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Title: New Se's Interviews


sha - May 30, 2008 06:42 PM (GMT)
Level Magazine does an interview with Yoshinori Kitase.. He talks about FFVII, Nomura, Sakaguchi and their relationships..


Kitase: "I can still remember our very first meetings concerning FFVII there at the office, 14 years ago. We were just done with FFVI and simply wanted to keep going. The idea was to produce yet another SNES game, and Hironobu Sakaguchi explained to us that it was going to take place in the year 1999, in New York."

Q: When you look at Midgar and how modern it feels compared to previous towns in FF, it feels completely logical that a present-day New York was the model image. And I assume that these ideas also formed the basis for Parasite Eve and perhaps even a time period in Chrono Trigger?
Kitase: Right, that’s how it was. Many of us who took part in these early planning sessions worked in parallel on Chrono Trigger, and Sakaguchi went on to make Parasite Eve right after FFVII together with Tetsuya Nomura among other people. So some of the ideas we had at this stage ended up in those games instead.

Q: Describe a typical work day for you back in those days.
Kitase: The development of FFVII went on in several different phases, and my days were fully effected by which phase we were in. It was a big step to abandon the SNES for the PlayStation, and once that decision had been made, there was no turning back. Until then, I had always been able to visualize the games I was working on in my head; I could picture what the final game would look like. But I honestly don’t think that anyone in the team had any idea about what FFVII would look like when it was done.
At first, we just tried to come up with ideas that would be doable in 3D graphics. We studied every 3D game we could get our hands on, a lot of them from Western developers and often PC games.

Q: You’ve mentioned 4D Sports Boxing as an early influence.
Kitase: Yes, that was one of the first polygon games I came into contact with and was fascinated by. Another - perhaps a more obvious – influence was Alone in the Dark. Infogrames used 3D graphics to create horror moments, but we wanted to make something more grandiose. We kept on working that way all the time, gathered influences from everyone on the team and tried to piece them together into something that resembled a Japanese RPG.

Q: What was your role in the team?
Kitase: I received the title of director. I’d already had that during the development of FFVI, but the 3D graphics completely changed my way of working. During this time, I did a completely different kind of hands-on work compared to the overseeing role I have now. I could spend entire work days with the Softimage program and experiment with characters, surroundings and scenes in the game. The script writer, Kazushige Nojima, wrote scenarios that he sent to me and I transformed them into storyboards or tried to recreate them with our graphics engine. In many ways, the script and our entire way to work was more reminding of a film production than any of the game projects we had been working on in the past.

Q: And you were an old film student, right?
Kitase: Yes, I loved movies already as a child. My favorite pastime was going to the cinema. One of my earliest memories is when I saw The Bridge on River Kwai, and it was when was twelve years old and had seen Star Wars in the cinema that I decided that I wanted to become a film director when I grew up.
That I ended up in the gaming industry was really by chance. After I had graduated from school, I started to work with animation, but I played a lot of games in my spare time and one day I saw a job ad from Square in a gaming magazine and thought that the job sounded exciting. And all of a sudden it was there that I made a career.

Q: Did you benefit a lot from the knowledge in film when you begun to direct FF?
Kitase: The first years at the company, in the beginning of the 90s, I learned most of it from Sakaguchi. We worked very closely together and his way of creating scenarios in games was unique. He developed his storytelling that was adapted for games with each new FF project, and he taught me how things worked. But when we switched over to 3D, I and the entire team benefited from my experience and knowledge from the film industry. I saw the potential in our early internal 3D demos right away.

Q: So then it was your turn to educate Sakaguchi.
Kitase: Haha, yes, perhaps. But he wasn’t as involved in the daily work with FFVII as I was. He wrote the original script, made up the guidelines for everything and created the overarching concepts. It was he who shaped the large metropolis that would become New York but was later transformed into Midgar, and the whole concept of the life stream came from his head.

Q: It feels like FF changed when you took over the director’s chair from Sakaguchi with FFVI. Suddenly the series got a darker theme and a more serious tone. Is that your doing?
Kitase: Yes, could be. Sakaguchi is a very good person. He cares a lot about nature and the spiritual and is convinced that a person’s soul can overcome anything. It’s a general theme also in FFVII, but I probably contributed a lot to giving it a darker side.

