It was not long after I had joined the company, so I struggled with gathering the development team together. Thanks to them and the FF fans, we were able to complete the project. When I saw the ending rendered by the Visual Works team, I felt that I was able to fulfill my duties to the FF VII development team and FF VII fans.
The schools and militaristic feel of FINAL FANTASY: Type-0 felt like you were doing a grittier take on the Harry Potter universe by J.K Rowling and combining it with something like Battle Royale. Would it be accurate to say that those were your influences?The school of magic aspect may be a bit similar to Harry Potter, but the other settings are drastically different. The world view has a consistent theme of “a real war within a fantasy world,” and so I worked on the title as a documentary that records the account within a fictitious world.
One of the countries is a land of magic, so the concept of a magical academy was created. Harry Potter is a very mainstream title, and I like it myself, but I can’t say that I’ve been influenced by that work.
As for Battle Royale, I had not thought of it until you had brought it up in this interview. I wanted to make FF Type-0 a fictional documentary, so the team and I built various elements on that template.
What did you and your team felt you did right with FINAL FANTASY Type-0, from a story and gameplay standpoint?
We made combat filled with tension and exhilaration, as well as portray each selectable character's personality shine on the battlefield. The other thing I felt we did great on was the ending. However, what I think stood out was that it was a technical masterpiece that goes beyond the specs of the PSP.
Conversely, what aspects of Type-0 did you feel needed improvement had the team been given more time?I would have added ad-hoc capabilities and a co-op mode where players could help each other at any time. I would have also been more thorough with the storytelling and making it easier to comprehend. Lastly, I would have also liked to adjust the leveling curve and balance of the magic. It seems as if I have listed many. (laughs)
Do you feel that there are still many stories to tell after the events of Final Fantasy Type-0? If so, what kind of scenarios and situations do you wish to explore?
At the end of Type-0, the loop structure of the world ended, so there is a direction of history the world took after that. I’m interested in that portion; not so much the events after, but probably in the far flung future of the timeline.
Will FF Type-0 be localized for North America and Europe? If so, when?
Due to market reasons, we are taking a clean slate in terms of our plans. We feel strongly about bringing this title to the fans in North America and Europe, so if an opportunity arises that can become a conclusive factor, we are prepared to go into consideration right away.
Where and how do you see the future of FF head to and progress?
I think the franchise will strive to be considered a triple-A title in the eyes of every player. In other words, to continue the challenge to become the world’s biggest RPG franchise.
When it comes to revitalizing the old ways of Final Fantasy that so many fans requested, if it’s a system in which the player can immerse themselves into the world of FF, there can be many different ways of approaching it.
I personally like a system in which the player can move the characters freely like an open world setting, and in which the player can touch the world and enjoy the feeling and its presence.