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Blade Dancer: Lineage of Light Q&A Feature

By Jon Wilcox on 08/08/2006 TVG speaks with SCEJ Producer Hiroyuki Kotani and Ignition's Peter Rollinson about the forthcoming PSP RPG...

Developed by Sony Computer Entertainment Japan, Blade Dancer is an RPG for the PSP, and set in the world of Lunadia. Following the story of a young adventurer named Lance, up to four players will be able to work together thanks to the game's 'dynamic multi-player system' and attempt to defeat the Demon Lord.

Recently TotalVideoGames sat down with Blade Dancer Producer Kiroyuki Kotani of SCEJ, and Peter Rollinson, Product Manager at UK publisher Ignition Entertainment, to speak about the forthcoming title.

First of all, can describe some of the background to the events of Blade Dancer?

Hiroyuki Kotani - Every thousand years, the world of Lunadia experiences an uprising of evil that brings Chaos and Torment to its lands. Blade Dancer is set during the third such event. The story expands on the mystery surrounding the war started by the Devil leading the demons named Zamothe, the strange disappearance of a hero Blade Dancer, and the sudden and unexpected end of the war.

What stood out about Blade Dancer that led Ignition to the decision to get the publishing rights for Europe, given that you've traditionally gone for the likes of King of Fighters, and puzzle titles such as Mercury?

Peter Rollinson - First and foremost it is about offering the gaming public an experience that is fresh, innovative and one that will be enjoyed. We see too many games going the route of safety or what is expected. We also have a great regard to the development team and their ideologies. We at Ignition are gamers and we release games that we love, we would play, and Blade Dancer is one of them! There are so many cool touches in the game that to really ascertain them you need to play the game. It has a great story, and as an RPG with anime style characters and full 3D look it creates it own ambience and pulls the player in. Among the other features are its well constructed battle system; not forgetting that this will be a great addition for PSP owners who want something slightly different. Ignition publishes games we believe in and Blade Dancer is certainly one of them!

"We at Ignition are gamers and we release games that we love, we would play, and Blade Dancer is one of them!"

Blade Dancer was developed by Hit Maker and Sony Worldwide Studios Japan; do you think the fact that Sony Europe isn't publishing it will make people assume SCEE felt that Blade Dancer wasn't suitable in some way for European audiences?

Peter Rollinson - As to why Sony Europe did not release the game is for you to ask them but as far as we are concerned it is a great opportunity for us to release a quality title and it is up to us now to spread the word about the game to ensure gamers will know exactly what is on offer. From the kind of media feedback we have already received and the game is still a good few months off; many are asking already to get preview code and find out more about the title, which is a great gauge to show the big interest there is for the game!

Given that Blade Dancer is a PSP exclusive title, can you describe what makes it so suitable for the portable system how it enables the game to deliver a unique experience for players?

Hiroyuki Kotani - We focused on one PSP feature, Ad Hoc communication. Naturally, local multiplay cannot be accomplished without PSP's portability.

From the very beginning of the project, we wanted to create a unique and enjoyable solo-player RPG, that could also be experienced in multiplayer.

This is achieved by each of the players working together to acquire rare items that are not found in the single player game. Players cooperate and sometimes compete with one another for better equipment in their standalone game. We wanted to create that kind of experiences in the game.

Also, monsters can become more dangerous during multiplayer mode depending on the character's level so that the players will have more to enjoy and challenge even after the story comes to an end.

Blade Dancer features day and night cycles; what impact does this have on gameplay, especially when it seems like a very Japanese RPG title?

Hiroyuki Kotani - Day and night cycles are the end result of seeking reality. Setting very symbolic RPGs aside, I personally cannot believe any realistic 3D world without days and nights. Additionally, night is also necessary for this world because there are events and craft tricks related to the colour of the moon.

Actually it is quite difficult for us Japanese to say what kind of RPG titles would seem very Japanese. I can say that we think the story is as important as the game system itself. Also, we regard characters, their personalities, their costumes, and their relation to the story even as more important. This comes from our faith that players' impression and feeling of accomplishment largely depend on how much they are emotionally attached to the characters. We always try to create them carefully so that players feel affinity, hopefully love, to them.

"...it is quite difficult for us Japanese to say what kind of RPG titles would seem very Japanese...

Obviously a key strength of the PSP is its portability and quick playability; how does Blade Dancer provide gamers with that quick five minute hit, or is it better suited to longer stints of gameplay?

Hiroyuki Kotani - Both. Players can get pumped up for a short play with their friends, while standalone players can play for a much longer time, by collecting all the recipes needed to make the stronger weapons etc, or trying to beat the more powerful monsters appearing in the sub quests.

Even though it's described as a real-time RPG, screenshots suggest that it's actually closer to the traditional turn-based structure. Can you confirm that combat in the game is in real-time or turn-based?

Hiroyuki Kotani - Player's action is not based on action but based on command selection. On that point, the title inherits the advantage of turn-based RPG that does not depend on player's skill.

However, time in a battle goes by and regardless of player's command selection. There is more to add up to normal real-time-based battle - there is "Lunability": the energy that both enemies and allies "share" and use for their special ability. This is a feature of the title. This energy is gradually accumulated in the battle. Here lies a crucial point: "share" and "accumulate". This breaks the traditional plain maxim: the faster, the better.

For example, players have to "accumulate" Lunability to use powerful skills; however, if they wait for it too long, the enemy might use it first. Timing is crucial, not quickness.

Also, it is important in multiplayer game to coordinate well who uses the skill in which timing. Thrill and strategy of real-time game with user-friendliness of command-selection style are features of this title.

Blade Dancer also features a Monster Encounter System, allowing gamers to see where monsters are on the world map; how does this affect gameplay and build upon what has been established in such RPGs for some time?

Hiroyuki Kotani - That affects in various ways. For example, it increases thrills in the adventure.

The colour of enemy icons changes depending upon the level of players' characters. They see enemies so they go deeper to find powerful equipments avoiding all encounters. I believe it is certainly fun to explore, thrilled by groups of red (higher level) monsters. In addition, when you have escaped from the battle, the monster is still there so you have to run away urgently.

Secondly, an effect to strategy.

"I personally cannot believe any realistic 3D world without days and nights."

Each type of monster drops a different item. Players can choose to fight a certain type of monster that drops a necessary item to synthesize arms and other equipments. These features in the system give players freedom of choice; whether they dare take risks or not.

Careful explorations for prudent players. Risky adventures for true adventures. Players can choose.

The full title of the game is Blade Dancer: Lineage of Light; are we to expect that Ignition already has plans to push forward with the franchise in Europe?

Peter Rollinson - Now that would be telling but you only have to look at our recent announcement of the extension to publishing SNK titles to see that we are committed to releasing and chasing up games that will appeal and so the first task in hand is ensuring that Blade Dancer is successful!

TVG would like to thank Peter Rollinson and Hiroyuki Kotani for taking the time to answer our questions. Blade Dancer: Lineage of Light will be released on Sony PSP by Ignition Entertainment during October 2006.

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