For this game, for example, one theme was the "inner clash"
going on within the beast-type foes.
The urge to transform into a beast is in conflict with the basic sensce of humanity we all have.
That humanity serves as a kind of shackle, keeping the transformation in its place.
The stronger the shackle keeping that urge to transform in place is,
the larger the recoil once that shackle is finally broken.
[...]
You see that pretty clearly with the beast characters designed early on - especially the Cleric Beast,
which serves as their icon of sorts.
That connects with the idea that the cleric is really the most fearsome beast of them all.
最新の10件を表示しています。 コメントページを参照 画像を非表示