I can't really confirm how authentic it is but the reason for the name of Final Fantasy, was because the games I was developing weren't hits. In terms of post-processing, we are going for "less being more" of situation. We were careful not to add too many post effects on the game because it takes away from the game's natural charm and beauty of the dioramas. There's a limit to the dioramas that any interaction like moving a vase or opening a door, those are animated in CG. Dioramas have this very unique charm that you can only get from that sort of visual medium that can't be recreated through any other methods. There's a kind of poetic beauty of people using their hands to control and manipulate these characters and environments that were also created by the hand of these artisans.Īlso, the game's story and themes are heartwarming and uplifting.
And with the game being played on Apple Arcade that involves a lot of touch interface devices. There's a sort of charm and beauty that you really can't replicate with any other medium. The diorama styleĪny kind of handmade visual expression is something very unique. With Fantasian, he scored 60 different tracks for the game with all the songs being performed by an orchestra. He and I have worked on various projects over the last 35 years. Last but not least, is the music that's composed by Nobuo Uematsu. The boss encounters involve a little more strategy where even if the player is below the recommended level, if they are skilled enough if they can use the right spells, skills and items they can still defeat the boss. This is a very satisfying method to engage all the monsters you've encountered over the course of your exploration. For example, some might increase the characters' attack power, others might give them another consecutive turn to perform another action. And later when players are better equipped, they can fight all these saved monsters at once.Īnd the actual dimension battles have different power-ups that the characters can activate.
But with the dimengeon mechanic activated, players can send any randomly encountered monsters into a separate dimension. Usually, when the player explores the dungeon or an area, they would encounter random monsters and enter into a battle. Fantasian’s featuresįantasian has a mechanic called the dimengeon system (portmanteau of "dimension" and “dungeon").
Fantasian leo series#
I wanted to make a game like that.įantasian has everything you might expect from a traditional RPG - going into different towns talking to NPCs going into dungeons turn-based combat - like the old Final Fantasy series but I wanted to keep that spirit of innovation and applied some new elements into Fantasian. Three years ago, with some of my old colleagues whom I made Final Fantasy 6 with, we started going down memory lane, and we played the game together and it reminded me how much I love this genre. We spoke with Hironobu Sakaguchi about Fantasian and other topics of interest. Uematsu added improvisations to some of the music, a first in his long career. Sakaguchi also teamed with his long-time collaborator, the composer Nobuo Uematsu, who composed the soundtrack. Due to the laboriousness of the process, a longer conceptual planning time is needed since the development team could not go back and alter things in a 3D modelling program. The hand-crafted elements were seen in Sakaguchi's Terra Wars but with Fantasian, Sakaguchi wanted to push the concept further in a traditional RPG medium. Set against a backdrop that's made from over 150 handmade dioramas, the RPG mixes physical environments and 3D characters the analogue look of the game is unlike anything you've ever seen before. Leo needs to rediscover his memories that can solve the mechanical infection plaguing the world. Titled Fantasian, players control Leo, an amnesiac who has to explore a world that's controlled by machines. But now, Sakaguchi returns to his narrative RPG roots with a video game that's nothing that you've ever seen before. As the creator of the Final Fantasy series, Sakaguchi has since created Mistwalker-his own video game development studio-to focus on the mobile gaming world for the better part of the last decade. Among the pantheon of video gaming saints, Hironobu Sakaguchi resides among that echelon.