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Interview: Understanding 13 Sentinels: Aegis Rim With Vanillaware’s Akiyasu Yamamoto.

Danjin44

The nicest person on this forum

Josh Tolentino, Siliconera: Which works most inspired you when coming up with 13 Sentinels: Aegis Rim’s concept, and how did your past games influence it?

Akiyasu Yamamoto, Vanillaware:
Back in 2013, when the idea of the game was originally pitched, [George] Kamitani-san mentioned that he really wanted to take the battle portion of GrimGrimoire on the PS2 (from NIS) and update it to his liking, so he took this title as a creative challenge of sorts to elevate that foundation, rather than building something entirely new from scratch. He’s also always said he absolutely loves StarCraft, so we agreed to move forward with an RTS system with relatively easy playability and simple tower defense structure.

But yes, this title really, truly includes a lot of homages. While I’m constantly amazed by Kamitani-san’s breadth of knowledge, as shown by the various motifs he woven into Odin Sphere and Dragons Crown, as well his humility (not to mention hunger and drive) that he puts towards the creative process, this game in particular was made almost as a mosaic that includes all the things Kamitani-san loves. Some of those referenced stories aren’t things readily accessible in our region, even with digital archives and streaming.

In a way, I think rather than using them as a way to appeal to a broader audience, the homages in the game are cemented in Kamitani-san’s strong proclamation to the world: “I just love this stuff!” But I personally would love to see players enjoy the game in all kinds of ways, even including the speculating and debating whether twist A was inspired by classical sci-fi story B, etc.


Jenni Lada, Siliconera: What sorts of challenges did you face when creating such a large cast of characters and how did you ensure they would all fit together in 13 Sentinels: Aegis Rim’s story?

Yamamoto:
This game utilizes a system that hasn’t been implemented in our previous titles, so it’s hard to draw comparisons to other ATLUS x Vanillaware games and explain it concisely. This game was actually built not on the traditional notions of a “game,” but rather the feelings of excitement and suspense that American thrillers and dramas thrive on. Where you don’t fully understand what’s happening, but that keeps you excited to find out what’s about to happen next and uncover the truth.

That being said, even the most well-known and ambitious TV shows still have their stories sectioned off into seasons, with around 10 episodes packed into each one. This allows creators to really hone in on how to tell a compelling story, and keep their audience invested in the plot over a prolonged period. In a fully packaged game experience, the audience expectation is that the story will reach a full, satisfying conclusion by the end of it all.

So with an ambitious narrative like this one, which involves numerous elements foreshadowing mystery after mystery, the fact that we were able to tell one complete story and fulfill that promise within this constraint– spanning 13 playable characters, as promised in the title of the game– is an extraordinary accomplishment that we are all very proud of. This is a game we’re confident in bringing to you all, so we very much hope you enjoy playing it as much as we did making it.


Annette Polis, Siliconera: How did you handle kaiju and tech in all three time periods and show their evolution and growth in each era?

Yamamoto: Considering what a tonal departure this game is from previous ATLUS x Vanillware titles, it may come as a bit of a surprise, but this game has actually been nominated for the Media category for the Seiun Awards, the Japanese equivalent of the Hugo/Nebula Awards. Kamitani-san himself has always said that this game includes everything he’s always loved about the sci-fi genre ever since he was a young student, including kaiju and robots. It’s structured so players can make their own connections and speculations about where a certain idea might have emerged from, only to be blindsided by twist after twist as they continue to solve the various mysteries presented within the game. I personally think that the biggest appeal of the game is precisely how you can’t ever predict where the story is heading, even as you gain a clearer understanding of how the various aspects of the story interlock with each other as you progress. Regardless of how well-versed you are with the sci-fi genre, it’s also designed to make you experience a sort of déjà vu, where certain parts of the game will surely trigger a sense of familiarity and comfort within you, reminiscent of the grand sagas you already like. To those who love North American TV shows like we do, those who love games, and those who love sci-fi, we hope you can try 13 Sentinels: Aegis Rim, and make it a global sensation that truly transcends borders. Thank you so much for all your love and support!
 

Danjin44

The nicest person on this forum
I'm looking forward to this game, but I don't know if I really know what I'm in for.
This game is not like Odin Sphere or Dragon's Crown, This is a game with being both Visuals Novel and Real time Strategy gameplay.

