Free YouTube Transcribe

Video transcript

The World Of Tetsuya Nomura | Chapter III: Kingdom Come

joetalks. · 24,124 words · 110 min read

Want to search this transcript, jump the video from any line, or download it as TXT, SRT, or VTT?

Open in the transcript tool

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

0:28video series has had projects in circulation since 1991. Hi, my name is Joe. When I like

0:35something a whole lot, I want to find out what's going on behind the curtain. This video is that

0:42I did the research and write up for my benefit, but I did this video part for yours, so I can pass

0:48on this information as completely and definitively as possible without bAurong my friends and family.

0:55In this video series, I will examine all of Tetsuya Nomura's works to the best of my ability.

1:00I understand there are countless videos available regarding the very start of his career. So some

1:04information may be quite familiar to you if you frequently watch videos on this topic,

1:09but I've done my best to make what you watch here today a smidgen more informative and entertaining

1:13than videos before. And before long, we'll be in uncharted territory. I'll include all of my

1:18sources in the description below, and I'll include a number on screen if I am citing a source. I'll

1:23also include fun facts and text boxes on screen to give you some bonus information if you're

1:28actively watching the video. I've grouped each project as accurate to development as possible,

1:34but Nomura would sometimes be bouncing between four to five projects at a time. So, I've arranged

1:40all titles in order of release, with out-of-place blurbs about relevant titles if necessary.

1:46Now that everything's out of the way, let's dive into the prolific career of Tetsuya Nomura.

PlayStation 2

2:23Way way back in the 1980s, the fourth generation of consoles sparked what is often considered the

2:28first major console war. Sega and Nintendo were neck and neck for the better part of a decade.

2:34[COMMERCIAL]: Genesis does what Nintendon’t [JOE]: Advancements in graphical capabilities

2:39began to grow exponentially, bouncing between both companies, with Sega carving out an early

2:43edge through 16-bit hardware before experimenting with CD-ROM technology through the Sega CD add-on.

2:50In 1988, Nintendo would collaborate with Sony on a similar expansion for the Super Nintendo.

2:55This was going to be called the Nintendo PlayStation and allowed the Super Nintendo

2:59to handle games developed for CD-ROM. The folks at Sony would work hard on this project and

3:04eagerly announce it at 1991's Consumer Electronics Expo in Chicago, Illinois. Hours later, Nintendo

3:10announced that they were breaking their deal with Sony to pursue the same project with Phillips.

3:14A ruthless betrayal. So, in the mid ‘90s, when Sony's brand new PlayStation hit the scene and

3:20absorbed several third party developers, a monkey wrench was thrown into the feud between Sega and

3:24Nintendo. [CRASH]: Hey, plumber boy mustache man, your worst nightmare has arrived. Pack up

3:31your stuff. I got a little surprise for you here. Check it out. [JOE]: Nintendo replied with the

3:35Nintendo 64, which cost them Squaresoft, as we've discussed, and Sega came up with a Sega Saturn.

3:41With titles like Resident Evil, Tekken 3, and FINAL FANTASY VII, however,

3:46the PlayStation was slowly bringing down its competitors. Sega's response was the Dreamcast,

3:51the first sixth generation console, released in November 1998 in Japan and launched in

3:56North America on September 9th, 1999, the same day as FINAL FANTASY VIII's American release.

E3 1999

4:02This may have been a calculated move, as a tech demo of Squall and Rinoa’s dance was developed

4:06by Square for Sony's first unveiling of their upcoming PlayStation 2 earlier that year in March.

4:12The demo acted as a way to showcase the console's processing power and graphical capabilities,

4:16as the sequence was not pre-rendered and entirely real-time in-engine. This specific demo

4:22was developed by Visual Works, the now formally separate development team that had been behind

4:26Square's cutting edge FMV cinematics since FINAL FANTASY VII. Another demo Square provided for

4:32the event was one using models from the upcoming Final Fantasy: The Movie as a means to demonstrate

4:37how much more emotion could be conveyed on characters using the PlayStation 2's hardware.

4:41All this, and the PlayStation 2 was completely backwards compatible with games for the original

4:46PlayStation, unlike Sega's Dreamcast. The third demo prepared by Squaresoft for Sony was one done

4:51by DreamFactory, featuring a densely packed bar fight where four characters hold off several more,

4:57breaking tables and chairs along the way in a set that is decorated with active flames, waterfalls,

5:02and mirrors. This sequence was intended to test the PS2's capabilities for lighting, reflections,

5:08and overall performance in a densely packed scenario. This was the only demo shown by Square

5:13to not include a pre-existing idea. So many fans began to speculate that

5:17considering DreamFactory's involvement, an Ehrgeiz 2 was in the works.

Kingdom Hearts (Prelude)

5:23Around this time period, or maybe during the development of FINAL FANTASY VIII, Shinji

5:27Hashimoto was approached by Disney Interactive Japan about a partnership for a game famously due

5:33to a chance elevator encounter. [DAN WINTERS]: This started out through an elevator ride.

5:38So Square's offices are in the same building as our offices in Tokyo. [TETSUYA NOMURA]:

5:43I've heard some people saying Square was the initiator. That story has been circulating around,

5:48but that's not quite what happened. Disney initiated it. The offer came to our producer

5:54first. [JOE]: The Disney Interactive suit that had approached Hashimoto had their reasons to

5:59make this pitch. Disney was struggling in the Japanese market, and they were working in the

6:04same building of the studio that had made the legendary FINAL FANTASY VII. The math was simple.

6:10At some point after this, Hashimoto brought this to Hironobu Sakaguchi. As the two were

6:14wrapping up a conversation about the potential project, Tetsuya Nomura stepped in the room,

6:19as he was due to meet with the two of them for something different entirely. Nomura recalls this

6:24moment in time. “I had been called there for some completely different reason. But when I arrived,

6:29Hashimoto-san and Sakaguchi-san were talking about a discussion they had with Disney,

6:34having an exchange along the lines of ‘Mickey Mouse would have been great, but we can't use

6:38him.’ At that moment, I basically put my hand up and said, ‘I want to be part of this.’

6:44And that's how it all began. But at that point, I wasn't really thinking of making a game that

6:49featured Mickey Mouse.” This knee-jerk reaction was due in part to Nomura's flurry of ideas and

6:56tendency for them to be insanely ambitious, but also because of his water cooler conversation

7:02about Super Mario 64 back in 1996. Here, Nomura had a clean chance to pitch a project to two

7:10people who knew his work and how hard of a worker he was, with the inclusion of popular characters

7:16such as Disney's now on the table. Though it would take some development and would

7:21go through various drafts, this chain of events was the dawn of what would become Kingdom Hearts.

