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The Love Triangle of FFVII – An Analysis by Squall_of_SeeD *Updated*

Posted on September 25th, 2009 at 9:30 PM by Makoeyes987

cloud-and-aerithcloud-and-tifa

Ahh, the Love Triangle of Final Fantasy VII. It is arguably, the most passionately discussed topic of all of FFVII fandom. Going by the comments on this site, at least.

Today, we post the next article from his FAQ, written by Squall_of_SeeD. In this one, he’ll analyze the hot button topic of Cloud’s feelings and affections for the two heroines of FFVII: Aerith and Tifa. What do the creators and story have to say regarding Cloud’s feelings for the two? Anything? Squall_of_SeeD gives us the answer.

With great pleasure, we host this controversial, yet well written and insightful analysis. Enjoy!

EDIT: As expected, Squall_of_SeeD and I have received lot’s of feedback, both positive and negative, regarding this article. Squall_of_SeeD decided that it was necessary to address several of the additional points and critiques of his analysis that were mentioned, and with that, he has amended several portions of his FAQ regarding his analysis. You can read the newly edited article below.

EDIT2:
Squall_of_SeeD is such a slave driver making me update this FAQ again, today, the eve of Halloween. But he’s just a stickler for completion. So again. Take a look at what else has been added XD

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Translated interview with Takahiro Sakurai from the FFVII 10th Anniversary Ultimania

Posted on May 8th, 2009 at 10:52 PM by Makoeyes987

One of the new additions to the re-release of the FFVII 10th Anniversary Ultimania, is an eye opening interview with Takahiro Sakurai, the voice actor of Cloud Strife. A big thanks to our forum member Defade for translating this interview. Enjoy reading about the man behind the fictional hero!

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To me, FFVII was something that left a great impression.

-Did you play FF7 when it first came out?
Sakurai: Absolutely. I was a gamer ever since the Famicon era, and I’ve played every FF game starting from I. VII was my favorite among those. Even if those polygons seem outdated now, the prospect of playing a game with such quality back then was like a dream. I was impressed by the impact it had. I rushed to buy it on the release day, and ever since then my life has been about playing FFVII.(laughs) I even bought a playstation just so I could play VII. I had to get a part time job in a game store to save up money.

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Dissidia Final Fantasy – Short Interview with the Developers Hints at Plans for a Sequel with Kingdom Hearts?

Posted on May 5th, 2009 at 10:02 PM by Tetsujin

dissidia_logo

Last week some of the Square-Enix staff, namely planning director Takashi Arakawa and Yoshinori Kitase (director, writer and producer) were present at a gaming event in Munich, Germany. Below is a translation (thanks to Tetsujin) regarding their writing of the scenario and possibly ideas for a sequel.
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Advent Children Complete Scans from Dengeki PlayStation 3

Posted on April 12th, 2009 at 7:59 AM by KuraudoStrife

Here are some of the April Dengeki PS3 Advent Children Complete issue scans.

Source: Cloud 180

FFVII 10th Anniversary Discussion: p. 8 to 13 of the FFVII 10th Anniversary Ultimania

Posted on April 5th, 2009 at 11:00 AM by Makoeyes987

Well, with our fake April Fool’s interview with Nomura regarding FFVII Advent Children Complete done, we figured it’s only fair we post a real one now. With that, hitoshura has translated the five page interview with the creators from the Final Fantasy VII 10th Anniversary Ultimania, which outlines the creation of FFVII, their thoughts on their favorite parts, and more. Enjoy this new content from the 10th Anniversary Ultimania!


Nomura, Naora, Kitase, and Nojima

Nomura, Naora, Kitase, and Nojima

FFVII 10th Anniversary Discussion

In 2007 FFVII hit its 10th anniversary. To find out the secret of its appeal, we went to the 3 central members of the development staff behind FFVII and the Compilation. How does FFVII look through their eyes?
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April Dengeki PS3 to bring a new interview also new Nomura interview in March 2009 issue of Dengeki PS

Posted on March 27th, 2009 at 8:40 AM by KuraudoStrife

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Dengeki PlayStation will bring us another interview with Tetsuya Nomura, along with Motomu Toriyama, Kazushige Nojima, Takeshi Nozue and Nao Ikeda about Final Fantasy VII: Advent Children Complete and Final Fantasy XIII. It will also brings us some visuals of both FF VII: ACC and FF XIII.

