EDGE

IV CHAPTER A New Dimension

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Shinji Hashimoto One night, after work at Bandai, one of my friends invited me to drinks and karaoke. Sakaguchi happened to be there. This was some time before we worked together. I remember he was a very good singer. Everybody in the game industry knew each other at that time.

Because, while at Bandai, I had worked with Yuji Horii and Akira Toriyama on Dragon Ball, when they started collaborat­ing with Square on

Chrono Trigger, I left to join them. My job was to manage the budget and the promotion, and I was also the guy who ran between Sakaguchi, Horii and Toriyama. Things haven’t changed much: it’s the same today with

Kingdom Hearts. When I joined Square I was employee number 256. Today that’s the number of people you have in just one of Square’s 12 business divisions, which gives you an idea of how much we have grown since then. Kitase Sakaguchi was involved in Chrono Trigger right from the start, while we were still making Final Fantasy VI. The game brought together the creators of Final Fantasy and Dragon Quest, so it was an important project. But the project ran into lots of problems because it was being developed for lots of different platforms, some of which were experiment­al. The schedule had fallen behind, so I was pulled off

Final Fantasy VI to help get things back on track. Once Final Fantasy VI was finished, Sakaguchi dedicated his full attention to Chrono Trigger, leading the battle-planning team, while I worked on the scenario. Hashimoto Chrono Trigger is relevant because it was the first time that Square had really collaborat­ed with external companies on a game. Prior to that, Sakaguchi had run everything internally. My job was to broker a lot of these collaborat­ions with other studios and companies. A lot of games, such as

Front Mission and Treasure Hunter G, came out of this new way of doing things and it establishe­d the role that I would take on Final Fantasy VII, when the switch from 2D to 3D polygonal graphics meant that we needed to find people who were able to do that kind of work.

“My job was to broker a lot of collaborat­ions with other companies” Shinji Hashimoto

“I wanted to conquer the US but nothing we ever tried worked” Hironobu Sakaguchi

Sakaguchi I had always wanted to sell more games to the US market. I wanted to conquer it but nothing we tried ever worked. In the pixel-art era, RPG games had an image of being over-complicate­d. At the time they were seen as childish – something for children’s cartoons. That all changed with Final Fantasy VII.

Approachin­g that era, it was clear that everything was going to move into 3D. We could see the future of videogames on the horizon, but we had no idea what a 3D RPG would look like. We created a demo of Final

Fantasy in 3D with a small team of eight people working on silicon workstatio­ns that cost millions of dollars. We took that demo to CG shows, gathering informatio­n and figuring out what we’d need, power and capacity-wise, to make an entire game in that style. It was clear, looking at the Nintendo 64 and the PlayStatio­n specificat­ion, that we’d need to move to CD-ROMs. That’s what drove the decision to switch from Nintendo to Sony.

Hashimoto At that time Sakaguchi and I would often talk about why Final

Fantasy didn’t sell more games in the west. Maybe it was the unrealisti­c characters? He was also thinking about the benefits of CD-ROM compared to cartridges. It wasn’t just the storage capacity that was an issue. If you needed to re-print a game that sold well, burning more discs was a lot easier and more affordable than manufactur­ing more cartridges.

Then, when we met with Sony, they were extremely eager to work with us. Kaz Hirai and Andrew House explained that Final Fantasy would be a key game for Sony, and they would put a lot of effort into the game’s promotion. That hugely helped. Previously we’d always done everything under our own steam.

Sakaguchi We went to Los Angeles and visited an advertisin­g agency there about how we could market the game in the west. Sony helped arrange the meeting and booked it in this downtown restaurant near Disneyland. I remember walking in and wondering why on Earth we were there.

Hashimoto Up until then our US branch had been based in Seattle, where Nintendo was based. When the decision was made to switch to Sony, we didn’t need to be there any more, so I was quite involved in scouting out and setting up the Los Angeles office, which we still have now. Sakaguchi’s sheer motivation and drive to get things done at that time was extremely impressive. It was a lot of fun to be around for that ride.

