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Recent Updates
6:20PM September 12, 2007 // News // Mike
Yukio Futatsugi Interview at 1Up Life after Panzer Dragoon (Phantom Dust) - When Yukio Futatsugi ended up at Microsoft Game Studios, and before he left active game development in order to manage the department, he cooked up a little corker named Phantom Dust, which he deliberately named using the letters P and D in order to keep the spirit of Panzer Dragoon burning. 6:30PM June 16, 2007 // News // Mike
Yukio Futatsugi Leaving MGS to work on Phantom Dust Sequel? 4:30PM April 22, 2007 // Site Info // Mike
We're Back 1:00PM April 19, 2007 // News // Mike
Phantom Dust on 360! While it may not be a new Phantom Dust game, or beloved Xbox game is now backward compatible on the Xbox 360! I want to thank all of the Phantom Dust fans for their continued pestering of the emulation ninjas at Microsoft. Of course, huge thanks to the Microsoft backward compatibility team! Your Xbox 360 will auto-update over Xbox Live when you pop Phantom Dust in. Once you've got the game booted up, don't forget to grab the two Skill Updates, 1.10 and 1.20 found under the Download Content area. 11:49PM December 29, 2006 // News // Mike
Yukio Futatsugi Interview It has been nearly two years since the release of Phantom Dust in North America and the man behind the game, Yukio Futatsugi, has agreed to take some questions from the folks here at xboxphreaker! (Translation by Ryan Payton) XP: Futatsugi-san, I'd like to thank you for taking the time to answer our questions. I know that a lot of work went into making sure Phantom Dust appealed to American gamers and I can tell you that those of us that were lucky enough to discover your game are huge fans. Many of us are still talking about and playing the game nearly two years later. We all agree that it was one of, if not the best Xbox games and that it will always be a game that we remember. First off, I just want to express how happy I am to hear that you all are still playing Phantom Dust. For me, “Phantom Dust” was never a game that would change Xbox’s condition in Japan. Rather, it was a game designed for hardcore gamers who owned an Xbox. We made it for those who love games. This is part of the reason why I’m so happy to hear that we were successful in a way… You all are still enjoying our creation two years after its release. XP: We've read that you took some inspiration from Japanese manga and anime when creating Phantom Dust; can you elaborate on that a bit more? What was your thought process, how did you come up with the story and the characters? 僕が10歳の頃、いやもっと前から毎日200ページ以上ある漫画雑誌を週に10冊以上読み、アニメを数多く見てきました。そんな中で色々と見てきたもの全体の影響を受けていると思っています。日本の漫画やアニメでは、超能力などの超人的な力を使うものが数多くありますので。能力自体は、そういった漫画やアニメにある基本的な能力はすべてフォローしようと考えました。破壊やオーラの演出は80年代のアニメ、北斗の拳や幻魔大戦などから影響されていると思います。 また、世界が崩壊したあとの世界、というのが非常に好き(以前作成したパンツァードラグーンもそうでした)なので、どうしても世界観のベースにしてしまうという部分はあります。今回は、ゲームシステムを先に考えたので、「超能力のある理由」「その能力がデッキとして編成される理由」「一度に4つの能力しか使えない理由」というのを許容できる世界、というのを考えるうちに全員が記憶を失っている世界、というのを思いつきました。そこが世界観、設定のスタートです。 そういった最低限の事だけメモしたノートPCを持ってE3に行き、行き帰りの飛行機の中で最初のシナリオを作成したことを覚えています。 Ever since I was ten-years-old (actually, probably younger than that), I’ve been crazy about manga, reading ten 200-page books a week. I watch a lot of anime, too. From those two media forms, I’ve taken in a lot of influence over the years. Within Japanese manga and anime, there are often narratives about E.S.P. and characters with psychic abilities. I decided to follow the fundamentals of psychic powers established by Japanese manga. And as far as Destruction and Aura are concerned, those two elements were a product of influence from 80’s anime like Fist of the North Star and Genma Taisen. And as you probably noticed, I love using post-apocalyptic settings in games. (That setting is prevalent in Panzer Dragoon, another game I worked on.) When making those games, no matter how hard I tried, I made the environment the foundation of the game. With Phantom Dust, I thought of the game system to begin with. Why do these people have psychic abilities? How come they can edit a psychic “deck?” Why can they only carry four of them at a time? I had to think of reasons to explain all of these phenomenon, which is how I came up with this world full of amnesiacs. From there we started production. As far as the characters are concerned, we didn’t have a particular model to begin with. But I knew for certain that I didn’t want a hero that would take on the entire mission, which is why we created a number of other characters that the player could choose and play as. And since the player begins the game not knowing anything about the world, we decided to have the lead characters experience the same sense of bewilderment. So with these ideas in mind, I remember taking my laptop to E3, and on the flight back to Japan I wrote the game’s first scenario. XP: Looking back on Phantom Dust, is there anything about the game that you wish you could have changed or done differently? これは、廃墟となった水族館になぜか水が張っていあり、魚だけが泳いでいる。水槽の中だけがライトアップされて、戦闘で壊れると消える。床には水が薄く張ってある、というようなイメージでした。 他には、対専用の専用マップも案としたありました。しかし、ノーマルマップを含むレベルデザインの作成には思った以上に時間がかかり、またデザイナーが開発環境に慣れるのにも時間がかかり、あれ以上のマップの作成は難しかったですね。 When you make a game, I think it’s essential that you read and research topics related to it. For Phantom Dust, I did just that. I read books about E.S.P. as well as many books about memories and spirituality. Naming enemies after phobias is something I thought was a good idea – I like researching topics and then coming up with ideas… It’s fun.
