Home Nintendo

“The Greater A Fan You Are…The Extra Averse You Are To Making Modifications” – Last Fantasy Ways Interview

Admin by Admin
September 10, 2025
in Nintendo
0 0
0
“The Greater A Fan You Are…The Extra Averse You Are To Making Modifications” – Last Fantasy Ways Interview
0
SHARES
0
VIEWS
Share on FacebookShare on Twitter


Picture: Sq. Enix

Boy, Sq.-Enix actually desires us to social gathering on our Switches prefer it’s… 1997.

As a result of over the previous couple of years, they’ve made three separate titles in a newly minted, old-school RPG franchise Octopath Traveler, after which there’s the upcoming Swap 2 launch of Last Fantasy VII Remake, the defacto RPG recreation that brought on a model distinction between Nintendo and Sony practically three a long time in the past.

And now, we’re getting a remastered launch of 1997’s Last Fantasy Ways titled Last Fantasy Ways: The Ivalice Chronicles, a recreation actually among the many most cherished releases inside Sq.’s unique canon. That is beginning to really feel like a factor.

In promotion of Ivalice Chronicles’ upcoming launch, the sport’s director, Kazutoyo Maehiro, and artwork director, Hiroshi Minagawa, sat down with Nintendo Life and mentioned returning to Last Fantasy Ways and all its heavy themes, why this model differs from the Battle of the Lions re-release on the PSP a decade and a half in the past, and the place they see old-school RPGs as a style becoming in inside Sq. Enix as an entire.

Alan Lopez for Nintendo Life: The unique Ways got here out in 1997, across the identical window of time as FFVII, and I discover that footnote actually fascinating. It was form of a historic fork within the street between the…traditional RPG turn-based type, versus [games] aspiring for extra cinematic, action-based graphics.

Equally fascinating to me, the remake of Ways is popping out in 2025, a time throughout the broader RPG [genre] when there’s been a form of resurgence in the direction of extra “classic-style”, turn-based video games: Clair Obscur, the renaissance of the Hearth Emblem franchise, and so on. So my first query is, why did you resolve to carry again Last Fantasy Ways now, and what does this type of gameplay imply to each of you?

Feature: Final Fantasy: The Ivalice Chronicles Interview
Picture: Alan Lopez / Nintendo Life

Kazutoyo Maehiro and Hiroshi Minagawa[image]

Kazutoyo Maehiro (Recreation Director): So it simply so occurs that just a few years in the past, each of us had the possibility to [re]play the unique Last Fantasy Ways. And I believe via enjoying the unique as soon as once more, we have been in a position to reaffirm simply how nice the general recreation design and story have been. You understand, it’s been nearly 30 years for the reason that unique has come out, and there’s a ton of followers who’ve cherished this recreation through the years, however we actually haven’t had the possibility up till now to place out any form of remaster.

Via enjoying the sport, we realised how nice the story and the sport was, and we simply form of had the sensation that we actually needed to carry that to gamers within the trendy age. It’s been nearly 30 years…there are a ton of followers of the sport, however there are additionally lots of people who’ve heard in regards to the recreation however had by no means had the possibility to play it. I believe a part of the general imaginative and prescient of this venture was to carry this recreation to these folks as effectively.

I simply performed the demo earlier than this interview and was reminded that the sport options numerous themes which can be nearly nearer to historic fiction…I imply, I don’t declare to be encyclopedic about each Last Fantasy ever launched, however [Tactics] feels extra grounded in actuality in its story to me. The theme of the demo [Note: we played an early battle in which you discover a party member has switched allegiances for higher pay] was a traditional battle between class, not identification. I’m curious if there was any aware determination to re-release Ways immediately in mild of these concepts.

Maehiro: Whether or not you performed the unique Last Fantasy Ways because it got here out 28 years in the past, otherwise you’re enjoying The Ivalice Chronicles, which has numerous script updates and edits from [series writer Yasumi Matsuno], I really feel like numerous the social facets within the recreation’s story are nonetheless related immediately.

And I don’t assume it actually was a matter of [any] state of affairs now that we’re placing it out, however [rather], I believe it’s extra the truth that the story nonetheless resonates, even a lot later, and that’s the superb a part of it.

Hiroshi Minagawa (Artwork Director): You understand, that is one thing that Yasumi Matsuno himself has been sharing throughout among the interviews that I’ve had a chance to even be part of. We actually really feel just like the social facets of what’s being mentioned and grappled with on this recreation as they pertain to the world nonetheless undoubtedly haven’t modified essentially over the previous 28 years. I really feel particularly when enjoying the sport, a few of these themes will certainly resonate with gamers. That’s one thing that I strongly really feel.

