Full transcript
Opening
0:01Tetsuya Nomura is hands down one of the most captivating and interesting figures in the video
0:06game industry. His original ideas and iconic style have played a large part in some of Square Enix's
0:11most successful titles. Whether you love his crazy story designs and concepts or you think he's
0:17actively ruining video games as we know it, he's a big name in the industry and he's a hard worker.
0:23Even today, Nomura bounces between projects frequently and based on my research for this video
0:28series has had projects in circulation since 1991. Hi, my name is Joe. When I like something a whole
0:37lot, I want to find out what's going on behind the curtain. This video is that I did the research and
0:43write up for my benefit, but I did this video part for yours so I can pass on this information as
0:49completely and definitively as possible without boring my friends and family. In this video
0:56series, I will examine all of Tetsuya Nomura's works to the best of my ability. I understand
1:01there are countless videos available regarding the very start of his career. So some information
1:05may be quite familiar to you if you frequently watch videos on this topic, but I've done my best
1:10to make what you watch here today a smidgen more informative and entertaining than videos before.
1:15And before long, we'll be in uncharted territory. I'll include all of my sources in the description
1:20below, and I'll include a number on screen if I am citing a source. I'll also include fun facts
1:25and text boxes on screen to give you some bonus information if you're actively watching the video.
1:30I've grouped each project as accurate to development as possible, but Nomura would
1:35sometimes be bouncing between four to five projects at a time. So, I've arranged all
1:40titles in order of release with out of place blurbs about relevant titles if necessary. Now
1:47that everything's out of the way, let's dive into the prolific career of Tetsuya Nomura.
Childhood
2:04“The oldest drawing I still have is a drawing of a lion I did on my third birthday. I often drew a
2:11lot after returning home from preschool. Since then, I've always loved drawing.”
2:20Tetsuya Nomura grew up in Kochi Prefecture, Japan. Today, Kochi has a population of over 3 million,
2:27including the surrounding area and downtown citizens. It boasts some of Japan's most
2:31beautiful landscapes and waters, and prides itself on them. Located on the smallest of
2:37Japan's four main islands, Nomura grew up in the city from 1970 to 1988 before leaving for
2:42vocational school in Tokyo at age 18. Recalling his childhood, Nomura notes that he did everything
2:48he could at his age. Drawing, baseball, building forts, swimming, fishing, playing board games,
2:58inventing rules for them, and after a while coding and creating his own games on his
3:02computer. His father was a large influence in the beginning of his path. Little Tetsuya would often
3:08receive drawings from his dad, special help with arts and crafts, and guidance into the upcoming
3:13era of computers. When his son was in lower secondary school, Mr. Nomura bought a computer
3:19for him so he could begin exploring the medium. Little Tetsu would play video games frequently and
3:24would sometimes have to borrow everything to play from his friends. He became quite fond of Dragon
3:30Quest in his video gaming endeavors, and remembers sinking a lot of time into Legends of Star Arthur:
3:35Planet Mephius. In upper secondary school, an adolescent Tetsuya Nomura could often be found
3:41doodling manga panels in class and showing his classmates during breaks. At one point,
3:46his art teacher introduced him to Yoshitaka Amano's artwork. Amano was a popular artist
3:51who at the time was also the lead artist and character designer for the FINAL FANTASY games.
3:57As graduation grew closer and manga artists felt insurmountable to pursue, Nomura decided to attend
4:03vocational school for advertising so he could ensure steady employment. In vocational school,
4:08Nomura encountered Amano's artwork again, this time in an employment magazine. Square,
4:14the game development company then hailed for FINAL FANTASY I through III, was recruiting
4:19for entry-level positions. This prompted Nomura to reflect on where he wanted to be professionally.
4:27“I just wanted a job where I could make something while being able to draw. At
4:33the same time, I knew that I wouldn't be able to do anything on my own. So,
4:38that's when I thought of making games. I couldn't think of any other choices.”
FINAL FANTASY IV
4:51Bright-eyed and bushy-tailed, Tetsuya Nomura showed up for his first day at Square in a
4:56suit to be certain that he looked as presentable as possible. He joined the company quite close
5:01to the development deadline for FINAL FANTASY IV, and so for his first day with the company, Nomura
5:06found himself doing entry-level work dressed in a suit. His role, debugging, ensured the quality
5:12of the game by seeking and correcting bugs in the game's code to make sure the battle system,
5:17event triggers, and other important things were bug-free for a smooth experience. He learned the
5:22basics of the position from battle graphics designer Tetsuya Takahashi. This project was
5:28both Tetsuya's first at Square. Other notable FINAL FANTASY IV staff include series director
5:34Hironobu Sakaguchi, series character designer Yoshitaka Amano, series composer Nobuo Uematsu,
5:42and lead game designer / scenario writer Takashi Tokita. FINAL FANTASY IV was released on the Super
5:50Famcom on July 19th, 1991. The game was localized in North America as FINAL FANTASY II on the Super
5:58Nintendo on November 23rd, 1991. It was the first 16-bit entry in the series, the first to introduce
6:06the active time battle system coined by battle designer Hiroyuki Ito, and one of the first to
6:12include a complex plot with a cast of fleshed out original characters. All of these qualities
6:17and more led it to be highly regarded in its time and still today as one of the first examples of a
6:23modern Japanese role- playinging game or JRPG. FINAL FANTASY IV would serve as the foundation
6:29for each FINAL FANTASY to come, setting a new precedent for Square and the JRPG genre.
FINAL FANTASY V
6:36After FINAL FANTASY IV's launch, Nomura was chosen to be in charge of monster design for FINAL
6:41FANTASY V. He'd also contribute to the project as part of the battle graphics team. However,
6:47Tetsuya Takahashi had moved from Battle Graphics to Field Graphics for this title,
6:52so the two weren't working in the same department. Like IV had, V brought on some newcomers of the
6:58FINAL FANTASY series. Most notably, map designer Kaori Tanaka and field planner and scenario
7:04writer Yoshinori Kitase. This would be Kitase's third project working at Square, Tanaka's first,
7:11and both's first mainline FINAL FANTASY. Working as monster designer, Nomura was being paid quite
7:17a low salary. Back then, background designers were the ones being paid a big cut for their job. But
7:23Nomura did not want to chase the money. Instead, he was upset that monster design was taken so
7:29lightly in the industry. When he brought this up to Hironobu Sakaguchi, Sakaguchi replied, "Then
7:35it's up to you to spread the notion that monster design is important." This reply would stick
7:40with Nomura. At one point around this time, Nomura discovered Yoshitaka Amano's first design of FINAL
7:46FANTASY III's Cloud Of Darkness in a strategy guide and was quite taken with it. He decided
7:52to himself then that he'd like to use that design someday. Nomura would work closely with Amano,
7:58as some monsters originated from Amano's pen and were given to Nomura to illustrate. Keeping
8:03Sakaguchi's words in mind, Nomura would create his own monsters as well. His original works for this
8:08game include: Magic Pot, Tonberry, and Gilgamesh. Nomura created these monsters in response to the
8:17popularity of the iconic monsters in the Dragon Quest games. They have all since remained iconic
8:22staples in the FINAL FANTASY series. Gilgamesh's name originates from the Epic of Gilgamesh,
8:29one of the oldest surviving works of literature composed in ancient Mesopotamia. The series
8:33of poems follow Gilgamesh, the historical king of Uruk, whose tyrannical rule leads
8:38the gods to create Enkidu as his rival turned companion. The two kill a giant, and Enkidu is
8:45sentenced to death by the gods. After Enkidu's death, Gilgamesh embarks on a futile quest for
8:50immortality. Despite his namesake, the Gilgamesh from FINAL FANTASY V is mainly inspired by Benkei,
8:58a 12th century warrior monk who served the legendary Yoshitsune Minamoto. Said to have stood
9:04over 7 ft tall, Benkei had mastered seven weapons in addition to his sword. According to legend,
9:11he set out to collect 1,000 swords from samurai he deemed unworthy at Gojo-Ohashi Bridge in Kyoto.
