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SneakBR

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Tem outro jogo deles que também é muito bom (pena que ficou restrito apenas ao Wii) que é o "The Last Story",
merecia um remake (ou pelo menos um remaster)

laststory1.jpg



Particularmente, acho o melhor dos 3...
Last Odyssey tem ótimos gráficos, mas não me cativou, parei no 3 ou 4 DVD...
Blue Dragon foi uma decepção, batalha chata, estória sem graça...
Last Story tem enredo bem clichê, mas bom. Divertido
 

Krion

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Particularmente, acho o melhor dos 3...
Last Odyssey tem ótimos gráficos, mas não me cativou, parei no 3 ou 4 DVD...
Blue Dragon foi uma decepção, batalha chata, estória sem graça...
Last Story tem enredo bem clichê, mas bom. Divertido

Teve outro jogo deles, para o DS, bem interessante também, saiu só Japão (mas tem uma tradução de fãs para eng)
É o "ASH: Archaic Sealed Heat", é como se fosse uma mistura de Fire Emblem com Shin Megami Tensei.

72085_front.jpg
72085_back.jpg


 

Wein

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Tem outro jogo deles que também é muito bom (pena que ficou restrito apenas ao Wii) que é o "The Last Story",
merecia um remake (ou pelo menos um remaster)

laststory1.jpg




Esse jogo tinha um baita potencial, sistema de batalha bem divertido e diferente, uma pena que o enredo é meio cliche e mal explorado.

O Wii teve vários ótimos rpgs undergrounds.
 


Ultima Weapon

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Eu não tenho esperança que esses rpg's de Wii voltem a aparecer, apesar de Xenoblade ser relançado duas vezes.
Tenho hype muito bom no Pandora's Tower e Last Story, ainda os jogarei. Na realidade tô esperando eles acrescentarem de alguma forma o Wii via retroarch no Switch.
 

Flavio Branford

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Quem interessar em jogar o "Arc Rise Fantasia", recomendo fortemente jogar a versão "undub",
a não ser que gostem deste tipo de dublagem "canastrona" :klol



A minha versão é justamente a Undub, álias, a maioria das ISOS de JRPGs eu procuro sempre por Undub para manter as vozes em japonês.
 

Okira

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Interessante é que esses JRPG´s do Wii são todos bons e eu lembro que quando joguei eles, qualquer comentários era de que era uma m****, não prestavam, ninguem jogava mais esses jogos com gráficos de PS2 ou só querem rebolar.
Uma pena que muitos perderam excelentes jogos por preconceito bobo que rolava na época.
Realmente eles mereciam uma nova chance.
 

Wellington S.

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Por aqui estou jogando Dragon Quest Monsters Joker 3, dessa vez estou com o objetivo de ir até o final, vamos ver se dessa vez eu vou, eu já tinha começado e largado outras vezes.
2020-07-03_14-42-11.179_top_sf2jbf.jpg
2020-07-03_14-54-12.643_top_vw9ddq.jpg
2020-07-03_15-56-35.223_top_lsah0e.bmp
2020-06-30_17-32-44.345_top_ubbdyy.jpg
 

Superd7br

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Eu tenho a ISO desse jogo (Arc Rise Fantasia) e ainda preciso jogar ele no Dolphin, me parece legal mesmo.
Além de bonito graficamente, tem uma dificuldade desafiadora, com grinding e um sistema de batalha com pontos de ação.
Me pergunto se alguém ainda tem os direitos para um eventual remaster...
 

Wein

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Quem interessar em jogar o "Arc Rise Fantasia", recomendo fortemente jogar a versão "undub",
a não ser que gostem deste tipo de dublagem "canastrona" :klol



Eu tenho o jogo original aqui e na época não tinha saido undub, a dublagem realmente é uma tristeza hue
 

Siroko

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Galera, tava pensando em pegar I am Setsuna no Steam. Vale a pena jogar ou seria melhor pegar algum RPG antigo da Square que não joguei ainda?
 

Krion

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Galera, tava pensando em pegar I am Setsuna no Steam. Vale a pena jogar ou seria melhor pegar algum RPG antigo da Square que não joguei ainda?

