KH3 Ultimania: Interview with Tsuyoshi Sekito (Music)


DISCLAIMER: This is only a tentative translation. It is possible there are mistakes.

Previously worked on: KH3D, FFVII Advent Children, FF Explorers, Brave Fencer Musashi, Chocobo's Dungeon 2, The Last Remnant, Seiken Densetsu: Rise of Mana

Q: Which scenes' tracks were you responsible for?
A: Arendelle, San Fransokyo, and the gummi ship, as well as Little Chef's restaurant and the festival dance, among others.

Q: Please tell us the concept for the tracks in this game.
A: Nomura told me "fun!", so the concept was "thrilling, exciting, bright and fun!!".

Q: The festival dance has two tempos; was this asked for from the start?
A: Yes. The characters that dance had two types of motions made that matched up with the two tempos, a normal tempo and a more energetic tempo, so work progressed [with this in mind].

Q: Which point was the biggest struggle?
A: Differentiating between the composition styles of the tracks for the gummi ship was very difficult. As you progress through the different parts of space, the enemies' attacks become harsher, so I added compositions with a progressively more serious image. The first sector of space you visit has a lively, fun kind of track, but the third incorporates a more heroic, brave melody, so I gave it a feeling of anxiety while also the image of giving the player a shout of encouragement.

Q: Which point did you fuss over the most?
A: The BGM in Arendelle. I made it so that it starts off light, then the feeling of making a dash for it increases, and by the end stages Sora and the others are being wrapped up gently by Mother Nature.

Q: Please tell us something you won't forget about the development process.
A: For the song in the festival dance, we asked a professional to do a live recording, and in spite of the tempo they were able to get the performance right, so a strong impression of "wow, pros are really amazing!" was left behind.

BONUS! "A secret about the game only you know"
Some songs used generally in various areas are unused tracks from KH3D that were greatly fixed up and polished. The reason the atmosphere of the intro sounds similar to a certain composition from KH3D is because, since things ended up this way, it can be said they exist as brothers and sisters to each other.

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