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6/16/2025, 11:12:21 AM
GameScope:
Some fans have pointed out that certain environments in the Trails in the Sky FC Remake—like the Jade Tower—feel unusually simplified, even compared to areas in Kai no Kiseki. The design almost resembles something from the PlayStation 2 era. Was that an intentional creative direction?
Toshihiro Kondo:
Yes, it was intentional. For the Sky remake, we decided to pursue a more minimalist and stylized look, especially for locations that carried strong nostalgic weight. The original game had a very distinct atmosphere, and we felt that recreating it with overly modern visuals would risk losing some of its charm. In areas like the Jade Tower, simplicity allowed us to preserve that tone—and to be honest, it also made production more efficient.
GameScope:
Is this minimalist approach something Falcom plans to carry forward in future titles?
Toshihiro Kondo:
Most likely, yes. With the Calvard arc, we challenged ourselves with highly detailed environments and a much broader scope. While we’re proud of the results, it put real pressure on our team—particularly newer members. Building those massive, densely layered areas is incredibly resource-intensive. So going forward, we’re looking at ways to streamline our visuals without sacrificing worldbuilding.
GameScope:
So it’s both a stylistic and practical decision?
Toshihiro Kondo:
Exactly. A more focused visual style lets us allocate more time to things like character development, story structure, and gameplay systems—areas where Falcom fans have always found the most value. We still want our worlds to feel alive, but we’re learning that sometimes restraint can lead to better results. In the future we will refine a more minimalist presentation.
Some fans have pointed out that certain environments in the Trails in the Sky FC Remake—like the Jade Tower—feel unusually simplified, even compared to areas in Kai no Kiseki. The design almost resembles something from the PlayStation 2 era. Was that an intentional creative direction?
Toshihiro Kondo:
Yes, it was intentional. For the Sky remake, we decided to pursue a more minimalist and stylized look, especially for locations that carried strong nostalgic weight. The original game had a very distinct atmosphere, and we felt that recreating it with overly modern visuals would risk losing some of its charm. In areas like the Jade Tower, simplicity allowed us to preserve that tone—and to be honest, it also made production more efficient.
GameScope:
Is this minimalist approach something Falcom plans to carry forward in future titles?
Toshihiro Kondo:
Most likely, yes. With the Calvard arc, we challenged ourselves with highly detailed environments and a much broader scope. While we’re proud of the results, it put real pressure on our team—particularly newer members. Building those massive, densely layered areas is incredibly resource-intensive. So going forward, we’re looking at ways to streamline our visuals without sacrificing worldbuilding.
GameScope:
So it’s both a stylistic and practical decision?
Toshihiro Kondo:
Exactly. A more focused visual style lets us allocate more time to things like character development, story structure, and gameplay systems—areas where Falcom fans have always found the most value. We still want our worlds to feel alive, but we’re learning that sometimes restraint can lead to better results. In the future we will refine a more minimalist presentation.
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