Kitase on Final Fantasy XIII-2

Text: Bengt Lemne
  1. PAGE:
  2. 1
  3. 2

With Final Fantasy XIII-2 just a few months away from release we sat down with long time Final Fantasy developer and producer on Final Fantasy XIII-2, Yoshinori Kitase, to discuss the game, the franchise in general and the future of Final Fantasy.

How do you feel personally about the feedback you received after releasing Final Fantasy XIII?

We made Final Fantasy XIII a very story driven title, in consequence we understand lots of users thought that the gameplay was quite linear at places, and they would have liked to have seen more opportunity for exploration. So we took that view fully on board, in order to make Final Fantasy XIII-2 the kind of game they would be satisfied with.

Final Fantasy XIII-2

Given the increasing development costs of games such as Final Fantasy, have you given a ready made engine any consideration for your next project, such as Unreal Engine, for instance?

One of my colleagues at Square Enix has used Unreal Engine, and his post mortem analysis on Unreal Engine says it's a great engine, but it does take a lot of customisation. So all in all it takes much the same effort, the same cost. I think Unreal Engine would be better suited to games such as a FPS, but with an RPG we would have to adapt it to lots of different types of needs. So I think it doesn't necessarily allow us to cut down on costs really.

The hero of Final Fantasy XIII-2, Noel Kreiss, seems like a confident and light-hearted character. Very different from say a Cloud or a Squall, or for that matter a hardened warrior such as Lightning. What was your reasons for designing him in this way?

Lightning was the main character in Final Fantasy XIII and she was a very cool and strong minded girl, who didn't show much emotion. For Final Fantasy XIII-2 we wanted to add a male character on top of Serah, and Noel, he looks quite mainstream and boyish type of character, but I want him to be a strong character in a different way compared to Lightning. And so we came up with this character.

How would you say he is strong in a different if you'd care to elaborate?

Let's look at the character of Final Fantasy XIII-2. Serah is Lightning's younger sister and in the beginning of the story Lightning has disappeared so Serah has to go on a journey to look for her sister. Even though she is very determined to find her sister she's very anxious, very apprehensive, she doesn't know what's going to happen next. So she has to be accompanied by a quite strong male character who can sort of offer her emotional support and who can sometimes lead her in the right direction. So it's that kind of strength.

Final Fantasy XIII-2

There was talk of content that had to be cut out of Final Fantasy XIII for various reasons. Did any of that content make its way into Final Fantasy XIII-2?

The unused content issue has been quite badly misinterpreted. Obviously for any game or project you have to come up with lots of ideas and concepts to start with. And some of them made their way into the game, and some of them where just not taken up or deleted or whatever. After finishing Final Fantasy XIII we didn't have any of these ideas in "useful data" as such. We didn't recycle anything we had originally made for Final Fantasy XIII. Even if we had good ideas, some ideas obviously, I mean it's a sequel so lots of things are duplicated - characters, parts of the in-game universe. However, many of the ideas or suggestions we decided not to use in Final Fantasy XIII, rejects if you like, only very few of them are used in Final Fantasy XIII-2.

I've just said some characters and locations are duplicated, but the locations for example, some locations appear in both FFXIII and FFXIII-2, but even if it's the second appearance it has been quite dramatically adjusted or processed. For example, one location in FFXIII is now very wet, wetland it is always raining or it's always covered in snow or something like that. So it's quite dramatically different. None of them have been as I said "recycled".

Final Fantasy XIII-2

We noticed that chocobos appear at the completion of an area, to allow you to go back through the level without challenge to a time gate. Was this something you designed with player feedback in mind, or was it just to encourage a bit of exploration after the player completes a mission?

When you visit a particular location for the first time, I'd rather the player didn't use the Chocobo. I want them to explore and walk about to find all sorts of different types of terrains and in-game environments. And then obviously you're meant to find a time gate and go through to the next dimension, but after you've been through this area you might think - "oh there was some area I didn't see in that particular dimension" or "I couldn't quite manage to defeat this boss monster" or even "I think there are more treasure chest to get hold of", maybe you can go back there. But when you explore the same area for the second time, third time you don't want to be hindered by lots of insignificant monsters so in that situation the option of riding a Chocobo is quite useful. So you can explore more thoroughly without having to worry about encountering unwanted monsters.

