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6/12/2025, 8:14:22 PM
>>527160938
GameScope:
There’s been a lot of discussion online about the visuals in the Trails in the Sky FC Remake. Some fans are surprised that it seems to look… a bit rougher than Kai no Kiseki, despite being the newer release. Can you explain the approach there?
Toshihiro Kondo:
That’s a fair question—and one we expected. The truth is, we intentionally took a more conservative visual approach with the Sky FC Remake. We didn’t want to make it too flashy or modern, because we felt that would betray the tone and feel of the original.
GameScope:
So it was a deliberate step back in fidelity?
Toshihiro Kondo:
Yes. We wanted to reward players of the original PSP version—those who stuck with us since the beginning—with something that feels instantly familiar. If we had used more modern rendering techniques or high-end assets, it might’ve felt… wrong. Too glossy. Too disconnected from the simple charm of the original.
GameScope:
Some players said the environments almost feel like upscaled PSP maps with modern UI layered on top.
Toshihiro Kondo:
That’s not entirely inaccurate. There’s definitely some legacy DNA in there. But again, it’s about tone. Trails in the Sky has a very warm, grounded feeling. We didn’t want it to look like a cinematic blockbuster. We wanted it to look like Sky, just viewed through a slightly clearer lens.
GameScope:
So the choice wasn’t technical—it was emotional?
Toshihiro Kondo:
Exactly. It’s easy to forget, but for a lot of people, Sky FC is more than a game—it’s a memory. We didn’t want to overwrite that with something sleek and unfamiliar. We wanted to evoke nostalgia, not erase it. Sometimes, honoring the past means not chasing the present too closely.
GameScope:
There’s been a lot of discussion online about the visuals in the Trails in the Sky FC Remake. Some fans are surprised that it seems to look… a bit rougher than Kai no Kiseki, despite being the newer release. Can you explain the approach there?
Toshihiro Kondo:
That’s a fair question—and one we expected. The truth is, we intentionally took a more conservative visual approach with the Sky FC Remake. We didn’t want to make it too flashy or modern, because we felt that would betray the tone and feel of the original.
GameScope:
So it was a deliberate step back in fidelity?
Toshihiro Kondo:
Yes. We wanted to reward players of the original PSP version—those who stuck with us since the beginning—with something that feels instantly familiar. If we had used more modern rendering techniques or high-end assets, it might’ve felt… wrong. Too glossy. Too disconnected from the simple charm of the original.
GameScope:
Some players said the environments almost feel like upscaled PSP maps with modern UI layered on top.
Toshihiro Kondo:
That’s not entirely inaccurate. There’s definitely some legacy DNA in there. But again, it’s about tone. Trails in the Sky has a very warm, grounded feeling. We didn’t want it to look like a cinematic blockbuster. We wanted it to look like Sky, just viewed through a slightly clearer lens.
GameScope:
So the choice wasn’t technical—it was emotional?
Toshihiro Kondo:
Exactly. It’s easy to forget, but for a lot of people, Sky FC is more than a game—it’s a memory. We didn’t want to overwrite that with something sleek and unfamiliar. We wanted to evoke nostalgia, not erase it. Sometimes, honoring the past means not chasing the present too closely.
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