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Tabata on the Challenges of Making Final Fantasy, Broche on How the Series Shaped His Career

Hajime Tabata and Guillaume Broche

A recent Den-fami Nico Gamer interview between Hajime Tabata, known for his work on Final Fantasy XV, Final Fantasy Type-0, and Crisis Core: Final Fantasy VII, and Guillaume Broche, CEO and Creative Director of Sandfall Interactive, the studio behind the upcoming JRPG-inspired title Clair Obscur: Expedition 33, focused on the Final Fantasy series' development and its enduring influence on game creators.

Guillaume Broche openly shared his deep admiration for the series, recalling Final Fantasy VIII as his entry point into both video games and the Japanese language.

"I learned how to play video games and the Japanese language through Final Fantasy VIII."

His appreciation extends to the series' grand world-building, the detailed development of each character, and the unique world view presented in each title.

"What I like about the Final Fantasy series is, first of all, the grand scale of the world setting. The scale of the story is so huge. Also, each of the characters is well-developed, and their personalities are so unique that you can't help but love them every time you play."
"Furthermore, each Final Fantasy game has a completely different world view, and one of the attractions is that you can experience a new sensation every time. With that accumulation, I really came to love Final Fantasy."
Hajime Tabata

Hajime Tabata discussed the philosophy behind Final Fantasy development, recalling how Square Enix encouraged innovation and originality rather than simply replicating past designs.

"When I first tried to make Final Fantasy, I was told off quite a bit when I tried to do it by the book. They said, 'That's not what it is,' to me by the people who created the original Final Fantasy. Since they let someone like you who joined the company later make Final Fantasy, they must be expecting a new wind, so why are you imitating the past?"

Tabata also reflected on the challenges of directing Final Fantasy XV, emphasizing the pressure to innovate and meet fan expectations while navigating a development process that lacked strict guidelines.

“There are no guidelines at all, but once you present what you’ve made, you still receive criticism. You’re told not to imitate the past, but when you ask what to preserve, they say, ‘You decide that.'"

He also provided details about the decision to delay the release of Final Fantasy XV. Tabata initially set the release date for September 30, 2016, but later realized this was a mistake.

"Delaying the release date of a new Final Fantasy entry caused a lot of trouble to a lot of people. Honestly, it was probably my biggest mistake,” Tabata remarked with a laugh…

After careful consideration, the release date was moved to November 29, 2016, to ensure the game's improved condition upon release.


Throughout the conversation, both creators emphasized how Final Fantasy is not a static franchise but one that evolves with each entry, built not on strict replication of its past, but on the courage to challenge tradition while preserving its emotional and thematic core.

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