[28/11] Square Enix discusses the truth about a FFVII remake and other FFXIII-2 details

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Final Fantasy XIII-2 is out in Japan next month, with a UK release following in February. Swapping out Final Fantasy XIII's notoriously linear campaign for a time-travelling hub system, the game's an intriguing proposition to put it mildly, and we were eager to pick producer Yoshinori Kitase's brains following our latest hands-on. Here's the resulting chat. Check our hands-on and most recent preview for more.

So Final Fantasy XIII-2. It's the second time you guys have returned to a series within the main canon. Why go back to Final Fantasy XIII in particular?


As you know, we took a long time to make XIII, and obviously we took years and years to create the in game universe and set of characters so we generally felt through the development of XIII that it'd be nice to tell the stories about what happens to these characters after the end of XIII. But obviously with no actual plans.

And XIII was released back in March 2010 worldwide, since then we have enjoyed great commercial success of over 6.2 million copies worldwide, so that was one factor among things obviously. Because we had established the basis of game making with XIII with the know-how, the technology, everything else like that so we knew that we would be able to make use of it and we can make a game in a much shorter space of time to turn around so we put those things together to decide to make a sequel.

Would you ever remake some of the earlier games in the series simply because you like the setting?


In the transition between XIII to XIII-2, it was quite easy because obviously we kept all the data and the engine - we had just finished using them so it was almost like they hadn't gone cold. The technology was already warm and ready to use, so it was quite good. Also within the team, we still had a feel for the game, it was still new to us, still lingering with us, so we were ready to move on to the sequel.


But if we were to take one of the past Final Fantasy titles and make a sequel to it, I think that would be a lot more challenging because when they were on PlayStation and PlayStation 2 their actual game volume was a lot bigger, kind of. Graphically they weren't as advanced as they are now, but there were lots of towns and worlds and cities and whatever. So if we were to recreate the same kind of game - sequel or not - with the same volume, but give it a much higher level of graphical quality, it would us take three times, four times, even ten times longer to make such a game. So making a sequel for an old game would be a lot more challenging.

I imagine that must be especially true with games like Final Fantasy VII which had pre-rendered 2D backdrops. Turning those beautiful static shots into 3D environments would be difficult. Is that the main thing that's holding you back?

We have experimented - Advent Children is a film sequel to Final Fantasy VII, if you like - and we know that the hundreds of fans would like to see a hi-def version of Final Fantasy VII. But if we were to achieve the modern graphical quality at the same time putting in exactly the same world and everything, I think it would take ten times longer as compared to the time we took to produce XIII, for example.

So if we were to pursue the same graphical quality, somehow we would have to make adjustments about game volume in the world, we'd have to cut down certain areas, but if we did that our fans would probably be not very happy, so we have to achieve both goals so that if we ever decide to either remake VII or make a sequel for hi-def consoles, we're going to have to be very, very careful.

Do you think that fans sometimes don't appreciate that their memories of the game may be more precious than a sequel or remake could ever be?


If I may speak as a game creator, if we were to produce a remake of VII, for example, I would be really tempted to delete things and add new elements, new systems or whatever because if we were to make exactly the same thing now, it'd be like a repeat. It'd be an issue of repetition and not as much fun to make such a game. So I'd be really interested in rearranging games or reshaping games into something slightly different even though it's supposed to be the same game. But if we did that, the fans might be disappointed or "this is not what I was expecting" so in that sense maybe some might say that it's better to let memory be memory.

When we play the games we made years ago, sometimes we think "oh, that is not really cool" or "that probably should have been a bit better than that" and that sort of thing. But on the other hand, those slightly negative features and bits, some of the fans - really enthusiastic fans of these titles - that gives them an extra flavour or personality or whatever, so maybe they would rather we didn't do anything about it and we just leave it in as it is, so it's very difficult to decide what we should we keep in and what we should take out.

Final Fantasy X-2 was a light-hearted J-pop game. With XIII-2 you've gone with more of a macho feel. Was that a conscious choice?

Final Fantasy X was quite a serious game as opposed to X-2 which was really poppy, sort of casual kind of game, we were aiming for a Charlie's Angels feel, if you like, with these three girls travelling together having these adventures.