7:28Throughout 1999, Nomura worked as a one-man team for the title and split

7:32his time between Parasite Eve II, The Bouncer, and FINAL FANTASY X while working on the game.

7:39In his first meeting with Disney, Nomura already had a vague idea of the game he wanted to make.

7:45Disney had plenty of pitches for him, but he halted a pitch halfway through when he realized

7:49time was getting short. He told them he would not make such games and offered his concept:

7:55all-new characters going on a journey through the worlds inhabited by Disney characters.

8:01The Disney folks, though shocked at his demeanor, obliged, and Nomura now had to

8:06actualize the pitch that he gave. He began with sketching the main character, Sora.

8:12“I'd drawn him carrying a weapon that looked like an enormous chainsaw. ‘What on earth is this?’

8:17they said. When I told them it was a chainsaw, they looked really shocked, absolutely speechless.

8:24They were looking at the design document, probably saying, ‘This is terrible,’ and so on.

8:29It was all in English, though, so I didn't understand a word.” Disney had accepted his pitch,

8:35but he would soon learn that everything had to go through them with this specific project,

8:39a new hurdle he had not yet faced. [NEWS ANCHOR]:

The Bouncer

8:49Our top story, Mikado, the company heading the International Space Project, announced the launch

8:55of an additional solar power generator satellite. [JOE]: Despite speculation about DreamFactory's

8:59tech demo for PlayStation 2, Ehrgeiz was going to stay in 1998. The game showcased was actually

9:06a prototype for The Bouncer. [The Bouncer]: The Bouncer. [JOE]: The Bouncer was a logical

9:11step forward for DreamFactory. Instead of being a fighting game with adventure elements like the

9:16games produced before, this game was a beat-em-up with a narrative, following bar bouncers Sion,

9:21Volt, and Kou, as they stop a grieving rich boy from decimating the city of Edge with a

9:25solar powered death ray. The staff for this title was a variety between established Square Legends,

9:31DreamFactory developers, and newcomers to Square. Seiichi Ishii and Takashi Tokita split directing

9:37and scenario responsibilities, with Ishii credited for the original story, and Tokita credited for

9:42its dramatization. Among the producers were Hironobu Sakaguchi and Shinji Hashimoto,

9:47though their participation in the project might have been on the lighter side. Noriko Matsueda

9:52would compose the soundtrack alongside her new partner in crime, Takahito Eguchi, who had just

9:57joined Square with 1999's Racing Lagoon. Yusuke Naora is credited as the art supervisor, Tetsuya

10:03Takahashi as the background supervisor, and Tetsuya Nomura was in charge of character designs.

10:08Though it seems star-studded, there was more involvement from Square than Ishii

10:12would have liked. Development was especially hard on him, and we'll cover that later.

10:17On a mechanical level, The Bouncer is pretty monumental in Square's library of games.

10:22It was one of, if not the first title that began development for PlayStation 2 in the company,

10:28though it would end up being the company's fourth title published for the console. The

10:31Bouncer included full voice acting, [DOMINIQUE]: Good morning! [JOE]: up-close facial animations,

10:36and ragdoll physics. All new and impressive developments made possible with PlayStation 2

10:42and its use of DVD discs to store games. With this format jump, a single disc could now carry

10:47around 4.7 GB of data, dwarfing the CDs available 700 megabytes. Square, at this point renowned for

10:54their cinematic approach to game development, had a pretty promising setup when first setting

10:59out to create The Bouncer. [PSWORLD]: Now, for all those of you with long memories,

11:02this sequence might look familiar. Yeah, you may remember it from several of the original

11:07PlayStation 2 demonstrations. This one being courtesy of FINAL FANTASY creators Square.

11:12It was an initial glimpse of a title that promised to be an adventure-based fighting game.

11:17This game eventually made it onto Japanese store shelves just before Christmas of last year. And as

11:22you can see, it's gone through some major changes. [JOE]: Things flaunted in the game's tech demo,

11:27like reflections, fire effects, waterfalls, and breakable objects did not make it to the final cut

11:33of The Bouncer due to growing pains. The game was delayed several times, even going dark for a few

11:39months after it had been hyped up by the company for some time. Regarding development, Tokita would

11:44comment, “The hardest part was definitely working with the PS2 for the first time.

11:49Also, working with the large capacity media DVD was a new thing. The burden on the programmers has

11:55become heavier, so adjusting the schedule was the biggest obstacle.” Our three bouncers, residents

12:01of the city of Edge and employed at FATE, a bar on Dog Street, are a wonderful example of Nomura's

12:06tactics in his early 2000s character design. All three are interchangeable protagonists,

12:12each with their own variations on the game's plot, so we'll discuss them one by one before

12:16analyzing them as a group. [SION]: You're not getting paid enough to die, now get out of my

12:21way! [JOE]: Sion Barzahd is the most sketched out character for The Bouncer by Nomura. His design in

12:27the tech demo of the game uses a simple big baggy t-shirt and jeans, with a pocket chain and some

12:32light accessories. His first deviation away from this involved a set of headphones and a big jacket

12:37with Dog Street's first conceptualized logo of a bulldog. A similar outfit was given to Dominique

12:42Cross in the final product. The next depiction of Sion involves the usage of X shapes on his

12:47zipper and pendant and addition of a headband and cinch cords dangling from his jacket sleeves,

12:53gloves, and pant legs. In the next design, the headband is removed. His collar is added with

12:58a humongous cross as its pendant, and his shorts are shortened to be above the knee.

13:03The next draft is his final appearance in the game. While Sion is one of three in The Bouncer,

13:08I've also noticed he's one of three in Nomura's protagonist designs for this window of time

13:12just before Nomura's true big break. We'll discuss this as each of Sion’s long lost brothers appear,

13:18but for now, I'd like to note his hair, chains, boots, and color palette. While admitting that

13:24he made use of real life references in FINAL FANTASY VIII in an interview for The Bouncer,

13:29Nomura stated in the same interview that his approach to designing these characters was in no

13:33correlation to real people this time. In this same interview, Nomura confirmed that he was working on

13:38The Bouncer simultaneously with other projects, which gives likelihood to the idea that any

13:43similarities to his future work are intentional. As we’ve discussed before and will again later,

13:48Nomura liked the idea of challenging the animation team to push them and the PS2. He had done so in

13:531999 by including fur and accessories on Squall's design. With Sion, he pulls out all the stops

13:59and attaches a chain dangle anywhere he can. His outfit is heavy on dog imagery, though it seems to

14:05be more of a fashion statement than a character statement. Sion's outfit is from a fictional

14:09fashion brand named Dog Street. The brand's logo is an icon of Rinoa's Australian Shepherd, Angelo,

14:15from FINAL FANTASY VIII. in the center of two crossbones fashioned to look like dog bones.

14:20This icon appears as his pendant and a simplified version appears as the dangle on his glove.

