Gen.biz recently conducted an interview with Kingdom Hearts director Tetsuya Nomura. While the bulk of the interview was discussing his latest Playstation 3 title, Final Fantasy Versus 13, he, as usual, made sure to mention Kingdom Hearts. This time he discussed his opinions on the Kingdom Hearts world, which you can read below.
Are we going to be seeing a darker Nomura soon? :) If you'd like to view the entire interview, click here. The above is the only bit on Kingdom Hearts. Thanks to sister site FFRepublic.
Make sure you comment on what you think!
As the old order of Final Fantasy moves on, from Hironobu Sakaguchi to Yasumi Matsuno, the new order settles in...
Although Tetsuya Nomura began at Squaresoft in 1990 as ‘monster designer' on Final Fantasy V, his big break came when he was promoted to character designer for Final Fantasy VII, the PlayStation 1 game that became by some distance the most popular entry in the series, thanks in no small part to the iconic cast that is still inspiring prequels and sequels today. At the recent Square Enix Party 2007 his work permeated every corner, from the figures on sale to the trailer theatre, and the vast majority of upcoming Square Enix products feature his input in some way. His roles within the company have ranged from creating and directing the Kingdom Hearts franchise, to directing the CGI film Advent Children. With his appointment as character designer for the entire FFXIII: Fabula Nova Crystallis project, as well as director of Final Fantasy Versus XIII, no one within Square Enix is more important to its future success. We spoke to Nomura about everything final, fantastical, and just plain antithetical. The word ‘versus' suggests it will be a counterpoint to Final Fantasy XIII rather than a companion piece - is the intention in a way to create a play of light and dark, to contrast with XIII rather than complement it?
How Versus XIII's concept works is difficult to explain, because it's really more about the series as a whole than just FFXIII. There are no explicit rules for how a Final Fantasy game should be - and so every version is that design team's interpretation of certain themes, and their answer to that question of what FF should be. FFXIII belongs to that mainstream tradition. I want to propose another view of how FF could be, or should be: there is a long tradition, and my intention is that Versus will be distinct from that. How do you consider that Versus XIII can offer this counterpoint to the Final Fantasy series?
Do you mean real-world events?
So Versus XIII shares little with the other games in Fabula Nova Crystallis?
Do you think the power of the new generation of consoles means that there is a responsibility on game developers to deliver a new kind of gaming experience, rather than just better graphics, and is this part of your thinking with Versus XIII?
All the games you have been director of have tended to move away from a traditional RPG interface towards more dynamic interactions, particularly in battles. Will this be something that is carried over to the new game?
Those previous projects as director were the Kingdom Hearts games, which are much lighter than what we know of Versus XIII. Is the darker concept you have outlined a necessary change for you as director?
|
©2016 KHInsider. KINGDOM HEARTS official artwork, trailers, characters, merchandise, and music is copyrighted to Square Enix and Disney.
Original material is licensed under a Creative Commons License permitting non-commercial sharing with attribution.
Please read our privacy policy for more information | Legal Information