Editing Xenoblade Chronicles (universe)
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{{iw|xenoserieswiki|Tetsuya Takahashi}} was an employee for Squaresoft (now [[Square Enix]]), known for working in the {{uv|Final Fantasy}} series as an artist, starting in ''{{iw|wikipedia|Final Fantasy IV}}''. He has worked on the opening scene of ''{{iw|wikipedia|Final Fantasy VI}}'', and as a graphic designer for ''{{iw|wikipedia|Chrono Trigger}}'', the latter where composer {{iw|xenoserieswiki|Yasunori Mitsuda}} would join him later in the ''Xeno'' franchise. While deciding potential scripts for what would eventually become ''{{iw|wikipedia|Final Fantasy VII}}'', Squaresoft decided against a script written by Takahashi on the basis of it being "too dark and complicated" for the company's vision of ''Final Fantasy''; however, Square and {{iw|wikipedia|Hironobu Sakaguchi}} allowed him to start the project as a new property instead. Takahashi, working with a subteam within Square, became the director of what was released in the Americas as ''{{iw|xenoserieswiki|Xenogears}}'' for the PlayStation in late 1998. The game, a science fiction JRPG featuring traditional combat that sometimes involves humanoid combat robots called "gears" - in accordance with various recurrent concepts in mecha genres - was a critical and commercial success in both Japan and the Americas, and received recognition for its ambitious approach to incorporating major themes into its storytelling and characterization, examining both the principles put forth by reputed philosophers and the theological concepts and devotional practices of several real-world religions. | {{iw|xenoserieswiki|Tetsuya Takahashi}} was an employee for Squaresoft (now [[Square Enix]]), known for working in the {{uv|Final Fantasy}} series as an artist, starting in ''{{iw|wikipedia|Final Fantasy IV}}''. He has worked on the opening scene of ''{{iw|wikipedia|Final Fantasy VI}}'', and as a graphic designer for ''{{iw|wikipedia|Chrono Trigger}}'', the latter where composer {{iw|xenoserieswiki|Yasunori Mitsuda}} would join him later in the ''Xeno'' franchise. While deciding potential scripts for what would eventually become ''{{iw|wikipedia|Final Fantasy VII}}'' for the PlayStation, developer Squaresoft decided against a script written by Takahashi on the basis of it being "too dark and complicated" for the company's vision of ''Final Fantasy''; however, Square and {{iw|wikipedia|Hironobu Sakaguchi}} allowed him to start the project as a new property instead. Takahashi, working with a subteam within Square, became the director of what was released in the Americas as ''{{iw|xenoserieswiki|Xenogears}}'' for the PlayStation in late 1998. The game, a science fiction JRPG featuring traditional combat that sometimes involves humanoid combat robots called "gears" - in accordance with various recurrent concepts in mecha genres - was a critical and commercial success in both Japan and the Americas, and received recognition for its ambitious approach to incorporating major themes into its storytelling and characterization, examining both the principles put forth by reputed philosophers and the theological concepts and devotional practices of several real-world religions. | ||
Though ''Xenogears'' was conceived as the fifth episode of a series of six, Square decided against devoting resources to further works related to ''Xenogears'' in favor of focusing on their flagship ''Final Fantasy'' series, which prompted Takahashi and much of the ''Xenogears'' staff to leave the company and form what would become [[Monolith Soft]] with the financial backing of [[Bandai Namco]]. Due to the legal rights of ''Xenogears'' remaining with Square, Takahashi could not create games that were direct extensions of the ''Xenogears'' continuity (despite what the end credits originally indicated), so he proceeded on a project that could more accurately be described as a reboot that shared thematic similarities: the ''{{iw|xenoserieswiki|Xenosaga}}'' trilogy (which was originally intended to be six games), published by Bandai Namco from 2002 to 2006 on the PlayStation 2. Set millennia in the future where Earth is no longer the primary homeworld of a space-faring humanity, the games feature different combat systems between each installment, all of which are mechanically separate from their spiritual PlayStation predecessor. References to other IPs from Namco were also present throughout this series, such as {{uv|Tekken}} with [[Kazuya Mishima]] in the first game. The series' reception was generally favorable, though review outlets tended to express more mixed opinions when comparing them with ''Xenogears'', finding fault with elements such as a much more lopsided cutscene-to-gameplay ratio and the removal of some of the acclaimed philosophical elements. | Though ''Xenogears'' was conceived as the fifth episode of a series of six, Square decided against devoting resources to further works related to ''Xenogears'' in favor of focusing on their flagship ''Final Fantasy'' series, which prompted Takahashi and much of the ''Xenogears'' staff to leave the company and form what would become [[Monolith Soft]] with the financial backing of [[Bandai Namco]]. Due to the legal rights of ''Xenogears'' remaining with Square, Takahashi could not create games that were direct extensions of the ''Xenogears'' continuity (despite what the end credits originally indicated), so he proceeded on a project that could more accurately be described as a reboot that shared thematic similarities: the ''{{iw|xenoserieswiki|Xenosaga}}'' trilogy (which was originally intended to be six games), published by Bandai Namco from 2002 to 2006 on the PlayStation 2. Set millennia in the future where Earth is no longer the primary homeworld of a space-faring humanity, the games feature different combat systems between each installment, all of which are mechanically separate from their spiritual PlayStation predecessor. References to other IPs from Namco were also present throughout this series, such as {{uv|Tekken}} with [[Kazuya Mishima]] in the first game. The series' reception was generally favorable, though review outlets tended to express more mixed opinions when comparing them with ''Xenogears'', finding fault with elements such as a much more lopsided cutscene-to-gameplay ratio and the removal of some of the acclaimed philosophical elements. |