Was it a conscious decision to move away from the fights seen in Final Fantasy XII?
YK: The battle scenes in Final Fantasy XII had their own merits and were great in their own right, particularly in how seamless the transition from the field to the fight was. The downside is, because of that, both the field map data and the battle system data had to be squashed into a limited amount of memory for it to work. As a result, though it was seamless, it was sometimes lacking in the “wow” factor previous Final Fantasy games have had. We set out to create something with a greater visual impact, something more spectacular that is only possible when you separate the field and the battle data. It may not be quite as seamless as what you’ve seen in Final Fantasy XII, but it will be a lot more visually captivating. With the emphasis on engaging visuals in mind then, lets talk a little bit about the characters. Tetsuya Nomura (Final Fantasy V, VI, VII, VIII, X) has designed the characters again. Is he given a tight brief when it comes to the look of each character, or is he given f