Em um RPG até legal, não é nenhuma obra prima, mas é bem interessante, lembra os RPGs antigos da Square na época do PSOne,
não é dos mais longos (menos de 30hs fazendo tudo) e tem um sistema de batalha que lembra Chrono Trigger.
Tem uma OST muito boa também.

Se é fã dos RPGs old school, vale a pena :kjoinha



maxresdefault.jpg
 

LuxEtUmbra0

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Galera, tava pensando em pegar I am Setsuna no Steam. Vale a pena jogar ou seria melhor pegar algum RPG antigo da Square que não joguei ainda?
Não joguei. Porém o segundo jogo da Tokyo Factory parece melhor. Recebeu pouca atenção, esqueci o nome agora. Mas alguém aqui deve lembrar kkk
 

Krion

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Não joguei. Porém o segundo jogo da Tokyo Factory parece melhor. Recebeu pouca atenção, esqueci o nome agora. Mas alguém aqui deve lembrar kkk


O Segundo é o LOST SPHEAR, joguei a demo dele e achei bem fraco, inclusive as reviews na STEAM são bem neutras, ao contrario das positivas do SETSUNA.
Tem um terceiro jogo da "Tokyo Factory" também, o ONINAKI, mas parece também que esse não agradou muito (menos ainda que o LOST SPHEAR).

A propósito, todos os jogos da "Tokyo Factory" tem demos disponíveis, sugiro uma jogada para cada, para uma melhor experiência antes de comprar os jogos



 

LuxEtUmbra0

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Vou testar o demo. Não sabia que tinha.
Oninaki achei bem fraco. Combate chatinho e bem lerdo. O enredo é bem dark e pareceu interessante porém, mas tinham que ter trabalhado melhor o combate.
 

Okira

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Desses o I am Setsuna é disparado o melhorzinho deles. Tem um história interessante, bom sistema de batalha e excelentes músicas.
Os outros dois são bem fracos.
 

Wein

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Oninaki não gostei, achei o combate bem sonolento.
 

LuxEtUmbra0

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Para quem se interessar em um drpg retrô, Arcana do Snes ganhou um hack/re-tradução.
 

LuxEtUmbra0

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Dei uma olhada no Lost Sphear. Elementos interessantes. Mas demo começa meio "do nada", falando de colocar artefatos para gerar efeitos, como só queria olhar, ignorei.
Achei legal que dá para ver toda a party (o último personagem buga por vezes e demora a aparecer porém).
0FD451C1AFECFD535CE58B558F6A98BF70647E51

Sistema de combate é muito bom, dá para andar pelos cenários e ver setar onde atacar conseguindo ver a abrangência. Literalmente, achei muito similar a um Neptunia (mais que CT) sendo que é real time, logo demorou está levando porrada dos inimigos. Bem legal mesmo nesse quesito.

E dá para entrar em uns mechas, que altera algumas coisas na exploração, podem quebrar obstáculos, por exemplo.
EF105070BDF447CEB68CD4CC463D15A6485B1214



EE0A7B08DFC7DACACCB2C7FD775148F81870D9CD

Enquanto o world map é bonito, achei esta dungeon aí em cima meio fraco no design, mesmo caso do que achei no início do Setsuna. E para sair do jogo só no fechar a janela/Alt-F4. Para que menu para sair né? :klolwtf
 

Krion

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Este clássico esta fazendo 20 anos hoje
para muitos um dos melhores Final Fantasy lançados e o ultimo da era de ouro da saga

Final_Fantasy_IX1.jpg




Um dos FF com um dos melhores personagens da saga

tumblr_lux5rbdYGu1qj0pm2o1_500.gif



53-084.gif





Final Fantasy IX at 20 years old: developers reflect on the creation of a classic
by Alex Donaldson, 07 July, 2020

Every entry in the Final Fantasy series is unique, but even among the eclectic ranks of the numbered FF titles, Final Fantasy IX is special. It is the end of an era, the start of something new, and an acknowledgement of the series' new-found success in the West. It is also brilliant.

Final Fantasy IX is also quite special to RPG Site. A quick self-indulgent history lesson: this website was founded by friends who met through the Final Fantasy community and built the largest Final Fantasy IX fan site online, launched on June 28, 2000 - mere weeks before the game's Japanese release. Much has changed, but years later, we are still at it - and it's all thanks to this game.

