▁better ▁fitted ▁their ▁presentation . ▁The ▁game ' s ▁vo iced ▁dialog ue ▁was ▁estimated ▁at ▁ 1 2 , 0 0 0 ▁lines . ▁The ▁option ▁for ▁players ▁to ▁skip ▁through ▁dialog ue ▁was ▁a ▁feature ▁that ▁Sak ag uch i ▁did ▁not ▁like , ▁but ▁he ▁knew ▁that ▁some ▁players ▁would ▁not ▁like ▁necessary ▁long ▁cut sc enes , ▁so ▁gave ▁them ▁the ▁option ▁of ▁going ▁through ▁them ▁while ▁still ▁following ▁the ▁story . ▁This ▁meant ▁that ▁all ▁the ▁cut sc enes ▁needed ▁to ▁be ▁done ▁using ▁the ▁in - game ▁engine ▁rather ▁than ▁pre - render ed ▁graphics . ▁ ▁The ▁characters ▁were ▁designed ▁by ▁Kim ih iko ▁F uj is aka . ▁F uj is aka , ▁who ▁was ▁acquaint ed ▁with ▁Sak ag uch i , ▁was ▁brought ▁on ▁board ▁the ▁project ▁at ▁the ▁beginning . ▁At ▁that ▁point , ▁only ▁a ▁simple ▁plot ▁outline ▁had ▁been ▁created , ▁and ▁Sak ag uch i ▁showed ▁this ▁to ▁F uj is aka ▁and ▁asked ▁what ▁he ▁visual ized ▁from ▁it . ▁Due ▁to ▁this , ▁F uj is aka ▁had ▁a ▁lot ▁of ▁le ew ay ▁in ▁his ▁designs . ▁Due ▁to ▁Sak ag uch i ▁living ▁in ▁Hawai i ▁while ▁the ▁game ▁was ▁being ▁developed , ▁F uj is aka ▁was ▁initially ▁nerv ous ▁about ▁working ▁with ▁him ▁on ▁the ▁project , ▁but ▁ultimately ▁he ▁found ▁their ▁working ▁relationship ▁to ▁be ▁a ▁positive ▁one . ▁An ▁aspect ▁that ▁wor ried ▁F uj is aka ▁during ▁the ▁early ▁stages