Radiant Historia was co-developed by
Atlus, a company best known for the
Megami Tensei series, and Japanese studio Headlock. Staff members had worked on both
Shin Megami Tensei: Strange Journey and
Radiata Stories, a 2005
PlayStation 2 role-playing game developed by
tri-Ace and published by
Square Enix. From
Radiata Stories, original concept designer Satoshi Takayashiki acted as co-director and concept designer, while artist Hiroshi Konishi reprised his role as character designer. The director was Mitsuru Hirata from Atlus. Having previously as a planner for multiple
Megami Tensei titles,
Radiant Historia was his debut as director. Field planner Tatsuya Watanabe, battle planner Sawao Kato, event planner Kenichi Takamori, and programmer Daisuke Yajima had all worked on earlier
Megami Tensei titles; Watanabe and Takamori both worked on
Strange Journey. The lead 2D and 3D designers were Tomohiro Okuno and Yasuko Sumiya respectively. The concept for
Radiant Historia was created by Takayashiki, who first pitched his proposal to Atlus in 2007. His initial concept was for a traditional RPG people would enjoy. Atlus was chosen due to Takayashiki's admiration for their past work. While the concept of the 3x3 grid-based battle system was conceived by Takayashiki in the initial proposal, many of the additional elements related to skills were contributed by Atlus staff. According to Hirata, Atlus were intrigued at the collaboration as
Radiant Historia was the type of project that would not have appeared within the company. When designing the gameplay, the Atlus staff kept the basic proposal intact while streamlining through refining the mechanics and simplifying sprite animations to quicken the pace of standard battles. The enemy AI was also adjusted to be less punishing while adding field actions to give players an advantage. The time-travel element caused problems for the team as they worked out how to depict the White Chronicle as a game mechanic, while also putting in frequent text updates so players would not forget the story despite the game's place on the portable
Nintendo DS meaning interruptions were likely. Atlus later described
Radiant Historia as their most challenging development for the DS platform. Originally hinted at by a trademark in March 2010,
Radiant Historia was officially announced in July of that year. As reported by Japanese magazine
Famitsu, the game was 80% complete at that point. The game was released in Japan on November 3 of the same year. A North American release was first announced in the same month, localized and published by Atlus' North American branch
Atlus USA. Localization efforts for the game began in August 2010, with a large team including four translators for just the game's text. Editing of text was handled by Nich Maragos, Scott Strichart, Mike Meeker and Clayton Chan, while the QA team was led by Richard Rodrigues. During their editing sessions, Maragos and Strichart both alternated between different chapters and kept in constant communication to ensure character dialogue remained consistent. The English script's tone was inspired by
Queen & Country, a comic series written by
Greg Rucka. Speaking in 2015, Maragos later remembered
Radiant Historia as his favorite localization up to that point, citing it as far easier than the majority of other titles he had worked on. The game was released in North America on February 22, 2011. The game became a rarity following its release, with Atlus issueing a reprint in 2012 due to fan demand.
Radiant Historia was not released in Europe.
Scenario and art design The setting and world were created by Takayashiki, who consulted extensively with Konishi. The main writer was Yoh Haduki, who had previously written the scenarios for
Shin Megami Tensei: Devil Survivor and
Growlanser Wayfarer of Time. Additional writers were Souzou Tonami and Kazuhito Okayama. Takayashiki's initial idea was for a historical drama featuring alternate timelines, which Konishi said would require an extensive cast. While nothing else had been decided, Takayashiki was already toying with the idea of incorporating time travel. An early idea was to incorporate the theme of immortality, which resulted in the main protagonist being an ageless sword rather than a living being. Following talks with Atlus, Takayashiki was persuaded to make the protagonist a human time traveler. Their consultation also altered Takayashiki's original ending concept of a ruined world. Takayashiki initially planned for sixteen endings across four different countries, but Atlus convinced him that this was impossible. He managed to preserve the branching narrative by cutting down the number of countries by half, and creating the Alternate timeline. Creating the alternate timeline caused problems during the later writing stages. The narrative retained the air of a historical drama from Takayashiki's original proposal, creating a storyline where no-one was explicitly right or wrong. The game's title was created by Atlus staff: "
Radiant" referred to Stocke's mission across time to restore the world's light, while "
Historia" came from the word "History". It was one of many suggested titles carrying a similar meaning. When creating the branching timelines, Takayashiki used a
Microsoft Excel spreadsheet to map out and keep track of the various timelines. The initial story was written in two months, but due to alterations and necessary adjustments to adjoining timelines, in addition to removing two of the proposed countries, it took six months to complete the final story and dialogue. Konishi designed all the main characters with a distinctive silhouette for players to identify. Based on input from Atlus staff, Konishi refined his initial draft designs. Both Stocke and Eruca were originally meant to be supporting characters, as at the time the protagonist was still to be a sword. After consulting with Atlus, the characters were made the main protagonists. Stocke was originally a plain-looking assassin dressed completely in black, described by Konishi as an amalgamation of typical "cool" game character traits. When he became the main character, Konishi changed his main color to red, reworked his hair so it did not cover his eyes, and made his uniform more militaristic. While it was considered to allow the player to rename Stocke, the team decided against it after multiple readthroughs of the script. Eruca was the first character Konishi designed, and proved problematic as he had trouble deciding what type of clothing she would wear. She was intended to have long hair typical of princess characters, but was given short hair based on hardware restrictions and the wish to convey a unique look. A different change was Stocke's initial supporting characters Raynie and Marco. Stocke was originally going to be accompanied by two expendable generic units, but as Hirata saw this would negatively impact the player experience, the new characters were added; they were designed to be contrasting personalities who would liven up the party during the opening segments. The character Rosch went through multiple redesigns during development, while Gafka was intended to leave an impression on players. The Beastkind designs reflected their in-world status as people of the forest. Several early Beastkind concepts were combined into those seen in the final game.