The issue will be released on April 2 on Japan, so keep an eye here.

dps444_cover

There’s also a new Tetsuya Nomura interview in this week’s issue of Dengeki PlayStation which offers insight into the creation of Advent Children Complete, its story, and a more definitive answer regarding the future of the Compilation of FFVII. Hitoshura did an amazing job translating this interview. Click on “Read more” to read the full interview.

Source: FF7AC reunion

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New Famitsu Interview with Tetsuya Nomura on FFVII Advent Children Complete

Posted on March 25th, 2009 at 8:02 PM by Makoeyes987

The Tetsuya Nomura interview from the March 21 weekend release of Famitsu has surfaced online and hitoshura has translated the important portions of the dialogue in reference Final Fantasy VII Advent Children Complete, its release and the Compilation of FFVII. Below are the key points from the interview.

EDIT: Hitoshura has now translated the interview completely. Not just key points anymore. Below is the actual dialogue that could be made out from the scan. Enjoy reading Tetsuya Nomura’s thoughts on Advent Children Complete! Big thanks to Hitoshura for squinting his eyes out for this!
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Chapter EX Director Section II Part 6- Interview with Tetsuya Nomura, p.696-699

Posted on February 12th, 2009 at 5:25 AM by Makoeyes987

Hitoshura has translated this monster of an interview with Tetsuya Nomura, from the Dissidia Final Fantasy Ultimania. Enjoy reading about the creation and designs of Dissidia!


Director’s Section 2 — Tetsuya Nomura

tetsuya-nomura

I decided to step aside so the younger staff could grow

– Just as many titles have been started in the past based on your ideas, I’ve heard that the Dissidia project was another that began as one of your ideas. What kind of idea was it?

Nomura: It started when we were making ‘Kingdom Hearts (KH)’. I thought it would be fun to fight against others in Traverse Town (a large city which serves as a base for the main character’s adventure). But for various reasons we couldn’t have that in the KH series. Even so, I still held on to that desire to have competitive battles on a 3D field like that, and started to think that if we used do it with KH, we could use the FF characters who appeared in KH. And for several years since, I had been thinking of this project for an action game: taking characters from each numbered FF game, each using their own unique gameplay system from those games, and being able to freely move around a 3D environment while using obstacles. So with that, just as I was thinking it was about time to get this started, the younger staff including Takahashi (Mitsunori Takahashi: planning director) came to me and said they’d like to be given a project, and that they’d like me to direct. I told them that I’d give them a project, but would they try doing it, including the direction, themselves.
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Dirge of Cerberus: Interview with the Creators

Posted on January 8th, 2009 at 6:20 AM by Ravynne

The following interview is featured in the Dirge of Cerberus Official Complete Guide and was translated from Japanese by Souya.  The guide was published on February 17, 2006.

 

Dirge of Cerberus Interview Part 1 – The Birth of DC

Yoshinori Kitase – Producer
Takayoshi Nakazato – Director
Tetsuya Nomura – Illustrator/Character Designer
Hiroki Chiba – Scenario

Please tell us what is involved through the course of making Vincent the main character in this game.

Kitase: I really like the original characters of FF7, and his name always made a presence in my mind. And this time, since we were thinking about wanting to make a gun action game, we decided on Vincent, who uses guns as his weapon of choice.

Nomura: I heard it from Kitase that he wanted to make a FPS (First Person Shooting) game, and that he wanted to use characters from the past FF series. And though within those characters in the past FF series, there were many suitable candidates; I have in mind that Vincent is the most suitable out of all of them, so I suggested it as well. There were others like Yuna, Barret, Irvine, basically, we’ve thought about all the past FF characters who used guns as their weapon of choice. However, with the release timing of AC and BC, as well as the mass depth and mysteries that are being covered [in AC and BC], it would be great if we can use Vincent as a way to smoothen [elaborate] the plot; and that’s what we thought about and it came true.

 

The genre that is called FPS, is not a really common thing [system] to the Japanese gamers. So during the development of this game, are there any uncertainties that are in mind?

