It has recently been 30 years since the original launch of Final Fantasy VI, game that came out first Super nintendo having number 3 in our region to prevent people from wondering where the remaining games were, since not all of them arrived at the time. Needless to say, it’s one of the most beloved of the franchise due to the multiple characters and a story that feels pretty dark to have been squeezed onto a 16-bit cartridge.
To celebrate the occasion an interview has been carried out with Tetsuya Nomuramain person responsible for Kingdom Heartsbut that in its beginnings in square enix It involved working on the character design for this three-decade-old game. Having some interesting answers, in which the perspective of someone who went from the traditional way of creating a video game and moved on to somewhat more modern procedures is taken.
Here are some fragments:
To start, tell us what were you responsible for during development?
Nomura: I was mainly involved in designing the game’s monsters and working on the visual aspect of the battles. Back then, we didn’t have that many employees, so everyone came in when it came to brainstorming ideas for games, stories, and other things we’d like to put into any given title. We wrote them and had meetings where Sakaguchi (Hironobu Sakaguchi, producer of FFVI), and other key staff members would decide which things they gave the green light to. That’s how some of my own ideas ended up being used.
That’s not like how games are made now. Would you be able to tell us a little more about which of your ideas made the cut?
Nomura: The idea of machinery and magic coexisting best represented by the intro scene where the Magitek armors walk through the snow was a document I wrote with another employee. The idea of an esper being frozen in ice also came from that. I also contributed the core ideas for the Shadow and Setzers backgrounds. Back then we had an unusual way of making games. We all brought in our own ideas and then Sakaguchi would choose what went into the game. It didn’t matter what your job title was, we all came up with what we wanted to do. The next title in the series, FINAL FANTASY VIIstarted like that too, but then Nojima (Kauzshige Nojima, scenario writer in FFVII) got involved and from that moment on one person tended to handle the story. I was able to get very involved in working on the stage to FFVII thanks to having so many of my ideas used for FFVI.
Were you also involved in the character designs?
Nomura: Yes, I was responsible for making the illustrations for the party character sprites. I also drew rough storyboards for the cutting scenes and did the original drawings of the chibi characters in the instruction manual. At that time, everyone wrote their planning documents on PCs, but since I was learning about advertising I liked to make them as if I were going to use them in a presentation. I wrote the text by hand, including my fair share of photos, and tried to make the cards really stand out. Then one day Sakaguchi saw that and told me to do something similar for FFVI.
Is there anything you would like to say to mark the 30th anniversary of FINAL FANTASY?
Nomura: FFVI was the last mainline FF pixel-art, and I think we were going as far as we could with that style. I’m incredibly glad I was able to work on it as a pixel artist, and I definitely feel the love for FFVI even today.
That said, while I tried to do as much as I could during the project, there are still parts where I feel like I could have done a better job. I don’t really feel that way about many other games; It’s just something about FFVI specifically.
Remember that you can try Final Fantasy VI in the Pixel Remasters of the franchise, whether on consoles or PC.
Via. square enix
Author’s note: It is definitely a legendary game, to the point that fans have requested a remake. However, on rare occasions they have mentioned having no idea how to make a new adaptation.
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