ユーザーがつくったコンボで一番面白かったのは「重力混乱」「引き寄せ」「帰還」のコンボです。重力混乱で全員の移動を難しくさせて、自分は引き寄せで有利にカプセルをとり、帰還で逃げたり、カプセルを取りにいったりする。で、よたよたと歩いているプレイヤーを倒していく、というアーセナルでした。重力混乱をベースにしたコンボ、というのは想定していなかったのでびっくりしましたね。面白かったです。 The coolest user-made combo I came across was “Confused Gravity,” “Return,” and “Call.” He used “Confused Gravity” to make every players’ movements more difficult, and then would draw new capsules from a place of his liking, and would use “Return” to escape or take more capsules. While players ran around drunk-like, he’d pick them off. I never thought “Confused Gravity” could be used as a base for an arsenal, so I was surprised when I saw it. It was pretty cool. XP: How did the soundtrack come together? Did you guide the team at Manual of Errors to use familiar music fragments to give the impression of resurfacing memories or did they come up with that approach? サウンドについては、当時マイクロソフトにいたスタッフで、ファントムのサウンドを統括していた荒木さん(Araki)という女性によるものです。彼女からの提案で、記憶をくすぐるような音を素材にして曲をつくっていこう、ということになりました。 In regards to the game’s sound, that was managed by Ms. Araki. She worked with the concept that the game’s tunes should draw up memories and used appropriate sounds in those songs. 「浮遊(念動)」と「跳躍術(気功)」の差をつけよう、と思ったからです。また、真ムラマサは威力がありすぎたので、これを乱発する人が目立っていたので、自爆ダメージを増やしました。それでも回復スキルをうまく使えば、有効なスキルだと思います。チームの中には5ダメにするべきだ、と主張する人もいたぐらいです。 To answer your question about “Jump,” we wanted to differentiate it from “Lift Up.” (I believe the English translation of “Lift Up” is incorrect in the game. -Ryan) For “True Muramasa,” there were too many players that exploited it, just using the skill over and over to look cool and show off. We decided to increase the self-inflicted damage on it. But even after the skill update, if you use healing skills effectively, “True Murasama” is still a very valuable skill. XP: We've read that you had a hand in Ninety Nine Nights and that you are currently assisting with Blue Dragon. Can you tell us what your role has been in these games? ファントムダスト以降は一時現場を退いて、管理職をやっています。マイクロソフトジャパンのパブリッシングするタイトルの「ゲームデザインセクション」の統括をやるのが現在のポジションです。なので、両タイトルともパブリッシュにともなって発生する作業を行っています。とはいっても、現場が危機的状況になれば出来る限りの手助けを行っているので、N3では台詞の作成や技の名前をつける、などのテキスト関連を手伝ったり、BDではバランス調整のヘルプを行ったりもしています。 ファントムでは、X-boxの機能をフルに使ったピクセルシェーダーを作成し、それで描画を行っています。360はX-boxとはビデオカードもCPUも違うまったく別コンセプトのマシンです。そのため、X-boxに特化したファントムのようなゲームは互換をとるためにエミュレーターを専用にチューニングする必要があります。今、売れている順にエミュレーターのチューニングが行われているので、いずれはファントムも遊べるようになるでしょうが、それはずいぶん先の話になってしまうかもしれません。 上記の説明を答えて頂いたら、我々は本当に喜びます! Phantom Dust is a game that uses the full capabilities of the Xbox hardware. We created a pixel shader to animate the game. And because the Xbox 360 and original Xbox video card and CPU are completely different, it will take special tuning to make the game backwards compatible. For a price, there is some tuning that can be done on the emulator side, so it seems like it would be possible to get the game running on Xbox 360, but the again, I know they’d run into problems as I just described above. Ultimately, getting Phantom Dust to run on Xbox 360 is a project that Microsoft in Redmond controls. I’m also waiting for the day that the game can run on Xbox 360! So that’s it. I hope you all keep playing Phantom Dust! I’ll see you all again, whenever I get the chance to make the sequel. Yukio Futatsugi 2:19PM May 15, 2005 // Site Info // Mike Skill Update 1.20 Details Our
Skill Page has been
update with the details on Skill changes as well as the scoop on the
37 new Xbox Live Rare Skills released Monday as part of Skill Update
1.20. Both the Excel Spreadsheet and the HTML page have been updated
with the latest information. 7:52PM May 9, 2005 // News // Mike Skill Update 1.20 Now Available
The skill update announced last month and detailed just over a week ago was released today. Skill Update 1.20 is now available via Xbox Live free of charge. In addition to changes made to existing skills, 34 new Xbox Rare Skills have been added to 40 already available. You receive one of these 74 rare skills as a reward for every 30 wins on Xbox Live, so get to battling! Care to read what some forum members have discovered in the update? Head on over to our forums.
Don't forget the archives, where you can find all of our previous updates.
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