  1. PAGE:
  2. 1
  3. 2
The text continues on the next page
Final Fantasy XIII-2Final Fantasy XIII-2Final Fantasy XIII-2
Related links:

The 20 latest programs:
(Interviews, reportages, reviews)

Diablo III - Launch Teaser
2012-05-16

We were on site for one of six official European Diablo III launch events in Stockholm. In this brief teaser you can see people go nuts as they count ..

Diablo III - Cinematics Interview
2012-05-16

We caught up with Noel Wolfman, production director at the Cinematics department at Blizzard, to discuss cinematics and the Diablo III launch.

Ubisoft Massive - Managing Director Interview
2012-05-16

At a recent visit to Ubisoft Massive, currently working on the multiplayer of Far Cry 3 and a big secret project, we caught up with managing director ..

Lollipop Chainsaw Special
2012-05-15

Did you miss out on an invitation to the Lollipop Chainsaw party during GDC? Fear not. We've got you covered. Starring Suda51, James Gunn and Juliet S..

FIFA 13 - Gameplay Director Interview
2012-05-15

We caught up with Aaron McHardy to talk about the new FIFA 13, and what Aaron calls "gameplay nuggets".

Review: Max Payne 3
2012-05-14

Max Payne is finally back and Rasmus sat down with Lee to tell us if Rockstar has done him justice.

GRTV News - 11 May
2012-05-11

Anastasiya brings us good news - Dead Space 3 announced - and bad news - Bioshock Infinite delayed - in this edition of GRTV News.

Games to look for in May
2012-05-10

May is a busy month for gaming as Max Payne 3 and Diablo III are finally hitting stores, but there are also other interesting titles to keep an eye on..

AR Drone 2.0 - First Impressions
2012-05-10

Thomas Blichfeldt has been climbing the rooftops testing the new iteration of the popular RC hovercraft AR Drone.

Far Cry 3 - Multiplayer Producer Interview
2012-05-10

We talked to Petter Sydow, multiplayer producer at Ubisoft Massive on Far Cry 3, about the development of the game and the co-operation with Ubisoft M..

Madagascar 3 - Interview
2012-05-10

We caught up with Brian Etheridge, senior producer on Madagascar 3: The Video Game, to learn more about the latest game based on an animated movie.

Manse Games - Interview
2012-05-09

Manse Games is a governmentally funded initiative that has helped the Tampere region in Finland develop into one of the world's richest regions for in..

Dreamtopia - Interview
2012-05-09

We caught up with Ngmoco's Catherine Silvestri to learn more about Dreamtopia and just what kind of dreams we can realise in that game.

Review: Prototype 2
2012-05-08

Thomas Blichfeldt sat down with Prototype 2 reviewer Lee West to find out more about the sequel and whether or not it lives up to expectations.

Anmynor - Interview
2012-05-08

When the developers had left GDC early, we were left to interview Derek Asoto about Anmynor, who works on Hero Engine that powers the game.

Trailershow - May 8th 2012
2012-05-08

Not sure which trailers are worth your time? Anastasiya has the solution.

A Game of Dwarves - Lead Designer Interview
2012-05-07

We caught up with lead designer to talk about Zeal Game Studios' A Game of Dwarves - a classical management game littered with short fellows who like..

Visions of Zosimos - Interview
2012-05-04

We met with Forever Interactive's Eldon Kurth to find out more about the novel MMO proposition of Visions of Zosimos.

Hegemony: Rome - Interview
2012-05-04

Hegemony Rome developers Longbow Games were one of the last developers we met up with at GDC as we try and find out more about their upcoming strategy..

Skyfall - Interview
2012-05-04

We caught up with Tom Hess, producer at Ngmoco on the recently released Android RPG Skyfall that is also making it's way onto iOS in the near future.

Starvoid - Interview
2012-05-03

Zeal Game Studios are working on a pick up and play real time strategy game called Starvoid (formerly known as Red Frontier) and we caught up with gam..

