This challenge has been heightened somewhat by an extension of the scope that Sakaguchi recognizes in working on the scenario. “Before we got into that I thought it would be a bit more manageable, but of course with these physical, handcrafted dioramas and it was more of a challenge than I think any of us expected I’ll see what they say if fans really like and crave this diorama feel and look then maybe we can revisit it, but I think I definitely underestimated, let’s say, how challenging the pipeline could be. “I think it’s something to say that ignorance is happiness,” he replies with a laugh. I ask him if he still feels that way now that he has completed one. said Interviews for the game earlier this year that a game development pipeline with dioramas like this “probably shouldn’t exist”. It took us three days to go through all of the dioramas to find what we were looking for and to create this photo. “I asked, ‘Hey, can you get the throne?’ and it took him three days to put the whole thing together because he kept it safe and took apart certain parts that need not be together when stored. “Ironically, I recently wanted to take a few photos of the royal throne, the throne room, because of the sheer volume,” he says. I believe nothing left on the table and there is no regret how it turned out. He tells me that they are currently being dismantled and stored in a warehouse on the outskirts of Tokyo owned by one of the diorama artists – a convenient solution, but it also illustrates the scope of the project. I asked Sakaguchi what exactly to do with 160 handcrafted dioramas when they are finished scanned for a game. These dioramas were, of course, one of the more intense elements in the development of Fantasian and one of the things Sakaguchi refers to when talking about the effort. While it’s a traditional turn-based RPG in many ways, Fantasian is instantly visually stunning thanks to its backgrounds, which are comprised of nearly 160 handcrafted dioramas, all of which have been 3D scanned to serve as game environments. It follows the story of a young man who has lost his memories and was dragged through dimensions. The first part of Fantasian was released on Apple Arcade earlier this year, with Part 2 just announced for this Friday. “I believe nothing left on the table and there is no regret how it turned out, “he says. He has said in other interviews (and repeated during our discussion) that while he doesn’t commit to being his last game and that he still has ideas for things to create, he’s “very happy with Fantasian.” “if it turned out to be” the last icing on the cake “of his career. It is understandable that Sakaguchi put extra thought into his personal life and career during the development of Fantasian. “The Fantasian definitely portrays a relationship between a parent and a child, and there are certain connections that I naturally draw from my real-world experiences that may be natural or perhaps a message that I want to say or subtly insert into the language I am would say it’s partly age, partly personal experience, but there are a lot of things that you put into such a development. When working on the second part of Fantasian, he often pondered the family-related parallels between this and Final Fantasy 6. While we talk, he often brings up his family and at some point tells me that his daughter is getting married in October. Sakaguchi talks to IGN about Zoom ahead of Fantasian’s second half release). “This idea of bringing new life into the world and what that means and the kind of gravity it has.” “I wanted to have a scene in Final Fantasy 6 where a child is being born,” he tells me. Just like he did during the development of Final Fantasy 6 – a game he was working on when his daughter was born. When Final Fantasy creator Hironobu Sakaguchi completed the second and final installment of his latest role-playing game Fantasian, he had the family on his mind.
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