14:25A few times in his outfit, a sole dog bone is used, such as his jacket zipper or the

14:30dangles at the back of his boots. Angelo's head is used as the shape of his wallet chain as well.

14:36Sion wears bunched up tube socks and compression shorts and sleeves, quoting Tifa's design in FINAL

14:41FANTASY VII. At the same time, his short sleeve jacket, shorts, and thick boots call to mind Zell

14:47from FINAL FANTASY VIII. And with a dangle off of his glove, Nomura carries the trend of including a

14:52chain at the end of a protagonist's weapon, which he had begun trying out with Squall's gunlade.

14:57Sion's outfit uses five colors: white, black, blue, red, and yellow. A simple approach,

15:04making use of all three primary colors and using black and white as accents. His haircut can be

15:10seen as Nomura's return to form, experimenting with spiky hair. Squall's hair had spikes, but was

15:15intentionally grounded. Sion is Nomura's second spiky-haired protagonist after Cloud Strife.

15:20Keeping that in mind, we can see that the shape of Sion's hair is slightly asymmetrical to the right,

15:25balancing out against his wallet chain and glove on the left in a similar,

15:28albeit subtle, fashion to Cloud in FINAL FANTASY VII. However, this time, Sion's hair is brown,

15:34which could have been brought from Squall's design in FINAL FANTASY VIII.

15:38See also has two unique alternate outfits which cannot be said for most characters in The Bouncer.

15:43The first is his design as he was seen in the tech demo: A large baggy t-shirt and baggy jeans.

15:49Next is an entirely new design where Sion wears his hood up. In this new outfit, he wears a black

15:55hoodie with a blue interior and two sets of cloak clasps holding it together, one fastened and the

16:00other one undone. The chain dangle is removed from his glove, as is his pendant, but he retains the

16:05Dog Street emblem on his belt buckle, which holds up his black shorts that have a flurry of plain

16:10cross designs in the bottom of the right leg. On the right sleeve of his jacket is the Dog Street

16:14emblem. On the back of his jacket is the text logo for Dog Street. [DOMINIQUE]: You're looking busy,

16:19Kou. [KOU]: Hey, if we're not doing anything, it means the bar is doing just fine, right,

16:23Sion? [JOE]: Kou Leifoh's design is certainly the simplest of the bunch, but with it we can

16:29see Nomura experiment with tattoos and patterns. All throughout Kou's design seem to be challenges

16:35for the game's texture artists. His combat pants are decked out in camouflage, and his black

16:40leather vest has an icon of a tiger embossed on the back. He has an all over body tattoo,

16:46which seems to be an expansion on Nomura's tattoo experiments with Zell in FINAL FANTASY VIII.

16:52His body art uses the same neotribal style Nomura used for Zell's and Red XIII's tattoos, but on a

16:58scale he had never done before. [VOLT]: Today's not your lucky day, punks. [JOE]: Volt Kreuger

17:04fills in the blanks between Kou and Sion. His jeans are about one and a half times the length

17:09they should be, and that means that his shins are covered by a second layer of cuffed denim.

17:14Volt wears a belt to hold up his jeans and another to tighten his black leather jacket complete with

17:20a patch depicting Cactuar, a cheeky nod as Nomura is Cactuar’s creator. Takashi Tokita acknowledged

17:26this in press for the game. Volt's design is Nomura's experiment with leather belts, studs,

17:32and piercings. Likely included to challenge the model team and the animators, as facial animation

17:37was a special focus for this title given the PS2's new specs. [SION]: I'm a bouncer. I make a living

17:43putting my life on the line. [ JOE]: Overall, Sion, Volt, and Kou are a microcosm of Nomura's

17:49ideas in this time period. Bold colors, black belts, zippers, studs, piercings, spiky hair,

17:57patterns, tattoos, the list goes on. But this list can really be boiled down into two categories:

18:04silver accessories, and contemporary fashion trends with a special interest in Japan's Visual

18:09Kei movement. Silver accessories encompass all the typical Nomurian belts and whistles:

18:14Zippers, belts, piercings, chains, dangles, buttons, pendants, studs, you name it.

18:21Contemporary fashion trends explain why Nomura makes use of patterns like camouflage, crosses,

18:27neotribal tattoos, and baggy clothes like Kou's combat pants or Sion's big jackets.

18:33Finally, the Visual Kei movement can explain his idea to use tattoos, spiky hair,

18:39all-black or vibrant color palettes, and even the sometimes androgynous nature of his characters,

18:44though The Bouncer isn't quite as affected by this specific design choice. Sometimes Nomura

18:49draws from different fashion subcultures in Tokyo, but Visual Kei is his personal favorite style.

18:55Hints of his previous methods, such as emulating world cultures, or drawing from world history,

19:00may still remain, but from here on out, they take a backseat to Nomura's interest in popular

19:05culture and fashion, at least for now. [ECHIDNA]: This time, I'll make sure I finish you off along

19:11with your friends. The remaining cast reinforces my suggested sorting of Nomura's design choices.

19:16Echidna is a representative of the Tokyo Gyaru subculture, specifically its Ganguro style.

19:22Ganguro is characterized by deeply tanned skin, lightened or bleached hair, and high contrast

19:27makeup, often with strong white concealer accents around the eyes and lips. Ganguro is translated as

19:32“blackfaced”, but it is not related to western blackface or its historical context. The tan

19:38skin and lightened hair were used in deliberate contrast to mainstream Japanese beauty standards,

19:43which traditionally emphasized pale skin, dark natural hair, and little to no makeup.

19:48Within that context, Ganguro functions as a visible rejection of conventional aesthetics.

19:54We can see this subculture in Echidna's design as she has tan skin with white makeup,

19:59an over-the-top boingy springy haircut, and wears a mismatched revealing outfit in line with Gyaru.

20:05Original sketches for Echidna even give her a fur boa, but this did not make it

20:09to the final game. [DAURAGON]: What's wrong, Dominique? [JOE]: Antagonist Duragon C. Makado

20:15seems to be a fusion between all of Nomura's rival characters thus far. He's a smug blonde bad boy

20:21who has wealth in common with Rufus Shinra, a trench coat in common with Seifer Almasy,

20:26and a haircut in common with Sephiroth. On his trench coat is a belt strap adorned with a chain

20:32that spirals down his right arm and drags on the ground next to him. Underneath his trench coat,

20:37he wears a pair of black overalls with a zipper pouch in the center and a belt around his waist.

20:42And on his back is a tattoo of a dragon. He also fights alongside a panther, which while not a dog,

20:48could be seen as another illusion to Rufus' design. This panther is actually also a woman.

20:55This is Kaldea Orchid, whose outfit is more flowy and traditional than the rest of the game's cast.