But when we decided to make a sequel to XIII I decided not to go for the same sort of drastic style change - that would be quite negative, we thought. The initial scenario, when it was brought to me, had Serah as the only protagonist, travelling with Moogle as a companion, and their conversation was quite girly, almost camp and a bit over the top and I thought: "OK, that shift is a bit like the one from X to X-2". It's a bit dangerous, so we decided to introduce Noel as another male protagonist, so that we kept the serious tone of XIII but added a few new factors.


Do you need Sony's permission to remake PlayStation-era Final Fantasies for Xbox 360?

Well, XIII and XIII-2 are only two years apart so obviously we have to stick to the same platforms, otherwise we would have to give XIII-2 to the people who haven't played the previous work, but if we were to remake an old game that's ten years old or whatever, or make a sequel to that particular title, we don't have to worry about the same issue.

So we just play it by ear, we find out what is available, we consider our options. Multiplatform is great if it's possible, if not we can still go for it. We don't want to feel bound to any sort of previous arrangements, like we have to stick to the same rules.


For example, Final Fantasy XII was obviously on PlayStation 2 but since then we released a sort of spin-off title called Revenant Wings, a DS title. We looked at the target demography, what kind of user would be most interested in playing this sequel, remake or whatever, and went forward with the right decision.


Are you ever caught off-guard by how popular the Xbox 360 is in the west?


Obviously it hasn't performed as well in Japan.
You're right, obviously, that Japan is a very PlayStation-led market. However, we have always kept our sort of 'ear out' as it were to what is popular worldwide, and we obviously were very much aware that the 360 has a huge market outside Japan. So as I said once while we were making games in Tokyo, we don't really feel the importance of Xbox, but when I visit LA for E3 or Europe or a world tour or whatever, we just feel every day how important the Xbox market is for us, so that there will always be a need to make the game for both consoles.


Recently, with Kinect for example - it's a big thing in Japan, but we don't really 'feel' how popular it is now, particularly because it's not actually a console as such, it's more peripheral technology. Our basic attitude about this new technology is that unless you think you can make the best use of it, you might as well just not use it in the first place. So because we are making an RPG, not an action game - for action games, Kinect is very useful, everyone can see that - but I can't really visualise the interface that uses a Kinect in an RPG. Possibly mini-games, but not really.

When I was at E3, last time, one of the games used Kinect for voice recognition, so now you can have conversations with non-player characters, so it can be quite useful, and we will definitely look into that. But again, there is a huge gap in "temperatures" within Japan and outside Japan when it comes to Xbox and Kinect.

A lot of people have compared Final Fantasy XIII-2's time travel premise to Chrono Trigger. How far should the comparisons go?


Obviously Final Fantasy XIII and Chrono Trigger share the same theme of time travel, and obviously people talk a lot about Chrono Trigger in the context of XIII-2 and I can understand that. It's true that we racked our brains to work out how best to take that element of time travel from Chrono Trigger and express it for current gen consoles - which kinds of game mechanics would be appropriate and so on, we did think of that.
The main difference between the two titles is that in Chrono Trigger, you go back to one point in the past and you do this and that, and those changes could impact on the future. You can't really interact with what happens in the future.


But in XIII-2 because of this new feature called Historia Crux, the player can choose a location and time that they want to play by themselves. They get to make the choice about which area or era they want to explore. OK, you've played this world and that world, your characters are now a lot stronger, more powerful and all the rest of it, and then you can revisit some of the times and locations you completed before, except now as a more progressed character - which can sometimes help you find different time-gates, so that you can actually go back and go through and take a different route to another different time and location. So it opens the door to lots of different things you can explore. That's how we have advanced from Chrono Trigger, if you like.


Source: Official Xbox 360 Magazine UK
 
it's better to let memory be memory.
The first sensible thing I heard from Square in years.

Are you ever caught off-guard by how popular the Xbox 360 is in the west?
You mean only in america?
funone3kk.gif
 
If I may speak as a game creator, if we were to produce a remake of VII, for example, I would be really tempted to delete things and add new elements, new systems or whatever because if we were to make exactly the same thing now, it'd be like a repeat. It'd be an issue of repetition and not as much fun to make such a game. So I'd be really interested in rearranging games or reshaping games into something slightly different even though it's supposed to be the same game. But if we did that, the fans might be disappointed or "this is not what I was expecting" so in that sense maybe some might say that it's better to let memory be memory.

Yeahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh, stay away from that game. :hal: if they're gonna delete crap I'd prefer they forgot VII ever even existed. :hmph: Nomura's a better director anyway. :mokken:
 
But if we were to achieve the modern graphical quality at the same time putting in exactly the same world and everything, I think it would take ten times longer as compared to the time we took to produce XIII, for example.
You explain that because of the content of FFVII's world with all the towns and such, re-rendering them in HD would be an unenviable long work. I don't doubt that remaking FFVII would take a significant number of years as FFXIII in comparison was mainly a series of linear tubes, but to say a remake may take up to ten times longer is just ridiculous. FFXIII took about 5-6 years. Are you saying that FFVII will take half a century?!

Well, that's enough proof to tell anyone that you cannot take SE's crude statistical estimates at all, because that is just absurd. There is no reason why it would take that long. You don't need to be an expert in the field to realise that! Even if the number is scaled down to a more believable level, you still have to question SE's efficiency. I mean, you wouldn't see Bethesda spend a decade on a single game.

So making a sequel for an old game would be a lot more challenging.
This is why I would much rather have them direct their efforts at new games instead of revisiting old titles unnecessarily. But on a financial level, yes. Remaking FFVII will most likely mean their shares will explode.

So I'd be really interested in rearranging games or reshaping games into something slightly different even though it's supposed to be the same game. But if we did that, the fans might be disappointed or "this is not what I was expecting" so in that sense maybe some might say that it's better to let memory be memory.
You've already retconned the universe a bit with Crisis Core, and fans weren't too comfortable with it, so it's not like this slight sense of alienation isn't already there. Anyway, you may annoy a lot of fans by doing this, but they will still buy the remake, and they will still love you for bothering to remake it in the first place. I mean, c'mon, they've asked for a remake. I will be damn surprised though if they do tweak the gameplay a bit, yet still come out with something more positively acclaimed.

The initial scenario, when it was brought to me, had Serah as the only protagonist, travelling with Moogle as a companion, and their conversation was quite girly, almost camp and a bit over the top and I thought: "OK, that shift is a bit like the one from X to X-2".
Yes, I can definitely see why they decided to change that. :rofl:

For example, Final Fantasy XII was obviously on PlayStation 2 but since then we released a sort of spin-off title called Revenant Wings, a DS title. We looked at the target demography, what kind of user would be most interested in playing this sequel, remake or whatever, and went forward with the right decision.
I was wondering about this. Why on earth did they decide to make a sequel on a completely unrelated gaming machine? I mean, a DS, seriously? How many DS owners would have played the PS2 game and thought that an after-story for the DS would be awesome? So the answer is...the Japanese demography. Makes sense I guess. I'm sure a lot of them did have PS2s and DSs. It still doesn't make the decision silly though. Look at the Kingdom Hearts games as well. PS2, PSP, DS, now 3DS. Talk about platform fragmenting!

Kinect is very useful, everyone can see that
:lew:

When I was at E3, last time, one of the games used Kinect for voice recognition, so now you can have conversations with non-player characters, so it can be quite useful, and we will definitely look into that.
In no possible way would I look silly doing that. By that I mean talking to my TV.

Do you need Sony's permission to remake PlayStation-era Final Fantasies for Xbox 360?
Hmmm...interesting question. And the source is...an Xbox magazine. Do I predict a slight wave of fury from some people on the distant horizons of the internet over the possibility of a FFVII remake not being a Playstation exclusive?

You mean only in america?
funone3kk.gif
America and Europe. :mokken:
 
Swapping out Final Fantasy XIII's notoriously linear campaign for a time-travelling hub system, the game's an intriguing proposition to put it mildly
Very mildly, and very kindly, as well.

As you know, we took a long time to make XIII, and obviously we took years and years to create the in game universe and set of characters so we generally felt through the development of XIII that it'd be nice to tell the stories about what happens to these characters after the end of XIII. But obviously with no actual plans.
In other words, they've exhausted themselves and can't come up with anything new at the moment and, because shameless cash-ins in which the gameplay doesn't change at all works for nearly every successful Western developer, they figured they'd try it, ignoring the fact that an RPG is a totally different kind of game from a FPS. Bravo, Square Enix. Bravo.

And XIII was released back in March 2010 worldwide, since then we have enjoyed great commercial success of over 6.2 million copies worldwide, so that was one factor among things obviously.
Glossing over the criticisms, are we? You've enjoyed great commerical success because the game had "Final Fantasy" attached to it, for the most part. There is no denying the game was a success commercially, but it was a failure in the eyes of so many fans, and antagonising us with a sequel is hardly a good way to go about things.



