Dissidia Final Fantasy NT interview: Square discuss eSports, reviving basic characters, fan service and expectations

Dissidia Final Fantasy NT’s builders have a variety of fan expectation to deal with.

In some ways, I’m one of many those that’s most troublesome to please. I’ve fallen off the sequence just a little within the final decade, however I’d classify myself as a mega Final Fantasy fan – I bought my begin writing about video video games over fifteen years in the past on FF fan websites. I additionally love combating video games, as common readers of VG247 will know – I bombard you all with round-ups of tournaments and regular check-ins on Capcom’s technique of turning Street Fighter 5 from unfinished mess to viable sport. Dissidia mainly feels prefer it’s for me.

Before the Dissidia beta opened up for the general public I bought to go to Square Enix’s workplace and play a variety of the sport, and truthfully the FF/fighter mash-up feels fairly good and has a variety of potential for nice high-octane matches. Its three-on-three RPG-inspired format differentiates it properly, and although it has points equivalent to a confusing HUD and an interesting way of damaging enemies, it seems like a variety of that’s both as a consequence of be tweaked or is well sufficient discovered with the right advice. Basically, I’m excited for this sport.

I bought to take a seat down with Dissidia NT director Takeo Kujiraoka and producer Ichiro Hazama to speak about their efforts to merge Final Fantasy and fighter, coping with the expectations of followers, eSports ambitions and their very own private favourites from FF. Here’s our chat in full. Enjoy – Dissidia NT is out in January.

Dissidia Final Fantasy NT interview: Square discuss eSports, reviving basic characters, fan service and expectations

“I myself have been raised on the Final Fantasy series. The mere fact that I get to make these all-star characters and stages… it might have been difficult, but it’s really fun, and I’ve been enjoying every minute.” – Takeo Kujiraoka

VG247: I’m actually excited for this sport as a result of I’m an unlimited Final Fantasy fan and I’m an enormous fan of combating video games… if you happen to make a Venn diagram for this sport, I’m within the center, mainly. I like tournaments – I like watching them, enjoying them, so – how do you’re feeling in regards to the eSports proposition for this sport? You had been at EVO…

Ichiro Hazama: The phrase itself, eSports, it brings up a variety of issues that we don’t fairly know, if I’m utterly trustworthy. We’re not fairly positive what eSports will contain, however it’s positively one thing we’re going to review any further, going ahead.

One factor we’ve positively thought at this stage is that it’s not a lot going to be about what we wish to do with eSports however extra in regards to the concept of what the group desires and what it appears to be like just like the group wishes. That’s going to end in our course of going forwards, and we’re not in any rush – we’re not going to hurry into any hasty choices.

eSports brings up all kinds of attention-grabbing discussions about issues like how straightforward the sport is to look at, a spectator mode, issues like that – are these the type of conversations you’re having internally now as you work that out?

Takeo Kujiraoka: It’s barely completely different to what you say about eSports and the like, however concerning making the sport straightforward to look at, one factor that positively involves thoughts is that for the PlayStation four model the person interface goes to be completely different. What you see on display goes to be just a little bit simpler to know in comparison with the arcade model in Japan. [The current beta build features the same UI/HUD as the arcade version.].

I do know you’re not speaking about it in an excessive amount of element but, however are you able to give an concept of what your method goes to be like for single-player content material? Are you trying to simply use it as a tutorial to drive individuals to multiplayer, or do you see it as one thing individuals can sink their enamel into for for much longer?

Kujiraoka: We’re very conscious that the entire concept of that is to play with others. It’s a brawler the place you play with different individuals, and that’s positively the easiest way you possibly can benefit from the sport. But there’s additionally no drawback with approaching it from a single-player mindset – that can help you get used to enjoying the sport and the completely different abilities, the completely different character identities – issues like that.

Giving you a bit extra element of what we take into account for the story mode… we’re going to have a reward for enjoying the story mode in there, there’s the story within the form of issues like cut-scenes, there’s positively going to be completely different character skins you possibly can get hold of, or weapons, and even strikes will develop the additional you go into the sport. So what we’ve form of provide you with is a collectivity that’s launched by following the story mode and accumulating all these issues – that’s one thing we positively have in there.

One of the attention-grabbing issues about Dissidia is that… the Final Fantasy forged of heroes… Well, RPGs are inclined to have pretty related predominant heroes. It’s most frequently a man or a woman with a sword, possibly a little bit of magic, fundamental assaults. The extra distinctive characters are sometimes secondary characters, however Dissidia in fact is targeted on protagonists. There are just a few exceptions in fact, however the villains are additionally fairly often evil, omnipotent mages – ExDeath, Edea, Cloud of Darkness, Kuja… they’re spell slingers. They’re pretty related, signature strikes apart. How do you make characters really feel distinctive?

