[FFT] "Genji Can't Be Stolen" Final Fantasy Tactics - Ivalice Chronicles Interview. Ask about the commitment unique to the "definitive version" such as chanting full voice

 

[FFT] "Genji Can't Be Stolen" Final Fantasy Tactics - Ivalice Chronicles Interview. Ask about the commitment unique to the "definitive version" such as chanting full voice
Released on PlayStation on June 20, 1997 as the first simulation RPG in the "Final Fantasy" (hereinafter referred to as "FF") series, it has a profound story that depicts the battle of Ramza, a true hero buried in history. "Final Fantasy Tactics(hereinafter referred to as "FFT"), which captivated many people with its tactical battles with a variety of jobs and abilities, became the first million-selling simulation RPG to record a million sales. On September 30, 2025 (October 1 for Steam only), FFT will be resurrected as Final Fantasy Tactics - The Ivalice Chronicles.

Two versions are included: "Classic", which is a faithful representation of the original version, and "Enhanced", which optimizes various elements for the current platform. The main feature of Enhanced is that it has been fully voiced and the scenario has been adjusted accordingly, and the story and battles of "FFT" can be enjoyed in two different styles.

This time, we interviewed Yasumi Matsuno, Hiroshi Minagawa, Kazutaka Maehiro, and producer Shoichi Matsuzawa, who are also members of the development team for the game and the original version. We
 asked about the development process of FFT - Ivalice Chronicles, as well as the features, appeal, and new elements of the two versions. The story behind the development of "FFT" that can be talked about now is also told, so fans should definitely read it.
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Yasumi Matsuno

He was in charge of directing and writing the original FFT. Other FFT-related works include producing FFT Advance and writing screenplays for FFXIV's Return to Ivalice (crossover content inspired by Ivalice, the setting of FFT). In this work, the scenario will be rewritten according to the full voice. Other representative works include "Legendary Ogre Battle" and "Tactics Ogre" (Matsuno in the text).

Kazutoyo Maehiro

Participated in the original version of "FFT" as a game designer. Other notable works include planner for FFT Advance, combat director for FFXII, scenario for FFXIV, and creative director and original writer for FFXVI. In this game, while overseeing the entire game as a director, he also writes the text of the game and plays a role as a planner (Maehiro in the text).

Hiroshi Minagawa

He is the art director of the original FFT. In the FF series, he was the director of FFXII and the art director of FFXIV and FFXVI. In this work, while serving as the art director, he is also involved in the creation of on-site data as a character dotter (Minagawa in the text).

Shoichi Matsuzawa

Producer of this work. Practical support for game development, such as external negotiations, coordination between departments, and budget acquisition and management. There is also some help at the development site, such as data entry. He was also the production manager of FFXIV, and was involved in FFXIV at the time of "Return to Ivalice" (Matsuzawa in the text).

How we came to produce the "definitive version of FFT"

――First of all, please tell us how you came to produce the definitive version of FFT at this time in 2025, 28 years after the original FFT and 18 years after FFT: The Lion War (hereinafter referred to as "The Lion War").

Maehiro
 Strictly speaking, the project itself has been in progress for quite some time, and I will never forget the beginning of the project in May 2018. It all started when Nico Nico Live's program project (*) distributed the original version of "FFT" for two weeks.
*: "Final Fantasy XIV Presents: Final Fantasy Tactics" play-by-play". Patch 4.3, a major update to FFXIV, was released to commemorate the release of the second crossover content "Return to Ivalice," which is based on the Ivalice that is the setting of FFT and FFXII.
――How did the program from seven years ago impetus you?

Maehiro
 Minagawa and I appeared in the first week of the program, and Matsuno-san, myself, and Naoki Yoshida (FFXIV producer and director) appeared in the second week, and we played live with the guest voice actors.

So I played the original version for the first time and thought, "FFT is really interesting...... Because it was an old game, I was frustrated with various parts such as the UI while playing. That's when we came up with the idea that we wanted to release the game in a way that today's players could enjoy because the original game was interesting, and we decided to actually start working on it. However, at the time,
 FFXVI was just getting really busy, ...... was getting busy.

――In terms of timing, it's a big deal...... isn't it?

Maehiro
 So, while both I and Minagawa were developing FFXVI, we spent a lot of time behind the scenes analyzing FFT. Then, when the development of FFXVI was finished, we created this game in earnest, and now it's finally time to announce it.

――So, when you were working on the scenario for "Return to Ivalice," did you receive a consultation on the production of this film?

Matsuno:
 Yes. However, at the time, I was also being consulted on Tactics Ogre Reborn, and FFXIV was also working on "Return to Ivalice," ...... there were a lot of things going on.

