So for us to see that, we are able to release our game and go, "Well, okay, here's another tactics game. Triangle Strategy had good feedback as well, it seemed to be a success. For a long time, there were no new tactics RPGs, so now suddenly, we have both Tactics Ogre and we have Triangle Strategy, and what this has done is allow both core users of this kind of genre to get their feet wet with it again, and for new users as well to learn what a tactics game is about. Hiroaki Kato: I think it's generally a great thing that they came out in the same year. IGN: And how does it feel to release Tactics Ogre in the same year as Triangle Strategy? I think it's a really interesting and kind of new graphical interface to display things with. IGN: What do you think of the HD-2D style? So to bring that sort of resolution and that sort of fidelity to new hardware and new technology was a lot of effort. We kind of played with the idea of making it 3D, but what we were really thinking about was, “What are the major parts about this game that are really appealing to everybody?” And in the 2D original, it was really well done pixel art, so we realized that we couldn't have a Tactics Ogre game without this really high-quality, awesome looking 2D pixel art. Hiroaki Kato: No, we didn't think about making it HD-2D. IGN: Was any consideration given to an HD-2D style for this version? We were able to bring it into the making of this new game, and kind of create a new play style for our games. And when Final Fantasy 12 Zodiac Age came out, they were able to really upgrade visuals, the sounds of battles, kind of rework all that stuff. And we saw it was pretty good, and we always wanted to make another Tactics Ogre. Hiroaki Kato: So the thing that kind of led to our whole project getting started was in 2011 when we did the PSP version of Tactics Ogre, we saw basically the customer reaction. IGN: Can you tell me about how this project got started? My understanding is that Final Fantasy XII: The Zodiac Age was a very important factor in that.
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