. However, its Game Boy platforms were doing far better as far as RPGs were concerned. Not only did the old Game Boy receive some awesome <em>Zelda</em> titles but it played host to <em>Pokémon</em> which released in 1998 and sparked an insane craze worldwide. Nintendo&#8217;s success with RPGs only continued when the Game Boy Advance released in 2001. Titles like <em>Castlevania, Golden Sun, Mario &amp; Luigi, Final Fantasy Tactics Advance, Summon Night, Lunar Legend</em> and so on helped drive the GBA&#8217;s 81.5 million sales.</p>
<p>Squaresoft merged with Enix in 2003 but still remained a major player in the JRPG market with the PlayStation 2 era. <em>Final Fantasy X</em> arrived in 2001 and <em>Final Fantasy XI</em> in 2002 would be the developer&#8217;s attempt at creating an MMO within its vaunted universe. Final Fantasy X-2 in 2003 would break convention from the series and become the first real sequel to an established universe. During this time, other games like <em>Shin Megami Tensei 3: Nocturne, Shadow Hearts</em> and <em>Dragon Quest VIII</em> would showcase the power of the PS2&#8217;s RPG line-up. It also didn&#8217;t hurt that the platform received the <em>Kingdom Hearts</em> series, <em>Dark Cloud</em> and <em>Dark Chronicle, Valkyrie Profile, Odin Sphere</em> and an endless barrage of <em>Shin Megami Tensei</em> titles (including the awesome <em>Persona 3</em> and <em>4</em>), <em>Disgaea, XenoSaga</em> and honestly? The list just keeps going.</p>
<p>A special note on the massively multiplayer RPGS, especially on PC: They weren&#8217;t exactly at their peak. <em>Ultima Online</em> was compelling but littered with bugs. Nonetheless, it was the first of its kind in 1997 &#8211; Richard Garriott pretty much coined the term &#8211; and attracted a strong following. That would be until Sony Online Entertainment (now Daybreak Game Company) stole many a gamer&#8217;s heart and soul when it released <em>Everquest</em> in 1999.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/07/Baldurs-Gate-2.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-272973" src="https://gamingbolt.com/wp-content/uploads/2016/07/Baldurs-Gate-2.jpg" alt="Baldur's Gate 2" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/07/Baldurs-Gate-2.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/07/Baldurs-Gate-2-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Going back to Western RPGs, it&#8217;s safe to say they had seen better days. All was not lost though. Bioware cranked out <em>Baldur&#8217;s Gate 2: Shadows of Amn</em> in 2000 and followed it up with an incredible expansion in 2001 with <em>Throne of Bhaal</em>."</p>
<p>There wouldn&#8217;t be too many MMOs that really captured the collective attention of the masses through a fair number of them like <em>Asheron&#8217;s Call, Lineage, Runescape</em> (despite its hardcore fan base that exists even till today) did have a decent impact. Even <em>Star Wars Galaxies</em> found a pretty good audience in 2003 but nothing could quite beat <em>World of Warcraft</em> when it debuted in 2004.</p>
<p>Going back to Western RPGs, it&#8217;s safe to say they had seen better days. All was not lost though. Bioware cranked out <em>Baldur&#8217;s Gate 2: Shadows of Amn</em> in 2000 and followed it up with an incredible expansion in 2001 with <em>Throne of Bhaal</em>. It then turned its sights to reviving <em>Neverwinter Nights</em> in 2002 and offering a strong set of tools for players to create their own worlds and D&amp;D-like scenarios. From here, it was plain to see that Bioware would become a staple in the RPG industry. The developer&#8217;s ability to deliver detailed worlds with amazing characters and writing was fully realized with <em>Star Wars: Knights of the Old Republic</em> in 2003. The bridge between D&amp;D and action RPG was still maintained but Bioware was beginning to transition towards a more character-driven style of gameplay with a heavy emphasis on action. This style of gameplay would define the developer&#8217;s games over the next decade starting with <em>Jade Empire</em> in 2005 and thus building its two most successful franchises: <em>Mass Effect </em>and<em> Dragon Age Inquisition</em>.</p>
<p>Another key player was Bethesda. The developer had shown its potential with <em>Daggerfall</em> in 1996 but took things to a whole new level with <em>The Elder Scrolls III: Morrowind</em> in 2002. The large expansive world, ability to create and customize one&#8217;s character as they saw fit and the ability to pretty much do anything would establish Bethesda&#8217;s RPGs as some of the best. <em>The Elder Scrolls IV: Oblivion</em> in 2006 took the franchise to even greater heights, only eclipsed by <em>The Elder Scrolls V: Skyrim</em> in 2011. In the interim, Bethesda had purchased the <em>Fallout</em> franchise from Interplay and released <em>Fallout 3</em> in 2008.</p>