To celebrate the twentieth anniversary of this stone-cold classic, we thought we’d go back to the source: to some of the Final Fantasy IX staff still working at Square Enix. With them, we take a trip down memory lane, learning about the game’s development - and how it was a pioneer of an international Final Fantasy development team long before later games would embrace a multicultural staff.



When Final Fantasy IX was in development some twenty years ago, Square was in the midst of enormous change. The incredible success of Final Fantasy VII had catapulted the company to new heights, defining a new future for the series at the cutting-edge of cinematic video gaming. At the same time, Square was in the midst of experimenting with cinema proper, hard at work on the ill-fated Final Fantasy movie.

After a little over a decade, Final Fantasy was moving on, morphing into something new, spearheaded by different staff, promoted up into senior positions. All of this change seemingly prompted pause for thought, and an idea was born in the mind of Final Fantasy creator Hironobu Sakaguchi: a celebratory throwback.

"Final Fantasy IX was led and written by Hironobu Sakaguchi, so I think Sakaguchi’s vision and the world he wanted to create really came through," says Final Fantasy IX producer and Square mainstay Shinji Hashimoto tells RPG Site.

So different to Final Fantasy VII and VIII was it that the game's throwback nature caused some fans to initially speculate that it began life as 'Final Fantasy Gaiden', a non-numbered spin-off side story. Hashimoto rubbishes this - it was always intended as a numbered entry, developed more directly under Sakaguchi's lead.

Thus, at one point in the late nineties, the Final Fantasy series briefly split in multiple directions. In Tokyo, control of the series shifted to names now synonymous with leadership of the franchise today. Meanwhile in the Hawaii offices initially created for film studio Square Pictures, Sakaguchi remained more directly involved in a new entry in the series.
"We were working with a whole new structure – a branch of a Japanese company, but in Honolulu, Hawaii," says Hashimoto. "It was a dream project, jointly undertaken by Japanese and American staff, and so I remember it well."




The impact of a large part of a Final Fantasy title's core development taking place in an American territory was profound. Much was made of Final Fantasy XV's international, multicultural development team - but the secret is that it wasn't really the first Final Fantasy game developed this way.

Most of the game's art was defined in Honolulu, and this perhaps makes Final Fantasy IX as revolutionary as Final Fantasy VII before it. While still Japanese-led, its development staff was a truly international team with Hollywood talent, as Final Fantasy IX character artist Toshiyuki Itahana recalls.
"Most of the artwork for Final Fantasy IX was created in Honolulu, excluding the weapons and some NPC designs, like the dwarves," Itahana says as part of RPG Site’s Final Fantasy IX anniversary interview.

"The majority of staff were Japanese, but amongst the background designers, we had staff from Germany, someone from France who spoke five languages, American staff that had worked on matte paintings for the movie Titanic, and Korean staff working on designing gadgets. It was a team from all around the globe."

Where Final Fantasy VII stepped away from the traditional fantasy visuals for a steampunk aesthetic, Final Fantasy IX equally has a unique sense of style. Many attribute this as simply a return to medieval fantasy, but it is something more, something new: a view of that medieval fantasy filtered through multiple international perspectives.

This design would go on to trickle into many other areas of Final Fantasy IX's design. Composer Nobuo Uematsu took a two-week trip to Europe, using visits to ageing German castles to inspire his direction for the game's score.

"Final Fantasy IX might seem like a medieval European fantasy at first glance, but all the art designers had really individual taste," says Itahana. "The collaboration between all their styles created a uniquely exotic atmosphere that breaks out of that European fantasy mould."

As producer, Hashimoto's job was to coordinate the Final Fantasy IX teams in Tokyo and Honolulu. "There were lots of artists of different nationalities there, and I think this gave the game a real depth," he says.




Whatever you might define the result as, it is surely something special. That this was something different and special was even clear to the staff from early on, as Itahana recalls.

"Initially, I was sitting next to the Final Fantasy IX development team and working on Chocobo’s Dungeon 2. By the time I joined the Final Fantasy IX team, they had already completed the concept art for Alexandria Castle," Itahana explains.