Minagawa
 Each 
of us was busy, so I think the image was that the project had been going on for a long time.

――I see, it took a small number of elite people to make it steadily, and finally came to this announcement. Please note that this work is only "the definitive version of the original 'FFT'" and is not based on "Lion War" released on the PSP in 2007, but please tell us your intentions.

Maehiro
 At that time, I think it was the right decision to release "Lion War" as a remake with added value, but this time the project started with the concept of "making FFT again in the Reiwa era." So, when we decided to release FFT for new players by adding various elements to the "Enhanced" version, we thought it would be better to base it on the original FFT that we originally created in the first place, rather than the remake of "The Lion War".

――Does that mean that the jobs and characters added in "Lion War" will not appear this time?

Maehiro
Yes. It will be based on the original version to the last.
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Asking again about the appeal of the original version of "FFT"

――Before I ask you about the details of FFT - The Ivalice Chronicles, I would like to ask you again about the original FFT, which is the base of the game. Mr. Matsuno, Mr. Minagawa, and Mr. Maehiro, please tell us what FFT was like from the perspective of the developers who worked on the original version.

Matsuno
That's right...... FFT was first created on the premise that it would be a simulation RPG of Final Fantasy. I'm also a fan of the Final Fantasy series, and my favorite games at the time were FFIII and FFV. I loved the job system and the ability system. And I felt that these elements had a very high affinity with simulation RPGs and wargames, so I brought the job system and the ability system itself and created FFT as a simulation RPG.

We had been developing FFVII since before it was released, and FFVI, which had already been released, was a relatively character-based game, so we wanted to take a different direction from that: "We want fans of FFIII and FFV to have fun playing it." I made it with that in mind. As a result, I think that the fact that such a part was well received had a positive impact on the number of units sold.

――Certainly, the battle and character development, which freely combines jobs and abilities, was exciting for me as a player at the time. On the other hand, I was also drawn to the heavy story, but what kind of concept was it created with?

Matsuno:
 At that time Japan the bubble economy had burst, and the economy was about to enter a recession, and it was also a time when we entered the employment ice age. Looking at the world, there was the Gulf War not long ago, and I remember feeling that we ...... entering a difficult time.

The story of FFT is also influenced by such a world, and the main character, Ramza, is an aristocrat, but he challenges the class struggle against the hierarchical society where the status system exists, saying, "Isn't this world different?" I incorporated his story into his story based on the two-tier social structure of "the strong and the weak" and "the ruling and the alleged," as well as the absurdity that I realized as an adult.

However, on the other hand, since it is "Final Fantasy," rather than making it too politically oriented or focusing on a group drama, I made it with the idea in mind that as a result of the story moving around the main character, we would have a "grand circle as a fantasy" in a sense.
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――Was it because you were conscious that the xenomorph = monster named Lukavi was clearly set as an enemy?

Matsuno
: Yes, that's right. That's also what makes Tactics Ogre different.

――What kind of work is the original FFT for you?

Minagawa
 At that time, I had just joined Square (at the time), and I was working on "Super Mario RPG", the "Seiken Densetsu" series, "Bahamut Lagoon", etc. This was the first time I worked with artists who had worked on works of color.

Looking back on it now, it was quite a difficult project, with the PlayStation platform being the first platform and the first time in 3D. The hardware constraints at the time were also great, and I have the impression that we managed to create it while frantically fluttering with everyone under such circumstances.

To be honest, when I look back on it many years later, it is natural that there are some parts of the work that are uneven. However, the result is alright, and that is the taste of the work...... As a visual image unique to this game, I think it left a lasting impression on players.

――Did it take a lot of trial and error to complete it?

Minagawa
 No, I didn't have time for trial and error, so I made it on my own. For example, at the time, I decided to move the character at 60fps because I saw the Tobal No. 1 team moving the character next to me and thought, "60fps is good." However, once implemented, it was necessary to drastically reduce the polygons, and the map became more and more choppy ....... Then, the BG (background graphic) team proposed, "If you want to make it with that number of polygons, how about this style?" and we adopted it. Therefore, rather than making it based on a clear vision and plan, it was more like we consulted with each other about what to do each time.
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――Next, please tell us what the original version of FFT is like for you.

Maehiro
 When I was making the original version, I was a complete rookie who had just entered the Square of my dreams. Then I joined the Matsuno team, which was called the 4th Development team at the time...... At the time, I was so busy doing my job that I couldn't even look back on FFT.

