00:02This is the art and world of Xenoblade Chronicles X. I am Scott Ritchie, producer and localization manager at the
00:09Treehouse Nintendo of America. I'm joined today by Dimitrius and Mark. We're going to talk about iteration and design and
00:16how things end up looking in the final game. I want to play a little message from someone who's on
00:21the panel in spirit. This is the executive director of Monolith Soft, Tetsuya Takahashi.
00:30This is the Xenoblade Chronicles X panel. Thank you so much for joining the Xenoblade Chronicles X.
00:35Today, we're going to talk about a lot of the details and iterations that you'll see in concept art from
00:42Xenoblade Chronicles X.
00:46Thank you, Mr. Takahashi.
00:49So, as he mentioned today, we're going to be talking about a lot of the details and iteration that you'll
00:54see in concept art from Xenoblade Chronicles X.
00:57We're going to be looking at environments and structures, races, characters, and enemies.
01:01And a lot of this is art that's never been seen, even in the Japanese, the book that came with
01:06the special edition, or in any of the promotion that's happened so far.
01:09Correct.
01:10Which is cool.
01:12Also, we're going to be playing videos that show the final versions of each topic that we're discussing today.
01:16So, just to get started, John mentioned earlier that this is a very large open world science fiction RPG.
01:25And to talk about that, I wanted to show you guys a series of images that really sells that for
01:30me.
01:30And we're going to start with an early sketch and walk you through how it changed out a little bit.
01:34This is just them roughing out some shape in the composition, and then you can see a little bit more
01:39detail coming in.
01:40You can actually tell what some of these structures and characters are, and finishing touches here.
01:45There will be a matted art card that comes in the game of this image, and it'll give you a
01:49chance to really explore some of the details in there.
01:51You can even see the different classes' fighting styles, like Lynn is holding a shield, and Elma has a close
01:57melee weapon.
01:58Yeah, as you play the game, you'll be able to kind of recognize, like, oh, this is an area in
02:02Oblivia.
02:02Oh, I know that scale in the background. I know that enemy.
02:05The first thing that we're going to talk about today in terms of concept art is going to be New
02:10Los Angeles.
02:11And this is, as you imagine, a city. Here's an early image of this in development.
02:16But it represents the habitat section of a very large ship, which was one of the last to leave Earth
02:23before its destruction during a war between two alien races.
02:41Next, we're going to get into one of the structures in the game, and these are life hold units.
02:46So the white whale is an arc ship in the sense that it carries the survivors, the last remnants of
02:52humanity, but also all of their accumulated knowledge and cultural information.
02:56And the life holds, without giving away too much information, play a crucial role in the game.
03:01One of your main functions as a member of this organization, Blade, will be to seek out life holds that
03:07have been scattered throughout the planet.
03:16The
03:16Rothians. As you can see, the Rothians are a feline alien species. They're a very proud race. They have a
03:25lot of these honorable warrior ideals and a lot of times have lined up with sort of a samurai inspiration
03:31for the designer.
03:32Yeah, very feudal Japan, very warrior code. Very calm, composed. Talking about honor a lot, yeah. And, you know, if
03:40they're going to fight you, they'll fight you fair and that kind of stuff.
03:43They're actually a really interesting group. There's two characters, especially, that will play a main role in the story.
03:50You don't actually encounter these guys until a little bit into the game, but we've shown off some videos and
03:55clips of them because their designs are really interesting and very cool.
03:58Who doesn't like space cats? I mean, really.
04:00Next, we're going to take a look at a character called Celica.
04:04And one of the reasons that I wanted to introduce this character is because they started to play around with
04:08another type of iteration, which is how much animal features they wanted to represent in this character.
04:29This is the ganglion's scale design. Ganglion are one of the main hostile groups of aliens you'll encounter in the
04:36game.
04:36And as you can see from their scale design, it has sort of this sinister, deep-sea creature look to
04:42it.
04:42There are these spines that come out of the back of the head, sort of like a crustacean might have.
04:47And the large lobate head and the articulated neck have kind of an octopus feel to them while you have
04:52these long pincers as well.
05:01This is a very large boss that you will encounter.
05:06You can see from the skyscrapers on the left the sense of scale they were trying to convey here.
05:11But it's a huge saucer section with legs as well as a scale body that emerges out of the top.
05:31All of the concept art that we've been looking at today, as well as much more, will be included in
05:39the art book that accompanies our special edition.
05:42And it's going to be a large format. It's 11 by 7.75 with over 100 pages.
05:48And with that, we have all of the pieces of our special edition so we can show you all of
05:53it together.
05:54The game pack itself will have reversible cover art.
05:57So if you want to match the art of the special edition box on the game pack itself, you can
06:02do that.
06:03Okay, and that is all going to be available December 4th.
06:06Thank you.
06:08Thank you.
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