Development began in 1999 under the
code name Project Ares. The title was changed to
Eternal Arcadia in 2000, Development went smoothly, attributed to the increased power and easier architecture of the Dreamcast in comparison to the
Sega Saturn. They decided to make entering buildings in towns seamless, without loading, and to use an expressive anime art style to more clearly show facial expressions and emotions of characters, both of which they felt had been lacking from recent popular RPGs such as
Final Fantasy VII and
Final Fantasy VIII. Development began for the Sega Saturn, with battles on land and the tops of trains. After production moved to the Dreamcast, the motif of traveling the skies was set, inspired by the
Age of Discovery. At the time,
Japanese role-playing video games portrayed mostly darker worlds, but Overworks was more interested in creating an optimistic protagonist who explored the world. They took care to portray Aika and Fina, Vyse's female friends, on equal footing with him, rather than being saved by him. The historical architecture and ancient civilizations are attributed to team member Shuntaro Tanaka, who majored in history at university and conceptualized the world and scenario, inspiring the "discovery" aspect. The Japanese Dreamcast release date was set for September 14, 2000, but delayed to October 5, 2000, so the team could create a paid "trial version" for concurrent release. The release was promoted in Japan with posters and television commercials. During launch month, and spanning eight months total,
Skies of Arcadia was adapted as an official
manga in every issue of
Magazine Z, supervised by the development team. A soundtrack was released on CD on the day of the game's release.
Localization Eternal Arcadia was renamed
Skies of Arcadia for its Western releases, which Sega felt better expressed the premise and story to Western audiences. It was
localized by Chris Lucich and Klayton Vorlick. The localization was completed in four months, with 80- to 100-hour work weeks, on a script of over 2,000 pages.
Skies of Arcadia Legends port In October 2001, shortly after Sega's announcement that it would
abandon the Dreamcast to make software for other consoles, Sega announced that it would
port Skies of Arcadia to
GameCube and
PlayStation 2. US developer Point of View Software was brought on to help with the conversion, though the original staff from Overworks continued to work on the game. However, by April, Sega announced that the PS2 version would be delayed, and by May, rumors spread that it had been cancelled, though this was refuted by Sega. In August 2002, Sega announced that the PS2 version was cancelled in favor of focusing on the GameCube release, which was, as of October 2002, 80% complete. with
Infogrames distributing for the latter territory. A port for
Windows was announced in early 2004, but never released. Sega and Kodama have described
Legends as a "
director's cut". It uses a mix of the original game's
code and code newly written for the GameCube. new
side quests and subplots, new hidden discoveries, and a "Wanted List" of new enemies to find. It also has fewer random encounters, and awards more experience points in battle to compensate. With the GameCube lacking the Dreamcast's
VMU, some effects, such as Cupil’s notifications, were moved to the television screen, while the "Pinta Quest" minigame was removed outright. With the GameCube being less readily connected to the internet, the
downloadable content was implemented into the main game. ==Reception==