9:18After claiming 999, he spotted Yoshitsune and challenged him. They dueled on the Gojo Ohashi
9:25Bridge where the young Yoshitsune defeated him. Seeking revenge, Benkei waited at Kiyomizu Temple
9:32and challenged him again only to lose once more. Humbled, Benkei pledged lifelong loyalty. The two
9:40later fought side by side in Japan's Genpei War, meeting their end at the Battle of Koromo River.
9:47To avoid capture, Yoshitsune fled to a nearby shrine to commit seppuku. While Benkei held off
9:53their enemies on a bridge, reportedly cutting down 300 SOLDIERs in close combat. Realizing they could
9:59not defeat Benkei directly, his opponents shot him with arrows. Benkei died upright,
10:05pierced, and bleeding, and only fell after his enemies cautiously passed his dead body to
10:09cross the bridge. Benkei and Minamoto's historic companionship began on a bridge, and so too did
10:16it end on one. In the FINAL FANTASY series, the idea of the four fiends first appeared in FINAL
10:23FANTASY and later in FINAL FANTASY IV, where four separate boss monsters are servants of the primary
10:29villain. In FINAL FANTASY V, Gilgamesh fills this role alone. He confronts the party six different
10:36times over the course of the story, four of which fill the typical placement of the four fiends. His
10:42second encounter with the party takes place on a bridge, an homage to Benkei and a landmark in
10:47the FINAL FANTASY series. Here he is a tall buff armored warrior that fights with a naginata, or
10:53glaive. His armor, the Genji armor, can be stolen off of him in battle for the party to equip.
11:00The Genji armor derived its name from Yoshitsune Minimoto and Benkei's clan name from the Genpei
11:06War. The armor set had been recurring since FINAL FANTASY II, but its appearance on Gilgamesh
11:12forever recontextualized it within the lore of FINAL FANTASY. In the third encounter, Gilgamesh
11:17is accompanied by Enkidu, a creature whose name directly references the loyal companion from
11:22the Mesopotamian epic. In the fourth encounter, Gilgamesh sheds his armor to reveal he has eight
11:28arms, each holding different weapons, a nod to Benkei's arsenal. Although he serves as the chief
11:34lieutenant to the game's main antagonist, Exdeath, Gilgamesh is characterized less by cruelty than by
11:40rivalry and begrudging admiration, he develops a genuine respect for the heroes, even as he opposes
11:46them. After repeated failures to defeat the party, Exdeath casts him into the interdimensional rift,
11:52dismissing him as incompetent. There, Gilgamesh completes his arc. When the heroes face Necrophobe
11:58within the rift, he intervenes and sacrifices himself to ensure their survival. In the process
12:05of each FINAL FANTASY's development, each team member would be encouraged to record
12:10any ideas they had in their individual plan books. During development for V, Hironobu Sakaguchi and
12:16Yoshinori Kitase would find themselves looking forward to seeing Nomura's ideas specifically.
12:21This was partly because he would sketch and write by hand in his planning book, drawing
12:26on his background in advertising, while the other team members typically used computers to type out
12:30their ideas. Nomura would not shy away with his ideas either, even boldly approaching Kitase to
12:36rework the ending of the game, which he found to be “goofy.” This tweak made it to the game's final
12:42release. Of his other ideas floating around during the time of FINAL FANTASY V, Nomura notes his
FINAL FANTASY VI
12:49concept for a ninja with a dog and a gambler that fights with dice and cards were among the fray.
12:56These two ideas would become members of FINAL FANTASY VI's main cast: Shadow,
13:01the wandering mercenary, his dog Interceptor, and Setzer Gabbiani, the gambling vagabond who fights
13:08using cards, darts, and dice. These characters would be illustrated and handled by Amano, but
13:14they originated from Nomura's plan book. Nomura would even contribute to Shadow's backstory,
13:20suggesting the flashback cutscenes that tell it. With Sakaguchi's words in mind, Nomura made
13:26a point to push his monster design work further with FINAL FANTASY VI. One of his innovations in
13:32this title was his design for the Statue of the Gods, a three-phase showdown occurring directly
13:38before the final battle with God Kefka. The sprite for the statue is a sketch Nomura scanned into
13:44his computer and traced through pixel art. His design work for the final two encounters of the
13:49game showcase the eldritch side of his monster design, typically including disassembled human
13:54anatomy fused with symbols tied to the given situation. On the lighter side of things,
14:01Nomura contributed the iconic Cactuar to the FINAL FANTASY series when developing Monsters
14:05for VI. Nomura also worked as a graphic director alongside Tessuya Takahashi. Takahashi's main duty
14:14on the project was to ensure that the game would remain consistent with its industrial revolution
14:19aesthetic. He designed the Magitek armor as it is seen in the game's intro cinematic. This was after
14:24much creative back and forth with Hironobu Sakaguchi. Takahashi also likely ran into Kaori
14:30Tanaka at the time. For FINAL FANTASY VI, she was part of the field graphics team that would create
14:36the game's environments. She was on this team with newcomer Yusuke Naora, whose work on the
14:41village of Zozo would wow those able to promote him. This time around, Yoshinori Kitase and
14:47Hiroyuki Ito split the role of director, marking the first mainline FINAL FANTASY not directed by
14:53Sakaguchi. He instead served as producer and co-wrote the game scenario with Kitase. This
15:01title was the first FINAL FANTASY to stray from a typical medieval setting and the first to have
15:06no one protagonist hold more importance over the other. It also made the summon mechanic central
15:12to the plot, reinventing them as Espers. Finally, combat featured the Desperation Attack system. If
15:19a character's health gets critically low, there is a 1 in 6 chance they may perform an extra powerful
15:25attack in place of a normal one. FINAL FANTASY VI was released on the Super Famcom on April 2nd,
15:321994. The game was localized as FINAL FANTASY III in North America and would release on
15:38the Super Nintendo on October 11th that same year. FINAL FANTASY VI has a reputation as a
15:44masterpiece and is considered by a good amount of fans to be the best game in the series.
