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Cry On

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269:. The narrative would have centered around the relationship between humans and small stone creatures called Bogles, which acted as protective charms. Some humans seek to use Bogles as weapons by restoring their ability to become giants. Players would take on the role of Sally, a girl with the power to restore Bogles to giant size, and she would be accompanied by a Bogle who spoke human languages. Gameplay would have been divided between longer areas controlling Sally, and shorter sections using the Bogle. Each section would have had a different gameplay focus, and planned but undefined puzzle elements were featured. 386:. Sakaguchi brought in Kusunoki after discussing the project with him and hearing his artistic suggestions. While Kusunoki was in charge of the artwork, Cavia remained as co-developer. Manabu became character and concept designer, resulting in an artistic shift for the game, with Sakaguchi wanting the art to be more realistic. 219:, where humans begin using a race called the Bogles for war. The plot would have followed lead protagonist Sally and her companion Bogle that could speak human language. The gameplay and narrative would have been designed to evoke emotion, and Sakaguchi was experimenting with different control schemes for each playstyle. 34: 361:
Commenting on the gameplay, Iwasaki said he aimed to combine Sakaguchi's knowledge of RPGs with Cavia's previous experience developing action titles. During production, Sakaguchi was experimenting with multiple control schemes, including the possibility of using both controller sticks to manipulate
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1 billion and projected production time of up to two years. Following a prolonged media silence, AQ Interactive announced its cancellation in 2008, attributing it to current and projected market conditions. Reactions to its cancellation were generally negative. Sakaguchi reused designs in his later
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The visuals made use of cel-shading, with Sakaguchi describing it as not the typical cel-shading used in video games of the time. While it looked like 2D animation, all graphics were 3D and made use of a special visual filter dubbed "Fujisaka shader" which produced the effect of drawn sketches in
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was announced to the public in December 2005. It was shown off using a concept trailer, detailing its animation style, and gameplay and theme concepts. It was one of several next-generation game titles announced by AQ Interactive following its formation earlier that year, alongside Cavia's
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the Bogle's actions. It was planned to have a playtime of between thirty and forty hours. As with his other projects, Sakaguchi wanted the game to prompt emotion from players. When announced, Sakaguchi said the scenario was roughly half-finished. The central theme was the evocation of
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had been cancelled. The company made the decision after analyzing the current and projected video game market. Several websites reacted to the cancellation with disappointment. Between its announcement in 2005 and its cancellation in 2008, little was heard of the title, and
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was mentioned in a 2009 interview, Uematsu felt glad it was cancelled as he was overworked during that period. Sakaguchi, Fujisaka and Uematsu would all collaborate on Mistwalker's next project,
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In a 2009 post on the Mistwalker website, Sakaguchi said that regretted being unable to tell the game's story. Fujisaka, who joined Mistwalker as an in-house artist, posted his concept art for
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motion. Commenting on Fujisaka's designs, Sakaguchi praised them as bringing dignity alongside the theme of sadness. By 2007, Fujisaka had been replaced by Manabu Kusunoki, an artist from
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The game was Sakaguchi's first time creating an action RPG. He estimated that production would require between 1.5 and two years of development time. AQ Interactive allotted a budget of
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1 billion (equivalent at the time to US$ 8.5 million). According to a later statement from an artist who worked on the game, a version was also being developed for
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on Mistwalker's website, both apologizing for its lack of release and feeling a lack of polish in the artwork. When
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series, was co-producer and scenario writer. The second producer was Takuya Iwasaki, who had worked on the
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artist Kimihiko Fujisaka, and the music was being composed by Sakaguchi's recurring collaborator
315: 199: 144: 84: 477:. Also that year, Sakaguchi released the original concept trailer through his YouTube channel. 524: 469: 240:, and shared a concept trailer in 2014. Sakaguchi, Fujisaka and Uematsu later collaborated on 122: 97: 1428: 464: 164: 212:
was attached to the project. From 2007 onwards, artwork was redesigned by Manabu Kusunoki.
