[SÉRIE] Curiosidades e informações sobre Final Fantasy
Mar 14, 2014 19:39:45 GMT -3
djcoston likes this
Post by Akiha on Mar 14, 2014 19:39:45 GMT -3
Final Fantasy XIII: Lighting Returns moveu mais de 1 milhão de copias desde o seu lançamento e este mês foi o 8º jogo mais vendido neste lado do mundo, o quase Final Fantasy Bravely Default foi o 10° jogo mais bem vendido, são dois bons jogos, mas não foi por esta noticia que abri o tópico mais sim para postar a entrevista do nosso design dos cintos,fivelas e botas extravagantes.
Esta semana na Famitsu temos uma entrevista com o criador da Lighting,Squall e Cloud, como uma das figuras mais curiosas do mundo dos Jrpgs, abaixo a entrevista.
Fonte: Famitsu.com/Siliconera.com
Esta semana na Famitsu temos uma entrevista com o criador da Lighting,Squall e Cloud, como uma das figuras mais curiosas do mundo dos Jrpgs, abaixo a entrevista.
Fonte: Famitsu.com/Siliconera.com
While Nomura has been involved in various projects for Square Enix as a director and creative producer, Famitsu points out that he’s probably most known for his character designs. They ask if he’s been drawing since he was little.
“The oldest drawing I still have is a drawing of a lion I did on my third birthday, on the back of a lid from a paper box,” shares Nomura. “I often drew a lot after returning home from preschool. Since then, I’ve always loved drawing.”
Famitsu asks if that means he often stayed home when he was a child.
“No, actually, I played baseball out on the rice fields, made fortresses out in the fields, went swimming and fishing at the rivers and beach; I pretty much did everything there was to do at that age,” says Nomura with a laugh.
Now that we know a little about Nomura’s childhood, Famitsu asks about his first experience playing games.
“What comes to mind aren’t video games… but board games; Sugoroku to be specific,” responds Nomura. “Sugoroku is quite a simple game that involes rolling a dice and going from start to end, it’s really easy to understand. However, the ones my father made had various barriers on the route, and there was a rule that required you to pass them in order to reach the goal.”
“During my elementary school days, that was really fun. I remember making them myself and playing together with friends.”
Famitsu mentions that having another person enjoy something that he created must have been like a starting point to his work.
“I wasn’t conscious of it at the time, but now that I think of it, that was the first time that happened,” says Nomura. “Speaking of being influenced by my father, that’s also how I picked up an interest in drawing.”
He continues, “He didn’t do it out of interest, but he would make little drawings for me, or he’d help me out with arts and crafts. When I was in middle school, it was also my father who said ‘we’re entering an era of computers,’ then went ahead and bought me a computer.”
Next, Famitsu asks if that’s when he entered the world of computers, back in his middle school days.
“Yes, it was in the dawn of spring. Using a book as reference, I used basic programming and made games,” explains Nomura. “Also, I played Tennis and Ping Pong on the Color TV-Game, and I also have plenty of memories of playing Legends of Stararthur Planet Mephius (pictured above) on PC. I believe I was able to play video games at a relatively early time because of that. However, I never bought the Famicom when it was released when I was in middle school, but I played it after borrowing it in high school.”
If you’re curious about what Nomura’s favourite game was at the time, he was questioned along those lines as well.
“That would be Dragon Quest,” answers Nomura. “I was shocked and thought, ‘Wow, these kind of games exist!’. Back then, most game characteristics had you get the game over screen after dying three times, but I was surprised to see something with story elements.”
Famitsu wonders if that’s how he decided to make it his goal to work in the games industry.
“No, actually, I never even thought about joining a game company,” says Nomura. “At the time, I wanted to become a manga artist, and drew manga in the middle of class during high school, then showed it my friends during break.”
“I didn’t pay any attention whatsoever,” shares Nomura with a laugh when asked about his classes. He adds with a laugh, “However, I thought it would be impossible for me to become a manga artist, so I entered a vocational school related to advertisement in order to find employment. I thought it’d be nice to find an advertising job at a publishing company, but I didn’t have enough attendance days (at vocational school) so I often had to take supplementary lessons.”
