Final Fantasy Legend II/SaGa 2 Remake Announced For DS
Square Enix has today announced a fully 3D, grounds-up remake of the seminal 1990 GameBoy RPG SaGa 2: Legend of the Secret Treasure via the pages of Weekly Shonen Jump. Released in America in 1991 as Final Fantasy Legend II, the game was the second in senior Square staffer/Last Remnant producer Akitoshi Kawauzu's wildly nonlinear RPG series that continued on to Romancing SaGa, SaGa Frontier, and Unlimited SaGa on various other platforms.
SaGa 2 featured an impressive (for the time) twelve worlds to explore, with a rare collaborative soundtrack by Square maestros Nobuo Uematsu and Kenji Ito. The remake looks be in the style of Square Enix's DS revivals of Final Fantasy III and IV, and will sport all-new character designs by Gen Kobayashi of The World Ends With You fame. SaGa 2 will see Japanese release some time in 2009.
Dead Space Afterthoughts
EA Redwood Shores talks about the good, bad, and confusing elements of its critically-acclaimed horror game.
Along with Mirror's Edge and Spore, Dead Space established Electronic Arts as a top tier publisher of original intellectual properties in 2008. We fought our fears and conquered the creatures on the USG Ishimura, and then hunted down EA Redwood Shores executive producer Glen Schofield. This interview contains spoilers, though, so be wary if you'd like to save the thrills you haven't yet experienced.
1UP: It seems that fewer publishers are taking chances on original intellectual properties these days. Did this make Dead Space a hard sell?
Glen Schofield: Not really. It wasn't easy, but I talked with the execs about the concept, and it was a solid idea -- a known yet underdeveloped genre, in my opinion, and one which Electronic Arts wasn't in yet. There was also a groundswell of talk within the company that we needed more new IPs. They also saw the passion the team had for making this game, and that goes a long way. Put these things together and it's a daring call to green light a game like this. But everyone was on board. Once people saw our first playable vertical slice [of the game], I think they all breathed a huge sigh of relief, knowing we made the right call.
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