21:01Her design isn't quite inspired by street fashion trends, but instead

21:05quotes traditional Japanese wear. Her full outfit includes a cream kimono inspired dress,

21:10a green obi style belt, her red one-shoulder cape, black gloves, stockings, and heeled boots accented

21:17by a silver dog tag necklace. Her standard outfit matches up with her sensei, Wong Leung.

21:23Kaldea is Sion’s ex-girlfriend, so she shares a similar alternate outfit to his

21:27black cloak design. Hers takes an approach more aligned with fetishwear than Sions,

21:32involving her wearing a balcony bralette, a pair of high leg bikini briefs, and apron style

21:37chainsaw chaps decorated with the same cross emblem motif used in Sion’s alternate outfit.

21:43If you thought that was revealing, wait until you see Nomura's promotional art of Kaldea,

21:47depicting her wearing nothing but lingerie bottoms with Dog Street written on them

21:51and Sion’s Dog Street pendant. [SION]: It's Mugetsu. [MUGETSU]: [laughter]

21:57I've been waiting for you. Now that I don't have to worry about Dauragon or the girl. [JOE]:

22:03Mugetsu's design goes in the fetishwear direction a little bit further. His outfit, and most ninjas

22:08in the game, quote bondage fashion and fetishwear even more explicitly. His mask involves several

22:14straps and skin-tight leather over chain mail. In character art by Nomura, his gloves seem to have

22:19clawed fingertips and make his arms girthier, adjacent to most of Nomura's monster designs

22:24in the final game. This isn't fully translated. We'll talk about her work a bit more later,

22:29but it is likely that the side characters in The Bouncer were designed by Fumi Nakashima,

22:33the game's assistant character designer. If that's the case, Mugetsu and the designs for

22:37the Al Bhed people in FINAL FANTASY X may have some more things in common. [PD-4]: Three on one.

22:44Those are acceptable odds. [JOE]: PD-4's design is quite simple, involving a fully zippered pleated

22:50turtleneck muscle shirt, a pair of orange and black athletic joggers and one long black glove

22:55on his left arm, balancing out the tattoos, bionic eye, and hair swoop on his right. In his alternate

23:00outfit, his joggers change color and he loses the shirt, showing off the full design of his tattoo.

23:06PD-4 has silver hair and yellow eyes, something Nomura would make use of frequently in his future

23:11projects. [LEANN]:

23:16Sorry to keep you waiting. For now, the best we can do is buy you some time. [JOE]: Leann Caldwell

23:21has a sleek neofuturist outfit that seems like a toned down Yuffie Kisaragi with hints of bondage

23:26peppered in. This design is strikingly similar to Rikku's in FINAL FANTASY X and includes another

23:31interesting Nomura accent: tiny dots. At the top of either side of her jacket are three little

23:37studs in a triangle pattern. something first done on Sephiroth's Pauldrons in FINAL FANTASY VII,

23:42and something that will intermittently reappear in later projects. Her alternate outfit is her in

23:46a bathrobe and slippers as she is depicted in the game's opening cutscene. [VOLT]: When we grow old,

23:52she's still going to look the same. [SION]: I'll tell her when the time comes,

24:04but until then, I want her to live a normal life. [VOLT]:

24:12Yeah, maybe you're right. [KOU]: Volt, it's your shift. [VOLT]: Okay, I'm coming. [KOU]:

24:22Man, I'm so bored. This place has been too quiet ever since that incident. [SION]: Hey,

24:28if we're not doing anything, it means the bar is doing just fine, right? [JOE]:

24:33At this point in his career, we can look back on what Nomura had done so far and start to

24:38notice patterns in his design choices. Nomura hasn't gone on record much about The Bouncer,

24:43only stating he works on many projects at once frequently and that his time with this game

24:47enabled him to make even more detailed designs. We'll frequently come back to this cast throughout

24:52this time period because of this. It is likely due to his many projects that there is art of

24:57Aya from Parasite Eve II wearing Dog Street jeans despite The Bouncer being released a year later.

25:02I believe that while it came out first, The Bouncer was sort of a dumping ground for Nomura's

25:06design work in this brief period. His designs here will come back quickly in the projects

25:11that he worked on concurrently, but will also make subtle returns later on in the decade.

25:15[PS2 GUY]: What people will do for the little entertainment system.

25:23I'm here for the PlayStation 2. The best entertainment system to hit the to hit the world.

25:30It's going to be great. [JOE]: PlayStation 2 was released in Japan on March 4th, 2000, in the US on

25:36October 24th, 2000, and in Europe on November 26th, 2000. DreamFactory and Squaresoft's The

25:42Bouncer would launch in December 2000 in Japan, March 2001 in the US, and June 2001 in Europe.

25:50The game was a bit of a flop due in part to the promises it did not keep when jumping

25:54from the tech demo to the final product, and due in part to general lackluster production.

25:59Players and critics noted that the game was more cutscene than gameplay.

26:03Josh Strife Plays on YouTube has done the math: The game's run time is nearly an even split,

26:08leaning more to cutscene run time. The Bouncer contains 44 minutes of cutscene cinematics,

26:149 minutes of loading screens, and approximately 40 minutes of gameplay by his calculation. The game's

26:19graphical feats were not held against it, but The Bouncer was certainly not free from scrutiny.

26:25After this, Square would no longer work with DreamFactory. Regarding development

26:29for The Bouncer, Seiichi Ishii had this to say: “Originally, it was conceived as a fighting game

26:34with quest mode and story mode being added as extras, but then we started getting requests to

26:39make it cinematic and our direction became muddled. We could create the fighting battle part,

26:45but we had no experience creating the story part. So, we asked Square to provide some personnel.

26:50In the end, it became a huge team consisting almost entirely of Square people. We made

26:56‘Bouncer’ thinking there would definitely not be a next time. In fact, Square's subsidiaries were

27:01disappearing one after another, so we thought it was our turn next.” Throughout the stressful

27:06development of this game, Isi developed shingles. His doctor warned him to change his environment.

27:11And so, he sought out a few places in Japan before settling on moving to Montreal, Quebec, Canada.

27:17Despite this, he did not resign from DreamFactory. Today, Ishii still lives in Canada,

27:22though he is disgruntled with rising prices and is the sole employee of DreamFactory.

FINAL FANTASY X (Prelude)

27:31At the same time as The Bouncer, FINAL FANTASY X began development in 1999,

27:37first as a script titled Seven Teen: Angelic Impact: X Devil’s Shock.

27:42This project took place in a world where people die at the age of 17 due to a pandemic.

27:48It would follow a young protagonist named Tidus who was searching for a cure before his

27:52time was up. His sister, Yuna, was a traveling nurse healing people affected by the disease.

27:59The large plot twist in mind was that her rituals would be revealed to be spreading the disease.