So, Tetsuya Nomura led a fairly normal life growing up. But how did he end up working for Square?
“I was looking at an employment magazine, and saw that [Square] were recruiting,” says Nomura. “There was one of [Yoshitaka] Amano’s drawings in there, and it caught my attention. Back in my high school days, my high school art teacher actually said ‘I think you’d like this guy’s drawings,’ and told me about him.”
Famitsu exclaims that it’s almost as if it were destiny that brought him to join the company. They ask if that’s when he decided to make games.
“I just wanted a job where I could ‘make’ something while being able to draw,” states Nomura. “At the same time, I knew that I wouldn’t be able to do anything on my own. So, that’s when I thought of making games. I couldn’t think of any other choices.”
While many may consider Final Fantasy VII to be Kingdom Hearts creator Tetsuya Nomura’s early career-defining title, the designer said to Famitsu magazine in a recent interview that he believes that it was actually his work on Final Fantasy V that helped put him where he is today.
Famitsu starts out by mentioning that Nomura joined Square as a designer.
“Yes, but at the time it was near the development deadline for Final Fantasy IV, and it seemed like nobody had time for a new guy like me. When I asked ‘what can I do to help,’ they would tell me ‘just go ahead and work on the debugging with the kids,’ so there I was, helping out on the debugs while wearing a suit,” reminisces Nomura with a laugh.
“It was my first day on the job, and I decided to wear one, just in case,” he adds with another laugh. “After that, I still helped out with debugging and got more training. My work as a designer didn’t start until Final Fantasy V. “[Hironobu] Sakaguchi then said, ‘we’re going to divide into teams!’ and the names of staff members were written on a whiteboard, along with the three titles of Final Fantasy, SaGa, and Mana.”
How Final Fantasy V Was A Turning Point In Tetsuya Nomura’s Career screenshot
“My name was written under the Final Fantasy team, and I was taught the basics by Tetsuya Takahashi [Xenogears director, current head of Monolith Soft].”
Famitsu asks if he has any more memories he could share from that time, and if there were any influences that still have an impact on him today.
“Hiroyuki Ito who was in charge of the battle system taught me the basics of making your own game,” answers Nomura. “This wasn’t used for the game, but he told me things like ‘just make magic spells easily obtainable through money,’ or ‘it’s okay to just allow enemies to all be hit by pressing a single button’ and ‘don’t stick to existing concepts, but it’s okay to use some ideas from them’.”
While on the subject, Famitsu asks if Sakaguchi and [Yoshinori] Kitase often communicated with the other creators in a similar manner.
“Since I was like a minion, Sakaguchi was like a godly figure to me,” Nomura recalls. “Kitase was part of a section that handled events, so he didn’t have much to do with the design team, but he did talk to us frequently. During the development of Final Fantasy V, I would go to his desk and have him listen to a bunch of my ideas.” Nomura adds with a laugh, “I think he may have thought that I was a little annoying.”
Now that Nomura is part of the core of Square Enix’s present day Final Fantasy titles, Famitsu asks if he feels that he has inherited the series from the earlier days.
“Personally, I think that it was Kitase who ‘inherited’ Final Fantasy from Sakaguchi,” comments Nomura. “I think I can say so, since I’ve been watching them from those days. So, if anything, it’s safe to say that [Final Fantasy] is inside Kitase.”
How Final Fantasy V Was A Turning Point In Tetsuya Nomura’s Career screenshot
Nomura then goes on to talk about how it was actually Final Fantasy V that he considers to be the turning-point of his career. The reason being, the production style at the time had Hironobu Sakaguchi decide the main point, while everyone else carried around their ideas in their own plan books. Using his own plan book, Nomura was able to better introduce himself to Sakaguchi and Kitase.
Famitsu asks what kind of things he had in his book.
Nomura shares, “There were a lot of things, but for example, in the planning book for what kind of jobs I had in mind for Final Fantasy V, there were things like a ninja with a dog, a gambler who fought with dice and cards, and other illustrations. Everyone else used computers to type things out for their main plan books, but in order to have more impact, I wrote all the notes by hand and included plenty of drawings.”
