Preliminary work for
Tales of Vesperia began in 2005 during the later development stages of
Tales of the Abyss, which released that year. In addition to this, the team felt limited by the previous generation's hardware. In response, they decided to make the next flagship installment on next-generation hardware. At the time when a platform was chosen, the
PlayStation 3 had yet to be shown to the company and the
Xbox 360 was highly popular in the west, so they settled on the latter. Being on that platform, the team were also able to make use of Xbox Live, enabling achievements and online ranking implementation. The development team, dubbed "Team Symphonia", was the same group that developed
Abyss and the 2003 entry
Tales of Symphonia. During the early production phases, the team was torn between a cel-shaded anime or realistic style of art direction: they eventually settled on an anime style and production went fairly smoothly from there on. The
shaders for the characters were designed using the game's drawing engine, as opposed to the hand-drawn shaders of characters in
Abyss. The game's director Yoshito Higuchi originally wanted a realistic feel after the cartoon-like styling and shader techniques of
Abyss and the
Wii spin-off title
Tales of Symphonia: Dawn of the New World. The anime cutscenes were created by
Production I.G, with the number and length increasing from previous titles. The game's title, meant to be indicative of the games' theme of justice, was derived from "Vesper", a name referring to the planet
Venus. Its general meaning was to depict the protagonists and their ship as a newly born star shining on the land, similar to Venus in the evening sky. The logo was also design to convey this, and the term "
Vesperia" was used in-game for the party's airship. The game's main protagonist, Yuri Lowell, was created to be a more mature, evolved protagonist than Kyle Dunamis in
Tales of Destiny 2 or
Luke fon Fabre in
Abyss. His role was to facilitate the growth of the other characters, and to have a sense of justice that did not take account of the law.
Music The music was composed by
Motoi Sakuraba, who had composed for nearly all the previous
Tales games, and his regular partner Shinji Tamura, the latter working under the alias Hibiki Aoyama. While creating the soundtrack, Sakuraba was caught in the transition between
sequenced to prerecorded streamed music, the latter of which gave room for rearrangements and improvisation mid-production. Sequenced music had been used up to
Abyss, so it was the first time in the series that Sakuraba used this method, although he had done so for all his other projects at the time. For some tracks, a heavy piano element was used, with Sakuraba playing the instrument. Tamura worked with Sakuraba to create different feelings for the various tracks: character themes were melodic, dungeon themes were given a simple and minimalist mood, while town themes struck a balance between these two approaches. In addition to original tracks, three remixed tracks from other
Namco Bandai Games were included. The song's subject matter, inspired by the game's story and themes, focused on deep friendship between men, and by extension love between men and women. Bonnie Pink was chosen by the producers after a long period of internal consultation. They contacted Warner Music Japan, Bonnie Park's label company, fairly early in the game's production, and discussed the theme song's connection to the story at great length. Bonnie Pink was also chosen as part of the team's plans for an international release, as they wanted to create an English version of the song for the Western release. Bonnie both wrote the original lyrics and translated them into English. ==Release==