That's why, when I made FFT - The Ivalice Chronicles, I asked myself, "What is FFT?" and at that time, I thought that each element of FFT is very sharp, whether it's the scenario, the game design, or the music by Hitoshi Sakimoto*. And even though it's very edgy, it's sublimated well within the framework of "Final Fantasy" and packaged as a single work. I felt that was the most attractive thing. And I think that's the uniqueness of FFT and the reason why it remains in the hearts of those who played it.
*President, Basis Cape. As a composer for FFT, he works on the music in the film. He has been in charge of game music for many classic simulation RPGs such as "Legendary Ogre Battle" and "Tactics Ogre".
――It's true that there are many game fans who cite FFT as a title that they have a fond memory for.

Maehiro
 Another thing that I felt when I made this work again was the awesomeness of the BGM. The background music that Mr. Sakimoto creates is really engraved in my brain, and I can remember all the scenes where the song was played just by listening to it. I was reminded once again that the power of music is amazing, .......

――Does that mean that you also use the original version of the music for the background music in this work?

Maehiro
 Yes. Without messing around, I basically use the original version of the song. The reason is that, as I mentioned earlier, songs are the ones that are most memorable for players. I'm also a gamer, so sometimes I play old games, but if I change the song I'm playing, it will be different at that moment. Therefore, in order to recreate the atmosphere at the time of release as the "definitive edition", the BGM is used as it is.

――What kind of work does FFT mean to you?

Matsuzawa
 Unlike the three of you, the only time I was involved in FFT-related games as a job was FFXIV's Return to Ivalice. When the original FFT was released, I wasn't in the game industry yet, I was just a player. I still remember that on June 20, 1997, when FFT was released, there was heavy rain due to a typhoon (*).
*: At that time, Typhoon No. 7 recorded a maximum gust of 29.5 meters in Tokyo. An accident occurred in which the pillar of the arched signboard at the entrance of Shibuya Center Street broke, causing the sign to fall.
Matsuno
: Oh yes, the typhoon hit directly that day, and I remember everyone saying, "This may not sell well on ...... first day."

Matsuzawa
 In the midst of the typhoon, I went to a convenience store with an umbrella and excitedly bought the "FFT" that I had reserved after seeing it on the DigiCube. FFT is so memorable and impactful that I still remember its release date. It is also a work that has a lot of weight in me, so much so that it accounts for a percentage of the reason why I am at this company now.

――So it must have been quite emotional to be involved in the production of this film.

Matsuzawa
 Actually, when I heard that Maehiro had said after playing FFT live, "I want to be able to touch FFT on my current console," I said, "I'm going to do all the troublesome things. Let's make it!" I was the one who proposed it.

――So, the impetus for the realization of this work was created by Mr. Matsuzawa.

Matsuzawa
 I was happy that I was able to make it a reality as a result of thinking that this was the only chance I could take to make FFT now.
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What is the difference between "classic" and "enhanced" and what does the title "Chronicles" mean?

――Please tell us why you chose "Ivalice Chronicles" as the title of this game, which was made as the definitive version of "FFT".

Matsuzawa
 Originally, I was thinking of giving it a subtitle, and Mr. Matsuno gave me several ideas, including "Ivalice Senki." Among them, "Ivalice", which is the setting of the story, is a keyword that cannot be omitted. We also wanted to create a globally common title name, so we ended up with "Chronicles."

――By the way, since "Chronicles" also means a chronicle, do you incorporate elements from other "Ivalice Alliance" works into this work?

Matsuzawa
 No, I didn't intend to do that, and FFT was the first work to depict the country of Ivalice, which was also the origin of the Alliance's name. I use it simply in the sense of a chronicle in the country of Iviris.

――The story is also based on the original FFT, isn't it? There are two versions of the game that can be played, "Classic" and "Enhanced", but what did you put the most effort into creating "Enhanced" for current players?

Maehiro
 We have incorporated various elements into "Enhanced", such as full voices, adjusting the scenario to match it, and revamping the UI to match the current platform, but to be honest, there is no "which one is the best". If anything, by balancing all the new elements in a beautiful way, we aimed to create the optimal solution for playing FFT now.

――On the other hand, to what extent is the "classic" still the original?

Maehiro
 It is basically the same as the original version. In the case of "Lion War", some adjustments were made to the game balance, but those were reverted and made according to the original standards. On top of that, we've added features that you wouldn't want to live without, such as support for current platforms and an auto-save feature, and we've removed some obvious bugs that were left in the original version to make it easier to play.