Q: How’s the relationship between you and Nomura today? It’s been said that you’ve become rivals and would rather not work together anymore. And the fact that you’re producing a FFXIII game each of your own isn’t exactly a way of killing off the rumors.
Kitase: Haha, no… hmm, how am I going to explain this? Let me begin by pointing out that Nomura is designing characters both for FFXIII and FFvXIII and that it’s absolutely not a matter of us not being able to work together. But ok, there are differences between us, what we want to accomplish and how we create games. It’s not a hostile rivalry, but we don’t share the exact same goal. But wouldn’t it be boring if that was the case? My view of it is that we’re two creative minds who work together sometimes and then move on on different paths, but always meet up again.
When we started to plan for FFXIII, I told Nomura that there were certain ideals that we had to attain. There’s a standard we follow when we develop a new mainline FF. Back then, the plan was to develop the game for the PS2 and we decided that Nomura would make FFvXIII for the PS3. With that, he could do something different; that game wouldn’t have to follow the traditional FF format. And I’ve always encouraged him to experiment and try out completely new ideas. He’s allowed to take risks; it’s almost an end in itself with that project.

Q: What about Sakaguchi then? How’s your relation today?
Kitase: Well, we actually met up as recently as a couple of weeks ago and had sushi.

Q: What did you talk about?
Kitase: It was mostly personal stuff, the kind that two men in their 40s talk about when they eat sushi, haha. But after a while it actually became very interesting. We entered the subject of the games we’ve created together and the future for the genre that we helped establish both in and outside of Japan. We discussed how RPGs could evolve and how the command-based system is in need of renewal, all while being an important part of the genre’s popularity.

Q: What’s his opinion on the FFVII projects that you’ve produced after he left Square Enix?
Kitase: Oh, I really don’t know. I’m sure that we send all FF games to him, but he’s never told me when he does with them or what he thinks about them. On the other hand, I’m not sure if I’ve ever told him when I thought about FF before I started working at Square. It was honestly speaking really only a worse copy of what Enix was doing at the time. Dragon Quest was much better!

~Copy and paste from neogaf.com(Thanks, Ceb!)


And anyone knows French? There's another interview(video) on Crisis Core in this site:
http://www.jeux-france.com/news27492_inter...ore-ff-vii.html
Anyone care to translate it? Is there anything new?

entwinedxxivy - June 1, 2008 12:13 PM (GMT)
Well, I can understand french pretty well, so here's my best attempt at translating it... it goes along with the subtitles in the video

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The idea of project Final Fantasy had come to us three years ago now that the PSP just came out. The purpose was to create a game based on Final Fantasy VII and to release it around the same time as the movie Advent Children or before Before Crisis. Long before the release of the PSP, we had the desire to make a game on this medium. We gathered ideas and concepts, and it gave Crisis Core: Final Fantasy VII. In Final Fantasy VII, we had known the adventures of Zack through Cloud and could see some of his feats through flashbacks. But before that, in final fantasy VII we don't really know zack, what kind of person he is, his story, and the type of relationship he maintains. In FFVII Crisis Core we learn more about him, his character and about his existence. That and more in Crisis core, we travel through more environments, and the places already presented in FFVII which we learn more about. There will be new scenes, more violence, and the universe is more exploited, more documented, and certain scenes of flashbacks will be playable.

Why has it taken so long for the game to be released to us?
We are very aware of how long it takes the game to be developed for release out of Japan. And we always try to reduce the time. FFVII Crisis Core is a game that has an important scenic frame and many texts and dialouges and it takes a lot of time to translate them into different languages. We always anticipate to reduce the time of the releases for our upcomming productions. We try to do our best. From the beginning, Zack was to be the main character because he was one of the mysterious characters of FFVII, apart from Cloud, no one really knew him. The goal was to finally tell his story and who better than he to do so. And it helps to supplement and better understand the FFVII history. Zack's living history gives more meaning to the original version.

The combat system is entirely designed to direct Zack only. It's a system very personal to represent his memories and experiences of fighting. And the materia system represents all the power of Soldier Zack, who is part of the armed forces of Shin-Ra. That's why it's impossible that another person can take part in the fights. Thus the game was developed.

It's Here!
Is it possible to review Cloud, possibly in a remake of FFVII?
See... I dont know...

The compiliation of final fantasy 7 has given the idea to create other series like final fantasy XII, which is not a compiliation, but that takes place in the same universe. It is also the case for final fantasy XIII, and versus other games. In respect of the past securities, there's nothing predicted, except for FFIV to Japan where there exists an episode with events that took place after FFIV. But otherwise there were no further plans for the old episodes, only for the new ones to come.