28:05A majority of the concept art for this version of the game was done by Yusuke Naora. After a while,

28:11it was determined that the protagonist would be a plumber who lived in a city called Registan.

28:16The script underwent a name change to FINAL FANTASY X, and the familial tie between Tidus and

28:21Yuna was scrapped. This new plot had a majority of the basic story beats that the final product would

28:27and was developed as a beta build to be showcased at Square's Millennium event in Tokyo. [GAMESPOT]:

28:33Square recently held their Millennium event in Japan. The company showed off FINAL FANTASY IX

28:38for the PlayStation and FINAL FANTASY X and XI for the PlayStation 2. While the details

28:44of FINAL FANTASY XI are not yet known, it was announced that it will be an online-only RPG.

28:50Square also unveiled plans for their new internet gaming software dubbed Play Online. The Japanese

28:56release date for FINAL FANTASY IX is this summer, while X and XI are set for release in the spring

29:01and summer of 2001. No word yet on the US release dates for the titles. [JOE]: In January 2000

29:09at the Millennium event, FINAL FANTASY IX, X, and XI were all announced in succession.

29:16IX would be a traditional high fantasy RPG on PlayStation as an homage to the older FF titles,

29:22including several of the original developers of those games on staff. FINAL FANTASY X was

29:28set to be the first PlayStation 2 entry for the series picked up by the team behind VII and VIII,

29:34and XI was the company's first MMORPG, or massively multiplayer online role-playing

29:40game. This genre was growing quite popular as the internet began to develop,

29:44and FINAL FANTASY XI would be Square's crack at it. XI was announced for a summer 2001 release.

29:51Journalists noted that was the same release window given for Hirobu Sakaguchi and Square Pictures’

29:56Final Fantasy: The Spirits Within, which was briefly showcased at the event as well.

30:01The main attraction at the Millennium event, however, was when the beta build

30:05for FINAL FANTASY X was shown off. This build had several differences to the original product:

30:11Hair physics, a different logo, and an open world map. It also flaunted its inclusion of PlayOnline,

30:19a service Square intended to launch as a means to make strategy guides, fan communities,

30:24merchandise storefronts, and online service games live in one place. FINAL FANTASY X's

30:29use of this system would allow players access to a strategy guide built into the game.

Kingdom Hearts (Interlude I)

30:36All the while, Nomura was hard at work on his unannounced project with Disney.

30:41By early 2000, he had created plenty of concept art for the game. First,

30:46Sora's chainsaw blade was swapped out for the Keyblade, a large key-shaped weapon.

30:51Nomura drew out ideas for locations, encounters, and the game's monsters. In one of these

30:57illustrations, Disney's own Donald Duck and Goofy can be seen alongside Sora fighting Chernabog,

31:03the large demon from Disney's 1940 film Fantasia. The proposed locations seem to be generic,

31:10including a wild west world, a castle world that is split in half with Mickey Mouse's face on it,

31:15a world resembling a town or boardwalk with a tower with skulls, devil horns, and bat wings at

31:20the top, and a location modeled after a tropical island with slides, bridges, and ladders galore.

31:27At the corner of this sketch is a concept for the protagonist to slide along the slides on his feet

31:33and jump over tree branches. Another early sketch depicts a monster towering over the protagonist on

31:39a stained glass platform decorated with Hidden Mickey emblems. Things were coming together in

31:44Nomura's new kingdom. Slowly, but surely. [TIDUS]: Listen to my story. This may be our last

FINAL FANTASY X

31:56chance. [JOE]: FINAL FANTASY IX being handled by a different team allowed Yoshinori Kitase to back up

32:03and decide who could be taught to take the reins of the FINAL FANTASY series beginning with X,

32:07the installment he was in charge of. As the group had been used to in working on VII and VIII prior,

32:13the pressure was on this time because this would be the first FINAL FANTASY on PlayStation 2,

32:19which, midway through development, also needed to show that The Bouncer and its lukewarm reception

32:25was not representative of Squaresoft at its best on the console. The power trio of Kitase, Nojima,

32:31and Nomura would begin to transition out of their previous seats of power

32:36as Sakaguchi and others had begun to do with FINAL FANTASY V. Kitase maintained his director role and

32:42appointed three directors to their own thirds of the game. Motomu Toriyama as event director,

32:48Takayoshi Nakazoto as map director, and Toshiro Tsuchida as battle director. Yusuke Naora would

32:54split the art director role. This time around, he focused on the world of FINAL FANTASY X,

33:00while Shintaro Takai would handle the battle art direction, namely the game’s summons, this time

33:06coined as Aeons. Takai had worked as a director in the effects teams of VII and VIII before

33:11being significantly promoted for X. Speaking of promotions, Tomohiro Hasegawa was now working as

33:18the real-time graphics director for X. Kazushige Nojima handled the main scenario for FINAL FANTASY

33:24X and would frequently collaborate with Toriyama, Kitase, and newcomer Daisuke Watanabe on it.

33:31Watanabe had just begun work at Square with 1999's Threads of Fate, and FINAL FANTASY X was

33:37his second project working for Squaresoft. On this title, he is credited as scenario planner.

33:48All in all, Kitase and Nojima's involvement with FINAL FANTASY X was similar to their

33:53work done for VII and VIII, but with the added responsibility of mentoring the next generation

33:58of creatives for the FINAL FANTASY series. The old power trio would not be complete, however,

34:04as Nomura had bigger fish to fry alongside FINAL FANTASY X's development. This led him to being

34:10credited solely as the game's character designer rather than a fancy conglomerate role that he had

34:15been credited for in VII and VIII. Despite his busy schedule outside of X, or perhaps because

34:21of it, Nomura too had his own sidekicks for this game. Since his time on FINAL FANTASY VII,

34:28Tetsuya Nomura worked on some projects with Fumi Nakashima as an assistant character designer or

34:33character illustrator. This included FINAL FANTASY VII, Ehrgeiz, Parasite Eve II, and The Bouncer.

34:41Here in FINAL FANTASY X, Nakashima was now the chief sub character designer.

34:47Also on VII was Tetsu Tsukamoto, who had been credited for monster design work.

34:53He then went on to work on FINAL FANTASY IX and X during their concurrent development windows,

34:58serving FINAL FANTASY X as monster designer. Nomura handled the main cast's designs,

35:05and Nakashima and Tsukamoto would be in charge of filling in the gaps while he was away.

35:10For the first time in FINAL FANTASY history, Nobuo Uematsu would not be the sole composer

35:16of this entry soundtrack. Joining him on X were Junya Nakano and Masashi Hamauzu.

