We had the opportunity to interview gaming legends Hironobu Sakaguchi and Naoki Yoshida (Yoshi-P) at Tokyo Game Show 2024, delving into the creation and evolution of Fantasian Neo Dimension. The conversation spanned from nostalgic reflections to innovative game design, offering a fascinating glimpse into the minds behind this ambitious JRPG. As the creator of the Final Fantasy series and the producer of Final Fantasy XIV shared their insights, it became clear that Fantasian Neo Dimension is more than just a port – it’s a labor of love that bridges the gap between classic and contemporary gaming.
The Birth of Fantasian and Enhancing the Experience
Sakaguchi revealed that Fantasian was inspired by his experience replaying Final Fantasy VI, which rekindled his passion for creating JRPGs. The game’s unique diorama-based environments were born from Sakaguchi’s desire to see characters explore handcrafted miniature worlds. This innovative approach to world design sets Fantasian apart from traditional 3D-rendered environments.
Sakaguchi explained, “The inspiration for using dioramas came very early in the game’s development. I had some diorama-like objects and props in my office, and as I looked at them, I thought it would be incredibly fun for characters to explore and embark on massive adventures through these handcrafted worlds.” This creative spark led to the distinctive visual style that defines Fantasian.
Yoshida pushed for the inclusion of voice acting in Fantasian, despite Sakaguchi’s initial reluctance. This addition, along with the upgrade to 4K resolution for many assets, enhances the game’s emotional impact and visual fidelity on new platforms. Sakaguchi admitted that after experiencing the game with voice acting, he recognized the added depth it brought to the characters and story.
Reflecting on this decision, Sakaguchi said, “After playing the version with voiceovers, I realized there’s a different emotional experience you get. There’s much more nuance in the characters. So thank you, Yoshida, for that.” This collaboration between the two industry veterans demonstrates how different perspectives can enrich a game’s development.
Balancing Difficulty and Accessibility
The Neo Dimension version addresses the original’s high difficulty curve by introducing a new “normal” mode, making the game more accessible to a wider audience. The original difficulty is preserved in a “hard” mode for players seeking a challenge. This change came about after feedback from the development team, highlighting the importance of player experience in game design decisions.
Sakaguchi explained the reasoning behind this change: “One of the big goals for Neo Dimension was to make it more accessible to a wider audience, especially with its release on PC and consoles. It gave us a second chance to address some of those difficulty curve issues.” He added, “We decided to call it ‘normal mode’ because I believe this provides the proper difficulty curve that players should experience.”
Yoshida chimed in, “To add more context, Matsuda-san and I have worked together for 15 years on Final Fantasy XIV and Final Fantasy XVI, where she served as an assistant producer. People often think I’m the ‘big boss,’ but she’s actually the secret boss when it comes to decision-making on those projects.”
Technical Challenges and Innovations
Transitioning from mobile to PC and consoles presented challenges, particularly in optimizing controls. The developers have fine-tuned the experience for controller input while maintaining mouse support for PC players. The team also employed innovative techniques for creating the game’s diorama environments, using methods similar to those used in city 3D modeling to capture and render the intricate details of the handcrafted sets.
Describing the technical process, Sakaguchi shared, “We adopted a technique commonly used by cities to create 3D models of their environments. This involves capturing numerous still photographs from various angles and then stitching them together to render a detailed 3D model based on hundreds of images.” He further elaborated, “Once we had these 3D models, we employed a technique called projection mapping to apply the high-resolution photos back onto the 3D meshes. This method allowed us to faithfully express the charm of the dioramas.”
Yoshida added, “From Square Enix’s perspective, we were aware that the game was transitioning to PC, so we made various requests to Mistwalker regarding different input methods. Mistwalker has been very generous and accommodating with our requests.”
A Nostalgic Journey and The Role of Music
Sakaguchi expressed nostalgia about Fantasian’s expansion to Nintendo and Sony platforms, describing it as a “high school reunion” that brings his career full circle. This sentiment reflects the game’s position as a bridge between classic JRPG design and modern gaming platforms.
In a touching moment, Sakaguchi reflected, “Approaching Fantasian, I initially thought it might be my last game as a creator. Now, with the game expanding from Apple Arcade back to Nintendo and Sony platforms, it feels like a high school reunion. It’s a touching and thought-provoking moment, especially as I recently became a grandfather for the first time.”
Both producers emphasized the crucial role of music in enhancing the game’s emotional impact. Composed by renowned musician Nobuo Uematsu, the soundtrack is highlighted as a key element in creating the game’s atmosphere and evoking player emotions. The Neo Dimension version includes an in-game music player, allowing fans to enjoy the soundtrack outside of gameplay.
Sakaguchi emphasized the importance of music, stating, “Even though I already knew what was going to happen, the music added layers of emotion that made scenes profoundly moving. There are moments in the game where I aimed to evoke strong emotions—perhaps even bring players to tears—and without the music, I felt that achieving that emotional weight would be challenging.”
He further explained, “During development, when we were testing the game with various builds, I often chose not to include music at that stage. I wanted to create the maximum emotional impact without any musical accompaniment. However, once I heard Uematsu’s final melodies, it was astonishing how much depth and enhancement they brought to the game.”
The Future of JRPGs
When asked about the future of the JRPG genre, both Sakaguchi and Yoshida expressed a focus on creating enjoyable experiences rather than consciously trying to evolve the genre. They view Fantasian as more of a return to classic JRPG roots rather than a representation of future trends in the genre.
Sakaguchi shared his perspective: “I often get asked about the future of JRPGs, but to be honest, I don’t think about it too much. With Fantasian, for example, I didn’t consciously set out to modernize the JRPG genre. Much of my inspiration came from my experience playing Final Fantasy 6 and my desire to return to my roots in game development and RPGs.”
He added, “In a sense, I see Fantasian as a classic JRPG that was preserved in a time capsule and has now been opened in the present day. So, it’s perhaps more of an exception rather than a reflection of the future trend of JRPGs.”
Bringing A Complete Package and Looking Forward
Fantasian Neo Dimension is described as a fully-loaded Director’s Cut, featuring both English and Japanese voiceovers. It includes all features from the original release, plus additional secrets for players to discover. The developers hope the game will leave players with a warm, uplifting feeling upon completion, a hallmark of Sakaguchi’s game design philosophy.
Yoshida confirmed, “The music player, along with all the other features added in the original Fantasian, will be included in Neo Dimension. You can think of this as the fully loaded Director’s Cut edition of the game.”
Sakaguchi elaborated on his design philosophy: “Throughout my career, many of my games share a common denominator: I strive to leave players with a warm and uplifting feeling once they’ve experienced the story to its conclusion. This emotional response often stems from overcoming challenges throughout the game. The sense of accomplishment and achievement that follows these hurdles is crucial; it’s that warm feeling that players can carry with them.”
Sakaguchi and Yoshida encourage players to share their experiences, as this feedback will inform future creative decisions. They expressed excitement about bringing Fantasian to a wider audience and hope that the game’s unique blend of classic JRPG elements and modern enhancements will resonate with both longtime fans and newcomers to the genre.
Yoshida concluded the interview with an invitation to fans: “We’d love to hear feedback and comments from players, as this input greatly motivates Sakaguchi-san and informs his future creative endeavors. Please share your thoughts widely across your platforms so that we can make Fantasian: Neo Dimension an unforgettable experience for everyone.”