<p>Obsidian Entertainment also rose up during this time frame and would develop <em>Star Wars: Knights of the Old Republic 2</em> and <em>Neverwinter Nights 2</em> for Bioware, <em>Fallout: New Vegas</em> for Bethesda, <em>Dungeon Siege III</em> and eventually brought out an original IP with <em>Alpha Protocol</em> in 2010. The developer would eventually make its mark again in 2015 with <em>Pillars of Eternity. </em>As time went by, Western RPGs would see an amazing range of titles. Perhaps the most well known was <em>The Witcher</em> which began in 2007, attained true success with <em>The Witcher 2: Assassins of Kings</em> in 2011 and <em>The Witcher 3: Wild Hunt</em> in 2015.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2015/06/Dark-Souls-3.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-235258" src="https://gamingbolt.com/wp-content/uploads/2015/06/Dark-Souls-3.jpg" alt="Dark Souls 3" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/06/Dark-Souls-3.jpg 620w, https://gamingbolt.com/wp-content/uploads/2015/06/Dark-Souls-3-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Whatever may happen in the years to come, there will always be a new legion of role players set to take up their digital swords and/or guns to fight the good fight."</p>
<p>There would be a resurgence of computer RPGs in this era as well with games like <em>Divinity: Original Sin, Wasteland 2, Shadowrun Returns, Shadowrun: Hong Kong</em> and <em>XCOM</em>. Even <em>Diablo</em> made a return in 2012 with <em>Diablo 3</em> &#8211; though the game only really became great with <em>Reaper of Souls</em> in 2014. Other <em>Diablo</em> clones quickly gained popularity, most notably <em>Torchlight</em> and <em>Path of Exile</em>. The <em>Borderlands</em> franchise took that style into the first person shooter genre with great results. The <em>Deus Ex</em> franchise, which debuted in 2000, was revived in 2011 with <em>Deus Ex: Human Revolution</em>.</p>
<p>Japanese RPGs would see a decline of sorts around 2008, most notably due to the underwhelming <em>Final Fantasy XIII</em> series and the initial failure of <em>Final Fantasy XIV</em>. Other titles didn&#8217;t exactly excite players either, despite solid efforts like <em>The World Ends With You</em>. It also didn&#8217;t help that titles like <em>Final Fantasy Versus XIII</em> faced numerous delays. <em>Pokémon, Tales of Vesperia, Monster Hunter Tri, Ni no Kuni</em> and <em>Valkyria Chronicles</em> found their supporters but during this period, it was about <em>Fallout, Mass Effect, The Elder Scrolls</em> and <em>World of Warcraft</em>. The JRPG industry did manage to bounce back thanks to <em>Xenoblade Chronicles</em> and the <em>Dark Souls</em> franchise. In fact, From Software&#8217;s hack and slash titles had gained a handsome following from <em>Demon&#8217;s Souls</em> release on the PS3.</p>
<p>What&#8217;s next for the RPG industry? We&#8217;re still seeing titles like <em>Tokyo Mirage Sessions</em> and <em>Fire Emblem Fates</em> from Japan while <em>Final Fantasy XV</em> is due to release in September. Some of the most popular RPGs in this day and age are online including<em> Destiny, Tom Clancy&#8217;s The Division, World of Warcraft</em> and <em>Guild Wars 2</em>. The future seems fairly bright with <em>Mass Effect Andromeda, Deus Ex: Mankind Divided, Persona 5, Torment: Tides of Numenara, The Bard&#8217;s Tale IV</em> and much more.</p>
<p>Role playing games have had their ups and downs throughout their years. They&#8217;re still some of the toughest games to develop but they also present some of the most memorable stories and tales of heroism. Whatever may happen in the years to come, there will always be a new legion of role players set to take up their digital swords and/or guns to fight the good fight.</p>
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		<title>Project Phoenix Interview: CIA Talks PS4 Development, Setting, Character Types and More</title>
		<link>https://gamingbolt.com/project-phoenix-interview-cia-talks-ps4-development-setting-character-types-and-more</link>
					<comments>https://gamingbolt.com/project-phoenix-interview-cia-talks-ps4-development-setting-character-types-and-more#comments</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Wed, 08 Jan 2014 16:35:36 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Creative Intelligence Arts Inc.]]></category>
		<category><![CDATA[JRPGs]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[project phoenix]]></category>
		<category><![CDATA[PS Vita]]></category>
		<category><![CDATA[ps4]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=183979</guid>

					<description><![CDATA[Director Hiroaki Yura talks about the upcoming crowd-funded JRPG.]]></description>