"When I saw the art, I remember being surprised at what a fantastic design it was. There was a real sense that it was actually lived in. It was so detailed that you could look at a wall and imagine how it would feel to the touch. Knowing that I would be drawing the characters to inhabit this world was really exciting.

"I particularly like the backstreets in Alexandria. The castle peaks through cracks in the rooftops, the cobbled streets are strangely warped, and there are hidden underground entrances to secret rooms - I’d like to live in that secret underground space."

The Final Fantasy IX project's international nature is described as challenging by producer Hashimoto, who recalls nevertheless being uplifted by the year-round sunny weather in Honolulu, glimpsed through a computer screen in weekly trans-Pacific conference calls. Despite the difficulty, he also sees the value of the Honolulu production.

"I'm very glad to have been involved in this ground-breaking, albeit difficult, project," Hashimoto says. "I’m very proud of the collaboration between the incredible international team, and I’m very proud that the game is still loved to this day."

One character in the game was actually designed by Itahana as a tribute to the game's Hawaiian development location: the axe-wielding bounty hunter Lani.

"There’s said to be a goddess called Pele living in the Kīlauea volcano on Hawaii," explains Itahana. "She’s a very passionate goddess with a fiery temperament, and the volcano erupts when she’s angry.

"When I heard this story, I wanted to design a female warrior with a fiery temper who was fiery like Pele – and that’s how I came up with Lani. Her giant, red weapon is inspired by an erupting volcano."

Itahana was responsible for much of the game's character design, which matches its art in being a special and unique departure from the rest of the FF series. From this point on, Final Fantasy would generally feature characters with realistic proportions and photo-realistic visuals with an animated twist - but Final Fantasy IX was a last hurrah for a more stylized look, at least in the numbered series.

Itahana credits the overall direction of the game's look to art director Hideo Minaba, and cites the unique world of 1982 movie The Dark Crystal, with its sharply realized world and animatronic characters with exaggerated features, as an influence.

Behind all of this also is the influence of Final Fantasy creator Hironobu Sakaguchi and Final Fantasy IX director Hiroyuki Ito. While he was busy attempting to take the series to cinematic success with the ill-fated The Spirits Within, he was still hands-on with the production of the ninth entry.

In fact, Itahana recalls a situation toward the end of Final Fantasy IX’s development where Sakaguchi’s vision and perfectionism caused quite the storm among developers: a significant, last-minute change to a major character.

“As development entered the final stages, we were told that the Producer, Hironobu Sakaguchi, wanted us to change Garnet’s design. He didn’t think she looked charming enough for a heroine,” Itahana recalls.

“Garnet’s in-game models and motions had already been created, so when the message was passed on, there was a big commotion. I worked together with the Art Director, Hideo Minaba, to create some new design proposals, using as many of the pre-created motions as possible.

“In these proposals, we put forward lots of ideas – a lighter-haired Garnet, an outfit that was more like a dress… The finalised design for Garnet came from one of these proposals, which altered her hairstyle and outfit.”

Garnet is just one of several iconic designs to come out of Final Fantasy IX - and the title is now fondly remembered for having a personality-stuffed cast with designs that stand out from the rest of the series. That, too, is part of why the game is so special.

"There is a repeating motif in Final Fantasy IX of on-stage performances, and so I think the style is a good match," says Itahana. "The character’s large limbs make it easy to convey emotions through exaggerated reactions, just like actors do in theatre.

"Final Fantasy IX has a style that appeals to both adults and children, so I’d love to have another opportunity to work in the same style again, whether it’s a numbered Final Fantasy entry or not."




Itahana's suggestion that he would like to return to the world of Final Fantasy IX is sure to excite the game's many fans, who have clamored for a return to that game's style after a string of games more in the vein of Final Fantasies VII and VIII. In RPG Site's poll for the Final Fantasy 30th anniversary, Final Fantasy IX placed second, with thousands of users voting it as their favorite entry in the series.

The team behind the game has seen similar, with Itahana recalling a recent Japanese TV program where Final Fantasy IX came second in a fan vote - just behind Final Fantasy VII, just as in our poll.

