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In an interview with Siliconera, Takashi Tokita, the producer of Final Fantasy IV: The After Years, reflects back on the game. He starts off with how the project came to fruition and talks about facing major decisions, such as choosing the platform, retaining the visual style, and the episodic content. He also gives his favorite characters from the game.
Final Fantasy IV: The After Years, a direct sequel to Final Fantasy IV starring Cecil’s son Ceodore, finally made it to North America last month via WiiWare. How did the project get started? Takashi Tokita, the Producer, tells us and shares which character he think matured the most.
How did the Final Fantasy IV: The After Years project start?
Takashi Tokita, Producer: The mobile team approached us while we were developing Final Fantasy IV for DS, asking if we would like to collaborate with them on a Final Fantasy project for Japanese mobile phones. We thought it would be really fun for fans if they could play Final Fantasy IV for DS, and then get right into the sequel; that’s how this project got started.
What were the goals you had in mind when creating Final Fantasy IV: The After Years?
Our main goals were: “Create an authentic RPG experience for the mobile platform!” “Develop a sequel that stays true to the essence of the original, through similar graphics and sound!” “Provide a brand-new Final Fantasy in nostalgic 2D form!” and last but not least, “Deliver intriguing stories featuring each of the characters!”
How come you used sprites from Final Fantasy IV instead of making all new graphics or using the 3D models from the DS remake?
As briefly mentioned above, since this was a mobile release, we wanted players to be able to enjoy as many episodes as possible. Making the game in 2D, we were able to minimize the specs while still maintaining the nostalgic feel of the original.
Final Fantasy IV: The After Years is told in a series of non-linear episodes, which is quite uncommon for RPGs. How did this decision affect the story?
It was definitely a challenge to put a non-linear story together. We spent a lot of time figuring out where to fit each episode or how much to reveal per tale. But in the end, we were able to feature each individual character, creating a unique game experience for each and every episode, so the effort was well worth it.
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