In addition, in "The Lion's War", there were problems with data preservation at the time, and the development staff of the original version was not involved due to other work, so unstable behavior was observed in frame rate, VFX, SE, etc. Therefore, in the production of this work, they were readjusted to the original standards and all of them were resolved. For SE in particular, we asked the sound team to cooperate from restoring the original version.

Matsuno
 Also, at that time, the screen was 4:3, but this time it supports wide screen.

――The screen ratio of "Classic" is also 16:9, isn't it?

Maehiro
 No, not strictly speaking, 16:9.

Minagawa
 From 
4:3, the screen is expanded a little so that the atmosphere of the screen remains the same as it was at that time.
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The screen of the "classic" version. If you look at the left and right sides of the screen, you can see that the screen ratio is not 16:9.
Maehiro
 I also discussed with Minagawa, and we came up with the idea of creating a picture that would be ...... if we were to express the image we saw on a cathode ray tube now.

Minagawa
 To put it in detail, on the screen we were using on the PlayStation at the time, the dots were not square, but slightly horizontal. Therefore, if you simply stretch the screen, the screen will become sleepy, or the dot feeling that the PlayStation had will disappear. I consulted with the programmer and made some special adjustments to the drawing so that the pixels were as horizontal as they were back then.

Maehiro
 I 
think you can enjoy the collapse of the screen as it was when you played on a cathode-ray tube TV at the time.

――In other words, in order to recreate the feeling of playing on a cathode ray tube, the "classic" version has been improved considerably.

Maehiro
Yes. It wasn't just the original version as it was.

Matsuno
 By the way, the old cathode ray tubes were due to the operation line, and the screens of the NES and other systems in particular had a slight bleed of red. Therefore, there were many dotters in the industry who used the bleeding to create pictures.

Minagawa
 However, as expected, we did not reproduce it so much this time. During development, there was a plan to reproduce the operation lines and subtle distortions of the cathode ray tube, but we decided against it because it would only please gamers of yesteryear.

――As someone who played on a cathode ray tube at the time, I'm looking forward to seeing what kind of graphics it will be.

Maehiro
 I think the graphics in "Classic" are different from the impression I had when I played "Lion War".

Full voice makes the story even more dramatic

――In the "Enhanced" version, the scenario has been adjusted with full voice support, but how much has it changed?

Matsuno:
 The premise of the 
production of "Enhanced" was to express the goodness of the original PS version in a straightforward manner, while also focusing on the UI and other aspects of the update, so that "nothing superfluous was added." That's why we don't do any sub-events or new character additions.
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――So, what specific adjustments did you make?

Matsuno:
 At the time of the development of the original version, there were some parts that had to be cut due to the work period. For example, in the original version, Agrias and Sid hardly spoke after they became friends, but this time they added dialogue during battles. Mustadio and others have also started to talk quite a bit after becoming friends.

――That seems to be a new way to look forward to battles.

Matsuno
 Also, in the original version, the number of characters that could be used was small, but this time there is plenty of use, and above all, the characters speak, so I had to rewrite the script to match the dialogue that was spoken. In that sense, the scenario has been completely rewritten. In particular, the casting of the voice actors was requested by the development side, so I also guessed according to the voice actors who will be playing.

In particular, for Shinnosuke Tachibana, who plays the main character Ramza, I rewrote the dialogue quite a bit, based on the premise that "Mr. Tachibana would speak like this." In addition, Gafgallion is also written on the premise that Wataru Takagi will be played.

――Ramza has already been voiced by Mr. Tachibana since Dissidia FF.

Matsuno
 Mr. Tachibana is a mahjong buddy, and he used to be in charge of debugging at Square, so he's like a relative (laughs). I've been listening to his feelings about Ramza for a long time, so I rewrote it with that in mind to reflect that part of the dialogue and make it easier for Tachibana to play Ramza.

In addition, there were quite a few voice actors who were playing FFT at the time, and many of them had a high resolution for the characters they played, so there were times when the voice actors suggested things like "Wouldn't it be better to talk about this?" and rewrote them on the spot. In that sense, I think the lines include not only us, but also the voice actors.
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――As for the other announced voice actors, I was surprised by the gorgeous cast, including Akio Otsuka playing Sid.
Matsuno
When casting, I made sure that I didn't want Akio Otsuka, especially Sid, to be removed (laughs). I had decided that if I was going to make it a full voice, it would be Mr. Otsuka (laughs).

――Rina Sato, who played Agrias in "Return to Ivalice", continues to play Agrias.

Matsuno
 That's an extension of FFXIV. Also, Mr. Tsuguo Mogami also played the role of Grand Duke Balinten when he made a guest appearance during the live play distribution of "FFT", so I asked him to do it again this time. Mogami-san also plays FFT, so the resolution of the characters was very high.