"I think the enduring popularity of Final Fantasy IX is due to the endearing character design and style which lots of people liked, as well as the appeal of the fantastical world," says Itahana.

"Another reason is the story. It’s a story about the meaning of life – which is a universal question for everyone living in this world, including myself. Characters of different races and different ways of thinking support each other, sometimes disagreeing, as they all grapple with this question. That kind of story will always resonate, I think."

While the characters and world of Final Fantasy IX are cited by both Hashimoto and Itahana as stand-outs from the development of the title ("I could talk about the great story and characters forever", Itahana says), both cite its at the time unique development staff make-up as the most memorable part of development. Square had never made a game quite like this before - and wouldn't again for a very long time.

"If I had to choose the thing I’m most proud of, I’d have to say it was all of the team in Honolulu and Tokyo that worked together to create Final Fantasy IX," says Itahana.

"The world of Final Fantasy IX was created because everyone brought their unique individuality and mixed it together. In a sense, I don’t think that anyone could have predicted at the beginning of development how the style of Final Fantasy IX would finally turn out.

"I’m immensely proud to have been able to work alongside everyone, and I won’t forget it as long as I live. I still treasure the photo we took together!"

You can now see that photo, straight from Itahana, below.



As for that world they built? Well, in truest Final Fantasy tradition, it remains untouched - airbrushed to modern resolutions in re-releases but otherwise exactly as it was to the very first players on June 7, 2000 - charming, beautiful and full of character.

Except, of course, that Final Fantasy tradition has eroded over the years since the original release of Final Fantasy IX. The fourth, seventh, tenth and thirteenth Final Fantasy titles have been expanded with sequels and spin-offs - and Itahana admits, twenty years later, that he still thinks about the game regularly. It is, as the title of the first track on Final Fantasy IX's soundtrack calls it, a place to call home.

"Final Fantasy IX is loved by the fans, but it’s also very loved by us, the development team," says Itahana. "I would be delighted if, respecting the wishes of the original development team, there could one day be the opportunity to continue the story of Final Fantasy IX, which meant so much to all of us."
 

Looz

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O Segundo é o LOST SPHEAR, joguei a demo dele e achei bem fraco, inclusive as reviews na STEAM são bem neutras, ao contrario das positivas do SETSUNA.
Tem um terceiro jogo da "Tokyo Factory" também, o ONINAKI, mas parece também que esse não agradou muito (menos ainda que o LOST SPHEAR).

A propósito, todos os jogos da "Tokyo Factory" tem demos disponíveis, sugiro uma jogada para cada, para uma melhor experiência antes de comprar os jogos





Eu joguei os 3. O I am Setsuna foi o melhor na minha opinião. Os outros 2 são razoáveis.
 

Defender_of_Earth XXIII

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Por aqui, acabei o quarto palácio no Persona 5 Royal, e estou esperando a história continuar.

No Atelier Shallie, cheguei no chefe final, mas agora o jogo resolveu me punir por jogar de qualquer jeito, e vou ser obrigado a montar um equipamento decente pra conseguir ver o final.

E nessas gracinhas, acabei negligenciando o Tales of Graces...

Edit: Terminei Atelier Shallie. Vi no Gamefaqs que eu teria que passar mais umas dez horas de jogo entre conseguir niveis de alquimia, juntar materiais e criar os equipamentos. Não estava com saco pra isso, e simplesmente baixei a dificuldade. Não me orgulho disso, mas não vou ficar em uma punhetação artificial pra extender a jogatina.
Apesar dos pesares, ainda apreciei o jogo, e pretendo terminar com o segundo personagem.
 
Ultima Edição:

Justin klr

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Este clássico esta fazendo 20 anos hoje
para muitos um dos melhores Final Fantasy lançados e o ultimo da era de ouro da saga

Final_Fantasy_IX1.jpg




Um dos FF com um dos melhores personagens da saga

tumblr_lux5rbdYGu1qj0pm2o1_500.gif



53-084.gif





Final Fantasy IX at 20 years old: developers reflect on the creation of a classic
by Alex Donaldson, 07 July, 2020

Every entry in the Final Fantasy series is unique, but even among the eclectic ranks of the numbered FF titles, Final Fantasy IX is special. It is the end of an era, the start of something new, and an acknowledgement of the series' new-found success in the West. It is also brilliant.