Feature: Final Fantasy: The Ivalice Chronicles Interview
Feature: Final Fantasy: The Ivalice Chronicles Interview
Photos: Sq. Enix

I wish to speak somewhat bit in regards to the Traditional and Remastered modes.

For those who go browsing, persons are so opinionated about that change something, or perhaps not altering sufficient. And it’s an fascinating factor with the medium of video games, as a result of in different mediums, you’ve bought your Spielbergs and your Lucases who won’t ever hear the top of [it for] altering one thing. However in video games, there’s this cultural willingness to do high quality of life updates, or updating issues for brand new {hardware}…so I’m curious the way you personally balanced the reverence for this recreation…with making massive modifications like, for instance, the addition of voice appearing.

Maehiro: I believe it’s form of like what you mentioned… perhaps I’m form of the identical, however once you return and play older video games, the larger a fan you’re of the sport, the extra averse you’re to creating modifications. However on the identical time, you concentrate on the 28 years for the reason that unique has come out, and the completely different platforms which have come out, and we see numerous advances within the total method that interface and controls have been arrange. Considered one of our targets with The Ivalace Chronicles was to herald new gamers who haven’t been in a position to play Ways but. I believe with that in thoughts, it was a should for us to replace the UI and controls to make it extra of a contemporary expertise. That’s why we’ve got all of that packed into the improved model of the sport.

However as I used to be mentioning, there are people who find themselves followers that may simply wish to play the unique model of the sport as they keep in mind it. That’s why we ended up placing the traditional model of the sport in there. It may not be customary follow to place in two completely different variations of a recreation, however we ended up going with that with that thought course of in thoughts.

However you continue to in the end find yourself being the arbiter of preservation. So, for instance, there are people who find themselves upset that the updates from the PSP model of the sport aren’t included, whereas others love your modifications and assume it’s extra approachable. I’m curious [if you view] your function as a form of preservationist…did you’re feeling the load of how this recreation will likely be remembered?

Minagawa: [For me], I used to be truly concerned with the graphics aspect of issues, that was my essential jurisdiction. And when it got here to the traditional model of the sport, as a result of the method was to recreate the unique model of the expertise as faithfully as attainable, in a method it was actually fairly easy what we needed to realize.

the query of ‘How a lot do we actually wish to push issues and alter issues up?’ was one thing that we actually wanted to determine

However when it got here to the improved model of the sport, the query of ‘How a lot do we actually wish to push issues and alter issues up?’ was one thing that we actually wanted to determine. Making these early choices was actually a really essential level of dialogue for us.

A technique to consider this, since I used to be one of many folks concerned within the growth of the unique recreation, I imply, if I had made the choice that we should always drastically change the graphics for this iteration, , I’m certain my workforce would have adopted go well with with that. However in the end the place we landed was that we needed to take the type from again then and actually attempt to modernise it for immediately’s viewers with trendy platforms.

And there’s form of two causes for this. The primary was, as a result of I used to be concerned with the event of the unique recreation, the reminiscences I had for what it was like working with the event workforce members at the moment [and knowing] what ideas went behind why we created the unique recreation was one thing that had a really particular place in my coronary heart, emotionally. This was my first venture I used to be concerned with once I joined the corporate. Due to these issues, I actually needed to have the ability to carry again that type from again then and attempt to carry new life to it for contemporary consoles.

Maehiro: I believe if we switched gears and discuss this from a recreation perspective, particularly the PSP model The Battle of the Lions… when that got here out [in 2007], there have been different [Square titles] that got here out round that point, so we added in characters for that — we added Balthier from FFXII, Luso from Last Fantasy Ways A2 — for myself, interested by the time throughout which that recreation got here out, and the content material that was in there, (these selections) made numerous sense, and made an entire package deal for that model of the sport.

However I believe if we take a look at the technique RPG style as an entire (which I actually am a giant fan of), when you get into it, certain, you realise how a lot enjoyable it’s, however the reality of the matter is that it’s actually somewhat little bit of a distinct segment style total. So after we thought of it, for this model of the sport specifically, we have been making an attempt to take the unique model and provides it a form of “rebirth”…[and] one of many targets that we had for [The Ivalice Chronicles] was to increase the style! So we felt by taking the content material from the unique and placing it again to the way in which it was, we may hopefully obtain that purpose.