35:23Nakano had been involved in composition work for about seven years when production began, beginning

35:29his work with Square in 1996. Hamauzu had worked on VII, with his most notable role there perhaps

35:36being his position as a bass vocalist in the Latin choir sampled for Sephiroth's “One-Winged Angel”

35:42theme. Here in X, Nakano and Hamauzu would create their own music for the soundtrack,

35:48and Hamauzu would also take care of some arrangement work on top of his responsibilities.

35:53Uematsu continued his tradition of creating a pop vocal performance theme song for the game. This

35:59time, the lyrics were written by Kazushige Nojima and the piece sung by Japanese folk singer RIKKI.

36:06This song, “Suteki Da Ne?”, used Japanese lyrics this time instead of English ones. Another first

36:12for the series was the inclusion of full voice acting. [AURON]: We called it sin. [TIDUS]:

36:19Sin? [JOE]: and with its introduction means we now have more credited roles to cover for

36:25every game going forward. Masakazu Morita and Mayuko Aoki returned to the series moving from

36:31mocap actors to voice actors filling the roles for Tidus and Yuna. The Japanese cast would return for

36:38any of their respective characters' subsequent appearances, and some even had the opportunity

36:44to voice different characters in the franchise as well, which we'll discuss as they come up. The

36:49English cast was stacked, including James Arnold Taylor as Tidus, the breakout role in his career,

36:55Matt McKenzie, who had previously voiced Major Elliot in English for FINAL FANTASY The Spirits

37:00Within, voice acting legend Tara Strong, who had been in the business for 15 years by that point,

37:07and John DiMaggio, who handled the voice for both Waka and Kimari. Unlike in Japan,

37:13only some of these talents would return to voice their respective characters. [AURON]: This is it.

37:23This is your story.

37:33It all begins here. [TIDUS]: [screaming] [JOE]:

37:42The game's cinematic cutscenes would take another leap forward.

37:46this time officially being handled by the Visual Works team.

37:50FINAL FANTASY IX and Parasite Eve II were some of their first credited games.

37:57We have been using motion capture since FINAL FANTASY VIII. We didn't use it that much in

38:01FINAL FANTASY IX [HIROSHI KUWABARA]: because the characters weren't designed to be lifelike.

38:05In FINAL FANTASY X, we use motion capture almost all the time to make the characters seem real.

38:11Also we can transition between real time and full motion video smoothly now which makes me

38:16really happy. The most challenging part was, well actually there were a lot of challenges,

38:21particularly getting the details of facial expressions and the movement of hair and clothing.

38:27The time it took for a scene depends on the complexity of that scene.

38:30The shortest time was 2 to 3 weeks. Most of the time though it takes about one or two months.

38:36The longest scene we rendered took about half a year. [JOE]: Visual works would

38:40become more and more important to the company as they began to approach the PlayStation 2.

38:45A notable name here would be Takeshi Nozue, animation supervisor for FINAL FANTASY X.

38:51Nozue had previously handled CG design for FINAL FANTASY IX. [YOSHINORI KITASE]:

38:58For FINAL FANTASY VII and VIII, the setting was sci-fi,

39:02and many players responded by saying that they preferred a simple fantasy world.

39:08They seem to have a fixed notion of what fantasy means to them.

39:13And to them, it consisted of a medieval European world. I wanted to change that idea.

39:19I wanted to expand the definition of what the players thought the word fantasy implied.

39:27Going back to a medieval European fantasy didn't seem to help us advance. So while I was

39:33considering different world environments, Nojima proposed the idea of trying to create a fantasy

39:38world that incorporated Asian elements. [JOE]: The concept throughout development of this title

39:43was to further challenge what fantasy could look like. Before they had done it with machinery,

39:49then they did it again by focusing on a group of students. FINAL FANTASY IX returned a typical high

39:55fantasy. The team behind FINAL FANTASY X had three concepts of approach originating from Kitase.

40:02First, they would abandon Western imagery and embrace Southeastern Asian cultures and

40:07architecture to further differentiate the game setting than was done between VII and VIII.

40:13Okinawa, Thailand, Uzbekistan, and Japan would all serve as major influences for the world of Spira.

40:21Many of these locations are surrounded by water. Another concept Kitase wanted

40:26to focus on for FINAL FANTASY X. The third concept covered was the idea of using the

40:31game setting to contrast between tradition and technology. A self-referential choice to be sure,

40:38and maybe even one representing Japan among the game's Asian influences.

40:43FINAL FANTASY X saw a great leap in graphical power being on PlayStation 2,

40:48and so several character designs would be created to push the limits of what had been done before.

40:54Each character required three different character models: A low poly model, a high poly model,

41:00and one for CG cutscenes. The low poly was used throughout most of the game's exploration,

41:06and partially in some dialogue scenes. The high poly featured facial rigging, being used

41:12in close-up shots and cutscenes, and even in battle. The CG models, of course, were used by

41:19Visual Works to create the game's pre-rendered cutscenes. Each of the required models were

41:24handled by different people, so Nomura would have to work with each of them throughout development

41:29in order to ensure the models were accurate to their artwork and each other. Nomura would still

41:35contribute ideas to FINAL FANTASY X, but they were mainly focused on characters now. A few times,

41:41characters he designed would have their premises changed and not require a redesign. As such,

41:47several characters bear artifacts of different development stages in their appearance. [TIDUS]:

41:55Blitzball. [WAKKA]: Hey, you okay? [TIDUS]:

42:01Hey! [JOE]:

42:21Tidus was there from the start. His basic design is generally close to his appearance in concept

42:26art from Seven Teen. He most likely retains his age from this prototype and the overalls from the

42:32time when he was planned to be a plumber. The plumber choice was made as a means to

42:37“get him in the water” per Nojima. Yoshinori Kitase wanted a fictional sport in the game

42:42after seeing Star Wars Episode I: The Phantom Menace, and football was chosen as the basis for

42:47this game based on the then upcoming Japan South Korea World Cup. This would become Blitzball,

42:54and soon Tidus' occupation rather than plumbing. [TIDUS]: Yo, hiya. [WAKKA]: you want to

43:03try that move one more time? [JOE]: Kitase justified this by explaining: “up to that point,

43:11there hadn't been sport components in the FINAL FANTASY series, so I thought this would be a new

43:16challenge.” To contrast with the brooding and dark characters that had been done by this team before,

43:21Nojima wanted to have a cheery, bright hero as the main character of FINAL FANTASY X.

43:27Unlike Cloud and Squall, Tidus was named by Nojima instead of Nomura. His name is based on “Tiida”,

43:33the Okinawan word for “Sun”, which was intended to reflect his personality. Tidus' final look is a

43:40standout example when considering Nomura's use of asymmetry in his career. Tidus is often a divisive

43:46subject when discussing Nomura's work, mostly due to the jumble of concepts that take place

43:50in his design. If we were to break his outfit up in quadrants, no one section matches another.

