Elco realises this and sabotages the device, escaping with his wife Tilly and rejoining the others. Caprine sends the four and their Aklorian counterparts to the Realm of Shadows, where Tetsu merges them together. Talos then appears, having become Haigou's champion and killed Lusica. Tal fights and defeats Talos, and the four combine their powers to destroy Haigou, allowing Sudeki to reunify. Development The first concepts of Sudeki were proposed by a small team within Climax Solent, a branch of Climax Studios. At this time, it was titled Symphony of Light and was being planned for the Dreamcast. By April 2000, it had changed platform to the PlayStation 2. At some point after this, it changed platform again to become a high-end title for Microsoft Windows. After its first year of production, the title attracted the attention of Microsoft, which was preparing to enter the console market with the Xbox. Describing the company's choice, Microsoft manager Peter Connelly said that Japanese developers were failing to deliver RPGs for the Xbox, so Climax Studio's project gave them an entry in an under-represented genre. The current form of Sudeki began development in September 2000, at the time as a console exclusive overseen and published by Microsoft Game Studios. Under Microsoft, the title was changed due to potential confusion with a similarly-titled series. The final game was planned to be called "Suteki", which roughly translates from Japanese as both "beautiful" and "great". Due to confusion during communication between Climax Studios and Microsoft, the title became Sudeki. The production team consisted of between 50 and 70 people, over half the staff at Climax Solent. At the time, Sudeki was described by Climax managing director Joe Cavalla as the largest project ever handled by the company, and it was their first RPG project. The game was directed by Jason Avent, produced by Mark Simmons, and the programming team was led by Stewart Lynch. Designer Tuomas Pirinen described the entire design process as very hard, as they wanted to create both functioning gameplay and extravagant graphics to show off the Xbox hardware's capacities. The most challenging element was setting the difficulty so casual and experienced RPG players could enjoy the game. The game design was strongly influenced by Secret of Mana and Star Ocean: The Second Story. Its combat drew additional inspiration from Devil May Cry, the Dynasty Warriors series and Onimusha 2: Samurai's Destiny. Real-time