										<content:encoded><![CDATA[<p><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">U</span>ntil perhaps early last year, Japanese RPGs were facing a bit of a downtrend. Final Fantasy no longer commanded the same respect it once did, though the resulting decline took a few years to arrive. However, this hasn&#8217;t deterred some new developers like Creative Intelligence Arts Inc., made up of an all-star team of developers, artistes and designers who brought Project Phoenix to Kickstarter. Successfully funded within no time at all, earning 10 times as much as its original funding goal, Phoenix will look to usher in amazing story-telling, an original fantasy setting and compelling gameplay mechanics that were a hallmark of several RPG classics of the past.</p>
<p>GamingBolt recently had a chance to speak to director Hiroaki Yura about Project Phoenix, especially whether it would take advantage of PlayStation 4-specific features, its setting and his thoughts on the choice of PS Vita and PS4 for the game&#8217;s console release. <a href="https://gamingbolt.com/wp-content/uploads/2013/09/project-phoenix.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-171280" alt="project phoenix" src="https://gamingbolt.com/wp-content/uploads/2013/09/project-phoenix.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/09/project-phoenix.jpg 620w, https://gamingbolt.com/wp-content/uploads/2013/09/project-phoenix-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a> <p class='review-highlite' >
        "Project Phoenix started as a humble Tower Defense game aimed at funding another game we have planned at the moment, however as our group grew in staffing, we started getting interest in “doing things to the best of our abilities”."   
      </p></p>
<p><b>Ravi Sinha: Let&#8217;s get this out of the way: For being a squad based RTS JRPG, did you ever envision that Project Phoenix would have the level of success from its Kickstarter campaign that it did?</b></p>
<p><b> Hiroaki Yura: </b>We’re as pleasantly surprised as most people are. Although we had had a few other Kickstarter projects that we looked towards as benchmarks, the reception that Project Phoenix received went beyond expectations.  For that, we’d definitely like to thank all of our backers for making this vision a reality and we’ll be hard at work bringing Project Phoenix to life!</p>
<p><b><b>Ravi Sinha: </b>How did the idea come about for Project Phoenix? How was Creative Intelligence Arts Inc. formed and how did you finally decide on Kickstarter as the primary mode for funding?</b></p>
<p><b> <b>Hiroaki Yura:  </b></b>Project Phoenix started as a humble Tower Defense game aimed at funding another game we have planned at the moment, however as our group grew in staffing, we started getting interest in “doing things to the best of our abilities”. As we threw ideas around, I always loved RPGs and RTS and thought it’d be brilliant if we can put those two together.</p>
<p>CIA is a music company, it is being used as a company currently to host the Kickstarter service, however, we are planning to make a new game studio in the future before release. Kickstarter, well, we always had our aims for Kickstarter supporters since people who use the service often would probably love what we were thinking of, so it wasn’t a decision per say, it was one of earliest goals. <b><br />
</b></p>
<p><b><b>Ravi Sinha: </b>Project Phoenix boasts an amazing level of professional talent. How did each team member bring their own level of expertise to the project in such a cohesive manner, despite some wildly varying backgrounds (with some having worked on titles such as Halo 4 and Crysis 3)?</b></p>
<p><b> <b>Hiroaki Yura: </b></b>In building the development team for Project Phoenix, my chief concern was that all of the pieces would fit together smoothly.  I needed people who I knew had the skills I was looking for, who would be professional, and, most importantly good to work with. <b> </b>Because of that, many of the people on Project Phoenix are either personal friends of mine, people I’ve worked with before, or are friends of friends who are enthusiastic and passionate about games.  Many of them are among the most respected people in their fields and are known for their ability to deliver solid work products.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2014/01/Project-Phoenix-02.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-183982" alt="Project-Phoenix-02" src="https://gamingbolt.com/wp-content/uploads/2014/01/Project-Phoenix-02.jpg" width="620" height="351" srcset="https://gamingbolt.com/wp-content/uploads/2014/01/Project-Phoenix-02.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/01/Project-Phoenix-02-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a> <p class='review-highlite' >
        "The game takes place on a world called Azuregard, which is a high-fantasy realm and is home to various human kingdoms as well as elves, dwarves, orcs, and other races which include those not native to the Western high fantasy tradition."   