Radiant Historia: Perfect Chronology Radiant Historia: Perfect Chronology, an expanded remake of the original game for
Nintendo 3DS, began development in 2016 following the completion of
Tokyo Mirage Sessions ♯FE, which Hirata directed. A remake of
Radiant Historia was originally in production for a different portable platform, the
PlayStation Vita, but Hirata's commitment to
Tokyo Mirage Sessions ♯FE caused the project to be put on hold. When development on
Tokyo Mirage Sessions ♯FE was completed, development resumed. In the time that had passed, the 3DS's userbase had grown to a far larger size than the Vita, resulting in development being shifted to it instead. Hirata had long wanted to return to the universe of
Radiant Historia, and after completing
Tokyo Mirage Sessions ♯FE talked with Atlus and learned that
Radiant Historia had a strong following both in Japan and overseas, prompting Atlus to agree to a remake. Hirata returned to the remake as producer. The character art was redrawn by Masaki Hirooka, whose previous work includes
Castlevania: Order of Ecclesia. His most notable redesign was Eruca, who was given long hair as originally planned to better fit her character as a princess. The anime opening was created by
A-1 Pictures. Hirata's main goals were to update the game so that it would appeal to a modern gaming audience, with these involving increasing gameplay speed and adjusting the user interface. After that he decided to create a new scenario, discussing with staff how to implement it. Haduki, who had worked as the scenario writer on the original release, returned to write the new scenario based on Hirata's original concept. Hirata wanted to restore the original game's two discarded story routes, but instead opted for preserving the established scenario. A new gameplay mechanic was the "Support Skill" system, where characters could perform follow-up attacks, a system inspired by a similar mechanic in
Tokyo Mirage Sessions ♯FE. The remake was released in Japan on June 29, 2017. It was released in February 2018 in North America by Atlus, and in Europe by
Deep Silver.
Downloadable content, composed of both battle challenges and additional narratives, were released in the months following the game's Japanese and Western releases respectively.
Music composed the music and theme songs for both versions of the game. The music for
Radiant Historia was written by
Yoko Shimomura, a composer best known for her work on the
Kingdom Hearts series and
Legend of Mana. Shimomura acted as sole composer and arranger for the score. She was first contacted about working on the project via email, and while she initially thought it a prank was shocked when she realized the email was real. When creating the score, Shimomura used her usual technique of matching the score to imagery provided by the production team. Due to the game's themes of time travel and its darker side, the score was predominantly sombre in tone. As the game was unconnected to any previous intellectual property, Shimomura found composing the score far easier than most of her other projects. The first track Shimomura created for the score were the Alistel theme ("Mechanical Kingdom") and the narrative theme ("Where the Wind and Feathers Return"). The battle theme ("Blue Radiance") was a track Shimomura took time over as she did not want it to grow repetitive due to it being the most common battle theme. For the boss theme ("The Edge of Green"), she added a sense of weight using a pipe organ. The use of pipe organ was also included to appeal to fans of her music from earlier projects. Shimomura created twenty-five tracks, mainly using an orchestral style, with some tracks also utilizing pop music instruments or folk elements. The track number was double what she planned, resulting in her tunes going over the console's music file limits. The game used software developed by
CRI Middleware for the sound and music environment. The main theme "Historia" was a vocal theme—an inclusion insisted upon by Shimomura—and was performed by
Haruka Shimotsuki. Shimomura's aim was to create an "emotionally heartrending song with a good tempo, but with parts that were both calm and graceful", resulting in her use of acoustic guitar, violin and accordion, alongside incorporating light piano into the entire track. Shimomura brought in Shimotsuki as they had met a few years before over choral work for another project. As the song required six voice tracks to be overlaid, Shimotsuki needed to sing a lot, but needed little to no direction from Shimomura about how to portray the song. The violin was performed by Ayako Ishikawa, while the guitar work was by Hideyuki Yonekawa. The official soundtrack album,
Radiant Historia Original Soundtrack, was released through Team Entertainment on December 15, 2010. Critical reception of the album was positive among music critics. Atlus produced a CD containing five piano arrangements of tracks from the game, including a piano rendition of "Historia". Titled
Radiant Historia: Piano Selection, it released alongside the game for the first printing. The piano collection was suggested by Shimomura by Atlus. The core concept was for the tracks to be calm and soothing even if their original forms were more energetic. The tracks were arranged for piano by Sachiko Miyano and performed by Febian Reza Pane. The recording sessions were produced and supervised by Shimomura. Reaction to the piano album was generally negative. Shimomura returned as composer for
Perfect Chronology. In addition to keeping the original score, Shimomura composed a number of new tracks. The soundtrack featured all the old and new music, in addition to arranged versions of multiple tracks including the original theme song "Historia". A notable addition was the new opening theme "Falling Flower, Flowing Water", which featured in the opening anime cutscene. Shimomura wrote both the music and the lyrics, while Shimotsuki returned as the singer. The 2-CD soundtrack album, titled
Radiant Historia: Perfect Chronology Original Soundtrack, was released on July 26, 2017 through Team Entertainment. A version of the soundtrack also came bundled with the Japanese "Perfect Edition". ==Reception==