Her alternate costumes were not a high priority for the team, so their artists had high creative freedom.
(meta data) TITLE: The 3rd Birthday Interview Dives Into The Game With Director Hajime Tabata | Siliconera 40 captures 20 Mar 2011 - 23 Sep 2022 About this capture COLLECTED BY Organization: Alexa Crawls Starting in 1996, Alexa Internet has been donating their crawl data to the Internet Archive. Flowing in every day, these data are added to the Wayback Machine after an embargo period. Collection: Alexa Crawls Starting in 1996, Alexa Internet has been donating their crawl data to the Internet Archive. Flowing in every day, these data are added to the Wayback Machine after an embargo period. The Wayback Machine - https://web.archive.org/web/20130603220654/http://www.siliconera.com:80/2011/03/16/the-3rd-birthday-interview-dives-into-the-game-with-director-hajime-tabata/ Got a Tip? # The 3rd Birthday Interview Dives Into The Game With Director Hajime Tabata By Spencer . March 16, 2011 . 5:39pm After finishing Crisis Core: Final Fantasy VII, Hajime Tabata went on to reimagine Aya Brea, the lead character in the Parasite Eve series. Since ten years have lapsed since the last game in the series Tabata and the team decided to focus on Aya's return. The Parasite Eve series has many fans. How do you feel about the fan expectations? Hajime Tabata, Director: We also had many fans in Japan who were very excited about the return of Aya. I hope we can continue to develop Aya with our dedicated fan base. As a character, how did you envision Aya Brea in The 3rd Birthday? Regardless of the game being on the PSP, we challenged ourselves to portray Aya in a realistic manner in every aspect of the game. As a result, I think we were able to develop Aya's distinctive characteristics in a realistic fashion. What inspired The 3rd Birthday's story? There was a 10 year gap after the release of PE2, and we couldn't simply create a sequel, so we decided to create a title for Aya's return. For that reason, we believed that in order for Aya to stand apart on her own, we needed to reimagine Aya and not create a simple reboot of the PE series. The story evolved around this concept of "Aya's comeback." How did you come up with the designs for the costumes? Some of the costumes were designed to get through the more difficult game modes, but because they were designed as bonus features (Easter eggs), there were no specific inspirations for the designs. The artists (which we had several of) were able to design the costumes with creative freedom. However, the fundamental requirement was for the costumes to be interesting, stand out on the PSP system, and maintain a sense of realism when damaged/torn. The 3rd Birthday and Mindjack use a similar body switching mechanic. Were you aware Mindjack was in development? I found out about Mindjack during the development of this title, but that did not affect our production. The Overdive System is the integral feature in this title, while also being a vital tactical action necessary to progression. It is also a way in which to obtain DNA that strengthens Aya. Therefore, the Overdive System and Mindjack's system are fundamentally different in terms of the approach in design. How did you design levels to utilize body switching? We created each stage while focusing on minute details and elements, while asking questions like "What types of surprises are in store?", "How often will a player need to use the Overdive System to get through a stage?", "How much pressure should be applied to the player?", "Which enemies should appear?", "What about the timing and placing of enemy encounters?" when deciding upon the layout and direction for each 3D map. What was the most difficult part about developing a third person shooter? Realizing the hardware and control limitations of the PSP, the game was designed to have firearms as the fundamental attack action within a lock-on action system. That's why the development differs from the development of a traditional TPS game. We also faced many difficulties outside of development. If you had more development time what would you have added to the game? If we had been given more time on this project from the beginning, we would have switched platforms from the PSP to a home console. I would have then liked to have created a shooting-based survival RPG game, where the player is placed in an even more desperate situation, facing insurmountable odds and having to continually fight to survive. What would you like to do with the next game? As I mentioned earlier, if given the opportunity to create another game within this franchise, I would like to create what I call a "cinematic shooter RPG" on a home console of the highest quality possible. We've successfully revamped the series with this title [The 3rd Birthday], so I'm certain that we can have Aya Brea flourish in a subsequent game as the fans are garnering for. For your