“I believe that having studied advertisement also worked out in a positive way,” he continues. “After a while, whenever it was time to turn in our plan books, Sakaguchi and Kitase would say ‘Where’s Tetsu’s plan book?’ as they started looking forward to it each time.”
Famitsu notes that his past interest in drawing manga during his days as a schoolboy may have played a big role in making things turn out the way they did.
“Perhaps so. However, in the end, those ideas weren’t used for Final Fantasy V, but when we started on Final Fantasy VI, they were used for Shadow and Setzer. After that, it was a great experience for me, to have something I arranged go out there in the world. I believe that being in that position is what may have led my being appointed to Final Fantasy VII.
“The oldest drawing I still have is a drawing of a lion I did on my third birthday, on the back of a lid from a paper box,” shares Nomura. “I often drew a lot after returning home from preschool. Since then, I’ve always loved drawing.”
Famitsu asks if that means he often stayed home when he was a child.
“No, actually, I played baseball out on the rice fields, made fortresses out in the fields, went swimming and fishing at the rivers and beach; I pretty much did everything there was to do at that age,” says Nomura with a laugh.
Now that we know a little about Nomura’s childhood, Famitsu asks about his first experience playing games.
“What comes to mind aren’t video games… but board games; Sugoroku to be specific,” responds Nomura. “Sugoroku is quite a simple game that involes rolling a dice and going from start to end, it’s really easy to understand. However, the ones my father made had various barriers on the route, and there was a rule that required you to pass them in order to reach the goal.”
“During my elementary school days, that was really fun. I remember making them myself and playing together with friends.”
Famitsu mentions that having another person enjoy something that he created must have been like a starting point to his work.
“I wasn’t conscious of it at the time, but now that I think of it, that was the first time that happened,” says Nomura. “Speaking of being influenced by my father, that’s also how I picked up an interest in drawing.”
He continues, “He didn’t do it out of interest, but he would make little drawings for me, or he’d help me out with arts and crafts. When I was in middle school, it was also my father who said ‘we’re entering an era of computers,’ then went ahead and bought me a computer.”
Next, Famitsu asks if that’s when he entered the world of computers, back in his middle school days.
“Yes, it was in the dawn of spring. Using a book as reference, I used basic programming and made games,” explains Nomura. “Also, I played Tennis and Ping Pong on the Color TV-Game, and I also have plenty of memories of playing Legends of Stararthur Planet Mephius (pictured above) on PC. I believe I was able to play video games at a relatively early time because of that. However, I never bought the Famicom when it was released when I was in middle school, but I played it after borrowing it in high school.”
If you’re curious about what Nomura’s favourite game was at the time, he was questioned along those lines as well.
“That would be Dragon Quest,” answers Nomura. “I was shocked and thought, ‘Wow, these kind of games exist!’. Back then, most game characteristics had you get the game over screen after dying three times, but I was surprised to see something with story elements.”
Famitsu wonders if that’s how he decided to make it his goal to work in the games industry.
“No, actually, I never even thought about joining a game company,” says Nomura. “At the time, I wanted to become a manga artist, and drew manga in the middle of class during high school, then showed it my friends during break.”
“I didn’t pay any attention whatsoever,” shares Nomura with a laugh when asked about his classes. He adds with a laugh, “However, I thought it would be impossible for me to become a manga artist, so I entered a vocational school related to advertisement in order to find employment. I thought it’d be nice to find an advertising job at a publishing company, but I didn’t have enough attendance days (at vocational school) so I often had to take supplementary lessons.”
So, Tetsuya Nomura led a fairly normal life growing up. But how did he end up working for Square?
“I was looking at an employment magazine, and saw that [Square] were recruiting,” says Nomura. “There was one of [Yoshitaka] Amano’s drawings in there, and it caught my attention. Back in my high school days, my high school art teacher actually said ‘I think you’d like this guy’s drawings,’ and told me about him.”
Famitsu exclaims that it’s almost as if it were destiny that brought him to join the company. They ask if that’s when he decided to make games.
“I just wanted a job where I could ‘make’ something while being able to draw,” states Nomura. “At the same time, I knew that I wouldn’t be able to do anything on my own. So, that’s when I thought of making games. I couldn’t think of any other choices.”
