Square Enix Final Fantasy DS Interview
We sit down with the creators of Final Fantasy Crystal Chronicles: Ring of Fates and Final Fantasy XII: Revenant Wings for an in-depth chat about their new DS games.
Page 3
Final Fantasy Crystal Chronicles: Ring of Fates
Kikizo: The original Final Fantasy Crystal Chronicles seemed very much like a party game to us. It was fun to play with friends, but the single-player part didn't seem as well developed. When you approached this new version of Crystal Chronicles, what did you have in mind for it?
Kawazu: The last Final Fantasy Crystal Chronicles was based around the concept of connecting the GBA to the GC, so utilizing that element really turned the focus more towards a multiplayer element. For this edition of FF:CC, you can enjoy wireless multiplayer play via the DS, but there's also a very deep story for the single-player mode, as well.
Kikizo: The FF games aren't connected by plot, but there are core similarities that unite the games into a series. What would you say the core elements of the Crystal Chronicles series are?
Kamiyama: The basic worldview is similar to the previous game, so people who enjoyed the previous game will find a lot of familiar elements. But it's been a few years since that game's release, so we've worked to make it accessible to new players, as well.
Kikizo: For the last CC game, you emphasized connectivity between the GBA and the GC. Now you have the Wii and the DS. Will there be any sort of connectivity between the two systems?
Kamiyama: There are no plans for direct connection between the Wii Crystal Bearers and the DS Ring of Fates at this time. Since Crystal Bearers is still under development, we can't share too much about it yet. They're entirely separate games, nothing is shared between them, although they share a similar worldview. We think that people who play Ring of Fates will find certain things to smile at when they play through Crystal Bearers, however.
Kikizo: But there is WiFi support for Ring of Fates?
Kawazu: Multiplayer is ad-hoc only. We decided on this because we wanted people to be close to each other, playing in a group of friends. WiFi, we feel, puts too much of a "distance" between the players. There are certain features in the game that are very much action-based, with interaction between characters as well, where we felt this element was particularly important.
Kamiyama: However, the game isn't entirely devoid of WiFi features. There's a Moogle creature you can play with and trade with friends via the WiFi network.
Kikizo: So what would you say the key differences between this and the previous Crystal Chronicles game are?
Kamiyama: In the previous game, the world was covered by the Miasma, and all the player characters had to carry around the Crystal Cage. That element is not present, in this case. All character are free to move where they want to.
