Hey all! Hope you guys didn't already forget about the Kingdom Hearts 3D [Dream Drop Distance] Ultimania already because there's still many more secrets left within it that we've yet to discover! The lovely goldpanner has begun translating the staff interviews, total 22 in all! There are slight spoilers for story and gameplay so please read at your own risk! We'll be updating this post with as time goes by, so check back often! You can read it below by clicking [Read More] or by visiting us herein our forums!
Tamotsu Goto Q. What did you find difficult in programming for the 3DS? Q. Are there any elements that came from ideas put forward from the programmer's side? Q. What was the biggest hardship you faced? Q. If you have an unforgettable memory from during development, please share it with us.
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Masashi Nakamichi Q. What did you find difficult in programming for the 3DS? Q. If there was something you fine-tuned in order to make use of the functions of the 3DS, please share it with us. Q. What was the most difficult part of production? Q. What was the biggest hardship you faced? Q. If you have an unforgettable memory from during development, please share it with us. Q. What is something about this title you particularly want people to see?
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Misao Ohara Q. What did you worry about in terms of the interface? Q. How did you come up with the idea for the Spirit growth screen? Q. What was the biggest hardship you faced? Q. What is something about this title you particularly want people to see? Q. If you have an unforgettable memory from during development, please share it with us.
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Asako Suga Q. What was the biggest hardship you faced? Q. What's your favourite line? Q. Were there any voiced parts that were cut for some reason? Q. If you have an unforgettable memory from during development, please share it with us.
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Masaru Oka Q. What was the theme you most wanted to depict in the story of this title? Q. If there was something you came up with to make use of the functions of the 3DS, please share it with us. Q. What's your favourite cutscene? Q. Where there any rejected cutscenes? Q. What is something about this title you particularly want people to see? Q. What do you want to challenge yourself with in the next title?
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Takeshi Nozue Q. If there was anything you included with special intent, please share it with us. Q. If there was something you came up with to make use of the functions of the 3DS, please share it with us. Q. What was the most difficult part of production? Q. If you have an unforgettable memory from during development, please share it with us. Q. What do you want to challenge yourself with in the next title?
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Takeshi Fujimoto Q. For production of this title, what sort of maps did you think of making? Q. What is your favourite map? Q. Which map was difficult to bring to life? Q. What was the biggest hardship you faced? Q. What is something about this title you particularly want people to see?
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Yoh Miyazaki Q. What's your favourite map? Q. What sort of influence did the addition of Flowmotion have on map design? Q. What was the biggest hardship you faced? Q. What part were you most particular about producing?
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Gen Kobayashi Q. Who's your favourite character? Q. Which is your favourite Spirit? Q. Are there any Spirits that were cut? Q. Was it difficult to make over fifty distinct Spirits? Q. Did you have ideas for elements that could change the outward appearance of the Spirits other than the Paint Gun?
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Yasuhiko Onishi Q. What was the concept for the effects for this title? Q. Were there any changes due to the picture being in 3D? Q. What was the biggest hardship you faced? Q. If there was one, please share with us a funny episode from during production. Q. What is something about this title you particularly want people to see?
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Koji Hamada Q. Which is your favourite Spirit? Q. How much did you reference the original animations and films? Q. How did you come up with the Spirit's motions? Q. What was the biggest hardship you faced? Q. What part were you most particular about in producing?
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Munenori Shinagawa Q. Was there something you had to be careful about when making the character's movements? Q. How much did you reference the original animations and films? Q. What was the biggest hardship you faced? Q. If you have an unforgettable memory from during development, please share it with us.
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Yoko Shimomura Q. Which parts were you in charge of the music for? Q. Please tell us about the concept for the music of this title. Q. Please tell us about the concept for the version of ‘Dearly Beloved' that plays during the title screen in this title. Q. What was the most difficult track? Q. What part were you most particular about producing? Q. If you have an unforgettable memory from during development, please share it with us.
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Tsuyoshi Sekito Q. Which parts were you in charge of the music for? Q. Please tell us about the concept for the music of this title. Q. What kind of request did the directors make? Q. What was the biggest hardship you faced? Q. What part were you most particular about producing? Q. If there was one, please share with us a funny episode from during production. Q. What is something about this title you particularly want people to see?
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Takeharu Ishimoto Q. Which parts were you in charge of the music for? Q. Please tell us about the concept for the music of this title. Q. Were you careful to differentiate your tracks from the other two composers' in any way? Q. If there was anything you included with special intent, please share it with us. Q. What was the biggest hardship you faced? Q. What part were you most particular about producing? Q. What is something about this title you particularly want people to see? Q. If you have an unforgettable memory from during development, please share it with us.
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Ryo Inakura Q. Was there anything different about making sound effects for the 3DS hardware? Q. What was the biggest hardship you faced? Q. What part were you most particular about producing? Q. If you have an unforgettable memory from during development, please share it with us.
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Toru Yamazaki Q. What did you pay attention to in order to continue the imagery from past works in the series? Q. Did you have ideas for elements that could change the outward appearance of the Spirits other than the Paint Gun? Q. What was the biggest hardship you faced? Q. Who is your favourite character? Q. If there was something you came up with to make use of the functions of the 3DS, please share it with us.
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Takashi Itai Q. What did you pay attention to in order to continue the imagery from past works in the series? Q. Was it difficult to make over fifty distinct Spirits? Q. Who's your favourite character? Q. Which is your favourite Spirit? Q. What is something about this title you particularly want people to see?
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Satoshi Otani Q. What part of this title did you fixate on particularly? Q. Who's your favourite character? Q. Which is your favourite Spirit?
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Mamoru Ohashi Q. What was the concept for the battles for this title? Q. What part were you most particular about producing? Q. Were there any ideas for link attacks that were cut? (Translators note: they blank out a letter as a humorous way to ‘censor' a reference to another series, the ‘Skylab Twin Shoot'from the Captain Tsubasa games.) Q. What do you want to challenge yourself with when you work on the next title?
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