Final Fantasy IX is also quite special to RPG Site. A quick self-indulgent history lesson: this website was founded by friends who met through the Final Fantasy community and built the largest Final Fantasy IX fan site online, launched on June 28, 2000 - mere weeks before the game's Japanese release. Much has changed, but years later, we are still at it - and it's all thanks to this game.

To celebrate the twentieth anniversary of this stone-cold classic, we thought we’d go back to the source: to some of the Final Fantasy IX staff still working at Square Enix. With them, we take a trip down memory lane, learning about the game’s development - and how it was a pioneer of an international Final Fantasy development team long before later games would embrace a multicultural staff.



When Final Fantasy IX was in development some twenty years ago, Square was in the midst of enormous change. The incredible success of Final Fantasy VII had catapulted the company to new heights, defining a new future for the series at the cutting-edge of cinematic video gaming. At the same time, Square was in the midst of experimenting with cinema proper, hard at work on the ill-fated Final Fantasy movie.

After a little over a decade, Final Fantasy was moving on, morphing into something new, spearheaded by different staff, promoted up into senior positions. All of this change seemingly prompted pause for thought, and an idea was born in the mind of Final Fantasy creator Hironobu Sakaguchi: a celebratory throwback.

"Final Fantasy IX was led and written by Hironobu Sakaguchi, so I think Sakaguchi’s vision and the world he wanted to create really came through," says Final Fantasy IX producer and Square mainstay Shinji Hashimoto tells RPG Site.

So different to Final Fantasy VII and VIII was it that the game's throwback nature caused some fans to initially speculate that it began life as 'Final Fantasy Gaiden', a non-numbered spin-off side story. Hashimoto rubbishes this - it was always intended as a numbered entry, developed more directly under Sakaguchi's lead.

Thus, at one point in the late nineties, the Final Fantasy series briefly split in multiple directions. In Tokyo, control of the series shifted to names now synonymous with leadership of the franchise today. Meanwhile in the Hawaii offices initially created for film studio Square Pictures, Sakaguchi remained more directly involved in a new entry in the series.
"We were working with a whole new structure – a branch of a Japanese company, but in Honolulu, Hawaii," says Hashimoto. "It was a dream project, jointly undertaken by Japanese and American staff, and so I remember it well."




The impact of a large part of a Final Fantasy title's core development taking place in an American territory was profound. Much was made of Final Fantasy XV's international, multicultural development team - but the secret is that it wasn't really the first Final Fantasy game developed this way.

Most of the game's art was defined in Honolulu, and this perhaps makes Final Fantasy IX as revolutionary as Final Fantasy VII before it. While still Japanese-led, its development staff was a truly international team with Hollywood talent, as Final Fantasy IX character artist Toshiyuki Itahana recalls.
"Most of the artwork for Final Fantasy IX was created in Honolulu, excluding the weapons and some NPC designs, like the dwarves," Itahana says as part of RPG Site’s Final Fantasy IX anniversary interview.

"The majority of staff were Japanese, but amongst the background designers, we had staff from Germany, someone from France who spoke five languages, American staff that had worked on matte paintings for the movie Titanic, and Korean staff working on designing gadgets. It was a team from all around the globe."

Where Final Fantasy VII stepped away from the traditional fantasy visuals for a steampunk aesthetic, Final Fantasy IX equally has a unique sense of style. Many attribute this as simply a return to medieval fantasy, but it is something more, something new: a view of that medieval fantasy filtered through multiple international perspectives.

This design would go on to trickle into many other areas of Final Fantasy IX's design. Composer Nobuo Uematsu took a two-week trip to Europe, using visits to ageing German castles to inspire his direction for the game's score.

"Final Fantasy IX might seem like a medieval European fantasy at first glance, but all the art designers had really individual taste," says Itahana. "The collaboration between all their styles created a uniquely exotic atmosphere that breaks out of that European fantasy mould."

As producer, Hashimoto's job was to coordinate the Final Fantasy IX teams in Tokyo and Honolulu. "There were lots of artists of different nationalities there, and I think this gave the game a real depth," he says.