Front Mission
15:50Evidently, Sakaguchi was very fond of robots at the time. Some of that fascination made
15:55its way into FINAL FANTASY VI's steampunk setting. That fascination also found its
16:01way into another project: Front Mission. This game was a tactical turn-based strategy RPG
16:07where players command customizable mechs called Wanzers across grid-based battlefields. Front
16:13Mission would introduce even more key players in Nomura's future. Developed concurrently
16:19with FINAL FANTASY VI, Front Mission was Square's first venture in coordinating
16:24projects with other development studios. Recently, Square had purchased Cobra Team,
16:29a small development team that had been creating licensed games published by Bandai. Around 1994,
16:35Cobra Team was purchased by Square and had its workforce merged into the company. Meanwhile,
16:40Toshiro Tsuchida of G-Craft, a different independent developer, approached Square,
16:46pitching his concept for what would become Front Mission. As talks furthered, staff from Solid,
16:52the new name for the now Square merged Cobra team, were appointed to the project in order
16:57to maintain communications between Square and G-Craft. This resulted in Solid’s Shinji
17:04Hashimoto working as a producer on Front Mission. Tetsuya Nomura worked as part of
17:10the graphic design team for this game once again with Tetsuya Takahashi and Yusuke Naora. Sketches
17:16from Front Mission might have perhaps been the earliest display of his full artistic ability,
17:21but Nomura's career position during this time was not quite there yet. Yoshitaka Amano served as
17:27the lead artist, providing the game's key visuals and illustrations, and established composer Yoko
17:34Shimomura handled the soundtrack. Having recently gained widespread recognition for her work on
17:39Street Fighter II, Shimomura was just beginning most of her recognizable early work. Front Mission
17:47marked the first collaboration between Nomura, Hashimoto, and Shimomura on the same game.
Live A Live
17:54Nomura would also spend some time helping Live-A-Live's translation for the Tosa
17:58dialect of Japanese, Kochi Prefecture's native dialect. Live-A-Live was directed
18:03by Takashi Tokita. Again, Nomura would be credited on the same game as Yoko Shimomura.
FINAL FANTASY VII (Prelude)
18:20When the time came to start development for FINAL FANTASY VII, employees were asked to
18:25turn in ideas for the story. Hironobu Sakaguchi's first concept would take place in New York City
18:31and follow a detective named Joe. This game was going to be the first 3D FINAL FANTASY.
18:38Developers were learning their new Silicon Graphics workstations and would develop a
18:42tech demo featuring characters from FINAL FANTASY VI in 3D using these.
18:51After some early decisions were made for the title, a majority of the FINAL FANTASY VII
18:56team would pause and help Chrono Trigger finish development before its deadline.
Chrono Trigger
19:01Another collaboration, and one of the most timeless JRPGs of all time,
19:06was truly the first Square Enix work. Before 2003, Squaresoft and Enix were two separate companies,
19:15with their flagship titles being FINAL FANTASY and Dragon Quest, respectively.
19:201995's Chrono Trigger brought together key creative forces from both franchises, including
19:26FINAL FANTASY director Hironobu Sakaguchi and Dragon Quest director Yuji Horii. These two
19:33would act as supervisors to directors Yoshinori Kitase, Takashi Tokita, and Akihiko Matsui. The
19:41project also included the talents of Dragon Quest character designer Akira Toriyama, best known
19:47as the creator of Dragon Ball and longtime FINAL FANTASY composer Nobuo Uematsu. Uematsu had some
19:54help on this title, working with Noriko Matsueda and Yasunori Mitsuda. The former had begun work at
20:02Squaresoft with Front Mission. The latter had just started composition work at the company.
20:08The rest of the development team for Chrono Trigger was a good mix of newcomers and the FINAL
20:12FANTASY VI team. Tetsuya Nomura was assigned field graphics and worked in a team with Yusuke Naora.
20:20Nomura and Naora's team spent most of their time creating the environments, props, and backdrops
20:25for the game. Naora would use Chrono Trigger to develop his skills as a background artist,
20:30making use of layering techniques and tinkering with the memory available on the Super Famcom to
20:35produce high quality environments that were also cost effective. Tetsuya Takahashi once again acted
20:41as graphics director. It was also around this time that he and Kaori Tanaka would begin brainstorming
20:48together, writing a script they would pitch for FINAL FANTASY VII. Chrono Trigger was released
20:54on March 11th, 1995 in Japan and August 22nd, 1995 in North America. The game was and still is
21:03entirely unique, boasting FINAL FANTASY and Dragon Quest as parents and innovating on both series in
21:09its own way. FINAL FANTASY brought the ATB battle system and a cinematic plot and soundtrack. Dragon
21:19Quest contributed its charm, world building, and art direction. The perfect crossover.
Dynami Tracer
21:27As we've seen, Tetsuya Nomura is no stranger to pitching bold ideas,
21:32no matter how unconventional. Despite his position at Square, he was constantly pushing boundaries,
21:38proposing changes to the ending of FINAL FANTASY V, contributing to the elaborate presentation of
21:44the Statue Of The Gods in FINAL FANTASY VI, and even designing characters like Cactuar
21:50and Tonberry to rival the series staple monsters in the Dragon Quest games. It's no surprise then,
21:57that he also conceived Square's 1996 Satellaview title, Dynami Tracer.
22:04The game, built off of Chrono Trigger's game engine, featured six playable characters in
22:09a race to collect treasure around nine different planets. Though credited only as concept designer,
22:14Nomura also produced promotional artwork for the first time in his career. He created two pieces
22:20depicting the full playable cast. The style of these works suggests they were produced during the
22:25early development of FINAL FANTASY VII, as they reflect the same proportions and visual approach
22:30seen in his early sketches for that project. With producer Takashi Tokita, director Hiroki Chiba,
22:38and other developers such as Jun Akiyama, and Takayuki Odachi on board, Dynami Tracer is an
22:46easily missable entry in Nomura's portfolio that introduces even more faces that will
22:51become relevant in his future. Dynami Tracer was never physically produced, and was instead
22:57broadcast using the Super Famcom's Satellaview expansion. The Satellaview was exclusive to Japan,
23:03which distributed games digitally via satellite in limited time windows, similar to satellite
23:08television. Dynami Tracer was broadcast 2 hours a day from January 27th, 1996 to March 8th, 1996
23:17and then never again. Thankfully, the game is not lost, and can be played today through emulation.
Super Mario RPG
23:27Super Mario RPG lists Tetsuya Nomura in the credits under special thanks. It is likely that
23:33he designed the game secret boss, Culex. A sketch of this character surfaced on Kazuyuki Kirashima's
23:40Instagram in 2019. Kirashima was the monster designer and a character supervisor on Mario
23:46RPG. Under the post, there is a comment asking if Nomura was responsible for Culex. Kashima did not
23:53respond to this comment. Even if he did design Culex, Nomura's monster design principles are
23:59evident in Culex's design. I believe that this is Nomura's work, however, considering the sketch,
24:06handwriting, and their similarity to his other sketches at the time. Culex is a great example
24:11of Nomura's eldritch designing, this time being more in line with his later creations. Whereas God
24:19Kefka still had his legs, Culex is but a floating torso, arms, and head with crystals around his
24:26waist. The symbolism in the final encounters of FINAL FANTASY VI were largely based on the idea
24:32of godhood. Culex's concept is clearly based on the FINAL FANTASY series as a whole, considering
24:38the game's development by Square. His battle music is the boss battle music used in FINAL FANTASY IV.