Maehiro
 I think it really turned out exactly as I imagined.

Matsuno
: No, I think it's more finished than I imagined (laughs).

――In that case, I'm looking forward to that line (*) of Argus.
*: A power word spoken by Argus, a knight apprentice, to Milouda, a swordsman who belongs to the Skull Brigade in Chapter 1. I want those who haven't played it to be shocked, so I won't reveal the details. Argus in this work is voiced by Hiroyuki Yoshino.
Matsuno:
 I recorded a lot of patterns of that line. Mr. Hiroyuki Yoshino, who was in charge of the program, performed various things, such as how to speak quietly. I think what ended up being recorded was a very meshed mix of characters and voices.
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From left to right: Sidolphus Orlandu (Cid the God of Thunder), Agrias Oaks and Argus Sadarfas.
――Are there any other episodes that impressed you in the voice recording?

Matsuno:
 Everything was really impressive. When we developers make a game, we cut and create what we originally had in mind during the production process due to memory and work man-hours. But when it comes to the voices, the voice actors do the performances, and they raise the script we wrote from 100 to 150 to 200. In that sense, it is a work that has nothing but positive aspects, and I think it was a very good site this time as well.

One of the most memorable was the recording by Tomoaki Maeno. Mr. Maeno played the main character Denim in "Tactics Ogre Reborn," and since that time, he has been telling me that if there is a remake of 'FFT,' please let me participate, so I asked Orlan this time.
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Orlan Durai. He is also Sid's adopted son.
――You're Orlan, the author of the "Durai White Paper"! Quite an important character.

Matsuno
However, compared to Tactics Ogre Reborn, the number of lines is overwhelmingly small, and this time all the casting lines are recorded for each character, but since Orlan is not a companion, there are few casting lines. Then, when the chanting lines were recorded, Mr. Maeno began to speak smoothly about the chanting sentences of the other jobs, and he said, "Let me do more" (laughs). There were so many voice actors, including Mr. Maeno, who had a lot of feelings for FFT, so it was really fun to record.

――As you just mentioned, the spell and technique casting lines are also fully voiced!

Maehiro
 As for the cast lines, there were a huge number of them, so to be honest, I wasn't sure whether to record all the patterns for all the characters. However, it is also an element that symbolizes FFT, so we decided to include voices this time...... This is even better than I imagined! Where the normal battle voice of "Yaa!" enters, and occasionally a chanting line is played, the battle becomes very tight. It was worth it.

――In FFXIV's Return to Ivalice, I was scared by Agrias's and Sid's chanting voices, so I wanted them to be included this time as well. As a fan, I'm happy.

Maehiro
 By the way, Mr. Matsuno made the rules for the recording of the chanting lines, and for example, he left it up to each voice actor to sing the Toad chant. Mr. Otsuka (who plays Sid) also sings, "Ka ~ E ~ Le ~ no ~ Ki ~ Mo ~ Chi ~!"

- Wow! I'd love to hear that!

Matsuno:
 I 
was reminded of the recording story, but when you pronounce the magic "protess," where do you take your accent to the "p," "ro," and "te"? For this recording, we asked the developers as well as the voice actors, and their perceptions were spectacularly different.

So, Mr. Sakaguchi (Mr. Hironobu Sakaguchi. The creator of the FF series) and various other people by e-mail, and Sakaguchi-san said "Ro" and Mr. Shibuya (Mr. Shibuya Hitoko. CG designer who works on pixel art for the FF series) accented the "pu", and Tokita-san (Takashi Tokita. The producer of the "Hanjuku Hero" series and "Live Alive") only has a low, flat pronunciation of the first "pu" and everyone is different (laughs).

Then I tried to look up footage from past games in the FF series, but I couldn't find a scene where Protess was pronounced, ....... It turned out that the official intonation of "FF" does not exist (laughs).
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Maehiro
 "Hey!" or "Eat!" There is, but I don't shout out the magic name very often.

Matsuno
We were going to follow the precedent, but there was no precedent, so we were worried about what to do, so we ended up choosing the "flat pronunciation" that was the majority of us in the FFT development team. Similarly, the intonation of all magic names was decided by us.

――In addition to the chanting, you added dialogue during the battle, but is it a conversation that follows the story? Or is it also caused by the combination of characters that are deployed?

Matsuno:
 Some of them occur due to the combination of characters. The battle will change depending on who you choose as the character you want to deploy. The enemies are almost fixed, so the highlight is "who will spawn and how will they speak?" according to the enemy.

――When you try various combinations, do you hear unexpected lines?

