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GamesRadar+: How does it feel to see one of your formative games remastered some three decades later?
What was your reaction when you first learned of this rerelease?
Kei Shigema:When I saw Grandia being remastered first, I thought, “Thats so nice.
I had been hoping for a Lunar remaster as well, so I was thrilled when it was announced.
Nothing compares to picking up a controller and playing for yourself.
Thats why this remaster is so exciting it brings that experience back for a new generation.
Many limitations that once existed due to hardware and technical constraints are now gone.
Yet, despite all these advancements, one thing remains unchanged the importance of story and characters.
I’d love to hear your opinion.
But should JRPGs be considered a distinct genre?
And does the “JRPG” label influence how people perceive or rate a game?
With the benefit of hindsight, what would you say was your greatest accomplishment or success with Lunar?
Is there a standout element or decision you’re most proud of?
One of the biggest advantages was having top industry professionals join the team.
Looking back now, even the Japanese voice cast has become a star-studded lineup.
Lunar: Silver Star Story has been remade multiple times over the years.
I wrote an essay about the scenario writing process for theJapanese web media BEEP21.
I had never worked in game development before, so just keeping up with development required everything I had.
Still, I wonder how overseas audiences perceive it.
In the remakes, I focused more on the heroines!
I wanted to better portray Luna and make players like her more.
I refined the story and characters a lot for that reason.
How does developing the story from a video game diverge from your background in traditional novels and screenwriting?
The biggest difference with games as a storytelling medium is that they are meant to be experienced.
When writing for games, we must always consider that its the player who moves the story forward.
Additionally, characters are not only shaped by the narrative but by the gameplay itself.
For example, lets say were creating a story about a cowardly frog who learns to be brave.
Because at the end of the day, its a game.
Were there instances where the story needed to change to suit the needs of the game, or vice-versa?
In fact, most of our adjustments were focused on refining the game system to better express the characters.
Some episodes had to be cut to meet the deadline.
What is your most memorable experience from working on Lunar?
One of the biggest lessons I learned was that games cannot be made by one person.
Don’t miss any of thebest JRPGsout there.