Watch on YouTube

Subscribe to Nintendo Life on YouTube834k

How concerned have been you with the casting of the voices? [In playing the demo] I had the sensation of once you watch a film primarily based on a guide you’ve learn and also you’re like, “Oh my god, that’s what Ramza has appeared like this complete time?” [laughter] I believed the voice appearing was superb! I’m a infamous dialogue skipper, but I didn’t wish to skip any of the dialogue as a result of the voices have been so fascinating to me. So I’m curious how shut you have been to the vetting of their voices?

Maehiro: Initially, I’m so completely satisfied that you simply favored the voices a lot. [laughter]

Me too! [laughter]

Maehiro: As you have been saying, it’s been a extremely very long time for the reason that unique got here out, and I believe over time the followers have developed of their heads for themselves what perhaps the characters sound like. I believe with that in thoughts, it’s tough to match what all people thinks these characters sound like. However in an effort to not stray too removed from what [we believe] folks assume they need to sound like, we stored [the fans] in thoughts after we went via the entire choice course of.

We additionally labored very carefully with Yasumi Matsuno (unique author/director of Last Fantasy Ways), and with him we tried to determine what voices would match what gamers may assume these characters would sound like. I believe total, we have been actually in a position to get some good picks for each the English and Japanese voices that basically added to the sensation and drama of the general story.

Was there any debate internally over the voices?

Maehiro: Mmmmm, to be trustworthy, not likely! When it got here to the casting half, we had the assist of Matsuno-san, and along with his assist, the entire course of went actually easily. And I believe the identical may be mentioned for the recordings. We truly had the assistance from the identical workforce that did the voice recordings for Last Fantasy XVI, so I believe with that have, it was an total easy course of. But it surely’s not even simply the dialogue scenes, we had all of the battle scenes that we needed to document as effectively. And even when it got here to these, we had a extremely good course of total.

Is it true that the unique supply code for Last Fantasy Ways was misplaced?

Maehiro: Technically talking, sure. And I believe it has lots to do with how video games have been made again within the day. Again within the day after we have been making the unique recreation, we didn’t actually have the useful resource administration instruments that we’ve got now. [Takes his hands and slowly alternates stacking them onto each other.] We’d make the Japanese model of the sport, then we’d go on to make the English model of the sport, which after we’d make that, we’d basically simply overwrite the unique model to make the brand new one… and we’d simply preserve overwriting and overwriting. In order that “unique” model doesn’t exist.

we’d simply preserve overwriting and overwriting. In order that “unique” model doesn’t exist.

So mainly what we needed to do immediately was use any assets accessible to us, whether or not that be the retail model of the unique recreation, or the grasp disc that we had in our archives, the smartphone model… we mainly took these completely different variations, analysed them, and tried to construct up what we felt was the “unique” model.

Minagawa: And chatting with the graphics aspect of issues, usually throughout recreation growth, you obtain bug tickets to handle. And throughout the growth [of The Ivalice Chronicles], there have been some points that will come up which have truly existed for the reason that unique recreation. [laughter]

Feature: Final Fantasy: The Ivalice Chronicles Interview
Feature: Final Fantasy: The Ivalice Chronicles Interview
Photos: Sq. Enix

What’s it wish to artwork direct that, once you’re making an attempt to emulate one thing by remaking it by eye, nearly? What does that do to the artistic course of?

Minagawa: Properly, to first discuss how the method was like for the unique recreation’s growth, when it got here to the character art work and designs, Akihiko Yoshida [former Square art director] could be the one to make the art work itself, and from there, I might be the one who would take into consideration the right way to seize that art work and show it on the display screen.

When it got here to the PS1 model, in fact among the technical specs of that platform have been a lot decrease, so the query I needed to ask myself was, ‘How can I take this world that Akihiko Yoshida is making an attempt to make and actually attempt to seize that and convey it out into the precise in-game setting?’ If I have been to have [directed] issues in a simple method, it may not [have been the same].

‘Which elements ought to I maintain myself again?’ That was the most important problem

Conversely, with the improved model of Ivalice Chronicles, now the technical specs of the {hardware} have elevated exponentially. So if there have been issues that we needed to do, we [could] do it, but when we have been to do them, it form of undermines among the steadiness we needed to have the ability to strike with making an attempt to keep up the ambiance of the unique recreation. The largest problem on this new context was…strolling that tremendous line between what I wish to pursue versus ‘Which elements ought to I maintain myself again?’ That was the most important problem I had.