This is not their first time they made Strategy game.
Grim_Grimoire_Boxart.jpg
 

manfestival

Member
I was actually really hype when I saw the mech designs for this game. Plus I am currently playing through Dragons Crown so the art style is with me BUUUUUUUUt.......... the gameplay looks so BAD. It just looks like a weird front mission to me. Just seems so off from the traditional Tactical Rpgs that I love. Video below for reference. Having a hard time getting beyond the presentation of the combat/gameplay.


 
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Pejo

Member
I was actually really hype when I saw the mech designs for this game. Plus I am currently playing through Dragons Crown so the art style is with me BUUUUUUUUt.......... the gameplay looks so BAD. It just looks like a weird front mission to me. Just seems so off from the traditional Tactical Rpgs that I love. Video below for reference. Having a hard time getting beyond the presentation of the combat/gameplay.



Everything I've heard says to just turn the battle difficulty down the whole way and engage it like a VN. Supposedly the story is pretty top tier though.
 
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Danjin44

The nicest person on this forum
I was actually really hype when I saw the mech designs for this game. Plus I am currently playing through Dragons Crown so the art style is with me BUUUUUUUUt.......... the gameplay looks so BAD. It just looks like a weird front mission to me. Just seems so off from the traditional Tactical Rpgs that I love. Video below for reference. Having a hard time getting beyond the presentation of the combat/gameplay.



This just might be my personal taste, I'm liking the gameplay from that video but that just me. I'm also same person who really liked Catherine's puzzle gameplay that lots people didn't liked.
 

Guilty_AI

Member
I immediatly knew who OP was just by the title. Anyway, perhaps not this one specific title yet but you did manage to make me keep an eye on Vanillaware games.
 

ZZZZ

Member
I was actually really hype when I saw the mech designs for this game. Plus I am currently playing through Dragons Crown so the art style is with me BUUUUUUUUt.......... the gameplay looks so BAD. It just looks like a weird front mission to me. Just seems so off from the traditional Tactical Rpgs that I love. Video below for reference. Having a hard time getting beyond the presentation of the combat/gameplay.



WTF????This reminds me of XCOM, holy shit i wasn't expecting this type of gameplay, my god this looks amazing.
 

Saber

Gold Member
I still might have my doubts about the visuals of the combat sections, but who knows. I might give it a try(mainly because its a strategy game), its still a beatiful game and I trust Vanillaware.
 
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manfestival

Member
Everything I've heard says to just turn the battle difficulty down the whole way and engage it like a VN. Supposedly the story is pretty top tier though.
Yeah it appears that way. Just strikes me as a missed opportunity here. I mean, they could have gone a lazy but appealing approach in something along the lines of SRW(the majority of their work comes from the sheer amount of animations). The visuals of the combat are just so off to me.
This just might be my personal taste, I'm liking the gameplay from that video but that just me. I'm also same person who really liked Catherine's puzzle gameplay that lots people didn't liked.
To each their own for sure. Granted I loved Catherine and I bought the game Day 1 on PS3. The gameplay actually was very interesting in Catherine(also beat the game). This game just feels like an afterthought in my mind.
 

Danjin44

The nicest person on this forum
To each their own for sure. Granted I loved Catherine and I bought the game Day 1 on PS3. The gameplay actually was very interesting in Catherine(also beat the game). This game just feels like an afterthought in my mind.
Well maybe they thought long animation would have slow the game down, and usually people skip the animation in Fire Emblems games.

I personally liking rocket sounds and effect and particle effects and I like how you are choosing what weapon system to use in your mech.

Also it has animation to show the preview of the weapon you are choosing.
maxresdefault.jpg
 
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ZZZZ

Member
Well maybe they thought long animation would have slow the game down, and usually people skip the animation in Fire Emblems games.

I personally liking rocket sounds and effect and particle effects and I like how you are choosing what weapon system to use in your mech.

Also it has animation to show the preview of the weapon you are choosing.
maxresdefault.jpg
Oh yeah long animations suck ass if you can't skip them, i put over 500h in Xcom 2 and if i don't speed up the game with speedhacks the game is unplayable to me, and i'm a fanboy of the series.
Fire emblem is the same thing, after a couple of hours i'm skipping everything.
Edit: Forgot about Darkest Dungeon, another game i love but i can't stand it at base speed.
 
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