24:45Thus, the crystals around his waist are quite fitting. Developed by Squaresoft and published
24:51by Nintendo, Super Mario RPG would be the Super Nintendo and Super Famcom's last Mario title.
24:58The game was released for Super Famcom in March 1996 and Super Nintendo in May 1996. Super Mario
25:06RPG will be the third project released with Nomura and Shimomura’s name in the credits.
25:13In June 1996, Mario returned for one of the most important games of all time. Super Mario
25:2364 made waves, releasing as a launch title for Nintendo's brand new 3D console, the Nintendo 64.
25:30[KCCI]: Most stores started selling the system today, and they've already sold out. Toys R
25:35Us had the largest shipment available to the public, and before noon, they were sold out.
25:40uh this is going to be uh the the system for the year and it's obviously going to
25:44be one of those high demand things going to be extremely difficult to get a hold of.
25:48Nomura was quite inspired by this title and during the early days of development for the next FINAL
25:53FANTASY and expressed to his colleagues how inspiring the fully 3D environments were to him,
25:58and how he'd like to try his hand at such a game. One of his colleagues wasn't so sure, replying
26:04that such a concept couldn't rival Mario 64 unless it had an icon of its own, relating Mario's
26:11popularity to the popularity of Disney characters. [Mickey Mouse Works]: Must be locked. Locked?
26:17Where's the key? Maybe it's on Goofy’s keychain. [clears throat] Let's see here.
26:26We got a car key, piano key, skeleton key, keyboard, key to the city, keyhole,
26:32key lime pie, key to my heart, gawrsh. Nomura did not forget this remark.
FINAL FANTASY VII
26:39During development for Chrono Trigger, Tetsuya Takahashi submitted the story he
26:43and Kaori Tanaka had been working on. They felt it could easily become FINAL FANTASY VII. In it,
26:49were influences from the works of philosophers Friedrich Nietzsche, Carl Jung, and Sigmund
26:55Freud. The protagonist would be a SOLDIER with a split mind. It would be a game that explored deep
27:01questions concerning the existence of humanity and its purpose. However, this script was
27:07rejected by Hironobu Sakaguchi, who considered it too dark and cerebral for a FINAL FANTASY.
27:13Takahashi took this rejection, and left the FINAL FANTASY VII team to establish his own
27:18within the company. This team would be in charge of developing Chrono Trigger 2. But
27:23Takahashi had other plans. The team would begin a different project using Takahashi and Tanaka's
27:29FINAL FANTASY VII pitch under the working title, Project Noah. Tetsuya Nomura was assigned to both
27:35FINAL FANTASY VII and Project Noah. While he was meeting with both Yoshinori Kitase and Tetsuya
27:42Takahashi to discuss how he should approach this, Hironobu Sakaguchi stepped in and told them,
27:47"Tetsu will work on FINAL FANTASY." So, Nomura stepped down from his position on Takahashi's
27:53project to pursue the next mainline FINAL FANTASY game. By the time FINAL FANTASY
27:59VII resumed production, Tetsuya Nomura had been working at Squaresoft for around 4 or 5 years.
28:05Yoshitaka Amano, character designer and artist for all six FINAL FANTASY games thus far,
28:11would be stepping down from his role. Firstly, he felt his art would pose a struggle for the series
28:17jump to 3D. Secondly, he would be quite busy for the upcoming project, as he was still a popular
28:23artist aside from the games he worked on. Around this time, he had his first solo exhibition in
28:28New York City and took this opportunity to move there and set up a studio. Regardless,
28:34Amano would still provide art for the series logos and make paintings of each game's characters based
28:39on concepts, but largely, Nomura was handed the keys of this role. He recalls meeting with Amano
28:46only once during this development window. Now, he was the main character designer for the next
28:52FINAL FANTASY. Like Amano before him, Nomura would also create some monsters for the game.
28:59Not only this, but some of his story concepts were adopted by writer and director Yoshinori
29:03Kitase and writer Kazushige Nojima. Nojima had previously directed Bahamut Lagoon,
29:10and FINAL FANTASY VII was his second project with Square. Before that, Nojima was a scenario writer
29:17for Data East for about 6 years. Kitase was aware of his prior work and requested he emulate other
29:23works of his for specific parts of FINAL FANTASY VII. Other newcomers to the FINAL FANTASY series
29:29included Takeshi Endo, Tatsuya Kando, and Masaru Oka. Like before with FINAL FANTASY VI, Hironobu
29:37Sakaguchi remained on board as producer for FINAL FANTASY VII. He'd create the game's Materiasystem,
29:43which allowed players to equip abilities and spells to weapons and armor, altering
29:48the concept of character jobs in a new way for the FINAL FANTASY series. The system was dubbed
29:54Materia by Sakaguchi after a brief period of the working title “Spheres" suggested by Nomura. The
30:00renaming was due to the difficulty of pronouncing the word "sphere" for Japanese players. Sakaguchi
30:06was also on board to ensure FINAL FANTASY VII felt cinematic. He and Kitase aimed for the game to be
30:13seamless. They'd aimed to make cutscenes not stick out against the gameplay to accomplish this. Art
30:19director Yusuke Naora was hard at work on this as well, running the team of background artists that
30:24would fuel the game's environments. He employed the skills he had learned through work on Chrono
30:30Trigger and made sure his team detailed as much as possible in every given background of the game.
30:36Some of these details were Easter eggs, including a picture of Hironobu Sakaguchi and the Mona Lisa,
30:43to name a few. Tetsuya Nomura would be heavily involved in the story, working closely with Kitase
30:50and Nojima to ensure that each character's design was intentional and communicated their personality
30:56and story. He also directed battle visuals for the game and created the Limit Break system,
31:02a riff on FINAL FANTASY VI's Desperation Attacks. Each character has a gauge labeled “Limit” next to
31:08their other stats in battle. Taking and dealing damage increases the gauge. Once the Limit Gauge
31:13is full, each character has a unique special attack to unleash. Through repeated use of the
31:19mechanic, each character can learn even more of these moves. While Nomura did a lot of work
31:25designing characters and making up some of the concepts for the story, it should be noted that
31:29the greatness of FINAL FANTASY VII was not solely his doing. In the process of making the game,
31:36there was no one true director. Instead, most developers had their own ideas and projects
31:41that they worked into the game, turning to each other for help or rewrites when necessary. This
31:46meant that developers like event planners Jun Akiyama, Motomu Toriyama, and Hiroki Chiba could
31:52make big contributions to the game regardless of position. Instead of following previous entries
31:58and releasing the game on the current Nintendo console, the Nintendo 64, Squaresoft chose to
32:04move FINAL FANTASY VII to Sony's PlayStation. The decision was largely driven by hardware
32:09limitations. The PlayStation used CD-ROM discs, which provided far more storage space than
32:16the Nintendo 64's cartridges. This allowed the developers greater freedom with the game’s scope.