Kitase The memory available from CD-ROM was a huge thing for us. Memory had been so limited up until that point: every byte and bit was valuable. We would endlessly compress things just to make them as small as possible to fit on the ROM. But this process would often introduce bugs in the system. Back then it wasn’t like now, where you have automated tools to tell you where the problems lay. So I remember seeing CD-ROM as representi­ng freedom: we would finally be free of the process of compressio­n and debugging. It was both exciting and liberating. Uematsu When we started work on Final Fantasy VII I was very happy at the start: I thought, ‘We really are free now, we can use music properly recorded in a studio.’ I did some experiment­s to see how it would all work. It quickly became clear, however, that the higher the quality of music, the longer the load times. That seemed to me to be a major problem for a videogame; you can’t make players wait for ages to play the game while it loads every scene. So I deliberate­ly held back and used the internal sound generation of the PlayStatio­n, rather than streaming recorded music.

But when I saw the finished game I realised the visuals were so deep and detailed that they had made the load times long anyway. I asked myself, “Why am I compromisi­ng when they aren’t?” That’s why, with Final Fantasy

VIII, I used an orchestra and a choir for the opening piece of music (laughs). Was it the proper decision to prioritise sound quality over gameplay like this? Well, even now I am not sure it’s right for a game company.

Kitase The way Final Fantasy VII’s story was written is interestin­g. We split the responsibi­lity between myself, Nomura and Kazushige Nojima. We would each take a week at a time to do a pass on the script. So I’d write a plot and then, after a week, pass it to the next guy. They’d then change bits, add scenes and tweak it to their tastes and ideas. In this way we took it in turns to build up the story.

We wanted the way the player related to the character to change. Up until that point there had always been a one-to-one equivalenc­e between the player and the character in Final

Fantasy. Dragon Quest games have always been like that too: the player is exactly the same person as the protagonis­t. We wanted to move away from that and have a side of Cloud that the player didn’t see till later: you thought he was you, but then we pulled back the curtain and players could see that he was someone else. This was a way to play with, or break, the orthodoxy of RPG design. It had never been done till then, I don’t think. Nomura I actually started designing characters on Final Fantasy VI. But

Sakaguchi was concerned that people were not aware it was me who had drawn the characters, so from Final

Fantasy VII onwards he told me that he would put my designs to the fore. That is how the characters in that game came to be widely recognised by the public. Nothing really changed for me within the studio, though. If that kind of success had led to me being highly lauded by my colleagues, then I may have felt intimidate­d when coming to design new characters, but that didn’t happen, so I felt just the same as before.

Sakaguchi We had a feeling that this game was going to be special. In terms of the premise, it was something that I had been holding on to for some time. I had imagined the world years before, and its core themes about the way we treat the Earth, and the idea that, when we die, we turn into energy and are assimilate­d into the Earth and reborn somewhere else. I knew that this was the game where we would win or lose the war; so I decided to bring the world out.

Kitase There wasn’t any debate as to whether we should kill Aerith or not. Obviously the story writing was a collaborat­ive effort, so we all agreed we wanted to go that way. I had a personal reason for wanting Aerith to die in that way. At the time the results of a survey had been published in which they asked children whether or not they thought people could come back from the dead. More than 50 per cent of children answered in the affirmativ­e. Why is that? It must have something to do with fairytales: the idea that the princess dies and, with a kiss from the price, is revived. Likewise, in RPGs, players are often killed off then magically revived. I started to feel self-doubt about how people were extrapolat­ing from fiction into reality. I wanted to get across with Aerith’s death the idea of loss: the feeling you only realise the importance of people when they’re gone, and you feel the loss and sadness.

Sakaguchi Part of the reason for Aerith’s death was to answer the question, ‘How can we surprise the player, shock them and show them something they’ve never seen before?’ People see her die and expect her to be revived. The fact she isn’t is memorable. It stays with people, and makes an impression.

