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Famitsu: The characters are full of personality, I feel.
Sakaguchi: We thought it was a bit of an adventure to not have Nomura
(FF7 and 8 character designer) as character designer.
Famitsu: As I can see, the character design for FF9 is not Nomura-san
but Amano-san.
Sakaguchi: When Amano-san had a personal exhibition at New York, we
talked about various things, including bringing the crytal into the
logo and also going back to the roots of FF.
Famitsu: I see.
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Amano will bring a unique style back to Final Fantasy IX that was missed in VII and VIII.
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Sakaguchi: We are thinking of using a lot of Amano-san's work.
Famitsu: This, although quite grotesque, is an airship, right? [looking
at an artwork design of airship, by Yoshitaka Amano]
Sakaguchi: Yes.
Famitsu: As there will be lots of art by Amano-san this time, in that
sense, there will be a strong feeling of works before FF4. Even words
that don't appear in FF these days, such as "princess" and "castle" are
coming back...Talking about castles, what are these white wings protecting a castle
from a black dragon?
Sakaguchi: It's from the middle of the story, I can't really tell you
further. (laughs) However, it's a really good scene.
Famitsu: It's protecting a Crystal Tower, right?
Sakaguchi: No comment. (laughs)
Famitsu: Overall, there seems to be a lot of dragons.
Sakaguchi: Yes. But, it's not a story about dragons too much. Anyway,
it is a fantasy, so they will make appearances here and there.
Famitsu: In the movie shown at Square Millenium, there were lots of white
dragons shown...
Sakaguchi: That's the scene of shooting down the dragons. That's just
a scene where that happens.
Famitsu: What are things you are going to focus on in FF9?
Sakaguchi: We want it to be very detailed.
Famitsu: Story-wise?
Sakaguchi: Yes, that too, but also things that happen outside the main
story.
Famitsu: Like special events?
Sakaguchi: Yes. It could be item events or things in battles, but we
want to try our best at this more than before.
Famitsu: I feel you are putting a lot of effort into this. The movie we
saw at Millenium also was of very high quality.
Sakaguchi: We are trying hard with the movies too.
Famitsu: When I watch that, it's not just realistic, but also realistic
in a fantasy way. It's an 'unreal reality', and it looks very cool.
Sakaguchi: There are things Ito wants to do: The places where we cut
to a FMV, and also how we do that. In other words, what part of the
story should we make a cinema out of. It's a little different from
before.
Famitsu: I see. Before, an FMV would start with a certain event...
Sakaguchi: In FF9, we are planning to even change the way we use cinemas
for dramatic presentation.
Famitsu: Will the players realize this while playing? Like how it's
different.
Sakaguchi: It's a little difficult to answer because the presentation
of the FMV is so subtle. The way the player will feel will change, for
sure. It's not overly different, but, we will take a lot of care making
this.
Famitsu: This time, it seems from looking at the screenshots that each
character has a separate agenda.
Sakaguchi: The way they first meet is all different. At first they might
be against each other.
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Zidane's a bit of a ladies' boy.. but will they fall for a self-confessed bandit..?
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Famitsu: I see. So, the knight is on a journey to save the princess, and
Vivi is looking for himself?
Sakaguchi: That's right.
Famitsu: And Zidane?
Sakaguchi: Zidane likes girls.
Famitsu: Likes girls?
Sakaguchi: Yes, he does.
Famitsu: With such a cute face?
Sakaguchi: We want to make him like girls.
Famitsu: You want to?
Sakaguchi: Well, he likes girls and doesn't care for much. He has no
objective, and lives carefree. But he will be a key character. And of
course, the black mage will become a key from the middle. Actually, we
don't want much strategy hints to come out. What I'm saying to Ito is
you should check the difficulty balance and the way you reveal
information so that even without strategy guides, the player can think,
"Yes! That's why it was so much fun."
Famitsu: Right.
Sakaguchi: Because he understands that, it will be like playing a game
in the old days. We want people to play games like in those days where
there wasn't much walkthrough information.
Famitsu: I see.
Sakaguchi: We'll try not to have places where the player can't progress
because there isn't enough information. And, we want to increase the
way we simply play. My favorite event is the chickenknife/braveblade
choosing event which Ito made in FF5. I really want him to put in that
kind of thing too. After all, Ito made that, and as I'm asking him, I
think that kind of event will be in FF9.
Famitsu: In FF9, will you be able to cleverly put that kind of thing in?
Sakaguchi: Yes. Ito said he has a lot of confidence.
Famitsu: We are starting to get a vague idea. It's going back to the roots,
it's in a fantasy world, and in some ways it has the atmosphere of a
pre-FF6 game, but each character has been created with care. When I hear
your story, there's a lot of background story, and I feel as a story it
has become something very deep.
Sakaguchi: It's not good just simply going back in the way we present
the game, and so we want to surpass FF7 and 8. And when we have done
that we want to go back to the roots in the setting of the world
and the gameplay.
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Long overdue in many fan's eyes is the return of 4 party members in battle.
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Famitsu: Is the battle something like FF6?
Sakaguchi: The four-party battle has returned. When it's three characters,
one is chosen as the healer. However, when there are four people, the
assigning of things becomes a little complex. There will be more things
to choose from in a turn for the player.
Famitsu: Yes, yes.
Sakaguchi: But, as there are more people and there will surely be more
action, we are trying to speed up the battle, even though the effect of
fighting will be somewhat restrained.
Famitsu: I see.
Sakaguchi: Instead, we want to improve the sense of accomplishment and
battle strategy.
Famitsu: So there will be lots of different ways of enjoying the battle.
Sakaguchi: Because there are four people, we want to spread the battles
well, and progress smoothly.
Famitsu: There will be summons too right?
Sakaguchi: There will.
Famitsu: There are some shown in the screenshots this time, but will you
show the summons spectacularly in cinemas too?
Sakaguchi: Well, of course. For what needs to be shown, we will take our
time properly.
Famitsu: In FF8, because the way you get summons were by quests, it
didn't feel familiar. What will it be like in FF9 now that it's fantasy?
Sakaguchi: Because they are an existence to protect yourself, you would
want to feel something like body heat. Because it's a fantasy world,
coexistence is not unusual.
Famitsu: There are several fantasy elements nostalgically appearing, but
is this bringing them all together as a homage, or is there some aim?
Sakaguchi: Basically, it's a story which focuses on two to three elements.
They exist as cores to the story.
Famitsu: Right.
Sakaguchi: Although it's not a story with a collection of different
elements, what it is I cannot say yet.
Famitsu: With each Final Fantasy, it uses an original system, is there
something other than just the complexity of the battle strategy by
having returned four people parties?
Sakaguchi: Even I don't know what name they made for it but, yes, there
is. It's a data-heavy, combination-like system. It will change depending
on the way people play. It's pretty cool. That's why I think people will
have fun.
Article by Rob for Final Fantasy: Worlds Apart. Interview taken from Weekly Famitsu; translated by RPGamer.