32:31Sakaguchi was the catalyst for the deformed chibi character models used in gameplay. Regarding this,
32:37Yoshinori Kitase commented, "I think Mr. Sakaguchi wanted to follow the tradition of the pixel
32:43graphics and to show the character's expressions on the field screens. So, he paid attention to the
32:48size of the heads. In battles, you can zoom in the camera, but since the field screens are a single
32:54background image, you can't do that. As a result, the proportion of the characters are different in
33:00battle and on the field.” Due to these imposed graphical limits, Nomura had to adapt his art
33:06style and sketches to easily translate between the Ni-Toushin art style used in most FMV cutscenes
33:12and battle, and the superdeformed chibi avatars used in some cutscenes and on the field. He also
33:20faced another significant though self-inflicted challenge: “Before we started FINAL FANTASY VII,
33:27the characters from FINAL FANTASY IV were still very popular despite the fact that five
33:32and six had been released. I found this really frustrating. Why would people still be talking
33:38about those characters? So, I made it my goal to create my own batch of characters that would be
33:43remembered and loved by the FINAL FANTASY fans.” Other than Barret and Cait Sith, Nomura designed
33:51the cast with the writing team as the story took shape. He made an effort to give each character
33:56their own focal point and was in charge of naming all characters, though a few were named by other
34:02staffers. Before we begin, let's run down some FINAL FANTASY VII vocabulary. For those
34:09unfamiliar, FINAL FANTASY VII reflects Daoism through the Lifestream. The Planet is a living
34:15entity, and the Lifestream is its lifeblood, formed from the souls of all living things.
34:20Mako is Lifestream energy that occurs naturally within the Planet,
34:24but is refined by the Shinra Electric Power Company for electric power and experimentation,
34:30paralleling fossil fuel use while reinforcing the game’s sci-fi tone. Materia are condensed mako,
34:38enabling magic and replacing the FINAL FANTASY series's use of crystals.
34:43These are important concepts to remember as the world, characters, and story of FINAL FANTASY
34:49VII are extremely fleshed out and tight-knit. Several story concepts were pitched in order to
34:55make this game groundbreaking in all different ways. It started as a noir set in New York
35:00City. Another later concept involved fighting a powerful sorceress. Yoshinori Kitase had written
35:07up a script that would follow a father and son throughout different time periods and flashbacks,
35:12and Tetsuya Takahashi's Project Noah was a FINAL FANTASY VII script being repurposed.
35:19Despite all of these new ideas, Kitase would prod Kazushige Nojima to write a
35:24story similar to his work on Glory of Heracles III: Silence of the Gods, a game that featured
35:29an amnesiac protagonist. This served as the basis for protagonist Cloud Strife's backstory.
35:39Cloud's design went through several drafts and edits throughout production. At first,
35:44his hair was swept back in order to conserve polygons and resemble a historical samurai
35:49that we'll talk about later. His hair would be black to contrast with Sephiroth's silver.
35:55After looking at the first design, Nomura decided that this hairstyle didn't make Cloud stand out
36:01as a protagonist, and so, his hair was made blond and began to spike up more and more each
36:06draft. His first name is not based on the mass of condensed water vapor, but on how clouded his mind
36:13is. His last name, Strife, is defined as angry or bitter disagreement over fundamental issues.
36:21Cloud's final look makes use of asymmetry in order to differentiate his uniform from other
36:25Shinra SOLDIERs and as a foil to Sephiroth's symmetry. His rigid armoring, hulking sword,
36:32and spiky hair all do well to set Cloud apart. I'd wager that Nomura gave Cloud at least two,
36:38possibly three focal points. His hair, as it is the intended focal point, the Buster Sword for
36:45obvious reasons, and thirdly, the ensemble on his left arm, including his pauldron and
36:50gauntlet. These items on his left side help balance his design against his spiky hair that
36:56is aimed right. Another thing to note here, and I'd like to thank Alleyway Jack for bringing my
37:01attention to this, is that Cloud's head shot maps very nicely onto the Fibonacci Spiral.
37:07The Fibonacci Spiral is built from adjoining squares based on the Fibonacci sequence,
37:12creating a curve that guides the viewer's eye along a deliberate path. In Cloud's case, the
37:18curve perfectly maps onto his headshot portrait. It follows the structure of his spiked blond hair,
37:24directing attention inward and framing his face. His eyes then function as a secondary
37:30focal point in this close-up view, holding attention once the viewer's eye is drawn in.
37:37Cloud's eyes are blue with a green tint as a result of the mako energy he was infused with.
37:42This is a trademark of every Shinra SOLDIER and has a deeper symbolism that we'll discuss later.
37:49Though his counterpart Zack would later gain a surname, at the time
37:53of the game's original release, he did not have an official last name. Traditionally,
37:58the name Zack is a Hebrew name meaning God has remembered. It was Noima who had created Zack,
38:05but Nomura was in charge of his design. Because of this, elements drafted out of Cloud's old
38:11designs were worked into Zack's. Zack's final appearance includes a neater SOLDIER uniform
38:16with no modifications made, a contrast to Cloud's tricked out setup. This results in
38:22a more symmetrical design for his outfit, which contrasts with Cloud's asymmetry in a way that
38:27loosely echoes Sephiroth's visual design, though the difference is less pronounced.
38:33Zack's uniform is a bit darker than Cloud's in color, and so is his hair. Zack's hair
38:39is Cloud's original black, but coincidentally contrasts nicely against his final blond hair
38:44color. All of this is excellent subtlety. In the game story, Zack is a stand-in to show the kind of
38:52man that Cloud wishes he could be. It only makes sense then, that he should resemble the legendary
38:57samurai we'll talk about soon. and his use of Cloud's original design, though a lastminute
39:03choice, helps augment his place in Cloud's life. Zack, too, has mako eyes, as all SOLDIERs do.
39:12Nomura has described that he wanted Sephiroth, the game's antagonist, to be “Kakkoii”. This is
39:17best translated from Japanese, to “cool, good-looking, or stylish”. Sephiroth's
39:24name could be derived from a set of Jewish texts known as the Kabbalah. His namesake, the Sefirot,
39:30are 10 energies and vessels that G-d uses to reveal himself in our world. They ultimately
39:36serve as a guide to help you consider your actions before taking them. This could apply to his final
39:42form as Safer Sephiroth, which could refer to the Sefer Sefirot, translated from Hebrew as Book of
39:48Numbers. This is the fourth book of the Torah, the specific text where the Seifrot are discussed.
39:55Almost everything in Sephiroth's design is a counter to Cloud’s. Sephiroth wears the ornate
40:00leather belt featured in SOLDIER uniforms on his bare chest. His outfit is sleek and symmetrical,
40:06contrasting Cloud's asymmetry. There's an air of neofuturism in his design that comes with
40:12the slickness of his outfit and simplicity of his color palette. The characters of FINAL FANTASY VII
40:18all feature armor or bangles, but using Cloud as an example, where his armor is bulky and
40:24weathered, Sephiroth's looks manufactured and polished. As for his color palette,
40:31aside from his eyes and skin, the only colors present on Sephiroth are black and white,
40:37perhaps a subtle gesture to his worldview. Of course, his long silver hair contrasts Cloud's
40:44spiky blond hair. In character art, we can once again see contrast between characters. Cloud's
40:51official art depicts him holding his weapon over his shoulder with his right hand, while Sephiroth
40:56holds his at his waist with his left. Sephiroth has two distinct bangs that hang down over his
41:02face, a design choice made by Nomura at an earlier point in development that we'll discuss later.