To provide only one instance, we have been in fact designing issues virtually, holding in thoughts folks enjoying the sport on the Swap, on a handheld system, whereas there can even be folks enjoying this on a TV display screen, like this big one behind us. Finally, the graphical expression must be the identical throughout each of these environments, but when we have been to maintain one in thoughts greater than the opposite, then it could [negatively impact] the opposite one. We needed to assume round that by including issues like filters, and show issues in an easier-to-see method. Tips on how to actually optimise each visible show, I actually needed to assume via.

Feature: Final Fantasy: The Ivalice Chronicles Interview
Picture: Alan Lopez / Nintendo Life

Okay, we’re being referred to as on for the ultimate query now… form of returning to the query from the highest, Sq. has lately been releasing extra classic-style RPG titles, like this Ways remake, Triangle Technique, Octopath Traveler, and others. So in mild of this [development] expertise, I’m curious the way you personally wish to see a lot of these video games evolve — a style you referred to as “area of interest”, and what many may even name “pure”? Do you each view video games like Ways as an “different” factor?

Maehiro: So for The Ivalice Chronicles, we’re releasing it as that “traditional” recreation expertise, however in fact inside Sq. Enix we’ve got different video games, such because the Last Fantasy VII remake collection, which has the most recent finish specs. From my perspective, it’s not likely one or the opposite that’s the suitable selection, [but] in tandem, they progress collectively.

I really feel as if [Square Enix fosters] an setting the place we, on the bottom stage, if we wish to pursue this sort of an concept for a recreation, we’re in an setting that enables us to pursue that.

With the [advancement] of gaming platforms, there’s much more expression you’ll be able to put out in video games, whether or not that’s a traditional type recreation or a AAA type recreation, it may be both. What we would like to have the ability to ship to gamers is both of these experiences. I believe what we’re in a position to do at this level for gamers…is actually about offering each of these experiences, so gamers can select what they need.

Minagawa: That is a kind of issues the place folks might need completely different emotions about what they consider Sq. Enix as an organization, total. However no less than for me, I really feel as if [they’ve fostered] an setting the place we, on the bottom stage, if we wish to pursue this sort of an concept for a recreation, we’re in an setting that enables us to pursue that. And each Maehiro and I have been concerned in Last Fantasy XVI previous to our involvement [with] this venture, and [that] was undoubtedly extra of a “greater finish” expertise.

However then proper afterwards, we needed to pursue a venture like this one, and we have been allowed to pursue this as effectively. So slightly than the corporate dictating what it’s that we should always do, I really feel like, particularly since we ourselves are gamers, if there’s one thing that we’re inquisitive about, they’ve allowed us to pursue that.

Thanks to each Kazutoyo Maehiro and Hiroshi Minagawa for his or her time. This interview has been frivolously edited for readability.

Last Fantasy Ways: The Ovalice Chronicles launches for Nintendo Swap and Swap 2 on thirtieth September.

Alan Lopez

Alan is a function author who has contributed to Kotaku, Nintendo Life and different outstanding gaming websites. He has a background in psychology analysis, the science of creativity, and over 30 years of Nintendo gaming behind him.



Source link

Tags: Are...TheAversebiggerFanfantasyFinalinterviewmakingTactics
Previous Post

WoW-inspired ‘MODA’ Fellowship units early entry launch date, and it is quickly

Next Post

New Artwork Ebook Explores Mortal Kombat’s Bloody 30-12 months Visible Historical past

Next Post
New Artwork Ebook Explores Mortal Kombat’s Bloody 30-12 months Visible Historical past

New Artwork Ebook Explores Mortal Kombat's Bloody 30-12 months Visible Historical past

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

Sunfire Studios Logo

News

  • Anime
  • Crypto Gaming
  • E-Sports
  • Featured
  • Gaming Reviews
  • Mobile
  • New Released
  • Nintendo
  • PC
  • PlayStation
  • XBOX
  • About Us
  • Contact us
  • DMCA
  • Privacy Policy
  • Disclaimer
  • Cookie Privacy Policy
  • Terms and Conditions
SUNFIRE STUDIOS

Copyright © 2025 Sunfire Studios.
Sunfire Studios is not responsible for the content of external sites.

Welcome Back!

Login to your account below

Forgotten Password?

Retrieve your password

Please enter your username or email address to reset your password.

Log In
No Result
View All Result
  • About Us
  • Contact us
  • Cookie Privacy Policy
  • Disclaimer
  • DMCA
  • Get the Latest Gaming News & Anime News on
  • Privacy Policy
  • Sample Page
  • Terms and Conditions

Copyright © 2025 Sunfire Studios.
Sunfire Studios is not responsible for the content of external sites.