While many may consider Final Fantasy VII to be Kingdom Hearts creator Tetsuya Nomura’s early career-defining title, the designer said to Famitsu magazine in a recent interview that he believes that it was actually his work on Final Fantasy V that helped put him where he is today.
Famitsu starts out by mentioning that Nomura joined Square as a designer.
“Yes, but at the time it was near the development deadline for Final Fantasy IV, and it seemed like nobody had time for a new guy like me. When I asked ‘what can I do to help,’ they would tell me ‘just go ahead and work on the debugging with the kids,’ so there I was, helping out on the debugs while wearing a suit,” reminisces Nomura with a laugh.
“It was my first day on the job, and I decided to wear one, just in case,” he adds with another laugh. “After that, I still helped out with debugging and got more training. My work as a designer didn’t start until Final Fantasy V. “[Hironobu] Sakaguchi then said, ‘we’re going to divide into teams!’ and the names of staff members were written on a whiteboard, along with the three titles of Final Fantasy, SaGa, and Mana.”
How Final Fantasy V Was A Turning Point In Tetsuya Nomura’s Career screenshot
“My name was written under the Final Fantasy team, and I was taught the basics by Tetsuya Takahashi [Xenogears director, current head of Monolith Soft].”
Famitsu asks if he has any more memories he could share from that time, and if there were any influences that still have an impact on him today.
“Hiroyuki Ito who was in charge of the battle system taught me the basics of making your own game,” answers Nomura. “This wasn’t used for the game, but he told me things like ‘just make magic spells easily obtainable through money,’ or ‘it’s okay to just allow enemies to all be hit by pressing a single button’ and ‘don’t stick to existing concepts, but it’s okay to use some ideas from them’.”
While on the subject, Famitsu asks if Sakaguchi and [Yoshinori] Kitase often communicated with the other creators in a similar manner.
“Since I was like a minion, Sakaguchi was like a godly figure to me,” Nomura recalls. “Kitase was part of a section that handled events, so he didn’t have much to do with the design team, but he did talk to us frequently. During the development of Final Fantasy V, I would go to his desk and have him listen to a bunch of my ideas.” Nomura adds with a laugh, “I think he may have thought that I was a little annoying.”
Now that Nomura is part of the core of Square Enix’s present day Final Fantasy titles, Famitsu asks if he feels that he has inherited the series from the earlier days.
“Personally, I think that it was Kitase who ‘inherited’ Final Fantasy from Sakaguchi,” comments Nomura. “I think I can say so, since I’ve been watching them from those days. So, if anything, it’s safe to say that [Final Fantasy] is inside Kitase.”
How Final Fantasy V Was A Turning Point In Tetsuya Nomura’s Career screenshot
Nomura then goes on to talk about how it was actually Final Fantasy V that he considers to be the turning-point of his career. The reason being, the production style at the time had Hironobu Sakaguchi decide the main point, while everyone else carried around their ideas in their own plan books. Using his own plan book, Nomura was able to better introduce himself to Sakaguchi and Kitase.
Famitsu asks what kind of things he had in his book.
Nomura shares, “There were a lot of things, but for example, in the planning book for what kind of jobs I had in mind for Final Fantasy V, there were things like a ninja with a dog, a gambler who fought with dice and cards, and other illustrations. Everyone else used computers to type things out for their main plan books, but in order to have more impact, I wrote all the notes by hand and included plenty of drawings.”
“I believe that having studied advertisement also worked out in a positive way,” he continues. “After a while, whenever it was time to turn in our plan books, Sakaguchi and Kitase would say ‘Where’s Tetsu’s plan book?’ as they started looking forward to it each time.”
Famitsu notes that his past interest in drawing manga during his days as a schoolboy may have played a big role in making things turn out the way they did.
“Perhaps so. However, in the end, those ideas weren’t used for Final Fantasy V, but when we started on Final Fantasy VI, they were used for Shadow and Setzer. After that, it was a great experience for me, to have something I arranged go out there in the world. I believe that being in that position is what may have led my being appointed to Final Fantasy VII.