43:57On his right hand, a simple glove in his short sleeve. On his right leg, a long pant leg that

44:03ends just below his knee, decorated with the emblem of his Blitzball team, the Zanarkand Abes.

44:08On his left arm, a detailed gauntlet spanning the length of his arm with different materials,

44:13patterns, and colors. on his left leg. His pant leg is unzipped, ending just before the knee,

44:20and he has a pocket chain between the layers of his overalls. It's a lot to look at, but

44:25it also isn't completely overwhelming. As FINAL FANTASY X was developed alongside The Bouncer,

44:31we can see several similarities between Tidus and Sion's designs. Sion and Tidus

44:37are both drawn by Nomura to have a sort of rectangular imposing stance in their artworks.

44:43Both wear short sleeve jackets with no undershirt, work boots, and use the simple color palette of

44:49red, blue, yellow, black, and white in their designs. Instead of a chain, as is the case

44:55with Sion's glove, Tidus' weapon has a cloth dangle, resembling the sword tassels featured on

45:01some swords used in Chinese martial arts. This ties into the Asian flavor of FINAL FANTASY X

45:07that the team worked towards in development. It's much smaller, but Tidus, like Sion,

45:13and Squall for that matter, wears a pendant and earring depicting the icon used to represent him,

45:18the Zanarkand Abes logo. [WAKKA]: You no amateur. Who you play for? [TIDUS]: the

45:24Zanarkand Abes. [WAKKA]:

45:30What team you say again? [JOE]: On this, Nomura said, “I thought about different things related

45:36to the ocean, like fishing hooks, fishbones, whale fins, and based my designs around them.”

45:43His pendant resembles both a T and a J, and resembles the shape of a fish

45:48hook to pay homage to his name, his father's name, and the nautical setting of the game.

45:54The duality between Tidus and his father, Jecht, is more of a statement to Tidus'

45:59growth and independence from his father, and even the forced independence by his father,

46:05considering the verbal abuses he endured as a boy. [JECHT]: You can't do it, kid.

46:11But don't worry, my boy. You're not the only one. No one else can do it. I'm the best. [JOE]:

46:21Among Tidus' many drafts was one scenario where he would be revealed to be an Unsent, meaning

46:27he was dead the whole time. However, after Nojima went to see the movie The Sixth Sense in theaters

46:34and its similar plot twist occurring to the film's protagonist, [COLE]: I see dead people. [JOE]:

46:41This was relinquished to Auron's character so that the concept could still be used without looking

46:47like a blatant ripoff. [AURON]:

46:54This is your world now. [JOE]: Auron's age was constantly changing in development,

46:59leaving Nomura confused about his age. This would lead to him looking quite a bit older than 35 in

47:05the final game. In the beta build story, he was the leader of a group called the Crimson Blades.

47:11The group was reworked into Spira's Crusaders. This previous tie is likely why his haori is red.

47:18We can also see some tiny dots on his boot armor. Nomura modeled Auron after Toshiro Mifune, a

47:24famous Japanese actor starring in classic samurai films such as Seven Samurai, Yojimbo, and Sanjuro.

47:31Nomura bought a doll of Mifune and positioned it until he got a pose he liked and used this

47:37as the basis for Auron and his tucked arm. This also likely influenced his aged appearance.

47:44Nojima later acknowledged this confusion, reasoning that it was probably tough for Nomura

47:48since he typically decided the age for the characters he designed. [YUNA]: My father,

47:55I loved him. So I I will live with my sorrow. I will live my own life. I will defeat sorrow

48:03in his place. I will stand my ground and be strong. I don't know when it will be, but someday

48:10I will conquer it. and I will do it without false hope. [JOE]: Yuna's name is pulled from

48:18the Okinawan word “Yuua”, meaning “Sea Hibiscus”. It is also possible that her name is derived from

48:24the Okinawan word “Yunaa” meaning “Midnight”. Her Asian appearance was pitched by Nomura

48:31and when he sat down to design her, he decided to take the opposite approach he had to Rinoa

48:35Heartilly from FINAL FANTASY VIII. He compares the two by stating he designed Rinoa with uniqueness

48:42and Yuna with simplicity. Though it didn't come to fruition, Nomura had considered having Yuna

48:47be an idol or a pop star. As the game's narrative grew more serious, this was removed and she was

48:53given the role of a summoner. Once this creative decision was finalized, Nomura designed her outfit

48:59to fulfill the look of Japanese tradition and provide a flowy outfit to dance with.

49:05He also made sure to include boots for her pilgrimage and a tassel dangling off the

49:10end of her staff in line with Tidus' weapon. [YUNA]: Next, try laughing out loud. What?

49:17Come on, show me. [screaming]

49:29Probably shouldn't laugh anymore. [laughter]

49:33[screaming] [laughter] [sighs and gasps]

49:42[crying and screaming] [JOE]:

49:48She also has heterochromia, meaning her eyes are two different colors. One of her eyes is green

49:54and the other is blue. This design choice could be used to communicate her role as a summoner,

50:00which in the lore of FINAL FANTASY X has her send the souls of the dead to the far plane so they can

50:07rest in peace. It also foreshadows her lineage and relation to Rikku and the Al Bhed people later on

50:13in the story, as Al Bhed typically have green eyes. Though Yuna's green eye does not have a

50:18spiral-shaped pupil, which Al Bhed people do have. Her pendant depicts a hibiscus flower,

50:25an homage to her name and similar to Tidus' symbolic accessories. [LULU]:

50:31Excuses again? [JOE]: Nomura wanted to explore a new look for black mages after FINAL FANTASY

50:37IX's Vivi returned to the traditional look. The result of this exploration is Lulu.

50:43He spent time mapping out exactly how each belt should be buckled on her skirt and included that

50:49many belts as a test for the PS2's processing power. Because he kept her belt order mapped,

50:55he could ensure all three of her models were accurate and asked additional staff to keep an

50:59eye on it. Because of this, she is a great example of Nomura's design philosophy in the early days

51:05of the PS2. With every belt, chain, dangle, or different material used in a character's design

51:12is a new chance to test the dev team and the metal of the PlayStation 2's power. Lulu's

51:18weapons are plush animals, a first for Nomura to design with, and most of these plushes depict a

51:23monster previously created by Nomura, with the exception of her celestial weapon or best in slot

51:28weapon for the game, which depicts FINAL FANTASY III’s Onion Knight. In her arsenal are a Mooglel,

51:35Cait Sith as he appears in FINAL FANTASY VII, a Cactuar, and a Moomba in Pupu, both from

51:41FINAL FANTASY VIII. [WAKKA]: Sin’s toxin got to you, but you're still alive. Praise be to Yevon.

51:54All right, back to practice. [JOE]: Wakka's design bears some similarities to Tidus'.