Nakazato: When we made our press conference during the Square-Enix party, people who got to come into contact with this product were shocked. We realized [have in mind] that there were people who mainly play KH type genre of RPG, and the way they finish off an enemy is by approaching them up front to attack. However, in FPS, you can’t just run up to the enemy and assault them. So bearing in mind this experience, we realized the concept of FPS is not very well instilled in most gamers’ mind. Since we have this issue, we figured that we should include a Easy mode for people who just play pure RPG to understand and manage through this game.

Kitase: And to balance it out with the issue mentioned [by Nakazato], there was a dispute in terms of where the focal point should be, until the very end [of the production]. We didn’t want to make it into a first person POV, so we decided that at least we have to see Vincent from waist above, and able to see somewhere from his shoulders when the camera rotates. Though it is better if we want to make it like a real FPS and have the camera set around the height of the shoulders, there are still people who are new to the whole FPS concept and it is better to give them a full character view so that they can control the character easier. Moreover, when and how characters should be seen, and how it must not be seen on the screen, in certain instances, is quite difficult to manipulate.

[Basically, he is saying how hard it is to go from one view to another view without making the players having confusions as to exactly which one they should stick to, so they spent a lot of time debating and disputing this issue.]

Nakazato: Yes, to obtain a balance in that area was hard. Especially we don’t even know who is standing next to Vincent, and with considerable trouble [effort] about Vincent moving around, we have to make him look fascinating. And because we wanted to see it, so we added visual effects along with the mantle.

[He is saying how it is hard to present Vincent when he is in full view on the screen.]

 

This is about Vincent’s mantle. It seems that it’s the same mantle that is seen on Grimoire. What is the origin/concept of this mantle?

Kitase: Oh right. So when I was talking to Nomura about the design, I said, “Make something that people could see on the first sight that they are father and son.” From then on, it became a discussion about whether or not using the mantle is a good idea. Grimoire’s scarf somehow became Vincent’s turban [the hairband], it’s basically the same thing, but it’s worn in a different way. And that’s why we think that if we put something that can relate those two together, when people see it, they will go, “Oh! This is the father!”

Nomura: When I was asked to make a conceptual drawing about Grimoire Valentine, I was only then told on the spot that he is the father of Vincent, which made me quite shocked and surprised *laughs*. However, I am not exactly the person who is responsible for the making of Grimore Valentine [/I don't have the final call]. Instead, it was Nakaaki, the sub character and mechanic designer who drew the general appearance of Grimoire; but since [we have different styles] the look [on the face] is far different than Vincent’s, so Grimoire’s facial detail had to be redrawn by me. About his clothing, it’s basically what Kitase have said [so I won’t repeat the same speech again].

 

The gun that Vincent uses is quite impressive and striking. Are there any specific designs or origins about Vincent’s gun, Cerberus?

Nakazato: Oh, there aren’t any bases. When Nomura who is responsible for character design brought me the conceptual drawings, Vincent is already seen with the gun. I saw it and said, “Oh, so this time it’s this type of gun.” *laughs*

Kitase: After all, since this is a Gun Action game, the gun he’s holding must be special in a way. Bearing that in mind, we decided that it should be somewhat different than the previous productions.

Nomura: If Cloud has his Buster Sword modified, and this time, it’s Vincent who is being the main character, I want to give him some sort of weapon to show this significance. Vincent used to be one of the Turks, and Turks are said to be Shinra’s dogs… However, Vincent is no longer [a personnel] working for Shinra, instead he is bound by his past, so it came to me that he has an image of being chained in some form. Also, with regards to Vincent’s diabolic image, while we are talking about the hell hound, Cerberus, we think that it is quite suitable for him. So when that image became concrete in my mind, I drew it out with 3 barrels to imply the idea of the 3 heads Cerberus has, and everything started to take its place. And what is left is the revolver [bullet chamber], there are three of them too. Even though it is said that in most occasion there can only a limited number of bullets coming out, in this game, I worked with an interesting idea, “If there are 3 barrels, there must be three revolvers.”

 

 

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Crisis Core Ultimania Scenario Q&A

Posted on November 22nd, 2008 at 12:42 AM by Makoeyes987

Today we feature translations from the Crisis Core – Final Fantasy VII Ultimania, starting with the the Scenario Q&A interview with the game’s creators, which sheds light on some of the interesting plot points and events within the game. Some of it is very surprising.


Section 1 – Mass SOLDIER Desertion

Q1-1: Please tell us the full story behind the incident.

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