Famitsu checks up on Project O, more details on AI

According to a report by IGN, Japanese gaming mag Famitsu checked up on the Nintendo dream team working on Project O (working title) and found that the game’s development process took a little breather. An interview by the magazine had revealed that Moon‘s Kazuyuki Kurashima had fallen ill in the early stages of the game’s development and was hospitalized.

Project O for the Wii from Cing, Marvelous Interactive and Townhouse - Image 1 

Yesiree folks, the game designer was bedridden for an entire month. Now granted that the game is still pretty young, this revelation would have caused some concern over the eventual repercussions on Project O‘s release date. But with Townfactory, Marvelous Interactive and Cing onboard, there’s no need to fret.

In fact, a week after his release from the hospital, Kurashima immediately teamed up with Final Fantasy‘s Hideo Minaba to sketch some early artwork. More than a month before, Kurashima met with Minaba and brought up the ideas and concepts that were later revealed to the world following Cing’s announcement.

Now while the team had mentioned the game was going to make full use of the Nintendo Wii’s capabilities, especially over AI, Chulip‘s Yoshirou Kimura gave even more details as to how the AI would work. Essentially the game would unfold as an adventure game with a robust community and world simulation. Minaba classified the two major groups of AI you would meet in game: one that destroys and the other that constructs. Kimura added:

Development and destruction are the keys to this game. In town, there are groups of people. Outside of town, there are groups of monsters. Development and destruction continues to take place, but it’s all done via AI. I can’t say anything clearer yet, though.

Although just an estimate, Kurashima believes they will be able to offer more than 60 creatures and forms. As of the interview’s publication, however, he’s only been able to create “rough” sketches for 50 monsters. The theme of his art will rely mostly on European short animation, creating the European setting revealed by the team before.

IGN has a feeling that more details should surface about the game come September in the Tokyo Game Show, and we’d like to think that too. Hopefully by then, we can get a glimpse of the game’s engine in action.

Via IGN

According to a report by IGN, Japanese gaming mag Famitsu checked up on the Nintendo dream team working on Project O (working title) and found that the game’s development process took a little breather. An interview by the magazine had revealed that Moon‘s Kazuyuki Kurashima had fallen ill in the early stages of the game’s development and was hospitalized.

Project O for the Wii from Cing, Marvelous Interactive and Townhouse - Image 1 

Yesiree folks, the game designer was bedridden for an entire month. Now granted that the game is still pretty young, this revelation would have caused some concern over the eventual repercussions on Project O‘s release date. But with Townfactory, Marvelous Interactive and Cing onboard, there’s no need to fret.

In fact, a week after his release from the hospital, Kurashima immediately teamed up with Final Fantasy‘s Hideo Minaba to sketch some early artwork. More than a month before, Kurashima met with Minaba and brought up the ideas and concepts that were later revealed to the world following Cing’s announcement.

Now while the team had mentioned the game was going to make full use of the Nintendo Wii’s capabilities, especially over AI, Chulip‘s Yoshirou Kimura gave even more details as to how the AI would work. Essentially the game would unfold as an adventure game with a robust community and world simulation. Minaba classified the two major groups of AI you would meet in game: one that destroys and the other that constructs. Kimura added:

Development and destruction are the keys to this game. In town, there are groups of people. Outside of town, there are groups of monsters. Development and destruction continues to take place, but it’s all done via AI. I can’t say anything clearer yet, though.

Although just an estimate, Kurashima believes they will be able to offer more than 60 creatures and forms. As of the interview’s publication, however, he’s only been able to create “rough” sketches for 50 monsters. The theme of his art will rely mostly on European short animation, creating the European setting revealed by the team before.

IGN has a feeling that more details should surface about the game come September in the Tokyo Game Show, and we’d like to think that too. Hopefully by then, we can get a glimpse of the game’s engine in action.

Via IGN

Add a Comment

Your email address will not be published. Required fields are marked *