41:08Sephiroth has mako eyes, but because of how he was conceived, they are more pure than other
41:14SOLDIERs. This is illustrated in-game by making his eyes turquoise rather than blue. His pupils
41:21are shaped like the eyes of a cat, another nod to his heritage. As he is the game's final boss,
41:27Sephiroth takes on many forms, each featuring the same classic design philosophies employed in
41:32Nomura's monster designing work thus far. These include Bizarro Sephiroth and Safer Sephiroth.
41:39Both of these designs use Sephiroth's true body, which is severed at the waistline. Since
41:46the party battles four parts of Jenova’s body throughout the campaign of FINAL FANTASY VII,
41:51Bizarro Sephiroth’s design acts as an intermediary between Jenova’s presence as an antagonist and
41:57Sephiroth's final form. We can also see that the relation between both humanoid subjects
42:04here resembles the top third of the Statue Of The Gods from FINAL FANTASY VI. Though it
42:10may be a reference to the Safer Sefirot, Safer Sephiroth's name could also mean to say Seraph
42:16Sephiroth. Seraphim, translated from Hebrew as the burning ones, are eldritch beings in Judaism and
42:23Christianity. It is said that if a mortal gazes upon one, they will incinerate at that moment.
42:30Safer Sephiroth's design references Seraphim likely as they were depicted in cathedral murals
42:36during the Renaissance era. Seraphim are depicted with six wings and Safer Sephiroth has six wings
42:42in place of his missing legs. Considering his work on God Kefka in FINAL FANTASY VI,
42:48it isn't too difficult to believe Nomura would utilize religious imagery in order to
42:52illustrate the godhood of a main antagonist. In his final form, Sephiroth also shares God
42:58Kefka's heartless angel attack, which brings the entire party down to one HP.
43:04Nomura modeled Cloud and Sephiroth's relationship after the rivalry between legendary Japanese
43:09samurai Miyamoto Musashi and Sasaki Kojiro. Kojiro was a swordsman who wielded Monohoshizao,
43:17a 90 cm or 2ft and 9 in straightedged nodachi. He is noted as one of Japan's most famous and
43:24kakkoii samurai. Miyamoto Musashi was a famous ronin who defeated Kojiro with a large bokken
43:31blade carved out of a wooden oar. The weapon he used in this battle was 110 cm or 3 ft and 6 in.
43:39Musashi killed Kojiro in one hit with his bokken by counterattacking his enemy's first strike,
43:45breaking Kojiro's rib cage, puncturing his lung, and killing him. In some interpretations of the
43:50story, Musashi leaps above Kojiro's head and cracks his skull with the bokken. The two had
43:56their duel in the early Edo period of Japan, and it's memorialized on Ganryu-jima Island,
44:01Japan, where the duel took place. This allusion to Japanese history also informs
44:07the design choices of FINAL FANTASY VII's most iconic weapons. Cloud's Buster Sword,
44:13dubbed the giant kitchen knife during development, was based on the large oar blade Musashi wielded
44:18against Kojiro. In fact, early sketches of Cloud show that his weapon’s dimensions were
44:23initially much closer to Musashi's oar blade. Sephiroth’s Masamune is a thin, piercing odachi
44:30measuring 10 ft. Early sketches depict his weapon in more realistic proportions as well.
44:37In the end, both final weapons greatly exaggerate their source material.
44:42A character relationship chart drawn by Nomura from the earliest days of production shows us that
44:47the story would only have three main characters at first, including Cloud, Tifa, and Blow, who would
44:54later be renamed to Barret. In this iteration, the Turks are pursuing Tifa, and she and Sephiroth are
45:00siblings. Just a bit later in production, the decision would be made to create a new heroine
45:05named Aerith from parts of Tifa's character. Aerith went through several iterations, especially
45:11concerning what her relationship to Sephiroth was. In the first draft, they were siblings.
45:17In another, they were lovers. By the final draft, Zack had been created and had the role of Aerith's
45:23late boyfriend. The similarities in Sephiroth and Aerith's appearances remain in their final designs
45:29despite the changes and help subtly communicate their narrative roles, as we'll discuss later.
45:51Aerith's sacrifice was decided because of the impact it would have. In every FINAL
45:56FANTASY thus far, a heroic character akin to Barret would sacrifice themselves for
46:00the rest of the party. The writers of FINAL FANTASY VII wanted to change this tradition
46:05and find a way to make it a speaking point on life, the game's core theme.
46:09[HIRONOBU SAKAGUCHI]: When we were creating FINAL FANTASY III, my mother passed away and
46:15ever since I have been thinking about the theme, life. Life exists in many things,
46:22and I was curious about what would happen if I attempted to analyze life in a mathematical
46:27and logical way. Maybe this was my approach in overcoming the grief I was experiencing. This is
46:36the first time in the series that this particular theme actually appears in the game itself.
46:43This would become one of the most iconic moments in video game history because of its emotional
46:48impact. The idea of a classic FINAL FANTASY sacrifice being depicted as murder of an innocent
46:57heroine motivated Nomura, Kitase, and Nojima to create a second mainstay heroine who would not
47:03pass on. Because of this, Aerith was separated from Tifa, inheriting some facets such as being
47:10pursued by the Turks, and some original ideas were left behind with Tifa's name's etymology.
47:15Tifa's name could be derived from Tiferet, the sixth Sefirah discussed in the book of numbers.
47:22Tiferet means beauty, or glory, and is the center of the tree of life, balancing out opposite
47:28energies against each other. Tifa's name, drawing from the same source material as Sephiroth's,
47:33suggests an early conceptual link and hints at a duality between Aerith and Sephiroth before Aerith
47:39was fully distinguished as her own character. Her final name is derived from the word Earth,
47:43as it is pronounced in Japanese. This Japanese pronunciation tripped up the FINAL FANTASY VII
47:49localization team, leading to a never-ending debate among American fans over Aerith's
47:55true name. Her new look includes a long dress, contrasting with Tifa's miniskirt. She wears a
48:01pink ribbon in her hair. This is the focal point of her design. In it, she hides her white Materia
48:07which can cast the spell holy to counteract meteor and protect the Planet. This Materia can only be
48:13seen on her battle model, her field model during the wall market sequence, and in her death scene.
48:20The fringes of Aerith's hair are very similar to Sephiroth’s due to the original plan for them to
48:25be siblings. Things changed, but the fringes stayed. They admittedly slipped past Nomura,
48:30but it's a welcome accident, as their matching haircuts help display the
48:34dynamic between these two. You see, Aerith is the last surviving member of the Cetra,
48:40an ancient people able to communicate directly with the planet. While Sephiroth was created by
48:45Shinra through experiments attempting to replicate Cetra abilities by implanting cells from the
48:50extraterrestrial being Jenova into a human fetus. Aerith and Sephiroth's lineage is also depicted
48:57in their eye color. Aerith's eyes are green. Her and her late mother Ifalna are the only two
49:03characters in FINAL FANTASY VII with green eyes. This symbolizes their connection to the planet.
