It has recently been 30 years since the original launch Final Fantasy VI, The game was first released Super Nintendo Where were the rest of the games to keep the number 3 people in our region from wondering, since they didn’t come at all. Needless to say, it’s one of the most beloved of the franchise because of the multiple characters and a story that feels pretty dark squeezed onto a 16-bit cartridge.
The occasion was celebrated with an interview Tetsuya NomuraResponsible for the main person The life of the kingdomBut that’s just the beginning Square Enix This involved working on character designs for the three-decade-old game. There are some interesting answers, including the perspective of someone who has gone from the traditional way of making a video game to a somewhat modern one.
Here are some pieces:
To begin, tell us what you were responsible for during development?
Nomura: I was mainly involved in designing the game’s monsters and working on the visual aspect of combat. Back then, we didn’t have that many employees, so everyone pitched in to come up with ideas for games, stories, and other things we wanted to put into any title. We wrote them and had a meeting where Sakaguchi (Hironobu Sakaguchi, its producer) FFVI), and other key staff members will decide which things they give the green light That’s how I ended up using some of my own ideas.
It is not made into games now. Can you tell us more about which of your ideas made the cut?
Nomura: The idea of ​​machines and magic coexisting is best represented by the intro scene where the Magitech armors walk through the snow was a document I wrote with another employee. That’s also where the idea of ​​an esper frozen in ice came from. I also contributed the original ideas for the shadows and setter backgrounds. Back then we had an unusual way of making games. We all came up with our own ideas and then Sakaguchi would choose what went into the game. It doesn’t matter what your job title is, we’ve got you covered. The next title in the series, Final Fantasy VIIThat’s how it started, but then Nojima (Kauzashige Nojima, scenario writer FFVII) became involved and from that moment one man tended to direct the story. I got very involved with working on stage FFVII Thanks for using my ideas for many FFVI.
Were you involved in character design?
Nomura: Yes, I was responsible for creating the images for the party character sprites. I also drew rough storyboards for the cutting scenes and basic drawings of the chibi characters in the instruction manual. At the time, everyone wrote their planning documents on the PC, but as I was learning about advertising I preferred to create them as if I was going to use them in a presentation. I handwritten the text with my fair share of photos and tried to make the cards really stand out Then one day Sakaguchi saw it and asked me to do something similar for it FFVI.
Do you have something to say about Final Fantasy’s 30th anniversary?
Nomura: FFVI The last mainline FF was pixel-art, and I think that’s about as far as we can go with that style. I’m incredibly glad I got to work on it as a pixel artist and I definitely feel the love for it FFVI Even today.
That being said, while I tried my best during the project, there are still parts where I feel I could have done a better job. I don’t really feel that way about many other games; Just something about it FFVI specifically
Remember you can try Final Fantasy VI In the Pixel remaster of the franchise, on console or PC.
through Square Enix
Author’s Note: It’s definitely a legendary game, to the point that fans have requested a remake. However, on rare occasions they mentioned that they have no idea how to adapt a new one.