In the transition between XIII to XIII-2, it was quite easy because obviously we kept all the data and the engine - we had just finished using them so it was almost like they hadn't gone cold. The technology was already warm and ready to use, so it was quite good. Also within the team, we still had a feel for the game, it was still new to us, still lingering with us, so we were ready to move on to the sequel.
It's always technology this, technology that. What about the STORY? The CHARACTERS. The GAMEPLAY? Those were stale about halfway through the first game, and they're so stale now that they're attracting mould. The fact that Square Enix can make a pretty game has never been in dispute. But in making it pretty, they're overlooking everything else. It's always fucking GRAPHICS. SOD THE GRAPHICS. They're the least important part of it. They should have actually asked themselves this: does this REALLY warrant a sequel? Rather than: is the technology still good?

But if we were to take one of the past Final Fantasy titles and make a sequel to it, I think that would be a lot more challenging because when they were on PlayStation and PlayStation 2 their actual game volume was a lot bigger, kind of. Graphically they weren't as advanced as they are now, but there were lots of towns and worlds and cities and whatever. So if we were to recreate the same kind of game - sequel or not - with the same volume, but give it a much higher level of graphical quality, it would us take three times, four times, even ten times longer to make such a game. So making a sequel for an old game would be a lot more challenging.
Then don't fucking bother, and stop speculating about it.

So if we were to pursue the same graphical quality, somehow we would have to make adjustments about game volume in the world, we'd have to cut down certain areas, but if we did that our fans would probably be not very happy, so we have to achieve both goals so that if we ever decide to either remake VII or make a sequel for hi-def consoles, we're going to have to be very, very careful.
A lot of your fans are no longer your fans, because you've jerked them around so much, and a large portion of your FFVII fanbase will swallow anything and everything you throw at them - you got away with Advent Children, Dirge of Cerberus AND Crisis Core. I think you'd be able to get away with a "story driven" version of FFVII. Stop making excuses :mokken:

If I may speak as a game creator,
No, I think you've lost that right.


When we play the games we made years ago, sometimes we think "oh, that is not really cool" or "that probably should have been a bit better than that" and that sort of thing. But on the other hand, those slightly negative features and bits, some of the fans - really enthusiastic fans of these titles - that gives them an extra flavour or personality or whatever, so maybe they would rather we didn't do anything about it and we just leave it in as it is, so it's very difficult to decide what we should we keep in and what we should take out.
This is true, but when you consider that gaming has barely changed at all for the last two generations, I think they'd be able to get away with it. Nintendo remastered Ocarina of Time on the 3DS with minimal changes, and fans drowned in their own jizz. New games are held up against the old ones so very much, and it stops the industry as a whole from moving forward: people will always compare the new with the old, and the new is almost always found to be lacking in some way, because the idea isn't fresh anymore. Originality is dead. So bringing an old game like FFVII or whatever to the current generation wouldn't have any negative impact on it, because every other damned video game is still floundering around at the same level. It isn't going to look "less" or anything like that, because games haven't changed. If anything, it'll distinguish itself from the majority for being nostalgic.

Final Fantasy X-2 was a light-hearted J-pop game. With XIII-2 you've gone with more of a macho feel. Was that a conscious choice?
I think the answer to this is obvious. You only have to look at Lightning.

But when we decided to make a sequel to XIII I decided not to go for the same sort of drastic style change - that would be quite negative, we thought. The initial scenario, when it was brought to me, had Serah as the only protagonist, travelling with Moogle as a companion, and their conversation was quite girly, almost camp and a bit over the top and I thought: "OK, that shift is a bit like the one from X to X-2". It's a bit dangerous, so we decided to introduce Noel as another male protagonist, so that we kept the serious tone of XIII but added a few new factors.
If Serah is the protagonist, why is her older brother on the front cover?

Honestly, I think XIII-2 is even more negative in terms of style than X-2. X-2 was very girly, but Yuna, Rikku and Paine were all independant young women...well, Yuna was a bit mopey I suppose, but she at least had the decency to try and move on with her life. Serah is constantly crying out for her brother, or leaning on her fiance's shoulder, or leaning on Noel's shoulder. She's a weak-willed and pathetic character. This is better than a pop feel how, precisely? XIII-2 had the potential to be fantastic, with Lightning out the way, Serah could have developed on her own and become a fantastic protagonist. As it is she has a new boy toy, her old one is still around, and she can't go five minutes without crying for Lightning. If they wanted to make it better than X-2, that was definetely the wrong way to go about it.

