Dragon Quest III HD-2D Remake interview: how the typical Rpgs was revamped for its PS5 album
On November 14, Dragon Quest III HD-2D Remake will be released with a quick start. Masaaki Hayasaka, the game’s producer, had the chance to speak with us about this magnificent remake, which recreates the classic masterpiece in HD-2D.
Masaaki HayasakaProducer, Dragon Quest III HD-2D Remake
PlayStation Blog: HD-2D has become much more common since game like Octopath Traveler. What distinguishing qualities does this aesthetic design have?
In a nutshell, HD-2D is a visible design that combines pixelated figures with 3D background. Personally, I think this type works better in vintage names. Players roamed the earth while imagining how stunning the universe must be when the first game was released. HD-2D really brings that earth to life.
Despite adopting HD-2D, Dragon Quest III is also immediately recognized. What do you believe are the most crucial elements in the quest’s recognizable Dragon Quest style?
The most obvious is the colour palette. We made an effort to incorporate rich, vibrant colors into the remake to fully accept that since the original Dragon Quest games feature rich, vibrant colors. If you compare the initial activity and the HD-2D remake side-by-side, the images will look entirely different. Even so, the color palettes are similar so it should n’t feel far off from what OG players remember.
What sort of discussions did you have with Yuji Horii ( creator of the Dragon Quest franchise ), during development?
From the beginning of the planning process to the very end of development, we kept in touch frequently. We exchanged a lot of facts. We discussed all from brand-new characters like the Monster Arena and further tale episodes to the balance of the battles in the game, including character pixel sizes.
Did you make any adjustments based on Yuji Horii’s advice?
He made a remark around the fading of the game history, and I find that especially memorable. Depth of field, a strategy also employed in photography, is typically used to describe the background blur in video games. In HD-2D, depth of field is extremely important. We assumed we had already mastered the art of implementing background blur because we had previously worked on HD-2D sports. But, when we showed it to Horii-san, he said that the haze was far too powerful, and it made him feel like there was something wrong with his eye. He next asked us to ring up the strength. We were very frightened, in a good way, by his advice from a person’s point of view. Nevertheless, as a result, this shift made Dragon Quest III stand out from other HD-2D names, so his advice was on stage.
Therefore, different games liquidity HD-2D in different ways?
Completely. All HD-2D names have the same basic principle: they place pixelated figures in a 3D earth. Then, every title is totally unique. For instance, Dragon Quest III does not include images in the background like Octopath Traveler does, but it does. Depending on the subject, the figures ‘ body composition and pixel count also vary. The first HD-2D game to feature a planet map that allows people to explore the world is Dragon Quest III.
Is the original town’s length the same as it was between cities?
The buildings ‘ exact same design have been altered, but the map’s size and distances have also changed. Scalping the image was the most challenging aspect of the creation process. The game may have appeared very small in both volume and appearance if the map had been as dense as the original. On the other hand, overcrowding may cause the map to shed its best pacing and cause the game to lag. We spent a lot of time adjusting to achieve the perfect look and feel. The range is radically different from the finished type if you watch the trailer truck that was made available at the time of the announcement.
In the remake, people can modify the look, like hair coloring, of group members. What led you to make the decision to include this new function?
When a writer’s career was changed from martial designer to mage, the youthful character abruptly transformed into an old man in the original. That was a little strange to me professionally. Players may consider it a little confusing if we kept it the same as the original because it is very common in modern games to have characters creators or customization. The flexibility of the characters was intended to update the gameplay.
To tell you the truth, out of all the fresh attributes we added in the remake, I’m most excited about the personality flexibility. I proposed it to the development team, and even when they refused, saying it was unnecessary, I kept pushing that it was absolutely crucial]laughs ]. It may mean a lot to me if people spent some time creating their own unique personalities since I spent about three months developing it.
Even though you may change their appearance, the primary colors for each career are the same as the unique. How did you choose what to alter and what to keep unaltered?
Respecting the colours Akira Toriyama’s original design was important, in my opinion. People can tell the difference between each career at once by the fact that none of the primary colors were changed. As a enjoyment new element, we wanted to let people experiment with caps and hairstyles.