Is accelerating the localisation process key to making XIII a success, then?
YK: We definitely consider it important to decrease that gap. For Final Fantasy X, for example, players were scolding us for making it late. It’s definitely something we were looking into. We wanted to get the game out to overseas audiences as soon as possible. The summon creatures are often based on religious figures – Shiva, for example – yet they appear very different to their recognised forms. What research goes into the summons? YK: It’s been a while since these summons were created, so we don’t go back to the original mythology and consider that, it’s become more about – because these summons reappear in Final Fantasy titles – how to design them so it’s a fresh experience for the player. Shiva, for example, is mentioned in the original mythology as a male, but now, beyond gender, she turns into a bike in Final Fantasy XIII. What impact do you think the game will have on Xbox 360? YK: Our whole point was to reach out to as many fans as possible. Knowing that the 360 has a large wo