Matsuno
 Yes. The story hasn't changed much, but on the other hand, the Marquis of Elmdore, who hardly spoke in the original version, is talking quite a bit this time (voiced by Katsuyuki Konishi). There are lines for various opponents, so please look forward to it. Also, in the second half of the story, the enemy Volmalf will also speak, so try to add various characters to your attack team.

You can also watch that god video! What's New in Brave Story

――It is said that the functions of Brave Story will also be enhanced, but please tell us more about this.

Maehiro
 Basically, when we revamped the overall UI of "Enhanced", we improved what was in the original version to make it easier to use. Among them, the base content of Brave Story is based on the original version, but there is a movie made by Kamikaze Douga (*) for "Lion War", so we recorded it as content for reminiscing and reminiscing about the story so that you can watch it. Of course, you can enjoy the entire film in Full HD resolution, and with voice.
*: An anime production studio that has worked on the opening of the anime "JoJo's Bizarre Adventure" series, the music video for GLAY's "BRIGHTEN UP", and the theatrical anime "SAND LAND".
- Wow, I'm looking forward to that!

Matsuno
 This time, it was based on the original version, but Kamikaze Douga's movie was very good and I personally liked it, so I was consulting with him about whether I could include it. However, if you try to apply dialogue to that movie, the amount of information will inevitably be less than the original event scene. Therefore, as a result of worrying about where to handle it, I decided to make it a form that can be seen as a bonus in Brave Story.

――I see. It was difficult to include all the dialogue of the event in relation to the length of the movie.

Matsuno
 That's right, it was in the form of a new line written specifically for the movie. Even if it is the same event, the impression may be different in the movie. Anyway, it was difficult to match the length, but Mr. Maehiro put a sign in the movie in advance that said, "This is the time to speak," and we proceeded with that as a guide on the day of recording. In that sense, I think it's a movie full of his commitment.
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From casual to tactical, three difficulty levels are available

――The "classic" version is basically faithful to the original, but is the maximum number of units and game balance the same as it was at that time?

Maehiro
 Yes, that's right. In the case of War of the Lions, there were a few adjustments, but in order to include two versions, "classic" and "enhanced", the base of "classic" was the same as the original version.

――So, how much adjustment do you make in "Enhanced"?

Maehiro
 In terms of game balance, "Enhanced" is also based on the original standard. This time, the "classic" is a remastered version in a sense, and the "enhanced" version is neither a remaster nor a remake, but a version that is positioned as "if we make FFT from scratch one more time for the current generation of players in the Reiwa era." On top of that, what is the easiest form for players of the current generation to play...... With that in mind, the game balance is set.

For example, in the original version, the maximum number of units in a squad was limited, but in "Enhanced" it has been increased to a maximum of 50 to make it easier to play.

In terms of difficulty, simulation RPGs have high hurdles, so there are three modes: "Casual" for those who want to enjoy the story purely, "Standard" for those who want to enjoy the original game, and "Tactical" for advanced players.
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――So, is "Tactical" more difficult than the original version?

Maehiro
 It's quite difficult (laughs). For example, for some abilities, only "Tactical" has a limiter. It cannot be cleared by "Arithmetic Holi Continuous Hit" (*). On top of that, you need to think about how to fight with the jobs and abilities you have, and I think the difficulty level is exactly the real thrill of a tactical RPG.
*: A technique that combines the arithmetician's "arithmetic" and the magic "Holi" that can activate magic without the need for MP and CT (charge time). Equipping allied units with holy elemental absorption is a very easy and powerful means of attack.
――I ...... to say, "If you raise your level and go with this tactic, you'll be fine."

Maehiro
 Our 
staff is particular about it, so it is not easy to conquer. On the other hand, in the case of "casual", the difficulty level is such that you can push the force, or rather, the balance is such that you can enjoy the story without consciously raising the level.

――By the way, can you switch the difficulty level during the game?

Maehiro
 Yes. You can select it on the top screen and switch between them at any time during the game.

――By the way, the difficulty of the Weegraph battle, which was adjusted in "Lion War", has been adjusted this time as well?

Maehiro
 As I mentioned earlier, "Classic" has returned to the difficulty level of the original version. The "Enhanced" version has been adjusted for each difficulty level, so each Wee Graff has a completely different strength. I'm sure the "Tactical" Weegraf will be rather teary-eyed (laughs).

――Even in the original version, I was teary-eyed......

Maehiro
 "Casual" has a gentler difficulty level than "Lion War," and "Tactical" is so strong that you think, "Is this really okay?" (laughs).

――What level of difficulty do you recommend?