Whatever you might define the result as, it is surely something special. That this was something different and special was even clear to the staff from early on, as Itahana recalls.

"Initially, I was sitting next to the Final Fantasy IX development team and working on Chocobo’s Dungeon 2. By the time I joined the Final Fantasy IX team, they had already completed the concept art for Alexandria Castle," Itahana explains.

"When I saw the art, I remember being surprised at what a fantastic design it was. There was a real sense that it was actually lived in. It was so detailed that you could look at a wall and imagine how it would feel to the touch. Knowing that I would be drawing the characters to inhabit this world was really exciting.

"I particularly like the backstreets in Alexandria. The castle peaks through cracks in the rooftops, the cobbled streets are strangely warped, and there are hidden underground entrances to secret rooms - I’d like to live in that secret underground space."

The Final Fantasy IX project's international nature is described as challenging by producer Hashimoto, who recalls nevertheless being uplifted by the year-round sunny weather in Honolulu, glimpsed through a computer screen in weekly trans-Pacific conference calls. Despite the difficulty, he also sees the value of the Honolulu production.

"I'm very glad to have been involved in this ground-breaking, albeit difficult, project," Hashimoto says. "I’m very proud of the collaboration between the incredible international team, and I’m very proud that the game is still loved to this day."

One character in the game was actually designed by Itahana as a tribute to the game's Hawaiian development location: the axe-wielding bounty hunter Lani.

"There’s said to be a goddess called Pele living in the Kīlauea volcano on Hawaii," explains Itahana. "She’s a very passionate goddess with a fiery temperament, and the volcano erupts when she’s angry.

"When I heard this story, I wanted to design a female warrior with a fiery temper who was fiery like Pele – and that’s how I came up with Lani. Her giant, red weapon is inspired by an erupting volcano."

Itahana was responsible for much of the game's character design, which matches its art in being a special and unique departure from the rest of the FF series. From this point on, Final Fantasy would generally feature characters with realistic proportions and photo-realistic visuals with an animated twist - but Final Fantasy IX was a last hurrah for a more stylized look, at least in the numbered series.

Itahana credits the overall direction of the game's look to art director Hideo Minaba, and cites the unique world of 1982 movie The Dark Crystal, with its sharply realized world and animatronic characters with exaggerated features, as an influence.

Behind all of this also is the influence of Final Fantasy creator Hironobu Sakaguchi and Final Fantasy IX director Hiroyuki Ito. While he was busy attempting to take the series to cinematic success with the ill-fated The Spirits Within, he was still hands-on with the production of the ninth entry.

In fact, Itahana recalls a situation toward the end of Final Fantasy IX’s development where Sakaguchi’s vision and perfectionism caused quite the storm among developers: a significant, last-minute change to a major character.

“As development entered the final stages, we were told that the Producer, Hironobu Sakaguchi, wanted us to change Garnet’s design. He didn’t think she looked charming enough for a heroine,” Itahana recalls.

“Garnet’s in-game models and motions had already been created, so when the message was passed on, there was a big commotion. I worked together with the Art Director, Hideo Minaba, to create some new design proposals, using as many of the pre-created motions as possible.

“In these proposals, we put forward lots of ideas – a lighter-haired Garnet, an outfit that was more like a dress… The finalised design for Garnet came from one of these proposals, which altered her hairstyle and outfit.”

Garnet is just one of several iconic designs to come out of Final Fantasy IX - and the title is now fondly remembered for having a personality-stuffed cast with designs that stand out from the rest of the series. That, too, is part of why the game is so special.

"There is a repeating motif in Final Fantasy IX of on-stage performances, and so I think the style is a good match," says Itahana. "The character’s large limbs make it easy to convey emotions through exaggerated reactions, just like actors do in theatre.

"Final Fantasy IX has a style that appeals to both adults and children, so I’d love to have another opportunity to work in the same style again, whether it’s a numbered Final Fantasy entry or not."




Itahana's suggestion that he would like to return to the world of Final Fantasy IX is sure to excite the game's many fans, who have clamored for a return to that game's style after a string of games more in the vein of Final Fantasies VII and VIII. In RPG Site's poll for the Final Fantasy 30th anniversary, Final Fantasy IX placed second, with thousands of users voting it as their favorite entry in the series.

