This is especially the case for the Volk, one of the Wanzers in Left Alive, whose figure is included in the game's Ultimate Edition. Nabeshima's directions to Yanase for the new Wanzer designs in Left Alive reflects how he worked on the Armored Core series. At the same time, it's not like the development team was negligent with the new Wanzers in Left Alive, and mecha designer Takayuki Yanase spent countless hours redoing the designs until they're perfect. Nabeshima wanted to do something different with Left Alive. Like with most Japanese works featuring mecha, Front Mission always gave importance to its story and characters, but its overshadowed by the Wanzers and the incredible depth they have thanks to the customization system. This way of thinking also means avoiding elements that will make players think "well it's a game so no wonder", like invisible walls at the edge of a map, an automatic stop preventing players to go to an area where they're sure to die, or roads and paths which you can see but are impossible to take. It makes the game's controls complicated, but satisfying because you get to do what you want. Hence why Armored Core uses so many buttons, to include as many actions as possible. He got this way of thinking by working at From Software as the director of multiple Armored Core games. Nabeshima's policy when making games is to make it so the game reflects as much as possible what the player wants to do. Left Alive was born from the wish of Nabeshima to make a Front Mission spinoff game with more emphasis on the characters and story, and where players would have a much bigger feeling of freedom than Front Mission's tactical RPG maps. In particular, Japanese news site Game Watch published a lengthy interview with Nabeshima and Project Manager Koichiro Sakamoto. As we're getting closer to the release of Left Alive, multiple interviews with Game Director Toshifumi Nabeshima are starting to pour out.
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