Maehiro
 It's a "standard". Whether you've never played FFT or were a fan of the original, we've created a good balance. For example, we've made it possible to use abilities that were honestly unusable in the original game, such as +7 charges, and we've worked on a lot of small details.

Also, the timing of Cloud becoming a companion was slow in the original version and I think it was quite difficult to use, but this time we have made it easier to train Cloud by making him a friend early as he did in "Lion War". The game balance itself has been adjusted quite a bit, so in that sense, "Standard" is the most recommended.

――If you've played the original version, it's likely that some people will choose "Tactical" from the beginning.

Maehiro
 Of course, "Tactical" is a recommended difficulty level for fierce players, so I would like players who are confident in their skills to give it a try.
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――In relation to the adjustment of the game content, Famitsu must ask this. Can you steal the Genji series this time? (※)
*: In the strategy book "Final Fantasy Tactics Daizen", it was written that there was a low probability that you could steal Genji series equipment that you should not be able to steal, but in fact you could not steal it.
Maehiro
 I 
can't steal it!

――Is that "enhanced"?

Maehiro
 You can't steal even "Enhanced"! There are no decimal places!

――By the way, in Lion War, you were able to get them by defeating additional characters or by the United Front...... Is it a form that does not exist itself?

Maehiro
 That's right. Since the premise is the basic original version, both "Classic" and "Enhanced" are the same for the Genji series.

――I wanted to write "I can finally steal!"

Maehiro
 For a moment, I thought, "Is it possible to do 'Enhanced'?", but in the case of a simulation RPG where you develop your character while enjoying the story, repeatedly stealing a few percent of the success probability means repeating a very meta act endlessly only at that moment. I think it's entirely possible to get and destroy them in the course of battle, but as a director, I couldn't bear to repeat a specific action over and over again just for that one purpose, so I stopped doing it.

Graphics that pursue high resolution while making the most of original visuals

――I would like to ask you more about the graphics. FFT was already a very complete game in terms of UI and field maps at the time of the original, but was there anything you particularly focused on in "Enhanced"?

Minagawa
 This is 
a bit of a stretch with what I said at the beginning, but the original version was created in cooperation with various people, so I wanted to make the most of that data this time. On top of that, we thought, "How can we achieve a high resolution that many people can agree on, without the influence of individual likes and dislikes as much as possible?" and continued to verify it for a long time, resulting in the current form.

――It's true that depending on the direction of higher resolution, there will inevitably be a difference, such as a very edgy image or a mild touch.

Minagawa
 That's right. Therefore, this time I referred to the smartphone version of "FFT", which was released in 2011 after "The Lion War". That game was also designed to be played on a small screen, and when it was moved to a larger screen on a home video game console, the consistency between the look of the map and the look of the characters was not very familiar.

I had talked with Maehiro about wanting to preserve the nuances of the dot game this time, so we went through a lot of trial and error to create a high resolution while retaining the atmosphere of how the dotters at the time felt as if they had been made by hand one by one.
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―― Do both "classic" and "enhanced" share a graphic concept that makes the most of the pixel art style?

Minagawa
 We 
have that in common. During development, we compared the recording with the original version, and we made a lot of careful adjustments so that "when the screen is superimposed, it looks almost the same, but only the pixels appear to be in high resolution." As a result, I think we succeeded in creating a look that does not have the jaggy feeling peculiar to dots, but looks like a pixel picture when you pull the screen back.

Maehiro
 If 
you actually look at the screen, you'll see that we were able to construct a "soft visual that is neither old nor sharp as a new style," which is not found in general remasters and remakes.

――I got the impression that the UI of "Enhanced" has changed quite a bit, such as the addition of icons that indicate the order of units.

Minagawa
 The UI was created by the designer who was in charge of leading the UI for FFXVI and joined the FFT team. Including the feeling of operation, I decided while having a very detailed exchange with Maehiro. So, rather than focusing on my own taste at the time, I was thinking, "What if I can work with a new designer to create a UI for FFT?"
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――One of the points is that this game will be released on various models, but does it also support keyboard and mouse operation on Steam in particular?

Maehiro
Yes. "Classic" supports keyboard operation, and "Enhanced" supports both.

Minagawa
 However, I had a hard time with keyboard and mouse operations. After all, the interface was originally designed to be operated mainly with controllers, so compared to games that were designed to be operated with a mouse, keyboard, and controller from the beginning, the UI inevitably felt like an afterthought. We made a lot of adjustments to make that.

Minagawa
 When it comes to PCs, I think there are people who want to play simulation RPGs with a mouse and keyboard, so we did our best to accommodate that.