With regard to the former final fantasy compilations, such as FFIV, they were not provided during the development of the game and came after. In this case, the history can become complicated, but it is mainly an expansion of the universe and title. It is actually more difficult for developers to understand the scenario. For example, in Crisis Core it is necessary to rework scenes from FFVII, made ten years earlier. When we present the game to certain people, we are reminded that it is different from the original version. Therefore, there are many people who come and tell us "There are such details". finally the players enjoy the details and remember elements of the game and this is taken into consideration when developing the game.

In regard to Advent Children, it was a very great experience for everyone and at all levels. Now many people want to work on other films but for the moment nothing is planned.

Do you have any information concerning FFXIII or will we have more during the Tokyo Game Show?
Alas, nothing can be directed toward the game or the projects concerning the TGS.


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I hope it helps a bit... It's a little rough and I had to get some things translated so I'm sorry if something doesn't make sense.



sha - June 2, 2008 07:08 AM (GMT)
Oh, thank you so much, entwinedxxivy! :huggle:
I think I can understand them well and you did a good job on it!
Here some cookies for your kindness.. :P


Awh, nothing new I suppose.. No information of remake either..*sigh*

Hades' Daughter - June 2, 2008 01:00 PM (GMT)
QUOTE
Sakaguchi is a very good person. He cares a lot about nature and the spiritual and is convinced that a person’s soul can overcome anything. It’s a general theme also in FFVII,


Sakaguchi!!!
Wonder if he was an Aerith fan... :fangirl:

Square died the day he left. Sad.
If only I owned an X-box. I would totally support him and Mistwalker studio.

QUOTE
Q: What was your role in the team?
Kitase: I received the title of director.


Yeah, concerning the original FFVII game, I've always been a little confused as to why people would care more about Nomura's opinions than Kitase's. From what I understand, Nomura created the characters...but this guy was the director, ja?

Even though Nomura is awesome, Sakaguchi and Kitase(along with Uematsu and Amano) remain forever mah koibitos...so thanks for the news, sha and entwinedxxivy. ^^

Skelly - June 2, 2008 02:36 PM (GMT)
Wow, thanks entwinedxxivy! :huggle: Awesome work. I didn't know you knew so many languages!

@HD: Oh, agreed. Those guys were the originals. (I think I miss Uematsu the most, haha.) In my opinion, Nomura, as talented as he is, is riding out on his popularity from FFVII & his art. XD Plus, he has more public exposure than others.

And argh, maddening. Nothing else about their games. D:

entwinedxxivy - June 3, 2008 12:51 AM (GMT)
sha Posted on Jun 1 2008, 11:08 PM
QUOTE
Oh, thank you so much, entwinedxxivy! 
I think I can understand them well and you did a good job on it!
Here some cookies for your kindness.. 


Awh, nothing new I suppose.. No information of remake either..*sigh*


Thank you! :D Actually, I thought the part that says
"The purpose was to create a game based on Final Fantasy VII and to release it around the same time as the movie Advent Children or before Before Crisis."
may be hinting at a Before Crisis game because it says "or BEFORE Before Crisis." I dont know, but it could be possible! =]

Skelly Posted on Jun 2 2008, 06:36 AM
QUOTE
Wow, thanks entwinedxxivy!  Awesome work. I didn't know you knew so many languages!


Haha, I try to keep myself well rounded when it comes to languages =] For the record, I also know spanish lol



Hades' Daughter - June 3, 2008 06:21 PM (GMT)
Skelly:
QUOTE
@HD: Oh, agreed. Those guys were the originals. (I think I miss Uematsu the most, haha.)


Yeah, I have a special place in my heart for the old FF games...which is most likely why I adore these guys. :heart:

QUOTE
In my opinion, Nomura, as talented as he is, is riding out on his popularity from FFVII & his art. XD Plus, he has more public exposure than others.


True, imo. Nomura creates beautiful characters...but I feel the FF series has been going downhill ever since Sakaguchi left. I need him in mah life. :sad:

Suigetsu - June 13, 2008 06:20 AM (GMT)
Nomura its good for creating characters but when it comes to tell a story kitase its the man!


sakaguchi, kitase and uematsu are the Win! as a matter of fact I think they made blue dragon and lost odyssey isnt?
Looks like xbox its being inteligent by getting all the good talent to make their games.
They should buy next SE series next? lololololo in my dreams.

srsly for me final fantasy series was over the day that man left, nomura its just popular because of FF7 and hes illustrations.
IMO.

Onigiri - July 28, 2008 07:04 AM (GMT)
Haha - I would have been really interested in knowing Sakaguchi's opinion on the new FFVII compilations. Maybe he gives no opinions because they are negative? Hahah..indeed it was never the same after he left, and FFVII can never be the same without him...sigh.




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