did this go out before?
nowgamer.com/features/110/th … =0#listing
nowgamer.com/features/99/the … aga-part-2
I never realized this- this would mean the music was arranged pretty late (although themes could have came early)
?For the music in Panzer Dragoon, we gave Azuma a detailed explanation of the timing of the game?s levels,? Kentaro explains. ?We?d write notes ? things like, ?The boss appears 30 seconds on from here? or ?Water appears at this point? ? to give him an impression of how each level progressed, from start to finish. That?s why the music matches the pace of the game so precisely. We didn?t do the same thing with Zwei, though; just with the first game. I seem to remember this was because we introduced branching levels in Zwei, which would have made that process impossible to replicate??
this too:
?In the end, we had a team of more than 50 people working on Saga,? Yukio reveals. ?I think that was an incredibly large-scale production for the time. It took so many staff and so much time to produce Saga ? in total, development lasted about two years and nine months ? that it used up what was for the time an extremely large budget. In that sense, you could say that Saga paved the way for the big-budget games of today.?
?I thought Saga was going to be a big game, but I certainly didn?t envisage it stretching to fill four discs,? Yukio exclaims. But it did ? and then some, forcing Team Andromeda to scale back its most ambitious plans in order to limit the game to ?just? four discs: ?I remember how, to some extent, we had to compile all of the game?s content, calculate its capacity and then modify certain scenarios in ways that completely changed some of the game?s most impressive scenes.?
?One of our designers, Yokota, who?s now at [Tetsuya Mizuguchi-headed Lumines developer] Q Entertainment, was convinced of an idea for a visual theme where dragons would have open holes in their abdomens. Compared with that, I think the look of the final game was cute in the extreme,? Yukio laughs.
?I based the Panzer Dragoon language on Latin wording,? he says, ?but I deliberately made the enunciation of words sound very clear and distinct. It really wasn?t that difficult ? actually, I found it thoroughly enjoyable to construct a fictional language? Probably because I?m a bit of a maniac!?