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Recently, Dengeki interviewed the key figures behind Final Fantasy Resonance: producer Keisuke Nakashima, director Kaito Furuya, battle director Takeshi Shirakami, and art director Masahiro Saito. The interview revealed a wealth of new information about the game:
The project has been in development for around 5–6 years.
Nakashima wanted players to experience a classic-era Final Fantasy built with modern technology.
The team's goal is for the game to be recognized as a brand-new Final Fantasy title
Nakashima’s favorite Final Fantasy is FFV, a game that shares several similarities with Resonance, including job customization through the Visions system. The game is influenced by Final Fantasy V.
Each character has unique characteristics like Final Fantasy VI. Tried to achieve the impact of Final Fantasy VI.
The decision to adopt the HD-2D style was made midway through development. The team experimented with various approaches that ultimately didn’t work out before settling on HD-2D.
Saito explained that it was important to reach a visual direction that respected what players expect from a Final Fantasy, and they carefully considered player expectations when crafting the game’s HD-2D presentation.
The pixel-art cutscenes were developed by drawing inspiration from both indie pixel games and major titles in the genre, eventually achieving the dynamism needed to portray massive objects such as the airship and Bahamut.
Furuya’s team aimed to capture the impact of the opening scenes and event sequences from Final Fantasy VI and recreate those same feelings in Resonance.
Their vision was to strike a balance between 3D and pixel art, giving the game a strong and unique identity, and they consistently emphasized the value of this fusion.
The original story writer, Yukinori Kitajima, was asked to significantly rewrite the script.
While the overall synopsis remains the same, the team had to adjust the structure and reorganize chapters in order to transform the game into a more open RPG experience.
All side quests have been completely rewritten.
Character quests for Rain and his companions have also been expanded and given greater depth.
The new series title, “Resonance,” was chosen because it best represents the core themes of the game: the relationship between Rain and Lasswell, and a father-and-son story that transcends time.
The name will take on even greater meaning by the end of the story, and it also reflects the concept of resonating with Visions to unlock their full power.
The team agrees that the game will take approximately 30–40 hours to complete the main story, and 80 hours or more for players who pursue all content.
The mechanics of Break, Full Break, and Resonance were designed to create powerful moments during battles, prevent combat from becoming repetitive, and add strategic depth and balance so that victories aren’t achieved simply by pressing a single button.
Although players organize parties of four characters, the developers say that in practice they are really building teams of eight.
The game condenses the essence of the Final Fantasy style and is intended to appeal to players who are accustomed to the franchise’s modern entries.
All HD-2D items were carefully adjusted so they appear grounded in the environment rather than floating, and the team received advice from Tomoya Asano on this aspect.
The developers made sure that every map contains hidden chests and treasures.
They also mention that even players familiar with the original story will encounter numerous additions and changes designed to keep surprising them.
Finally, they confirmed that more information about the game will be shared in the near future.
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