Development
Lunar: Eternal Blue was developed by Game Arts and Studio Alex, with project director Yoichi Miyagi returning to oversee the production of the new game. According to scenario writer Kei Shigema, game's concept of an oppressive god came from the image of Sun Wukong, hero of the Chinese epic Journey to the West, being unable to escape from the gigantic palm of the Buddha. Shigema stated that "it was a picture showing the arrogance of a god who is saying, 'In the end, you pathetic humans are in my hands.' The moment I understood that, I thought, 'Oh, I definitely want to do this,' it'll definitely match perfectly. So we used it just like that." Eternal Blue took three years and over US$2.5 million to produce, and contains twice as much dialogue as its precessor. The game's development team originally wanted the game to be set only a few years after The Silver Star, and would feature slightly older versions of the previous cast along with the new characters, yet discarded the idea when they thought the new cast would lose focus. Like its predecessor, the game contains animated interludes to help tell the game's story, which were developed in-house with Toshiyuki Kubooka serving as animation director. While The Silver Star contained only ten minutes of partially voiced animation, Eternal Blue features nearly fifty minutes of fully voiced video content.
The game's North American version was translated and published by Working Designs, who had previously produced the English release of The Silver Star. Headed by company president Victor Ireland, the game's script contains the same light humor and humorous tone of the original, with references to American pop culture, word play, and breaking of the fourth wall not seen in the Japanese version. Working closely with the staff at Game Arts, Working Designs implemented design and balance fixes into the American release, including altering the difficulty of some battles that were found to be "near impossible". Finding little risk in the ability to save the game anywhere, Ireland's team added a "cost" component to the game's save feature, where players would have to spend points earned after battles to record their progress, remarking that " wanted to make the player think about where and when to save without making it too burdensome." In addition, Working Designs implemented the ability for the game to remember the last action selected by the player during combat, allowing them to use the same command the next round without having to manually select it. Like The Silver Star, the North American version of Eternal Blue featured an embossed instruction manual cover.
Read more about this topic: Lunar: Eternal Blue
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