I hope it gets translated in English because you learn about things like how Hironobu Sakaguchi was driven to tears at how amazing Vagrant Story was to the point Matsuno was given the Final Fantasy XII project as a result.
mATSUNO got the idea of making Vagrant Story a full 3D game because it was the future and his team didn't have experience in 3D. To think they ended up making what is arguably the most beautiful game on the PS1.
Vagrant Story was the first game from Matsuno at Square where he was director, game designer, and writer whereas he mostly stuck to writing in FFT.
Matsuno would say Vagrant Story is the only game he made at Square as a kind of "gentle dictatorship" instead of democratically.
Both Vagrant Story and FFXII were first envisioned with SD chibi characters with backgrounds similar to the Moomin show but ended up becoming more realistic and skewing to a darker kind of fantasy.
It also says that with this shift, Ashley Riot was badly received in Japan because he stood out from the canon of JRPG hero. I think this context is very important because today we would think that this is exactly the kind of character we want to see in the genre.
The inspiration of Vagrant Story came from Chirs Carter's TV Shows "X-Files" and most especially "Millennium" since Matsuno was fascinated by them.
Even further, Matsuno wanted the cutscenes of Vagrant Story to not last longer than two hours, like a Thursday night suspense movie
Obviously, Metal Gear Solid was also an inspiration for Vagrant Story, but Matsuno wanted to push the cutscenes further by allowing facial expressions (MGS1 didn't have them), which they managed through optimizing and methods like sub-pixel shading
The lack of voice acting was because of Matsuno's willingness to make the whole game fit in one disc, because Vagrant Story allowed for backtracking, he didn't want players to juggle with discs. However, it allowed for comic-book style speech bubbles instead.
While Yasumi Matsuno said that he only managed to put 50% of his script in Vagrant Story, Hitoshi Sakimoto joked in 2013 that he only put 10 to 20% of what he wanted to put in the game. Though no one knows if it really was a joke or not.
Matsuno's game design philosophy in Vagrant Story is that every enemy the player encounters HAD to be stronger than Ashley Riot. The reason for this is that the player wouldn't use every tool at their disposal in order to fight enemies if they weren't strong enough.
When it comes to Vagrant Story's localization, the book says Alexander O. Smith was given the script full of annotations about the background and past of characters.
In contrast, for FF8, O. Smith was only given a copy of the game, and he had to access the data through gameshark
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Final Fantasy XII is 15 years old today! Let's take a look into this crowning artistic and technical achievement of the PS2 era!
Its legacy still endures today, inspiring games like Dragon Age, Pillars of Eternity, but especially FF14! ⬇️⬇️⬇️
First of all, Final Fantasy XII itself comes from a very different lineage from the FF series!
While FF10 and FF13 were made by the people who worked on FF7 and 8. FF12 was made by the team behind Final Fantasy Tactics and Vagrant Story! Two Squaresoft classics by Matsuno!
FFXII itself happened thanks to Hironobu Sakaguchi, the creator of the series. He had played Vagrant Story and was emotionally moved to tears to the point that he assigned the next game in the series to Yasumi Matsuno
Here it is, a priest of the Light of Kiltia in FFXII making the sign of the Blood-Sin from Vagrant Story.
The Light of Kiltia is the biggest religion spanning all of Ivalice. They believe in the god of light, Faram.
It originated in Ordalia, which was to the east of the Ivalice (the kingdom in FFT). This is probably why it stuck out but morphed into "Farlem" milennia later in FFT.
It is interesting that a religion based on the god of light is making the prayer sign of the tattoo that gives its user control of "The Dark".
This could also mean that the Dark always existed as a form of negative energy as the opposite of the Mist in FFXII being everywhere.
Do you sometimes think about how amazing Yakuza 0 turned out to be? To this day I still can't believe what spirit possessed the writers to just go super saiyan on the plot and writing. Unfathomably good.
It's even more surprising considering the game before 0 was Yakuza 5. We went from the most massive clusterfuck in Yakuza history to the tightest narrative in the series. I was constantly amazed how everything fell into place and I haven't told myself "here we go again" ONCE
Look, I'm not the smartest tool in the shed, but I think going from five (5) characters to 2 might have had something to do with it.
It is soon going to be six months since the reveal trailer of Final Fantasy XVI. I'd like to think they have something new to show soon but I've realized that it takes at least six months for games to have enough vertical slices to have something new to show so what do I know
Did you know Square paused development of FF13 for six months to make the FF7 technical demo for the PS3. Six whole ass months wasted for a graphical demo just to have people begging them for a remake for 15 years. Imagine what FF13 would have been with six more months.
And now, funnily enough, Final Fantasy XVI will have to against FF7 Remake. One new game against 20+ million of nostalgia-starved players. Talk about a fair fight.
So, I have something to say about FF12 and the FF series in general, because it came at a very interesting time and it's really indicative of why the series ended up stagnating.
Katano, who worked on FFXII, shared this quote, and it is a sentiment that Sakaguchi echoed too.
Sakaguchi himself wanted variety and diversity in FF because his approach to the series was Disney-like. This is why he wanted different development teams on Final Fantasy.
FF9, FF10, FF11 and FF12 were all made by different development teams.
His ambition was to have a plurality of visions going into the series instead of one. People often chalk up FFXII as a "Square Enix" game derisively, but Sakaguchi was the one who put the FF Tactics and Vagrant Story team on FFXII, years before the merger.
Screenshots of Final Fantasy XII during its prototype phase.
Critics have theorized the combat was changed midway through development to be more "MMO", but it wasn't true.
Katano had said "[...] I was shown the dev docs. It had the Gambit battles and the seamless open world."
The first live footage of FFXII was shown in 2003, with the footage being released to the public in 2004.
It showed footage very similar to the finished game. A lot of elements found its way intact too. It also dispels the narrative that Vaan was added halfway in development.
So what happened? Final Fantasy XII was an overly ambitious game that needed time to complete.
Katano had also worked on FF10, and he recalls FF12 being so much more complicated, due to its open world nature and its novel Gambit system.