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HYNE

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Dengeki Online: Hayashi, this is the first time you’ve worked on a Final Fantasy title. As such, did you feel there were any points on which Square Enix would be particularly fixated?

Hayashi:
There’s a massive fixation I felt surrounding character modeling. You’ll notice it if you’ve seen the newest trailer, but the character faces have changed somewhat since we showed the game off at JAEPO*.

*[Translator’s note: JAEPO = Japanese Amusement Expo, an event where many Japanese arcade games are revealed and shown off.]

I think we must have recreated Cloud’s face almost a hundred times. We even had fans [of Final Fantasy] in our company point out that "something’s off with this Cloud". I’m not hearing so much of that recently, so maybe even they are happy with the result. [Laughs]

There were also people within the company who joined mid-development because they learned about the project through the alpha version and expressed that they wanted to be part of development.

Hazama:
It’s proof positive that people each have their own emotional attachments to Final Fantasy. When talking to people from other companies, I’m often asked, "What makes Final FantasyFinal Fantasy?", and that’s a conversation that hardly ever goes well. [Smiles wryly]

It’s not like we have the answer to that ourselves. I’m pretty sure that conversation didn’t come up between Kujiraoka and Hayashi.

[...]

Kujiraoka:
Final Fantasy certainly has a history behind it, so we have diehard fans even in the development team. So if we create something really off-base, naturally someone in the development team will call it out. Conversely, if no one says anything then you’ve probably at the very least crossed the low-bar [for making a Final Fantasy-ish Final Fantasy]

Not only is a fighting game studio co-developing the next Dissidia, helping with balance and mechanics, but they are also fans. That is huge! It means it's not just a project they're doing for work's sake, but that they care. We should expect great things to come out of this collaboration.

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I couldn’t agree more, having read the whole interview, I am happy to see that they intend to keep the Dissidia "feel" and some RPG features, all of this while having a balanced and competitive game. I really could not ask for more than those two things.

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