An interview with the men behind Final Fantasy
If not for Yoshinori Kitase and Motomu Toriyama I'm sure there would be a childhood, or at least not a good idea. The two men raised the Final Fantasy series from its humble beginnings at the age of 3D cinema JRPG. Hell is almost set.
Final Fantasy creator Hironobu Sakaguchi stick past the director Kitase Final Fantasy VI . In turn, became a producer Kitase
Final Fantasy X
, leaving Toriyama to bring the series to its current position. Both come to theFinal Fantasy brand
what's in recent years.Before the Tokyo Game Show has begun, I came to visit the headquarters of Square Enix and talk to these two men. After I wet my pants and sat down quickly, I did some burning questions about the possibility of a first person shooter in the
universe, the relationship betweenfantsy final XIII-2 and
Chrono Trigger, Kitase and Toriyama and favorite dances of victory.
You two have worked together for a while. How would you describe the dynamic between you two? How has it changed over the years?
Kitase I do not think our relationship has evolved in recent years at a time, but through the production of XIII-2
, I noticed that there were some changes to Toriyama-san. Things are different in how they were making games for 10 years. Now, Toriyama-san is more open to new ideas and also draws on Western industry on how to make games.When he decided to make one more Final Fantasy XIII
Kitase : After XIII
Pressthe around the world in March 2010, we were able to enjoy their success. After launch, we decided (in April) to a suite.
this series was always intended to be a game and not a movie as Advent Children
Toriyama : Making a film was instead one of our options, because after the release of
XIII we have a lot of comments from Japanese players. We wanted to correct the negative aspects of the game, so we were very interested in doing a sequel in which we have made the necessary changes.
What is the idea behind XIII-2 's live triggers [Options dialog players can choose the style Mass Effect
Kitase
: We wanted to allow players to express their own preferences and preferences to be directly related to the story. With the outbreak in vivo, we hope to help the player more involved in every conversation. When you make a choice, the conversation takes place in different ways. Even when the situation is severe enough, can give an answer and change the height comic. You can also change the depth of the information it receives, depending on your answer.M. Kitase, who worked Chrono Trigger
and are doing another series of trips to the time. Is there a direct influence of this project?
Kitase
: Yes, of course Chrono Trigger addressed the same issue. This is a very popular topic that has been used for movies and other media as well. The Final Fantasy
Franchisenever dealt with this subject, so I wanted to express a unique vision on this point - unlike the way Chrono Trigger said.
What was the discussion about moogles back into the series as
Toriyama : Moogle was in XIII but only as a pet. Fans said they would like to see more often in the game, which puts them in our response was to the fans. Moogles were not initially available to a large extent in the game, but now they are involved in most of the key features in the game and is a very important person.
whose idea was
Chocoline [A woman in a suit that sells chocoboXIII-2 and was the subject of much talk among journalists after the show was over]
Toriyama
: It seems to be very popular! We have a store in each area and time. We wanted to design a store that is easy to recognize, so we took the idea to dress the saleswoman girl like a chocobo. The general tone of the game is pretty serious, so we wanted to provide opportunities where the player can take a break, sort of. I thought it helped add a little comic relief and changed the tone of the game.
The music in this game, with the previous one, is very quiet. I could sleep in the same (in a good way!) What was the inspiration for this?
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