      </p></p>
<p><b><b>Ravi Sinha: </b>You believe that Project Phoenix will bring back JRPGs to their roots but will also move forward along with the advancing technology. </b><b>How are you planning to do that in Project Phoenix?</b></p>
<p><b><b>Hiroaki Yura: </b></b>Though the idea of bringing JRPGs back to its roots in the face of advancing technology might seem to be at odds, it’s more easily understood if we stress aspects of JRPGs that have drawn people to the genre in the first place.  By that, we mean game elements like compelling narratives, memorable characters, and an enjoyable, engaging combat system.</p>
<p><b> </b>It’s the battle system that allows us to try new things and with technology moving forward, we now have the capability to add more environmental interactivity compared to many JRPGs that are out on the market.  The result is that battles will become more dynamic without bogging the player down with too many options. <b> </b></p>
<p><b><b>Ravi Sinha: </b>Let’s talk about the story. What is the setting of Project Phoenix? How are you making sure that the story will play a pivotal role in making the game addictive?</b></p>
<p><b> <b>Hiroaki Yura: </b></b>The game takes place on a world called Azuregard, which is a high-fantasy realm and is home to various human kingdoms as well as elves, dwarves, orcs, and other races which include those not native to the Western high fantasy tradition. <b> </b>So even though the setting is solid, what will make Project Phoenix successful and engaging will be the way in which players can identify with the game’s cast of characters.</p>
<p>Yoko Enoki, our scenario writer, has been pivotal in this regard.  The characters that she has created for Project Phoenix are down to earth, each with their own quirks.  But they also possess the depth that will make them resonate strongly with gamers everywhere. <b> </b></p>
<p><b><b>Ravi Sinha: </b>The game features six playable characters. What kind of skills and special abilities will each of them have?</b></p>
<p><b> <b>Hiroaki Yura: </b></b>Without giving too much away you’ll have characters who function as the battering ram and are capable of creating strategic options like holes in walls to surprise enemies.  There’s one character who’s a scout, which gives her good sight range, allowing her to spot enemies and help your team with ambushes. <b> </b>Other character classes that you can expect to see include Templars who are well-trained in both offense and defense, samurai, and stealthy ninja.</p>
<p><b></b> <b><b>Ravi Sinha: </b>Can you talk about the leveling system and how do you plan to make it unique compared to other games in the same genre?</b></p>
<p><b> <b>Hiroaki Yura: </b></b>Leveling will be very similar to other games. You gain stats dependent on your class and skills open up as you progress. We don’t want to make it different because we want to be different; we only want to improve on areas that we think needs improving. That been said, we are thinking of putting grinding to a minimum (unless you are aiming for an endgame approach). <a href="https://gamingbolt.com/wp-content/uploads/2014/01/Project-Phoenix-03.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-183983" alt="Project-Phoenix-03" src="https://gamingbolt.com/wp-content/uploads/2014/01/Project-Phoenix-03.jpg" width="620" height="348" srcset="https://gamingbolt.com/wp-content/uploads/2014/01/Project-Phoenix-03.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/01/Project-Phoenix-03-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a><b></b> <p class='review-highlite' >
        "In terms of map size, the world itself is huge.  We’re talking a landmass about as big as Eurasia.  With that said, we’ll make sure that traveling around a continent of that size won’t take too long and we’ll be setting places aside for future expansions or sequels to Project Phoenix."   
      </p></p>
<p><b><b>Ravi Sinha: </b>How many hours of gameplay can players expect? Furthermore how big the map is?</b></p>
<p><b> <b>Hiroaki Yura: </b></b>Right now, we’re expecting somewhere in the ballpark of 25-30 hours for people just looking to complete the game, but we’re offering endgame content that will stretch it out to about 60 hours, especially if you’re a hardcore completionist.</p>
<p><b> </b>In terms of map size, the world itself is huge.  We’re talking a landmass about as big as Eurasia.  With that said, we’ll make sure that traveling around a continent of that size won’t take too long and we’ll be setting places aside for future expansions or sequels to Project Phoenix.</p>
<p><b></b> <b><b>Ravi Sinha: </b>We know that Phoenix will be heading to the PlayStation 4 and PS Vita but nothing for the Xbox One or Wii U/3DS. Is this for a lack of funding or did the PlayStation platform present more of a comfortable place for the team?</b></p>
<p><b> <b>Hiroaki Yura: </b></b>As far as the Wii U/3DS is concerned, Nintendo traditionally hasn’t been a company that’s widely embraced indie games.  Because of that, we weren’t planning on developing for any of Nintendo’s consoles.</p>