The team behind the game has seen similar, with Itahana recalling a recent Japanese TV program where Final Fantasy IX came second in a fan vote - just behind Final Fantasy VII, just as in our poll.

"I think the enduring popularity of Final Fantasy IX is due to the endearing character design and style which lots of people liked, as well as the appeal of the fantastical world," says Itahana.

"Another reason is the story. It’s a story about the meaning of life – which is a universal question for everyone living in this world, including myself. Characters of different races and different ways of thinking support each other, sometimes disagreeing, as they all grapple with this question. That kind of story will always resonate, I think."

While the characters and world of Final Fantasy IX are cited by both Hashimoto and Itahana as stand-outs from the development of the title ("I could talk about the great story and characters forever", Itahana says), both cite its at the time unique development staff make-up as the most memorable part of development. Square had never made a game quite like this before - and wouldn't again for a very long time.

"If I had to choose the thing I’m most proud of, I’d have to say it was all of the team in Honolulu and Tokyo that worked together to create Final Fantasy IX," says Itahana.

"The world of Final Fantasy IX was created because everyone brought their unique individuality and mixed it together. In a sense, I don’t think that anyone could have predicted at the beginning of development how the style of Final Fantasy IX would finally turn out.

"I’m immensely proud to have been able to work alongside everyone, and I won’t forget it as long as I live. I still treasure the photo we took together!"

You can now see that photo, straight from Itahana, below.



As for that world they built? Well, in truest Final Fantasy tradition, it remains untouched - airbrushed to modern resolutions in re-releases but otherwise exactly as it was to the very first players on June 7, 2000 - charming, beautiful and full of character.

Except, of course, that Final Fantasy tradition has eroded over the years since the original release of Final Fantasy IX. The fourth, seventh, tenth and thirteenth Final Fantasy titles have been expanded with sequels and spin-offs - and Itahana admits, twenty years later, that he still thinks about the game regularly. It is, as the title of the first track on Final Fantasy IX's soundtrack calls it, a place to call home.

"Final Fantasy IX is loved by the fans, but it’s also very loved by us, the development team," says Itahana. "I would be delighted if, respecting the wishes of the original development team, there could one day be the opportunity to continue the story of Final Fantasy IX, which meant so much to all of us."
FF9 foi um dos últimos JRPGs dos quais eu lembro dos personagens, das músicas e da história. Único jogo atual do qual eu me lembro de alguma coisa depois de terminar foi o Trails in the Sky. Bons tempos e boas memórias!
 

slashf

Mil pontos, LOL!
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Terminei O KH final mix do gamepass. Caramba, essa versao e mais dificil ne? Sofri em alguns bosses, os opcionais entao apanhei feito bixo.
COntinua um jogo bem bacana, daquela era ps2 mesmo. Fiquei perdido varias vezes
 

WhiteMage

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Comecei o Trails in Cold Steel no PS Vita, mesmo sabendo que é recomendável jogar Trails in the Sky primeiro. Estava amando o jogo, mas o meu Vita está começando a apresentar defeito no chip gráfico: a imagem fica distorcida e o portátil trava, sendo obrigado a reiniciá-lo na força, assim ficou frustante jogar Cold Steel, pois não tem autosave após batalhas importantes e, é o horrível ficar na preocupação do jogo travar após vencer um boss ou ler linhas e mais linhas de diálogo.

Assim resolvi começar o Trails in the Sky no PC, estou gostanto muito também, mas fico triste em saber que estou perdendo meu Vita, tenho muitos JRPGs que não joguei nele, a maioria foi portada para PC e são até versões melhoradas, mas não queria recomprá-los. O consolo é que a maioria dos meus jogos de Vita são físicos e vou recuperar parte da grana, mas só Deus sabe quando vou conseguir vendê-los com essa pandemia.

128326

Jogar Trails in the Sky está me dando uma vontade de fazer um jogo no RPG Maker...
 

Vaynard

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Saiu Catherine: Full Body pro Switch.

Pensando em rejogar essa maravilha, agora nessa versão nova, vi que tem melhorias bem bacanas como o modo remix, com peças estilo tetris.
 
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