Features
Phantom Dust - Yukio Futatsugi Makes a Budget Title Shine
Successfully released in Japan where it has earned a coveted score of 34 out of 40 from Famitsu magazine, Phantom Dust is an anime-inspired game set in a post-apocalyptic era where chaos has forced people underground for safety. Players must journey above ground in a quest to learn who and what was behind the destruction, but the surface is a place of deadly evil filled with unimaginable abominations. It is also home to mysterious particles known only as Phantom Dust, a force unlike any other that has given some members of the human race unimaginable super powers. Recently we were given the opportunity to find out more about the game from Yukio Futatsugi, the director of Phantom Dust.
Snackbar Games: Thank you very much for agreeing to speak with us regarding Phantom Dust. If you could, please give us a little background on yourself, as well as what your role has been within this project.
Yukio Futatsugi: For the Phantom Dust project, I served as director, overall manager of the game production work. The main works I have been involved in up until now are Sega's Panzer Dragoon 1, Zwei, and the third issue in the Saga series. (as game designer) After that, I worked at Konami and SCE before joining Microsoft.
SBG: First off, what was the inspiration for the game's setting and style? Post-apocalyptic wastelands aren't exactly new territory, but Phantom Dust's literally crumbling cityscapes have a compelling disarray about them…
YF: First of all, the core theme is fighting action using supernatural powers. The game combines card game and action game elements, and to realize the concept, I adopted the supernatural powers theme to permit a great range of action in the game in a setting where that would not seem out of place.
Next, I had to justify why people would have this super powers, and I decided that the power was the result of personal will, and that it would affect the world as well. Nostalgia and joy, or regret, memories one wishes to forget -- how would these aspects of people's memory affect the world? Based on this image, the entire map was drawn.
SBG: How many different mission locations will there be, and is the player "locked in" to each location for each mission, or can they move between areas if needed?
YF: There are 8 areas all together, most of which have 2 or 3 variations. During a mission, the game proceeds in a single area. However, some episodes consist of several connected missions, in which case, the user experiences going back and forth through several areas to complete the missions.
SBG: Does the story have any branching paths, dependent on what missions you choose or how well you do on them?
YF: There is no branching, but there are missions separate from the main story. These can be selected once the introductory mission is cleared.
SBG: Will players be able to play all the missions in a given play-through, or will accepting certain missions preclude others?
YF: It is possible to select all missions in 1 play-through.
SBG: Do the "Teams" in each mission always consist of the player and their ally versus the "Enemy", or will there be some missions with three or more sides all fighting it out?
YF: Basically, team battle involves 2 teams. However, it is possible that even after defeating enemies, they increase, or a comrade may appear part way through. A battle royal involving 4 characters is also possible, or a 3-character free-for-all.
SBG: Do the destructible environments have an effect on gameplay? (i.e., if you destroy a ceiling and it falls on your opponent, will it damage them?)
YF: The destruction does influence gameplay. If a broken shard hits you it will cause damage, and if the background is damaged it may no longer be possible to traverse a previously open route [or a new route may be opened up].
SBG: In videos and previews from the Tokyo Game Show, it's been shown that the player "collects" their skills at the beginning of each level by picking up different colored orbs. How many different orbs are there, and how many different combinations are available to the player?
YF: The orbs throughout the map are referred to as "capsules". Capsules contain skills, which equal supernatural powers, and by picking them up, the player can use a maximum of 4 skills at a time. The maximum number of skills that is available in a single battle is 30. After getting past the beginning part of the game, the player can edit which skills will appear in the game. There is a total of 300 skills. The player can collect these and develop a personal assemblage of 30 preferred skills (an "arsenal") -- this is one of the fun parts of the game. Just like a deck in a card game, you can put together your battle repertoire. There are countless combination possibilities with this many skills, and being able to discover and effectively use them in battle is the criterion of a good player.
SBG: What kinds of objectives or limitations will missions have to mix it up a little besides just "Kill all the enemies"? Time limits, skill restrictions, etc?
YF: When the 30 skills have all been used, the player's power starts to decrease and begins losing. Also, depending on the mission, the usable arsenal may be restricted. Requiring particular skill[s] to defeat a certain enemy, or having to defeat the enemy without incurring any damage yourself -- such kinds of puzzle action-type missions are also included.
SBG: Previews have shown the player jumping fantastic distances and even fighting in midair- how is the transition handled and what impact does it have on the player's controls?
YF: Among the skills are those for traveling through the air, like "jump", "float", "magic wings", and so on. By using these skills, it is possible to freely rise into the air and fight above the ground. These skills are used just like any other skill: basically you "capture" a skill [from a capsule] and assign it to one of 4 buttons.
SBG: Finally, what would you say is the most innovative thing Phantom Dust brings to the gaming table?
YF: Phantom Dust is not just a simple action game, but also incorporates the elements of a card game as well. You build up an arsenal of skills that match your fighting needs, and then use them in action during battle. No previous game has ever featured this kind of novel and exciting yet strategic battle action. In addition, within the Xbox Live environment, the game becomes even more fun. What kind of skill combo will the player on the other side of the Net hit you with next? What new fighting technique has the Live opponent developed? Phantom Dust is a competitive action game adapted to the online age that provides fresh excitement and new discoveries every time you play.
Jan 28, 2005 - 12:27 pm | 0 comments
Ryan Sharpe
