Baten Kaitos is a brand-new RPG, so we wanted to give it a distinctive title that wasn't used anywhere else - one that we could use for a series - but there were some objections at first. We make it a theme in the plot, too, so I hope the players think about its connection to the story. Honne: The title, Baten Kaitos, is the name of a constellation* it means "in the belly of the whale." If you search on the internet, you'll get some hits right away, so I'd like to ask the players, if they would, to investigate the deeper significance of the title. Tell us why you picked the title you did. It actually went too beautifully - it made me worry ( laughs).īaten Kaitos director, art director, map designerīaten Kaitos director, sound director, battle planning director I can't think of any other production where not only the game content, but the production period and the promotion went so smoothly. Nomura: I think it's a game where everything came together perfectly. As for stories.even though we were getting close to the release date, we hadn't really decided on a package design yet, and we were in a bit of a bind - that was particularly memorable for me. Nomura: The content of the game was entrusted to the creators, so there were was no part on which I personally focused. Tell us about any aspects of the production on which you focused as a producer, or any interesting tales from the production. The development itself went very well, and it was a passion project from beginning to end. Nomura: Communication between Director Honne and Director Hatsushiba was really spectacular, and Assistant Director Ishitani, who was their go-between, did an incredible job for us, so there weren't any rough spots at all. Tell us about the aspects of the production of Baten Kaitos which posed a particular challenge. If I succeed, I'd like to make it into the anti- Xenosaga - in a good sense. Sugiura: I'd like to make Baten Kaitos into a series, like the Xenosaga series. How would you place Baten Kaitos among Monolith Soft's creations? As a result, I was able to find exceptional staff for every department - programming, graphics, movies, scenario, everything. Sugiura: When we were assembling talent for the production team, I thought about putting together a strong lineup. Could you tell us about any aspects of the game to which you paid particular attention during production? It's so rare to meet someone whose strengths complement your own so well. So we got together for a meal in Yokohama Chinatown and talked about our jobs, and we really hit it off. Hatsushiba by Namco producer Okamoto, while I was looking for a different idea for Xenosaga Episode I: Der Wille zur Macht. Hatsushiba could you tell us the details? I understand that the initial plan for the game was hatched over a meal with Mr. I hope that a wider audience, from boys & girls to grandmas & grandpas, enjoys and is moved by this game. Noguchi: I myself am proud to have my name as producer on such a wonderful title. I can't say for certain whether on not we will in the future create more content like Baten Kaitos or another title created under a similar production arrangement, but I can declare that which we cultivated in the course of this project will endure. In other words, we need to create not just visual extravagance but also content that's truly interesting and fun to play. On the other hand, other elements such as the story, the characters, and the game system will also need to be taken to the next level.
From a production standpoint, we'll probably be able to put together rather elaborate spectacles. Looking ahead to the future game market, we of course have to turn our focus to developing for next-gen systems. I suppose I'd like to develop them to bring out the "local color" of each. Noguchi: Even though they're all RPGs, the distinctive characteristics of each individual title are different, so their fanbases are different. Please tell us about the direction in which you'd like to take Namco's various RPG series, including Baten Kaitos, in the future.
In any case, the game came together very well, so I enjoyed playing it! So there weren't really any difficulties. Of course, nothing like that ever actually happened everyone was an adult. I was caught in between, and I was convinced I'd have to do a vanishing act ( laughs). Noguchi: Each creative group had an accomplished track record, so we were on edge at first, just waiting for there to be clashes. The game was jointly developed between three companies I imagine there were difficulties in coordinating everything? Baten Kaitos Artbook Interview Translations Baten Kaitos Artbook Interview TranslationsĬT Company, CT Creative Group Producer, Baten Kaitos