Kitase In games, a character dies and everyone thinks she’ll come back later, even more powerful than before. I wanted that weight of a death, and to make it feel real and proper. The reason we had Aerith die was not because I’d had experience with death; it more felt like a responsibi­lity on our part. If children believed people came back from the dead because of our games, in some way, then we had a chance to change that perspectiv­e.

Amano With each new Final Fantasy game I am asked to create a subtle image to go behind the game’s logo. I always draw these as a full picture, as a piece of art in their own right. With

some games it’s an actual character, but with Final Fantasy VII it was a meteor. That was a hard one. (laughs) I can’t tell you how many times I had to re-draw that meteor.

Kitase Final Fantasy VII was the turning point for the series. The visual style was based on the manga style and then we decided to go for a more realistic approach. There was a huge amount of passionate debate but, in the end, I believe it was the right decision. It put the series on the track it’s taken ever since. Without that switch, I think Final Fantasy XIV and XV would have been very different games. After Final Fantasy VII came out, our rivalry with Dragon

Quest changed. They didn’t seem like rivals any more. We were now focused on competing with western games.

Sakaguchi I wasn’t directly involved in Final Fantasy VIII. I left it to another team to develop and let them do what they wanted with it, and take it in their own direction.

Kitase There was a gear shift with the story in Final Fantasy VIII. I think it was to do with the seriousnes­s of the previous game’s theme. I promoted that approach. Because we’d had this heavy, deep story with

Final Fantasy VII and Cloud’s past and Aerith’s death, I said: “Let’s make things a little lighter and more cheerful now.”

Amano It’s the same for me. I always basically approach every game as if this will be the final one, and try and create something new and different than what’s gone before, so it’ll be completely different. For example, if the protagonis­t had a certain kind of hairstyle in one game, when I move onto the next one I try and do something in a completely different style. There will be connection­s, of course, but I always try to approach it as if it will be the last one in the series and make something final and unique.

Kitase Fan feedback definitely informed our approach with Final

Fantasy VIII. For example, we were often asked why characters received money for killing monsters. People thought it was strange, which is a valid v criticism. So in Final Fantasy VIII you y don’t get money from beating the monsters; m instead you receive a salary that’s t paid directly into your account at a regular intervals. Likewise, this is what w informed the decision to start the t game in a high school, a more upbeat u location.

Sakaguchi To be honest, when I heard their idea to write the game like a high-school drama I was concerned. But having told them they could go in their own direction, I couldn’t very well take it back.

Kitase When Sakaguchi first saw the demo at the school, and a realistica­lly proportion­ed human character, he said to me: “Hmm, that looks okay, but might you consider doing it with more deformed characters?” He believed that is what the series should look like. I considered what he said, but ended up sticking to my guns.

Sakaguchi Because of the approach they took with that game, I pulled the rudder hard back the other way with Final Fantasy IX. I wanted to go right back to the beginning of the series, with a traditiona­l fantasy story: knights, castles and so on. I figured that would calibrate and restabilis­e the series, somehow. Kitase I wasn’t involved in Final

Fantasy IX because Sakaguchi and a new team that we had establishe­d in Hawaii were making it in parallel to

Final Fantasy VIII. Part of the reason it looks the way that it does is because we had a big debate about the art style on the PlayStatio­n. The debate centred around whether we should keep the manga-style, deformed characters of the sixth game, or aim for a more realistic approach and develop in that direction. In the seventh and eighth games the new direction won out, but Sakaguchi really wanted to do a classic-looking game on the new technology, which is where Final Fantasy IX came in.

“With every game I try and create something new and different than what’s gone before” Yoshitaka Amano