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from Artoon. It was Mistwalker's fourth announced project within 2005 following
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artist Kimihiko Fujisaka was designing the characters, and composer
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was announced in 2005, shortly after the creation of publisher
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as one of several next-generation titles. It had a budget of
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The storyline was based in a fantasy world equivalent to the
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as line producer. The characters were being designed by
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compared the game's scenario, and general situation of
702:"Sakaguchi reveals teaser for long-cancelled Cry On" 1487: 1396: 664:アニメを動かせる!? 坂口博信氏×キャビアの新作『クライオン』が発表【AQインタラクティブ戦略発表会】 163: 155: 143: 131: 121: 96: 75: 63: 40: 26: 765:"Was Cry On In Development For PlayStation 3 Too?" 572:"Sakaguchi developing new action RPG for Xbox 360" 885: 883: 795:トライエース、Xbox 360で新作RPGの開発を表明――「機動戦士ガンダム(仮)」実機映像も公開 502:were reused by Sakaguchi in the 2014 mobile game 439:In December 2008, AQ Interactive announced that 536: 657: 655: 653: 651: 649: 647: 645: 643: 641: 639: 1374: 8: 858: 856: 854: 824: 822: 820: 1142: 1140: 1017:"AQ Interactive cans Xbox 360 RPG 'Cry On'" 423:. The game's release was planned to follow 1381: 1367: 1359: 32: 23: 1107: 1105: 606: 604: 602: 600: 598: 566: 564: 562: 560: 558: 556: 921:"Final Fantasy Father Brings Ash to DS" 613:"Japan's Most Popular Developer Speaks" 552: 517: 695: 693: 691: 350:. Development ran parallel to that of 7: 872:(in Japanese). No. March 2007. 611:Gantayat, Anoop (22 December 2005). 733:"Here be the makers of Drakengard!" 830:"Mistwalker Unveils Another Title" 14: 1273:Napolitano, Jayson (2009-07-23). 1241:Nunneley, Stephany (2009-04-03). 1211:"Fujisaka - Artist of Mistwalker" 202:acted as co-producer and writer, 1015:Kietzmann, Ludwig (2008-12-26). 453:s John Tanaka referred to it as 308:, while Cavia was known for the 1523:Action role-playing video games 1314:from the original on 2013-10-14 1285:from the original on 2011-06-16 1159:from the original on 2015-01-29 1091:from the original on 2014-03-11 1059:from the original on 2010-02-14 997:from the original on 2021-04-10 985:"Xbox 360's 'Cry On' cancelled" 951:Barres, Nick Des (2008-12-25). 933:from the original on 2021-01-26 864:Xbox 360 ストラテジー 2007 - ミストウォーカー 806:from the original on 2021-08-03 775:from the original on 2011-08-31 745:from the original on 2016-03-04 714:from the original on 2021-04-10 677:from the original on 2010-10-06 625:from the original on 2014-12-31 584:from the original on 2014-08-18 280:was being co-developed for the 1548:Video games developed in Japan 919:Gantayat, Anoop (2005-10-05). 891:"Hironobu Sakaguchi interview" 382:who had done concept work for 1: 1049:"Cry For Mistwalker's Cry On" 983:Langshaw, Mark (2008-12-27). 292:, and set to be published by 1445:Blue Dragon: Awakened Shadow 1341:. 2012-02-20. Archived from 1177:Sakaguchi, Hironobu (2009). 1112:Hillard, Kyle (2014-12-28). 897:. 2007-07-08. Archived from 836:. 2005-12-12. Archived from 318:, known for his work on the 1209:Fujisaka, Kimihiko (2009). 1147:Ward, Robert (2014-09-16). 1077:Tanaka, John (2008-12-25). 1047:Yip, Spencer (2008-12-25). 802:(in Japanese). 2006-04-06. 763:Yip, Spencer (2011-08-08). 700:Holmes, Mike (2015-01-03). 673:(in Japanese). 2005-12-20. 537: 314:series. Mistwalker founder 1564: 498:. Some enemy designs from 876:. 2007-01-30. p. 75. 528: 366:, in the context of both 31: 1528:Cancelled Xbox 360 games 1413:ASH: Archaic Sealed Heat 1338:Computer and Video Games 1333:"Sakaguchi's Last Story" 863: 794: 663: 425:ASH: Archaic Sealed Heat 420:ASH: Archaic Sealed Heat 259:action role-playing game 184:action role-playing game 435:Cancellation and legacy 265:world themed after the 1279:Original Sound Version 1533:Cavia (company) games 1437:Away: Shuffle Dungeon 198:. Mistwalker founder 1126:on December 31, 2014 16:Cancelled video game 457:. Kyle Hilliard of 250:Concept and premise 170:Action role-playing 1495:Hironobu Sakaguchi 316:Hironobu Sakaguchi 200:Hironobu Sakaguchi 186:in development by 127:Hironobu Sakaguchi 105:Kimihiko Fujisaka 85:Hironobu Sakaguchi 1510: 1509: 470:The Last Guardian 175: 174: 114: 108: 1555: 1543:Mistwalker games 1429:Blue Dragon Plus 1383: 1376: 1369: 1360: 1354: 1353: 1351: 1350: 1329: 1323: 1322: 1320: 1319: 1300: 1294: 1293: 1291: 1290: 1270: 1264: 1263: 1261: 1260: 1251:. Archived from 1238: 1232: 1231: 1229: 1228: 1219:. Archived from 1206: 1200: 1199: 1197: 1196: 1187:. Archived from 1174: 1168: 1167: 1165: 1164: 1144: 1135: 1134: 1132: 1131: 1122:. Archived from 1109: 1100: 1099: 1097: 1096: 1074: 1068: 1067: 1065: 1064: 1044: 1038: 1037: 1035: 1034: 1025:. Archived from 1012: 1006: 1005: 1003: 1002: 980: 974: 973: 971: 970: 961:. 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Index


Developer(s)
Mistwalker
Cavia
Publisher(s)
AQ Interactive
Producer(s)
Hironobu Sakaguchi
Artist(s)
Writer(s)
Composer(s)
Nobuo Uematsu
Platform(s)
Xbox 360
Genre(s)
Action role-playing
action role-playing game
Mistwalker
Cavia
Xbox 360
Hironobu Sakaguchi
Drakengard
Nobuo Uematsu
Middle Ages
AQ Interactive
¥
Terra Battle
The Last Story
action role-playing game
fantasy

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