![]() ![]() There weren't necessarily specific elements that led to particular inspirations of a game design feature or whatnot again, I think the concept backbone was pretty solid. Have there been any outside influences (video games, movies) along the way that have caused you to add some new elements or tweak things? That has never really changed, nor do we think it will. We've had a very solid kind of backbone in terms of concept and where we want the final end product to land. We have been able to stick to concept regardless of the decision between PS3 and PS4. However, from a concept point of view, level design, story, and all of those other elements have been maintained. Can you talk about the process of going from one system to the next and the challenge of keeping that vision intact? Was it difficult moving to the new system?Īgain, admittedly the actual schedule has been slightly prolonged. It seems that a lot of the vision is definitely intact for the game. Sorry I didn't necessarily answer the question. The game's running on the system now, as you saw live, and I think we're finally in a good spot now. The good news is that we turned things around – we are in full production now for PS4. Technical being one of them, but there were many others that were out of my control as well. There are always delays in production, as you know. ![]() Regarding the original delays on the PS3, were they mainly technical? Can you talk about some of the reasons behind that initial delay? Thanks to translation support for Ueda from Sony's Tsubasa Inaba. We talked with Ueda about the whole saga, how the game has remained intact in the transition, and the light at the end of the tunnel. Gamers have been anxiously awaiting The Last Guardian since it debuted at E3 in 2009, and for creator Fumito Ueda and the developers at Team Ico, it's been strenuous and not without its doubts. ![]()
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