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Final Fantasy X Q&A

Check out part two of our look at Square's upcoming RPG and Q & A with some of the development team.

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Our second look at Final Fantasy X focuses on the art and music in the game. Since FFVII, these facets of the FF series have been evolving as the series has matured. FFX's art and character design feature some of the most stylized and detailed work seen in an FF game to date, thanks to the PlayStation 2's graphical muscle. The game's graphics are complemented by a soundtrack that features the most musical experimentation seen in an FF game yet and blends a variety of styles. In our final round of questions for members of the FFX team, we'll talk to art director Yuusuke Naora , character artist Tetsuya Nomura, and music composer Nobuo Uematsu about their contributions to the project.

Yuusuke Naora, Art Director


If you're a fan of the Final Fantasy series you should be well acquainted with Yuusuke Naora's work. A veteran of the series, Naora was responsible for the art direction in FFVII and FFVIII. His work on FFX, which offers a huge, varied world to explore, draws on a variety of Asian art influences to give the game its distinctive look. We spoke with Naora about working on one of the most anticipated role-playing games from Square.

It takes a team of pros to make a game look this beautiful
It takes a team of pros to make a game look this beautiful

GameSpot: How do you approach the art direction in an FF game?

Yuusuke Naora: For FFX, after presenting a few key drawings associated with the plot, I let the other staff members take it from there. Then, I would advise them on how to improve their work. In the meantime, I keep the production line moving, while drawing art for key locations in the game. My main priority is producing quality work as a team.

GS: Do you feel tied to the work from previous FF games?

YN: The series has already used techno-future fantasy and pure fantasy settings, so I wanted to try something completely different, while still keeping it Final Fantasy. So, you could say that it didn't really influence me.

GS: Where did you draw inspiration from when developing the look of the game?

YN: A pamphlet from a travel agency.

GS: What was the most important element for you to focus on in the art direction in the game?

YN: The talents of each staff member.

GS: How do you keep things fresh after nine entries without alienating the fans?

YN: By creating art that doesn't bore me.

Tetsuya Nomura, Character Artist

Veteran artist Tetsuya Nomura returns for another go at the Final Fantasy series with his work as character artist on FFX. His character designs have given FFVII, FFVIII, the Parasite Eve games, and The Bouncer their unique looks. His work on FFX comes the closest to matching his hand-drawn work, thanks to the game's high level of detail. We spoke to him about working on FFX.

Nomura's characters have never looked so good.
Nomura's characters have never looked so good.

GS: How do you go about designing characters for an FF game? Do you have ideas you didn't use from previous games? Or do you read the story and go from there?

Tetsuya Nomura: It differs for each installment, but I draw a rough design based off a simple story synopsis and present it to the scenario writer and other staff for their input. They're pretty open-minded, so as long as it doesn't deviate too much from the original idea and setting, I'm free to do what I want. There are times when I pull out an old idea and add a fresh spin to it.

GS: Do you still feel the same freedom when designing characters for FF as you do when you work on any other game? Or do you feel tied to a specific style or character archetype when working on FF?

TN: Considering the sheer size of Final Fantasy, and the wide audience base, I try to design the characters so that they appeal to as many people as possible--not only to hard-core gamers, but to casual players as well.

GS: Where do you draw inspiration from for your designs?

TN: Any kind of videos, especially music clips. Also, fashion magazines.

GS: What kind of art do you like?

TN: I like video and 3D animation, as opposed to still art.

GS: Do you draw inspiration from other games?

TN: Not really, but a good game can be stimulating.

GS: What have you seen lately that's impressed you?

TN: The opening movie for Kingdom Hearts.

Nobuo Uematsu, Composer

Composer Nobuo Uematsu is a veteran of the series and is responsible for music throughout the FF games. FFX features some of his most experimental work in the series, mixing the traditional instrumental music FF is know for with contemporary music styles and even using vocals in a track that features J-Pop artist Rikki. We spoke to Uematsu about his working process and his musical experimentation in FFX.

The right music can really sell moments like this.
The right music can really sell moments like this.

GS: FFX features a mélange of music that's a departure from what gamers have come to expect from the series. Why make the change? What was the inspiration to do it?

Nobuo Uematsu: I believe the general direction of a game soundtrack depends on the game's content rather than on its size. Since FFX made great strides for the series, I wanted to do the same from a musical standpoint by trying something new.

GS: Where did you look for musical inspiration when working on the music?

NU: I'm no genius, so I don't get inspired. I just use the music I've listened to or created as a base.

GS: How did you go about doing all the music for the game? How do you work/create?

NU:
1) Deadline approaches.
2) Pressure builds.
3) Sit in front of the keyboard, determined to work.
4) No good.
5) Procrastinate.
6) Deadline draws even closer.
7) Sit in front of the keyboard, determined to work.
8) No good.
9) No more time to procrastinate.
10) Give up.
11) Try to sound plausible while in tears.

GS: Does this new approach to music mark a permanent change in the music for the series or is it an experiment?

NU: It was experimental.

GS: Why did you choose a contemporary artist--Rikki--to be a part of the music?

NU: It was intuition. After listening to her CD for the first time, I knew right then and there she was the one.

GS: How has it been received by fans in Japan?

NU: Every time I finish recording a theme song, I first have my wife listen to it. She gave high marks to all the previous songs, but she didn't really care for "Suteki da ne." I lost a little confidence then; but once the song was released, it made the top ten on the Japanese charts, so I'm relieved.

GS: What's your favorite game soundtrack?

NU: I have a personal attachment to each soundtrack, but I'm not fully satisfied with any of them. I'll keep trying.

Thanks to the team for its time. Final Fantasy X ships December 26 for the PlayStation 2.

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