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People would call in and say stuff like, “This game doesn’t make any sense! Who’s responsible for this mess?! Put him on the line!” and I’d respond, “Ah, I’m sorry, that would be me.” (laughs) In this way, for 4 long months, I got to hear it all straight from the horse’s mouths… psychologically, it was exhausting, but it was also a good learning experience. To go back a bit, after we finished Ogre Battle, Quest was experiencing a staff shortage, and I had to do the user support by myself. I get sucked into stuff like that easily, so I always read them, and when I see criticism about our games, it makes me want to fix those flaws in whatever we’re working on now.
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The internet is connecting the world more and more these days, and players are writing reviews for all sorts of games online. But as for my motivation, if I had to say, it would be the internet that motivates me. Matsuno: I don’t know, I mean, when it comes to making games I’m content to putter along at my own pace, so the long development time doesn’t bother me much. If, as you say, you don’t begin with an initial vision for a specific game or world you want to create, then where do you find the motivation to throw yourself into a single development for nearly two years? However, from everything I’ve heard your contributions as the “unifier” is a huge part of what makes your games what they are. The whole team has this atmosphere of “no compromise!” -I can see you’ve assembled quite the talented staff. From the outside looking in, that aspect of their work ethic would probably be called passion.
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I really focus on the details and little things though, so that’s probably where that reputation comes from… maybe it’s because I’m an A-type (blood type), but I get really obsessed with details of a setting and world-including things that may not even be necessary.Īlso, when it comes to their work, a lot of people on my team are very… how to put it… stoic? masochistic? (laughs) Calling it “adversity” feels weird, but basically, the more impossible something seems, the more fired up they all get about it. Matsuno: No, that is often said about me, but the honest truth is, I personally have a hard time coming up with big ideas. I had always thought that came from your own deep attachment and involvement with the games themselves. Especially considering that all the games you’ve worked on share a certain unique atmosphere, I feel. I admit, it surprises me a little to hear you say that. In the meantime, check out the Vagrant Story 2 prologue posted by Yasumi Matsuno.As you can see, the initial impulse wasn’t that I wanted to create a specific kind of game or world it started from my personal estimation of the commercial value of the idea, and whether it would pan out given the current market and player demographics. Pre-orders will be fulfilled in February 2021. The Vagrant Story Bring Arts Figure set is available for pre-order now from participating Japanese retailers, such as Amiami. The set also includes a carabiner accessory based on the tattoo on Sidney’s back: Aside from both the Ashley Riot and Sidney Losstarot figures, the Bring Arts box contains several pairs of hands in different positions, as well as a set of five weapons modeled after their in-game equipment. The Vagrant Story Bring Arts figure pairing will cost buyers a cool JPY 21,780 Yen (about $207 USD), but it doesn’t lack for accessories. Though difficult to parse as a game, it earned a cult following thanks to the writing skills of Matsuno and one of the best localization efforts of its generation. Based in the Ivalice setting of Tactics, the game stars “Riskbreaker” Ashley Riot and follows his hunt for Sidney Losstarot, leader of a mysterious cult. Vagrant Story, of course, is the legendary RPG from Yasumi Matsuno, creator of Ogre Battle, Final Fantasy Tactics, and Final Fantasy XII. While Ashley lets it all clap freely, his rival Sidney brings a well-developed torso and extremely low-cut pants to the proceedings: Now that pre-orders for the figures are open (Thanks, Figsoku!), Square Enix has released new details and pictures of the items.īut first, the most important detail: Ashley’s boldly designed bottomless chaps have been preserved in all their glory: As announced in February, the characters Ashley Riot and Sidney Losstarot are joining the line as a pair of finely detailed and articulated figures. It’s only been a few months since Vagrant Story celebrated its 20th anniversary, and despite the lack of news about new game-related developments, fans can celebrate in the physical world, with the Vagrant Story Bring Arts set as the latest addition to Square Enix’s figure line.