fans, please tell us something new about Final Fantasy Type-0. Nothing has been decided upon yet for the North American release. However, Final Fantasy Type-0 is a challenging game of high quality. Therefore, everyone on the staff hopes gamers around the world give it a try and really enjoy the experience, so we hope to have your continued support! Read more stories about Hexadrive & Interviews & PSP & Square Enix & The 3rd Birthday on Siliconera. Be Careful, Aya! There Are Twisted EverywhereThe 3rd Birthday Director Would Make T3B A Console Game, If He Had More TimeUse Aya's Sniper Rifle To Scan For Weak Points In The 3rd BirthdayAn Overload Of Screenshots From The 3rd Birthday "We also had many fans in Japan who were very excited about the return of Aya. I hope we can continue to develop Aya with our dedicated fan base." great to see many fans are picking up the series(such as myself) "that in order for Aya to stand apart on her own, we needed to reimagine Aya and not create a simple reboot of the PE series. The story evolved around this concept of "Aya's comeback." well she looks sexier now if you ask me :P "The Overdive System is the integral feature in this title, while also being a vital tactical action necessary to progression. It is also a way in which to obtain DNA that strengthens Aya" love the overdrive system, the diving feature is one of my favorite moves ^^ im actually surprised they did not mention Deus Ex HR in the customization part. i feel they have some sort of connection to be honest O_O Transhumanism and Mitochondria :D "I would like to create what I call a "cinematic shooter RPG" on a home console of the highest quality possible." yes please, i want my Aya Shower Scene on HD!!!!!!!!!!! :D Omegosh, I read the whole comment then LOL'd at the end >.< …Contrary to what I said I'd do, I read the story synopsis for 3rd Birthday People, CITIZENS OF SILICONERA!!! Empower me. Grant me your burning hearts and firey spirits so that I may dispense divine judgment, and neutralize this injustice from the world we love! Citizens… ….WEAPOOOOONS!!! …*waits for everyone to give me weapons* agreed, they botched it up in ways I never imagined they could do. -hands over the Masamune- [The Hunter] Doomrider Go forth, Champion of Siliconera! Wield my spear proudly, for it will assist you in your noble task! Here my son. I give to you the greatest weapon that ever exists, wield it wisely for it has within it the power to tear asunder a million worlds *Presents to you the Excalipoor* No way that guy is so annoying. :P http://fc04.deviantart.net/fs70/f/2010/245/4/e/soul_eater_excalibur_poster_by_oh6604-d2xw176.jpg] [http://2.bp.blogspot.com/_-EBIHYkqOWU/TDebUR8XqfI/AAAAAAAABVg/YQspJ8Afgvw/s1600/Excalibur+Loser!.jpg] http://www.facebook.com/profile.php?id=1472407455 Charles Lupula Get your own weapon. This one's mine. http://www.facebook.com/vileta Dave Vileta Maybe this is only because the interviewee's thoughts were translated, but Tabata was particularly brief on details. And I find this is true of many interviews with Japanese developers. They often make obvious statements like "We hope/want to…" or "I'm certain that…", followed by something we were already well aware of, or could've easily inferred. Is this merely a Japanese sensibility? Their way of saying "further info is confidential"? http://www.facebook.com/gmoyajp Gmoya Jp I love the PE series it's one of my generation series XD! 4rd best series next to FF MANA CHRONO -PE! cant wait to get this also! Pretty weak interview, to be honest. You should have been more aggressive. Why did he turn Aya into a fanservice symbol? Why did he RUIN THE PLOT? Etcetera. Did he even play the first two games? Somehow, I doubt it. Interesting interview. I haven't actually played any of the games yet but since they're on PSN, I can finally get them! … the last bit worries me a bit, though. I thought Type-0 was pretty much set to be released outside Japan eventually? Video game stories from other sites on the web. 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train24371
The 3rd Birthday
Development.
Nomura was among the first to suggest this feature originally. 
 Nomura worked on the character designs for the main cast. He was originally only going to work on Aya and Eve, but after seeing the settings for the other characters, he offered to design them too. The team wanted to emphasize the character's sexuality. As part of this, the team included a scene where Aya takes a shower. This was inspired by a similar scene in "Parasite Eve II". When the title was being developed for PSP, the team's main challenge with the character was to make her look as realistic as possible while retaining her established physical traits. Using this new realism, the team wanted to portray the fear felt by humans when faced with such threats through Aya. Achieving this realism proved one of the most difficult aspects of development.