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Q&A with Fragile Dreams' Kentaro Kawashima


Images courtesy of XSEED Games

When Fragile Dreams: Farewell Ruins of the Moon was first announced, many Wii fans were excited with the propect of yet another Namco-developed title that looked to make the most of the Wii's unorthodox controls. Bringing experienced developers from Baton Kaitos and Eternal Sonata further ensured that Fragile would have its share of unique gameplay elements. By exploring Fragile's world with a flashlight, the user has to examine the game's countless items and artifacts to make sense of this world where most of the populace has disappeared.

Director & creative producer Kentaro Kawashima took the time to chat with Examiner about Fragile Dreams: Farewell Ruins of the Moon.

 

What outside influences helped in fleshing out Fragile's premise? 

For the world view it has a strong influence from a Japanese film called 1999 Nen no natsu yasumi (literal translation: Summer Break of 1999).

Considering the game's unique control style, do you have any tips for gamers on what should be learned first when starting the game?

You’ll need to get used to the flashlight controls. There are many types of graffiti and short stories hidden throughout the ruins, and I’ll be happy if the users search for every little detail and find them all. 

Can you tell us more about the 'human drama' aspect of the game and its importance?

I would love for the player to feel the most basic of human emotions as the main character does - that desire “to be with someone and to share your thoughts with one another".

What was the response like from gamers in Japan? I'd imagine there'd be some praise for the efforts tri-cresendo made to make Fragile feel very moody and beautiful.

We received high marks on how the ruins were depicted, the world view as well as the whole atmosphere of the game. We were very grateful for those remarks.

How was the overall experience in developing for the Wii? Were there any big challenges?

It was very difficult to find the right balance of using the Wii controller to have a control that works well as a game, but at the same time make it feel like you are actually there with the main character. I think finding the right balance between those two was the most challenging part.

What made you choose Aoi Teshima as the performer for the theme and ending songs?

I thought she had a sentimental tone while still possessing a strong core to her voice. It would be something that I would personally like to listen to if I ever spent a night in some ruins, for example, like a soft wind that whistles as it goes through a moonlit Tokyo Tower.

What can you tell us about Seto, the main character?

Since he doesn’t know anything about the outside world he has an honest reaction to everything that happens to him. I created him thinking that maybe knowing everything and understanding how everything works isn’t the only way to find happiness in life.

It's always intriguing when an artist explores the idea of objects and places retaining memories of its former owners or inhabitants. What personal connection or experience do you have with this idea?

I don’t have any personal experience but I had always thought that when people die their thoughts will disappear along with them. However, it could be because I’m getting older now but I’m starting to disagree with that thinking. I’m starting to believe that a person isn’t complete by himself/herself and is connected to the world in many wide ways (Sorry for the confusing explanation, but a little hard to describe.).

What aspects of the game will encourage the user to play Fragile multiple times?

As I mentioned earlier, the game has many short stories and writings on the wall separate from the main story. I would love for the users to continue to explore the world multiple times to find everything there is to see.

Was there any valuable development ideas or lessons from Seven: Molmorth no Kiheitai and Venus & Braves that you were able to bring to Fragile?

Seven and Venus has a story that unites many people from different times to become as one. In comparison Fragile Dreams is more individually focused and is about one boy. However, the thinking of people being emotionally connected with one another is something I feel strongly about and implement in all my games.

Fragile Dreams: Farewell Ruins of the Moon is rescheduled for release on March 16 exclusively for the Nintendo Wii.

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Gaming Lifestyle Examiner

Miguel Concepcion is a Noe Valley-based 12-year entertainment industry vet, as a writer, anti-piracy enforcer, & media producer. He has...

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