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Final Fantasy Explorers devs on befriending monsters, game’s difficulty, game’s world

Posted on July 1, 2014 by (@NE_Brian) in 3DS, News

In the latest issue of Famitsu, Final Fantasy Explorers director Atsuhi Hashimoto and project manager Takahiro Abe spoke more about befriending monsters, the game’s difficulty, and the game’s world. You can find their comments below, courtesy of Siliconera’s translation.

On the difficulty behind the action of Final Fantasy Explorers…

“I’d like to make [the game] into something that even those who aren’t the best at action games can enjoy. There will also be things like specific actions that can be used to cancel abilities, and other technical maneuvers for those who are confident in their skills to enjoy.” – Hashimoto

“Think of it as something that has the strategic nature of an RPG, together with a focus on combining jobs and abilities that just about anyone can enjoy. Of course, we also plan on adding high difficulty quests that will have you going, ‘is this even possible to clear?’ So people who excel at action games will have plenty to look forward to. Additionally, there will be a way to adjust quest difficulty, so those who think ‘this isn’t enough!’ can easily adjust the difficulty to their liking.” – Abe

– Hashimoto and Abe also briefly talk about the “Resonance System”
– This is essentially a system that lets players perform cooperative moves using abilities, which can make them into different and more powerful abilities
– Abe explains that Final Fantasy Explorers is set on an island with all kinds of different areas that can be fully explored
– The Resonance System is being made so it can be used from a distance
– According to Abe, this means players can continue exploring and go out to fields that are quite a distance away from other players, so they made the Resonance System to make it possible for players to interact with one another using cooperative abilities that can be used from quite a distance
– Famitsu mentions that it sounds pretty close to what you’d expect from an open-world game, and that might make it troublesome for players to get around
– In response, Hashimoto said that the devv team is currently working on a system for that very purpose
– Abe teased “When it comes to Final Fantasy… airships come to mind.”
– Regarding transportation, the developers also mention that Chocobos won’t be rideable this time around
– They will appear as monsters that can be recruited
– Recruit monsters by defeating them and obtaining a special item drop
– Once you have this item, you can take it back to town and have that monster born from it
– Collect and raise monsters
– The more powerful and rare the monster is, the tougher they will be to acquire

Hashimoto on whether there are event scenes that will show off parts of the story during the game…

“Yes, there’s a main story. Once you make your character, it’ll be your avatar that you’ll play as, but we’re not pushing for the story to have as much emotional involvement compared to the main numbered series.”

“However, the game goes beyond the island that is the setting of the game, and there is a setting for the whole world, with quest content and NPCs with different speaking mannerisms to show for it.”

“[As you play] you might think ‘there are these kind of characters, so it must be this kind of country?’ or ‘the weapon description says this and that, so maybe it was used by someone in the past?’ This might sound typical of an old game, but I want it to be something that works your imagination.”

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