<p>With that said, we have been hearing rumblings of a more indie-friendly stance from Nintendo, but only time will tell for sure whether this stance is genuine. <b> </b>As for the Xbox One, we haven’t been approached by Microsoft and because of the support that we would need, we have no current plans in the works for Xbox One development. <b> </b></p>
<p><b></b><b><b>Ravi Sinha: </b>How will the PS Vita version differ to the PS4 one?</b></p>
<p><b> <b>Hiroaki Yura: </b></b>We don’t know exactly yet until we get our hands on the dev kits. We don’t want to commit to anything yet. <b> </b></p>
<p><b><b>Ravi Sinha: </b>I was taking a look at your Kickstarter video and you have placed a lot of emphasis on striking visual artwork. How does PlayStation 4’s architecture and 8 GB GDDR5 RAM help make things easier on the graphical side of things? Furthermore, how are you planning to come over the latency issues that GDDR5 brings along with it?</b></p>
<p><b> <b>Hiroaki Yura: </b></b>Striking visual artwork doesn’t mean it is great in terms of how much polygon we can use and how detailed it can be. We will be using great “design” which would work in low polygon models.</p>
<p>Of course, we are making sure that it wouldn’t look disappointing on any next gen consoles or even on the PC, we want a great experience for the gamers. In the end, it wasn’t “striking graphics” that sold Final Fantasy in the first place, and we really want to dig into the roots of what made JRPGs great. <a href="https://gamingbolt.com/wp-content/uploads/2014/01/Project_phoenix_04.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-183984" alt="Project_phoenix_04" src="https://gamingbolt.com/wp-content/uploads/2014/01/Project_phoenix_04.jpg" width="620" height="350" srcset="https://gamingbolt.com/wp-content/uploads/2014/01/Project_phoenix_04.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/01/Project_phoenix_04-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a> <p class='review-highlite' >
        "Cloud computing is a bit of a touchy subject due to DRM issues.  We recognize the convenience of having things like saved files to the cloud to make it easier to access your saved games on all your devices. "   
      </p></p>
<p><b><b>Ravi Sinha: </b>Other than the power of the console, are you looking to utilize features such as Cloud computing and the DualShock 4&#8217;s touchscreen?</b></p>
<p><b> <b>Hiroaki Yura: </b></b>Cloud computing is a bit of a touchy subject due to DRM issues.  We recognize the convenience of having things like saved files to the cloud to make it easier to access your saved games on all your devices.  Because this debate is still raging internally within our development team, we will let people know once we’ve come to a decision.</p>
<p><b> </b>There are no plans for making use of the DualShock’s 4 touchscreen since we want to focus on providing a solid game experience first and foremost. Again, things may change once we get our hands on our PS4 devkits. <b> </b></p>
<p><b></b><b><b>Ravi Sinha: </b>Given the recent developments for Valve, what with SteamOS, the Steam Controller and machines, do you feel this will be a significant step forward for games like Project Phoenix which will be heading to the platform? Will it be a viable alternative to consoles such as the PS4 and does it affect development at all at this stage?</b></p>
<p><b> <b>Hiroaki Yura: </b></b>The only benefit we see is that it’ll allow people who want to play Project Phoenix on a controller while using Steam to be able to do so.  Controller use isn’t going to magically add functionalities that weren’t already going to be there, so if you prefer pointing and clicking with a mouse or using a controller to navigate around, well that’s entirely up to you.  Otherwise, it has no effect on development. <b> </b></p>
<p><b></b><b><b>Ravi Sinha: </b>From a development perspective, what is your opinion on the PS4’s GPU? Do you think it will be stand the test of times in the coming years?</b> <b> </b></p>
<p><b>Hiroaki Yura: </b>We think it will do the job. Our job is to make sure the gaming experience is great for the gamers and not complain about the hardware our gamers will be using =D <b> </b></p>
<p><b></b><b><b>Ravi Sinha: </b>JRPGs today like Lightning Returns: Final Fantasy XIII and Final Fantasy XV are heavily emphasizing a more action oriented approach. You could&#8217;ve easily turned Project Phoenix into a hack and slash experience as well. Why go for a squad-based RTS game?</b></p>
<p><b> <b>Hiroaki Yura: </b></b>We simply wanted to go after a battle system that emphasizes team-based combat in a way that is engaging as you have plenty of options at your disposal as you seek to grind out strategic advantages.  A hack and slash battle system doesn’t have the kind of experience that we’re looking to bring to Project Phoenix. <b> </b></p>
<p><b><b>Ravi Sinha: </b>Do you have any plans to add second screen support for the PS4 version? [via tablets, PS Vita and mobiles]</b></p>
<p><b> <b>Hiroaki Yura: </b></b>There are currently no plans in place for second screen support.</p>
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