49:10Mako eyes are characterized by their vague green hue, a great visual indication toward the true
49:16purpose of Sephiroth and the SOLDIER program. Like Zack and Sephiroth, Aerith's design is
49:22symmetrical. Considering her fringes, eye color, and interactions with Cloud, we can infer that
49:28the symmetry in her design is yet again a conscious choice made to contrast with Cloud
49:33from a different angle. With Zack, Sephiroth, and Aerith, we have Cloud's design being challenged by
49:40a friend who pushes, encourages, and takes care of him, a rival to whom he has a personal vendetta,
49:47and a woman who can counter his brooding and break through to his emotional core.
49:54Thankfully, even though Aerith was extracted from her, Tifa's name still makes perfect
49:58sense in her final characterization. Tiferet in Judaism symbolizes the heart, compassion,
50:05and the attribute of truth. It also represents the harmony of opposite energies such as mercy and
50:11justice. Considering her relationship with Cloud, Tifa's name makes perfect sense. She is the most
50:18emotionally mature and empathetic character in the party, but isn't afraid to kick some ass when
50:23needed. While Cloud fights with a sword as tall as he is, and Barret shoots from a gun prosthetic,
50:29Tifa kicks, punches, and slaps her way through their adventure with sheer strength. All the
50:34while, she is Cloud's tether to his past, and helps him sort out his fragmented identity
50:39when he is incapacitated. Tifa's outfit is asymmetrical, similar to Clouds, including
50:44additional armoring on her left elbow and foot. Her outfit contrasts with Aerith’s as it is
50:50form-fitting and shows off more of her skin. Her hair is fashioned like a dolphin tail at its ends,
50:55as she is thematically connected to the animal. Dolphins are a symbol of peace and harmony.
51:01Tifa's breasts are the focal point of her design. The developers had nicknames for each character
51:06during the game's production. These nicknames were left unused in the game's code, and Tifa's
51:12nickname was “Miss Busty”. While designing her, Nomura wrote out the measurements for her bust,
51:17waist, and hips. These measurements make her bra size about a 32 DDD in American bra sizes.
51:25Because of this, she would go on to become a sex symbol in pop culture to this day. The
51:30issue I'm discussing here is not her breasts specifically, but the intent behind them. Her
51:35development nickname is pretty revealing as to how Tifa was seen by the game staff,
51:40and that is the problematic part. For reference, Aerith and Yuffie's nicknames made no comment on
51:46their physical appearance. Thankfully, she wasn't downplayed in the writing room and,
51:50as mentioned before, Tifa's personality is a strong point of her character.
51:57Despite being one of the first characters designed for FINAL FANTASY VII, Barret
52:01Wallace's development wasn't explicitly touched upon by the team in interviews. By
52:06piecing together some early character profiles available in the FINAL FANTASY VII Ultimania,
52:10I've only been able to find a few things. Firstly, his name might derive from the
52:15Japanese pronunciation of the word “bullet”. Secondly, he was going to hold a gun in his
52:20open hand as well, but this was removed to keep the attention on the gun arm, which
52:25became his signature character piece, similar to Cloud's Buster Sword. Thirdly, and lastly,
52:30is that his origin story is generally the same as it was in earlier drafts of the game, albeit
52:35the first few concepts saw Marlene as Barret's biological daughter and Dyne named Duel, among
52:40other small differences. His final appearance depicts him as a tall, buff man with a gun
52:47grafted on his right arm instead of a prosthetic. Of course, this gun arm is the focal point of his
52:52design. He wears a rugged combat getup that echoes B.A. Baracus, a character played by
52:58Mr. T in the A team. The English localization of FINAL FANTASY VII also played into this, providing
53:05Barret with a more bombastic characterization than before, including calling Cloud, “foo”.
53:13As he is the first playable black character in a FINAL FANTASY game and one of the only
53:18black characters in the game, much discourse has endured discussing whether or not his
53:22portrayal is a racist one. Nomura and the others would consider this going forward.
53:28Though Barret's design and personality have generated some controversy, he is a well-developed
53:33character with a distinct and compelling backstory, and his portrayal becomes more nuanced
53:38when considered within full narrative context, instead of focusing on surface level traits alone.
53:44Alongside Barret, Cait Sith was one of the earliest character concepts Nomura had long
53:49wanted to create. What he neglected to mention, was that he already had.
53:55Cait Sith first appeared as an Esper named Stray in FINAL FANTASY VI with an appearance nearly
54:00identical to his final design for VII. The only new additions are his crown and moogle robot. Cait
54:08Sith originates from Scottish folklore. Cat-Sith are black cats the size of a dog with a white spot
54:14on their chests and walk with their hind legs. They are fairies that bring misfortunes to people.
54:20The concept of the black cat depicted in Halloween paraphernalia originates from the Cat-Sith. The
54:26most popular legend related to the fairies goes like this: A man is out alone and sees nine black
54:32cats carrying a coffin with a crown on it. They tell him to tell Tom Tildrum that Tim
54:37Tolrum is dead. Dazed, the man returns home and confides in his wife what had just taken place.
54:44As he does, the couple's own black cat perks its ears, rises, and says in a human voice,
54:50"Then that means I am the king of cats!" It runs up the chimney, and it is never seen
54:55again. Artifacts of this legend can be seen all over Cait Sith's design. Though it would appear
55:01in later installments, Cait Sith did not have a Scottish voice in the original FINAL FANTASY VII.
55:11Nomura's always had some out- of-the-box ideas. Like Cait Sith, Red XIII is one of those. It is
55:18highly likely that he was inspired by Nomura's favorite animal, the lion. His weapon is his
55:23headdress, which was inspired by Native American culture. Nomura decided to call him Red XIII
55:29because a name that didn't sound like a name could sound interesting. His true name, Nanaki,
55:36was coined by event planner Jun Akiyama. With Red's design, we can see Nomura's fascination
55:42with tattoos shine through. Barret has a tattoo, but it's just one on his left shoulder. Nanaki's
55:49body is covered in ink. On one hand, it could be Nomura experimenting with things that look cool,
55:56but considering Red's headdress, it might also be inspired by tattooing practices in some
56:01Native American cultures. Red XIII's species is still unnamed in the lore of FINAL FANTASY VII,
56:08but his kind are known to live for hundreds of years. The only other kind of his species
56:13shown in the game are his late father, Seto, and his two children from 500 years in the future.
56:30The behind-the-scenes design process of Cid Highwind reflects Nomura's ambition to create
56:35his own characters capable of overtaking the popularity of the FINAL FANTASY IV
56:39party. Cid Highwind derives both his surname and dragoon association from Cain Highwind of FINAL
56:46FANTASY IV, who in turn inherited them from Ricard Highwind of FINAL FANTASY II. As the
56:53third instance, Cid helps establish Highwind as a recurring dragoon surname within the series. He is
57:00also technically the second playable Cid in the series after FINAL FANTASY IV's Cid Pollendina.
