![]() ![]() Sasaki also wanted the dragons not to act like party members, comparing them to pets that acted on their own. An abandoned idea was dragons fighting and eating each other during battles. Ono wanted the dragons to exist as their own creatures outside player control, hence being driven by the game's AI. Dragon breeding was implemented during the later half of development, which influenced its design transition into a tactical RPG. The battle system was designed by Takatsuga Nakazawa, who wanted to make the game challenging yet balanced for players, with Sasaki calling Nakazawa "brutal" with some of his trap placements. Toriyama attributed his leading role in the scenario to the team's nature as a group of newcomers. The scenario, which featured complex relationships and betrayals, was directly influenced by events in Toriyama's life. The game's setting was inspired by Sasaki's memory of flying over the Izu Peninsula, wanting to evoke a similar feeling of a "floating lagoon". The scenario was written by Motomu Toriyama, who also joined in 1994 and took up the role as no-one had. The game was directed by Kazushige Nojima, who joined the company in 1994 from Data East after working as writer for the Glory of Heracles series. Sasaki acted as lead designer and lead artist. Production began in 1994 at Square's Development Department 6 and lasted for two years. Sakaguchi, who was a fan of the tactical RPG genre, approved the project it was originally titled " Final Fantasy Tactics", but the Final Fantasy moniker was dropped during development. Beginning development around the concept of a traditional RPG with random encounters, it shifted to its current tactical design. Programmer Hiroshi Ono approached Hironobu Sakaguchi with the proposal of a team of new Square developers creating their own project. The concept for Bahamut Lagoon was created by Hitoshi Sasaki, known for his graphic design work on Final Fantasy VI, with him describing it as a game he had wanted to make for a long time. This leads Captain Byuu of the Dragon Squad to fight to repel this invasion, but after the initial victory, Kahna is overrun, and Byuu, the game's silent protagonist, leads a continued campaign against the Granbelos Empire. ![]() In the world of Orelus, continents called "lagoons" float in the sky, and war is threatened when the kingdom of Kahna is invaded by the Granbelos Empire. Dragons are not controlled by the player, but are given general guidelines such as "Go!" or "Wait!". Feeding dragons foods they like will increase their loyalty, and food they don't like will decrease loyalty, but players can still use foods dragons do not like to make a dragon more powerful. Each squad leader has a dragon which can be evolved into different types by feeding it weapons, armor, accessories, and items. A player has a squadron of four characters in combat, and players have six different squadron leaders they can choose from. Players have the ability to raise and battle dragons to fight alongside a player's other characters. The gameplay blends 2D RPG grid-based combat with turn-based combat. ![]() Bahamut Lagoon is a 1996 tactical role-playing game developed and published by Square for the Super Famicom.īahamut Lagoon was released on the Virtual Console in Japan on Septemfor the Wii and on Februfor the Wii U.īahamut Lagoon is a tactical role-playing game in which players take on the role of Byuu, a soldier of the kingdom of Kahna who leads a campaign against Granbelos Empire across the floating lands of Orelus. ![]()
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