Hazama: Well, close to the battle and the precise motion aspect of issues… clearly every character goes to have the unique strikes from the unique sport, and that provides a variety of differentiation there. As properly as that, every character has their very own persona that reveals of their play model. But I believe the primary factor is the appearances themselves. So for instance, Cloud of Darkness has her personal weapons and the tendrils happening and such. Each character – antagonists and protagonists – actually has a unique sense of look, and that’s in all probability the primary purpose they’ll really feel completely different.

You guys have introduced six DLC characters now. Have you determined but the place you transcend that? Loads of combating video games are going for a ‘season’ construction for content material – the place possibly you add a sure variety of characters every year and so forth. Have you thought a lot about your path past that preliminary six?

Hazama: With regards to the six characters that we’ve determined for the DLC… we’ve determined to have six characters, and we’ve actually solely simply begun the negotiations of deciding what these six characters are going to be. We’re nowhere close to the stage of truly making the characters! [laughs]

So… with that in thoughts, it’s actually onerous to inform the problem that’s going to be concerned in releasing this season move. Because we don’t truly understand how that’s going to even go but, it’s not possible for us to think about… okay, so, what number of season passes are we going to do, how lengthy is it going to take? We’re not at that stage but. So we’re positively going to make this primary earlier than we determine the way it’ll go.

“I find Dissidia to be particularly special in that it brings together all of these FF characters from start to finish – and within that, it’s almost like we’re getting them to come out of the shadows and onto the stage.” – Ichiro Hazama

Kujiraoka: Just to return to why we even got here up with the concept of six characters… within the Japanese arcade model, there’s been one new character being launched each two months. It’s very a lot us going make it, launch it, make it, launch it – there’s not likely a lot of a break in between. There’s no pool the place we launch them . Just via the sheer mathmematics of it inside a yr meaning six new characters – in order that’s how we got here up with the concept of six extra characters within the first place.

I’ll say… with Final Fantasy followers you’re all the time going to have someone screaming for his or her favorite. Nobody will ever be utterly pleased…! Unless you do all of them. [laughs]

Hazama: [laughs] Yeah! I imply, we’re… the concept of doing all of them… it’s a far-off dream. There are nonetheless so many characters that we nonetheless assume must be launched, and we’re within the technique of doing so. It’ll be after that we give ideas to much more characters.

If you place Beatrix from Final Fantasy 9 within the sport it’s an instantaneous ten out of ten.

[PR interjects and encourages them to put her in the game for the ten, to much laughter]

Hazama: [laughs] Ohhhh! But yeah, Beatrix from FF9… she’s positively very fashionable in Japan, too. We’re positively conscious of that, however… as you mentioned, and as we mentioned and laughed about – it’s actually not possible. Every particular person you ask goes to provide you a unique reply as to their favorite character or favorite sequence. I’m the identical, I’ve my very own private favourites as properly… and also you simply can’t please everybody. What we will say is that – the following characters which can be coming are ones we’re actually enthusiastic about.

dissidia_final_fantasy_nt_reveal_screen_5

So now I truly need to ask. Who’s your favorite? Why? Who would you add if you happen to might simply do it instantly, with no different considerations?

Hazama: Ahhhh! My favorite character over all is Auron, from Final Fantasy 10. I like how he’s robust, but in addition type, but in addition strict on the identical time. I discover that blend of issues unbelievable – I believe he’s a extremely cool character.

He’d be cool – one handed combating.

Hazama: Yeah! That pose! [Mimics Auron’s one-hand-in-jacket pose] That’d be thrilling.

Kujiraoka: I can’t actually decide one favorite character… or truly, it’s extra that I gained’t decide one favorite character! [laughs] But I’ll go along with what I not too long ago… if I might make this new character in sport freely, I’d decide a personality that I’ve not too long ago been into – and it’d be Aranea from FF15. She’s bought a extremely cool look, she’s bought the dragoon stuff happening – I believe having the ability to incorporate that into the battle system of Dissidia can be actually cool, and actually superb.

Is it troublesome to make these decisions? Not simply characters – phases too – there’s a variety of iconic imagery to select from…

Kujiraoka: Yeah, there’s a component of… it turns into actually troublesome to decide on, positively. As we mentioned earlier, you simply can’t please everybody. That’s helped, too, as we’ve gone down the route of contemplating what characters and phases would in all probability please essentially the most quantity individuals. An ingredient of that has made issues simpler.

But I’m not complaining! I imply, I actually have been raised on the Final Fantasy sequence. The mere proven fact that I get to make these all-star characters and phases… it might need been troublesome, however it’s actually enjoyable, and I’ve been having fun with each minute.

How does that really feel – to now be on this place the place you’re the keeper of the flame for these outdated characters, taking care of these basic, iconic characters?