――What other difficulties did you face in supporting multiple models?

Minagawa
 It's the size of the letters. The size of the screen is completely different between the PC monitor and the portable mode of the Nintendo Switch, so if you want to put a lot of information on one screen and let your guard down, the text will quickly become smaller (laughs). This is especially true for screens that check the current world situation in Brave Story.
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――So there are such new elements in Brave Story!

Minagawa
Yes. On such a screen, it is easier to understand from a bird's-eye view if the amount of information is crammed in, but it is ...... to look at it in the portable mode of the Nintendo Switch instead of the TV screen.

Maehiro
 "I can't see it at all!" and repeated fine-tuning.

Highlights of the visuals drawn by Akihiko Yoshida and the special binding collector's box

――The package visuals newly drawn by Akihiko Yoshida (*) are also impressive. What kind of concept did you convey and ask for this?
*: Designer. Director of CyDesignation. In addition to the original FFT, he has also been in charge of character design for Legendary Ogre Battle, Tactics Ogre, FFXII, and NieR Automata.
Maehiro
 Since 
the release of the original FFT, Yoshida-san has drawn quite a few illustrations for FFT, including The Lion War and Return to Ivalice. Therefore, I am thinking about differentiating it from the illustrations I have so far while repeating exchanges.

First of all, in terms of the essence of the story, the two heroes of Ramza and Dilita cannot be left out, so they are placed in the center. And as characters to support the two of them, I included Alma and Ovelia. And the fact that the four people have different intentions and goals is expressed by the different perspectives of all four people.
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――Next, please tell us about the highlights of the "Special Binding Collector's Box," which includes a variety of goods.

Matsuzawa
 It's all highlight! Among them, I would dare to mention the limited edition figure supervised by Minagawa, "Ramza Beorb < Royal Academy of Military Academy Model >". I think that it is probably one of the most popular figures in the past, especially close to the illustration image. Also, for the BOX art, I used art drawn by Akihiko Yoshida.
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――There is also a Zodiac Stone acrylic magnet, which is also a key item in the work.

Matsuzawa
 Zodiac Stone loses the unevenness of the surface when the constellation mark is placed on the surface, so we pay attention to the details, such as having it printed on the inside.

――What kind of in-game item "Job Ring" is included in the Deluxe Edition?

Matsuzawa
 Job Ring is an equipment accessory that makes it easier to accumulate job points when worn. I think it is an indispensable item for those who want to work hard and develop many jobs.

Matsuno:
 Can this be used even in high-difficulty "tacticals"?

Matsuzawa
 Of course you can. It's already a deluxe edition choice!

Maehiro
 You 
can earn points regardless of difficulty so that you don't have to change the difficulty level only when you earn job points.

I want many players to enjoy Ivalice on their own.

――Finally, do you have a message for FFT fans and those who are about to play FFT for the first time?

Matsuzawa
 For 
those who haven't played FFT yet, I hope they will experience the same excitement as when I played FFT for the first time. I would be grateful if as many people as possible could touch it. On the other hand, the people who played at that time have been playing for almost 30 years, and I think that many people have forgotten the details. This time, Mr. Matsuno has rewritten the scenario and added a voice, making it a truly immersive form, so please play it with your own hands again and remember the excitement of that time.

Maehiro
 We have prepared two versions: "Classic", which is based on the original version and can be played with the atmosphere of the time, and "Enhanced", which allows you to experience the game as much as a new game even if you play it now, so whether you are a fan of the original or are experiencing it for the first time, we hope that you will be able to play both versions and fully enjoy the world of Ivalice.

Minagawa
 I am deeply moved to be able to deliver one of the most memorable games I've ever made to everyone in a new form. I'm looking forward to seeing what kind of reaction I will get if I release this title to the world. You can also play by comparing the two versions, "Classic" and "Enhanced", and the content is very enjoyable even for those who play for the first time, so I hope you will play it.

Matsuno:
 Everyone has said what I want to say, so all I can say is, "I'm the same as everyone else...... (laughs.) FFT is a game that started 30 years ago when Mr. Sakaguchi told us that we had to sell it anyway, and that we should sell it and create a new market (for simulation RPGs).

The concept is the same this time, and when we think about expanding the game in four languages and worldwide, we want more people to play the game, not to mention the number of units sold at the time, and I believe that FFT is a title that can achieve that. "Tactics Ogre Reborn" has been played by the largest number of people in history, and I believe that tactical RPGs still have potential as a market.

Although the base game is an old one, I think you can play it with a new feeling even if you play it now, so I hope you will pick it up.
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