![]() ![]() ![]() ![]() In Octopath Traveller II, one of the biggest talking points is that there are “more interaction, along with the ‘Crossed Paths’". I am sure there are still people who will not have played the first game, as well as those who did play it but have already forgotten the story, and this was why we deliberately did not have any links to the story of the first game, so I can confidently say that fans of the series and new players will enjoy the content of Octopath Traveler II without needing to worry about events that had happened before. Time has passed very quickly, and it has now been five years since the first Octopath Traveler came out. We felt that it was essential to set Octopath Traveler II in a completely new world in order to give the player that feeling of excitement and anticipation when exploring it, wondering what lies down the next path or who could be living in the next town. Takahashi-san: As implied in the title, this is a game about travelling and enjoying a journey. Why did you want to create a brand new world, and what opportunities did this open up to the development team? Octopath Traveller II takes place in a brand new world, Solistia, and going by some of the characters, it looks like we’re going to be exploring settings inspired by different historical periods. We aimed to evolve the formula rather than change it, keeping as much of what people liked from the first game as possible and trying to fully realise all the things that we were unable to do in it. When we released the original Octopath Traveler, I said that it was “a battle against people’s memories of pixel games they had played in the past”, but this time round it was very much a battle against the first game that we created. Masashi Takahashi (producer): We were absolutely delighted that the first Octopath Traveler was a big hit and so many people played it! Although we were very grateful for that success, it honestly did put a lot of pressure on us in terms of the second game. Nintendo Life: Octopath Traveller was a big success for you, what inspired you to revisit the concept for a sequel, and how faithful did you want to stay to the core of the original game? ![]()
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