57:06Nomura's goal all throughout was to “do something different with Cid in this FINAL FANTASY.” The
57:12Cids of FINAL FANTASY past often functioned as reliable guide characters who assisted with
57:17party progression and transportation. Cid Highwind still fulfills this traditional role within FINAL
57:23FANTASY VII, but in a more flawed and constrained way. He brings with him the Tiny Bronco,
57:30which continues the series airship progression, but it is badly damaged and can only travel
57:35across the sea rather than fly freely, limiting its usefulness compared to earlier entries.
57:41This sense of limitation mirrors aspects of his characterization,
57:44as well, as Cid is portrayed as a verbally abusive potty mouth, often taking his anger
57:50out in his assistant Shera and habitually smoking after battles, which leaves us with
57:55a rough-edged and emotionally unpolished version of the traditionally dependable Cid archetype.
58:03Early drafts of Yuffie Kisaragi portrayed her as a foul-mouthed 25-year-old ninja and ex-SOLDIER
58:09mercenary dressed in red who followed the party across the world in pursuit of a large bounty on
58:14Cloud. In this version, Yuffie had wanted posters displayed worldwide depicting her at various ages
58:21and appearances. The most recent poster the player saw determined her stats the next time the party
58:27encountered her. Yuffie's final appearance depicts her at 16 years old. Her characterization is quite
58:33different from her original concept. Instead, placing her as the daughter of her homeland,
58:38Wutai's leader, and her backstory centers on the decline of Wutai after its war with Shinra,
58:44which left her homeland politically weakened and culturally diminished. This weakened state
58:49leads Yuffie to develop an insatiable desire for Materia, which she justifies by believing it could
58:54be used to strengthen Wutai and make her homeland capable of defeating Shinra once and for all.
59:01Like Aerith and Tifa, Vincent Valentine's design was adapted from an early draft of
59:05Sephiroth. Tifa's appearance was originally Aerith’s and Aerith and Sephiroth were once
59:11planned to be siblings. This makes Vincent's hair and eye color intriguing as they are the
59:16same as Tifa's: black hair with red eyes. He was named by Yoshinori Kitase and his
59:23design is aesthetically centered around horror. In his first backstory draft,
59:27Vincent was portrayed as a detective sent by a corporate rival of the Shinra Corporation to
59:32investigate and expose the unethical practices of Dr. Hojo. This version of the story included Hojo
59:39drugging and forcibly experimenting on Lucrecia Crescent with Vincent attempting to save her out
59:44of ethical duty instead of the deeply personal and emotional motivation depicted in the final game.
59:50The detective role seems to be an homage to the original Detective Joe concept for the game. He'd
59:56be the only character able to trigger his limit break on the field, allowing him to transform into
1:00:00different horror themed monsters and non-combat settings and determining different trajectories
1:00:05for cutscenes based on his appearance. The focal point of his design are his red cloak and head
1:00:10wraps. He is the only member of the FINAL FANTASY VII party to not have iron plating in his design.
1:00:17His surname, Valentine, might be as on the nose as they get, as in his final backstory,
1:00:23he is an elite agent for Shinra, known as a Turk, who served as a bodyguard for Dr. Hojo and
1:00:29Lucrecia Crescent while they worked on the Jenova project, which ultimately leads to the creation
1:00:34of Sephiroth. Vincent and Lucrecia fall in love during this period, but it was not to be. Lucrecia
1:00:41had already volunteered to bear Hojo's child in the name of science, her consent framed within
1:00:46institutional pressure and Hojo's authority over the project, leaving her little room for refusal.
1:00:53Back when they were an ex-SOLDIER and a detective, Yuffie and Vincent were nearly
1:00:57left on the cutting room floor. Their original concepts were far too hefty to include in the
1:01:02game before the deadline. Ultimately, they were kept and adapted by the team,
1:01:07as most ideas for the game were. Jun Akiyama was a large part in saving them from being removed
1:01:12and adapting their new stories. He was especially fond of Yuffie. Takashi Tokita would contribute
1:01:19to portions of Yuffie's final episode and Hiroki Chiba was in charge of managing Vincent. It is
1:01:25because of their near exclusion that Yuffie and Vincent's final stories are brief,
1:01:30optional, and don't hold much weight in the overarching narrative of FINAL FANTASY VII.
1:01:35The two also do not appear in any full motion video cutscenes due to their optional nature.
1:01:41Rufus Shinra and his Turks are the first organized group villain Nomura designed.
1:01:46Rufus' name is Latin for “red-haired”. His last name, Shinra, is derived from
1:01:51the Japanese word “Shinwa”, which means myth or legend. Despite his name meaning red-haired,
1:01:58he actually has blond hair. The only time he has red hair is in his chibi character model.
1:02:04He fights alongside a dog, similar to Shadow from FINAL FANTASY VI.
1:02:12Shinra's board of executives, the Turks, and the men in black robes should also be noted here,
1:02:18despite their simple designs. I can't find much to cite regarding their designs, but knowing Nomura's
1:02:24style and what's to come, the minor antagonists of FINAL FANTASY VII are just as noteworthy as the
1:02:29main cast. These characters show that Nomura can make unique groups in their own organized uniform,
1:02:35unique outfits, or even with obscured faces. In sum, the characters of FINAL FANTASY VII
1:02:42are a healthy mix of Nomura's favorite design choices. This healthy mix helps the main cast
1:02:48feel like a solid unit. He certainly succeeded in making an iconic bunch of characters to be
1:02:53remembered and loved by fans. It's been said so many times, but Nomura's character work here
1:02:59is brilliant. The characters in this game will be echoed in Nomura's future work quite a lot.
1:03:05FINAL FANTASY VII is the most popular FINAL FANTASY to date and one of the
1:03:09most important games of all time. The impact of this game cannot be overstated.
1:03:15This game was Squaresoft's first in-house 3D project on the brand new PlayStation, and contains
1:03:20a large number of firsts for the FINAL FANTASY series, the JRPG genre, and the gaming industry.
1:03:33For one last brief overview, FINAL FANTASY VII moved the FINAL FANTASY series to PlayStation
1:03:39and embraced the new format of CD ROM. With its massive story spanning three of these CD discs,
1:03:45FINAL FANTASY VII featured fully playable 3D characters,
1:03:49introduced the Limit Break system to the ATB combat system, and contains
1:03:53one of the best JRPG narratives in terms of scope, emotion, pacing,
1:03:58and presentation. The list goes on for what makes FINAL FANTASY VII such a cornerstone in gaming.
Closing
1:04:16Within 5 years at Squaresoft, Tetsuya Nomura advanced from debugger to character designer,
1:04:23story concept, and battle visual director on Square Enix’s most
1:04:27successful video game. By the time FINAL FANTASY VII launched, his work had reached
1:04:32icon status. Through relentless effort and willingness to pitch every single idea,
1:04:38Nomura achieved remarkable career success. From sketches of lions to giant kitchen knives,
1:04:43his creative journey was only just beginning. It stands as an inspiring story of perseverance,
1:04:49creativity, and authenticity. My name is Joe. I have talked. Thank you for watching.