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 ??  ?? Yoshitaka Amano drew the meteor that was used for Final Fantasy VII’s logo numerous times before he settled on a design with which Square was happy
Yoshitaka Amano drew the meteor that was used for Final Fantasy VII’s logo numerous times before he settled on a design with which Square was happy
 ??  ?? Feed the mysterious PuPu an elixir during battle and it will offer the player a rare card for Final
Fantasy VIII’s Triple Triad card game – one that’s impossible to find through any other means
Feed the mysterious PuPu an elixir during battle and it will offer the player a rare card for Final Fantasy VIII’s Triple Triad card game – one that’s impossible to find through any other means
 ??  ?? For Yoshinori Kitase, the lighter, more romantic tone of Final FantasyVII­I was chosen in response to the seriousnes­s of the preceding game. Sakaguchi, however, was unconvince­d by the changes
For Yoshinori Kitase, the lighter, more romantic tone of Final FantasyVII­I was chosen in response to the seriousnes­s of the preceding game. Sakaguchi, however, was unconvince­d by the changes
 ??  ?? The game’s opening piece of music, Liberi Fatali, was played during the women’s synchronis­ed swimming event at the 2004 Olympics in Athens
The game’s opening piece of music, Liberi Fatali, was played during the women’s synchronis­ed swimming event at the 2004 Olympics in Athens
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 ??  ?? The shift between the squat polygonal characters seen during play to the rangy, slick avatars on show in the pre-rendered movies jars in Final FantasyVII
The shift between the squat polygonal characters seen during play to the rangy, slick avatars on show in the pre-rendered movies jars in Final FantasyVII
 ??  ?? Tetsuya Nomura’s concept art for Final FantasyVII firmly pushed the series in a new direction which has been broadly followed ever since
Tetsuya Nomura’s concept art for Final FantasyVII firmly pushed the series in a new direction which has been broadly followed ever since
 ??  ?? With more than 40 minutes of pre-rendered cutscenes, the decision to switch developmen­t platform from Nintendo’s cartridge-based system to Sony’s untested PlayStatio­n was, as Kitase once put it, “made for them”
With more than 40 minutes of pre-rendered cutscenes, the decision to switch developmen­t platform from Nintendo’s cartridge-based system to Sony’s untested PlayStatio­n was, as Kitase once put it, “made for them”
 ??  ?? Shinji Hashimoto Shinji Hashimoto grew up in Niigata, on the northern coast of Japan. When he was ten, the town became the centre of a scandal following the kidnapping of Megumi Yokota, a 13-year-old girl, who was abducted by North Korea – an outrage...
Shinji Hashimoto Shinji Hashimoto grew up in Niigata, on the northern coast of Japan. When he was ten, the town became the centre of a scandal following the kidnapping of Megumi Yokota, a 13-year-old girl, who was abducted by North Korea – an outrage...
 ??  ?? The Japanese-only release of
Final Fantasy VII:Internatio­nal was sold with a bonus disc that features all of the game’s 330 3D, prerendere­d locations for leisurely browsing
The Japanese-only release of Final Fantasy VII:Internatio­nal was sold with a bonus disc that features all of the game’s 330 3D, prerendere­d locations for leisurely browsing
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 ??  ?? The original western versions of FinalFanta­sy VII erroneousl­y used the first name ‘Aeris’ for Aerith Gainsborou­gh. Since the mid-2000s, however, English translator­s have standardis­ed the use of ‘Aerith’, as Japanese writers intended
The original western versions of FinalFanta­sy VII erroneousl­y used the first name ‘Aeris’ for Aerith Gainsborou­gh. Since the mid-2000s, however, English translator­s have standardis­ed the use of ‘Aerith’, as Japanese writers intended
 ??  ?? LEFT Sakaguchi designed Final Fantasy IX as a tribute to the traditiona­l fantasy games in the series.
ABOVE The cloak worn by Princess Garnet while escaping Alexandria is designed to resemble the White Mage’s outfit from the original Final Fantasy
LEFT Sakaguchi designed Final Fantasy IX as a tribute to the traditiona­l fantasy games in the series. ABOVE The cloak worn by Princess Garnet while escaping Alexandria is designed to resemble the White Mage’s outfit from the original Final Fantasy
 ??  ?? Final Fantasy IX’s ending was much argued over by the developmen­t team in Hawaii. In one interview, Sakaguchi claimed that it was changed no fewer than seven times
Final Fantasy IX’s ending was much argued over by the developmen­t team in Hawaii. In one interview, Sakaguchi claimed that it was changed no fewer than seven times

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