Hazama: With regards to the entire whole FF sequence I discover Dissidia to be notably particular in that it brings collectively all of those FF characters from begin to end – and inside that, it’s nearly like we’re getting them to return out of the shadows and onto the stage and converse to those different characters, proper? That’s clearly a extremely particular ingredient of Dissidia that we’re actually pleased with.

But – it’s not as straightforward as that. There’s a component the place I all the time need to ask the opposite producers and administrators like [Tetsuya] Nomura-san, [Yoshinori] Kitase-san and [Naoki] Yoshida-san… we will’t actually transfer till now we have an approval as to how a personality would possibly work. When they are saying one thing is cool, we feature on and we do it. I actually wish to hold that ingredient of issues – I believe it’s so vital as a result of we’re utilizing their characters, we’re respecting the previous.

Kujiraoka: With regards to coming into FF from the surface, I got here in with the understanding that each single FF title is completely different and has its personal speciality even inside the sequence, proper? So, as Hazama-san simply mentioned, I actually wish to hold the significance of every character a valuable factor. I wish to hold that and preserve that, and that’s positively one of many challenges we’ve had with Dissidia.

We’re not going to take it flippantly, we’re not going to breeze over issues – every single motion is essential. I believe it’s solely in Dissidia which you can deliver that – we’re in a position to deliver the fandom this number of characters, and inside that we discover such a excessive stage of accountability. We hope you possibly can take pleasure in it.

On that observe, some of the superb issues that I’ve felt… we bought this from gamers themselves… after we came upon that there have been gamers on the market who began enjoying Dissidia, and that’s how they bought into Final Fantasy! They then began enjoying the unique FF video games. When I heard that, I used to be so pleased. We assumed it’d be the opposite means round – that individuals wished to see the characters from the video games they know in a combating sport, however we’ve additionally had the alternative, and that was a extremely nice second for me.

The sport is now three-on-three, the place the PSP video games had been simply one-on-one with the occasional help character. How did that come about? I’ve to be trustworthy, after I initially heard it I believed it wouldn’t work, however it completely does…

Hazama: We’ve all the time had in thoughts that we’re representing FF as a sequence. Within that, we’ve seen loads in every FF title the place it’s a celebration they usually go off on an journey as a celebration. We actually wished to symbolize that aspect of issues in Dissidia – combating as a celebration. Even on the stage of the PSP video games earlier than, we did actually wish to symbolize that feeling of being in a celebration however it wasn’t fairly doable to do it at the moment.

“We found out that there were players out there who started playing Dissidia, and that’s how they got into Final Fantasy! They then started playing the original FF games. When I heard that, I was so happy.” – Takeo Kujiraoka

When you’re bringing these characters collectively and writing for them… how troublesome was it to search out the tone and steadiness it between all these very completely different characters? Are there any specific interactions between characters that you just actually take pleasure in?

Hazama: There is a big ingredient of the script that takes cues from the originals – every character has their type of set phrases and catchphrases. Most characters have their very own turns of phrase. We clearly had that in thoughts when creating the sport and its script, so we take as a lot as we will from the unique and use that as a foundation for what comes out from characters within the sport itself. But we nonetheless actually struggled with it – like, think about Sephiroth saying thanks… [laughs]

Kujiraoka: Getting Sephiroth to say ‘thanks’ and ‘sorry’ didn’t actually match the model of the character! We actually did battle to get as a lot of the tone as we might into these phrases.

I think about Sephiroth saying thanks is only a grunt…!

Kujiraoka: Yes, sure!

Hazama: [laughs] Yeah, you’re proper. You get the sense that… there are precise phrases, however you get the sense he’s not saying thanks – he simply has to.

Kujiraoka: We have used phrases the place doable, however the phrases are nonetheless linked to what the character’s persona is like. As you say, Sephiroth’s is extra like a gruff ‘sorry’ whereas Terra is like ‘oh, please forgive me!’ They nonetheless have the persona of every character in there.

Before we wrap up… what are your favorite Final Fantasy video games?

Kujiraoka: Ohhh. Man.

Hazama: FF6. That’s… the characters, the sport itself, the story – in completion, it’s an excellent sport. In its entirety. FF6 is finest.

Kujiraoka: I’m the identical as with the characters in that I can’t simply select a favorite…! But close to linking it to Dissidia and my expertise with Dissidia, I’m truly going to say my favorite is FF11.

The purpose why for me it’s FF11 is as a result of close to the three versus three system that we’ve launched in Dissidia NT, there’s clearly a variety of magic getting used between gamers. We’ve launched buffs and debuffs like shield and bio. You use them on one another, and… with FF11 it was form of a brand new and a recent expertise for me, enjoying with others. It actually allowed me to consider how I’d create the three by three system.

 
Source

Read also