Are you ever caught off-guard by how popular the Xbox 360 is in the west?
Given the costs associated with Xbox Live, I know I am.

You're right, obviously, that Japan is a very PlayStation-led market.
*points to Nintendo's sales figures*


Our basic attitude about this new technology is that unless you think you can make the best use of it, you might as well just not use it in the first place.
Given the half-arsed motion controls of so many Wii games, this is something I actually agree with. I applaud NINTENDO for trying to come up with something original, don't get me wrong, but developers just don't know what to do with it to make it fun. At least they recognise this...
 
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But if we were to take one of the past Final Fantasy titles and make a sequel to it, I think that would be a lot more challenging because when they were on PlayStation and PlayStation 2 their actual game volume was a lot bigger, kind of. Graphically they weren't as advanced as they are now, but there were lots of towns and worlds and cities and whatever. So if we were to recreate the same kind of game - sequel or not - with the same volume, but give it a much higher level of graphical quality, it would us take three times, four times, even ten times longer to make such a game.

I swear I've read this somewhere before...

Personally, I would rather see a few GOOD movies which expand on the stories of certain characters. I think a movie that shows what happened to Laguna in more depth would be fab! :D I wouldn't mind learning a little more about Vincent Valentine either, although perhaps I should play Dirge of the Cerberus for that? :wacky:


I'm not too fussed about actual remakes... Although I did quite enjoy the remake of Pokemon Silver! :hmmm: I just think I'd rather play each Final Fantasy game in its original form. The D.S. remake of Final Fantasy IV was okay, but a part of me felt more drawn towards the 2D style. It's the way it was meant to be! :x3: When it comes to VIII and IX, they're not THAT bad... just use a smaller screen. ;) The characters in VII are a little funny, yes, but that's part of the game's charm.

If they DID remake a game, I'd rather not have voice acting. :hmph:


If I may speak as a game creator, if we were to produce a remake of VII, for example, I would be really tempted to delete things and add new elements, new systems...

...I'd be really interested in rearranging games or reshaping games into something slightly different even though it's supposed to be the same game.

That actually sounds really interesting to me. :wacky: It wouldn't ruin the original game... It would show how the creator has developed and how his creative mind has changed. :)

I'd love for the creators to record and write more about the process. If Square released a book for each Final Fantasy game, with details about how the story was created and developed, how the characters changed through the process, who designed certain levels and what they used as inspiration... I'd LOVE that. :x3:



When we play the games we made years ago, sometimes we think "oh, that is not really cool" or "that probably should have been a bit better than that" and that sort of thing.

Ah, the curse of having a creative mind.

But on the other hand, those slightly negative features and bits, some of the fans - really enthusiastic fans of these titles - that gives them an extra flavour or personality or whatever...

...I like his thinking! :awesome:

It's true that glitches and flaws in certain games can become positive. The glitches in Skyrim are an example... but I can't think of anything negative in FFVII that gives the game personality. :unsure:


we were aiming for a Charlie's Angels feel, if you like...

Wait, what? That was the AIM??? I had always used the film to make fun of the game.

That, sir, was a BAD idea. Yuna should NEVER have become a peppy, squealy girl. :hmph:


The initial scenario, when it was brought to me, had Serah as the only protagonist, travelling with Moogle as a companion, and their conversation was quite girly, almost camp and a bit over the top and I thought: "OK, that shift is a bit like the one from X to X-2". It's a bit dangerous, so we decided to introduce Noel as another male protagonist, so that we kept the serious tone of XIII but added a few new factors.
I am so glad of this, though it's disappointing to hear that Serah on her own would have made a girly game. :( Why can't Serah be a little more...realistic. There really aren't that many girls who are OOT girly.


The main difference between the two titles is that in Chrono Trigger, you go back to one point in the past and you do this and that, and those changes could impact on the future. You can't really interact with what happens in the future.


But in XIII-2 because of this new feature called Historia Crux, the player can choose a location and time that they want to play by themselves.

I like the sound of that! :)

...you can revisit some of the times and locations you completed before, except now as a more progressed character - which can sometimes help you find different time-gates, so that you can actually go back and go through and take a different route to another different time and location.
I REALLY like the sound of it. :)
 
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