Shadow Puppeteer - Interview
2012-05-03

We caught up with Klas Lothe from Norwegian Sarepta Studio to talk about their interesting new project - Shadow Puppeteer.

Download Roundup: May 2012
2012-05-03

It's the debut of GRTV's all-new, all-digital monthly show: Download Roundup! The biggest names of the month reviewed and rated as we ask: which is wo..

Codemasters Racenet - Interview
2012-05-03

Gamereactor's Arttu Rajala caught up with Codemasters' Ian Smith to discuss the features of the recently announced and launched Racenet service.

EA Sports Executive Vice President Andrew Wilson - Interview
2012-05-02

The EA Sports VP talks social gaming, roster crossovers, the future of FIFA and much more.

The Repopulation - Interview
2012-05-01

Co-lead developer Josh Halls talks us through the plans for his studio's F2P MMO sandbox sci-fi spectacular, Repopulation.

Fractured Soul - Interview
2012-05-01

We talk to Endgame Studios about its dual-screen 3DS actioner in the style of Castlevania and Metroid.

N.O.V.A. 3 - First 10 min
2012-04-30

Here's the first ten minutes of N.O.V.A 3 on iPad 2, the returning FPS.

GRTV News - 27 April
2012-04-27

Anastasiya returns to give us a brief look at the top news stories of the week.

Disgaea 3: Abscence of Detention - Interview
2012-04-27

We caught up with Jack Niida and Ryan Phillips from NIS America to discuss the PS Vita version of Disgaea 3.

Soft Kinetic - Interview
2012-04-27

We met up with Virgile Delporte from Soft Kinetic to discuss their technology and the future of gesture based controls.

Dishonored - Creative Directors Interview
2012-04-27

Gillen met with creative directors Harvey Smith and Raphaël Colantonio to discuss the design decisions that have gone into creating the extremely prom..

Line of Defense - Interview
2012-04-26

"It's pretty much taking two scorpions and dropping them in a jar." 3000AD's Derek Smart explains his vision for game balance among other things in th..

Battlefield 3 - Close Quarters Interview
2012-04-26

DICE have plans for themed DLC packs for Battlefield 3. First up is Close Quarters, and we recently talked to lead designer Niklas Fegraeus about it.

Tera - Westernisation Interview
2012-04-26

We caught up with Frogster's Ellen-Jane Austin to discuss the "westernisation" of upcoming MMORPG Tera.

Bitsquid - Interview
2012-04-26

Bitsquid is an up and coming engine developer that is used for such games as War of the Roses, The Showdown Effect, and the upcoming Oddworld titles. ..

Colors! 3D - Interview
2012-04-26

We caught up with Jens Andersson, creator of the recently released Colors! 3D, during GDC and he told us all about what the Nintendo 3DS application i..

Crysis 3 - Interview
2012-04-24

Vegatation. Alien weapons. The Revenge tour. Crytek's Director of Creative Development Rasmus Højengaard talks Crysis 3.

War of the Roses - Hands-on Interview
2012-04-23

We were on site for the very first press hands-on session with War of the Roses to learn more about the mechanics and gruesome executions from lead de..

War Inc. - Interview
2012-04-23

We caught up with War Inc. producer Tyler Sparks at a hotel during GDC to find out more about the recently launched free-to-play shooter.

Poll Did Blizzard get a bad deal over DOTA naming rights?
  • 50% 1. Yes, the DotA was a Warcraft mod, Blizzard should have the rights.
  • 0% 2. No, Valve hired one of people responsible for the mod, the name should be theirs.
  • 0% 3. They should both take a seat on the naughty step.
  • 50% 4. Isn't it nice when two massive companies can settle a dispute in such a friendly manner.
Result
Gamereactor iPad Magazine
Gamereactor Gamereactor since 1998 - Published by Gamez Publishing A/S Toftebæksvej 6, 2800 Kongens Lyngby, Denmark +4545887600

Gamereactor.eu

Read the latest reviews, news, previews and much more from Gamereactor

Screenshots