The Last Story’s Towns Architecturally Inspired By French And Italian Villages

By Ishaan . March 18, 2010 . 2:15am

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The Last Story team have updated the game’s official column once again, this time with information about the towns on Ruli Island and their inhabitants.

 

Sakaguchi reveals that, from an architectural standpoint, small villages from France and Italy were used as the inspiration for the game’s towns, in order to convey the feeling that there is a rich history behind them. The game’s producer follows up by writing that, while towns in other games are usually abundant with dead-ends to avoid letting the player get lost, The Last Story features large towns, and that allowing the player to get lost and wander randomly through them is one of the goals of the design.

 

The behaviour of the inhabitants and passers-by on the street also changes periodically, sometimes in noticeable ways, and other times in a more subtle manner. Overall, the goal behind the cities in general is to give off the impression that the towns are a living, breathing place that you want to explore.

 

Here’s another piece of concept art — I love the cat on the barrel — along with a map of Ruli Island:

image image

 

The text on the map appears to be a partial, rather literal translation of the last column update. It reads:

 

“Ruli Island is located at the entrance of the only open bay of the continent surrounded by the mountains.

 

The place is gathered by wealth and power because of the linchpin of traffic and defense of the empire behind it.

 

A huge battery is enshrined, skilled knights and reckless mercenary soldiers prepare for the enemy’s invasion.

 

At the wealthy town of Ruli’s, the coquettish voice is like intoxicated from the transient party wraps around everything, despite the ground of entire empire being covered by corruption, while the neighboring castle is filled by a weird ghostly air with an eerie magical power.

 

Tonight as well, an evil spirit is lurking near by, like it may be attracted to Ruli’s strange power.”


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  • Mazen

    Well this is the setting I like in my games, I so much want a trailer now :(

  • malek86

    I don’t remember italian villages looking like that. But hey, what would I know about my own country. Maybe I haven’t traveled enough.

    On the other hand, at least from what I recall of my vacations in France, I’d say it does somewhat look like some small french villages I’ve visited. But I’ll let someone else confirm it.

    • Mazen

      It looks exactly like a German village I visited it was somewhere in baden area, also I think France do have villages like this I kinda remember I saw similar to this in TV.

    • Jaxx-Leviathan

      It might not be typically Italian as it is today, but back when you could casually carry a sword around in the streets like in these pictures, I think the towns in both Italy and France would be something like this. It’s got a general southern europe-feel.

      • malek86

        Now that I think about it, some of our small town do look like a bit that, but only those up in the hills/mountains.

    • Aoshi00

      What did you think of the Lost Odyssey Italian dub, was it up to par using like famous VAs over there?

      Design-wise seems to be shaping up very well. Big towns sounds good comparing to no towns in FFXIII. I don’t like the invisible walls either like in Last Remnant and FFXIII, they just look like wallpapers to me and nothing more.

  • Pesmerga00

    Looks good so far. I’m glad they are focusing on the environments. One of my favorite things to do in RPGs is get lost in the scenery. Too many games these days ditch the exploration factor in favor of simplifying the path to cater to the casual market. I will reserve judgment on FFXIII till I play it, but I fear this is the case with it as well.

    I look forward to confirmation on the composer, as what I’ve heard so far is great. Music goes a long way in pulling me into the game world.

    I’m hoping Sakaguchi can pull off another new IP with lasting appeal. Things do seem to be shaping up though.

  • Soma

    ” … while towns in other games are usually abundant with dead-ends to avoid letting the player get lost, The Last Story features large towns, and that allowing the player to get lost and wander randomly through them is one of the goals of the design.”

    That sounds hard to pull off, but if they can in fact pull that off, then The Last Story = very yes. =)
    Exploration in games is always awesome. Especially when it feels like a real living and breathing town.

  • http://pt-pt.facebook.com/people/Lyh-Scully/613703032 Lyh Scully

    ahh so preety ! ^_^ yes now we need a trailer !

  • badmoogle

    Beautiful concept art!But it needs a bit more color imo…

    • jj984jj

      You didn’t look at the first batch?

      • badmoogle

        To be honest no i didn’t.:OI just checked them after you mentioned it and yes they are much more colorful!

        But anyway i was referring to the latest batch so my opinion still stands.;p

  • capristrider

    Very nice, if Mistwalker get this game right, then I love exploring towns and villages just like the one picture here and in many other games (Nod to Zelda games,Valkyrie Profile 1/2, Panzar Dragoon Saga). Makes a nice desktop wallpaper too!

  • Jaxx-Leviathan

    Ah yes, finally someone adresses the illusion-breaking invisible walls or visible dead-ends of so many RPG’s. I look forward to a game that actually lets me explore the whole city, instead of only a small portion of it while I can see there are so much more behind the walls.

  • jarrodand

    Gorgeous. Reminds me a little of SaGa Frontier 2 setting/art wise.

    Definitely more happy with this than the direction Lost Odyssey or Blue Dragon took in terms of aesthetic (though I liked them too).

  • papuruka

    Probably just me, but the header image reminds me of Monterrigioni from Assassin’s Creed II (which I think is good…I think?) :O

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