51:59Waka is also a Blitzball player, so his outfit is similar to Tidus', but his design doubles as a

52:05worldbuilding piece to show how different Tidus is in the world of Spira. Wakka's design also makes

52:10use of a lot of X's, one of Nomura's favorite shapes to play with. It had first debuted with

52:15Squall's crisscrossed belts in FINAL FANTASY VIII before being shifted to the Dog Street cross used

52:21in The Bouncer. On Wakka's vest, we can see that arrows are used at each tip on the X shape to make

52:29a silhouette similar to the Dog Street cross. His name is the word for “water” in the Ainu language,

52:35an indigenous language spoken in Hokkaido, Japan. Wakka's personality was likened by Nomura

52:40to Kirenger from Himitsu Sentai Gorenger, the show that would kick off both the Super Sentai

52:47and Power Ranger franchises. That's all he's gone on record to say regarding Wakka.

53:11In regards to Kimahri, he notes that he sketched the character initially with the broken horn

53:16and handed it to Nojima to see what he would do with it next. Would it surprise you if I mentioned

53:21that Kimahri looks like a lion? I think his design may just be as simple as that. In my research,

53:27I've seen comparisons to Kimahri and his people, the Ronso tribe, to the Rakshasas of Hindu and

53:33Buddhist mythology. A Rakshasa is a powerful supernatural being from Hindu and Buddhist

53:39mythology. Often depicted as a shape-shifting demon or spirit associated with illusion,

53:44violence, and magical power. They are typically depicted as anthropomorphic tigers in Dungeons

53:50and Dragons. So, this comparison isn't too unlikely, but just the same as it isn't unlikely

53:56Nomura wouldn't turn in an anthropomorphic lion creature design just because.

54:02[RIKKU]: Oh, that really hurt. You know, you big meanie. [JOE]: Rikku's design seems to take heavy

54:14notes from Yuffie's from FINAL FANTASY VII, which makes sense considering the two are both teenage

54:20thieves, where Yuffie's design has more of a ninja spin. Rikku's design makes use of the Machina

54:26elements characteristic of the Al Bhed people, including goggles and the claws she fights with.

54:32Despite the frequent dissonance between Nomura's designs and the final ages of the characters, as

54:37was the case with Auron’s design, it seems great care was taken to make Rikku's age of 15 years

54:43apparent. This can be seen with the way Nomura draws her teeth in her portrait artwork, and

54:48most notably her untidy belt. To briefly return to comparison with Yuffie, Yuffie didn't wear a belt.

54:55Her pants were just undone. This could be seen as an attempt to depict her as messy and young, but

55:01I believe the belt is both a graphical and more appropriate step forward in this design choice.

55:07Riku's diving suit was fashioned to fit in with the rest of the Albed designs, which were created

55:12by Fumi Nakashima after bondage fashion in order to set them apart from the other tribes in Spir.

55:19Regarding this, Nakashima recalls, "I remember how I had all these bondage books and magazines

55:25on my desk, and the other developers were giving me weird looks. It's a cherished

55:29memory." [JECHT]:

55:33Hey. [JOE]: Tidus' father, Jecht, is Nomura's favorite character in FINAL FANTASY X. He was

55:40drawn in a burst of inspiration. And Nomura still looks back at this design and says, "daaamn!."

55:47The large Zanarkand Abes logo tattoo on his chest is leftover from the scrapped tattoo system.

55:53In this, players would be given a 100x100 grid to allot tattoos of varying shapes onto the given

56:00character's back, which would grant abilities, spells, and other buffs. Jecht is one of the many

56:07characters in the game whose final look bears artifacts of this concept. This includes Jecht,

56:13Seymour, Brother, and many others. Jecht specifically was designed before being written,

56:19so his design doesn't hold many clues about his personality. Jecht is asymmetrical in a

56:24way similar to Tidus, wearing a long arm guard on his left arm and having his hair spiked slightly

56:30right. His shorts are actually overalls that have been folded down, and the cloth on his

56:36right leg mirrors Tidus' uneven pant legs. On the cloth itself are neotribal designs,

56:42and down his left leg are X-shaped stitches and an X-shaped scar on his foot. His sword is

56:49modeled in the silhouette of an African sword. This weapon, also known as an ikakalaka, is a

56:55sword used by the Mongo people in the area that would become the Democratic Republic of the Congo.

57:01The word “Konda” means “hunter” in Nkundo, the native tongue of the Mongo people.

57:07This blade was used for hunting, sometimes combat, and some ikakalakas were forged specifically for

57:14ceremonies or status. Jecht's ikakalaka is fashioned in the shape of an anchor,

57:20just as his Zanarkand Abes logo is made to look like a fish hook. On the blade

57:24are three tiny dots at the tip and red neotribal inscriptions that resemble serpents or dolphins,

57:31likely a reference to Sin, the form Jecht assumes for a majority of the game's narrative. These

57:36inscriptions change as he transforms. Finally, there is a chain dangling with no pendant from one

57:43of the loops at the sword's guard. [YUNALESCA]: Poor creature. You would throw away hope. Well,

57:51I will free you before you can drown in your sorrow. [JOE]: He had been beating the bush a

57:56little bit, but Nomura most likely used the design for FINAL FANTASY III's Cloud of Darkness that he

58:01had discovered and grown fond of back at the beginning of his time working for Square.

58:06Yunalesca bears a striking resemblance to this unused design drawn by Yoshitaka Amano 10 years

58:12prior to this. Characters like Ultimecia and Mitochondria Eve seemed to quote the original

58:18design for Cloud of Darkness. But Yunalesca is nearly a 1:1 remake of the character in terms of

58:25design. Though this comparison is not why Nomura brought up his desire to use this design someday.

58:32We'll discuss the real reason he brought this up later. Nomura's design work for FINAL FANTASY X

58:38was more restricted than his work on VIII and The Bouncer, as he had to make these characters

58:43fit into the world of Spira. His art style was pushed to the most realistic it had been

58:48up to that point, resembling the sketches he had done for Front Mission years prior. Adapting his

58:54art style would be a new challenge for Nomura, as we'll discuss later. FINAL FANTASY X was released

59:00in Japan on July 19th, 2001. It was released in North America on December 18th of that year, and

59:07the rest of the world received the title in May 2002. It is the seventh best-selling PlayStation

59:132 title and scored rave reviews, which had become synonymous with the series mainline installments.

59:20In this era of FINAL FANTASY, each game would add small features or boss fights throughout

59:25their international releases. Japan would often get a version of the game that had less than

59:30other countries did. So once a FINAL FANTASY had made its way around the globe, a second version

59:36of the entry dubbed international would release in Japan, giving Japanese players the full experience

59:42for that title in their native language. FINAL FANTASY X International featured even more bonus

59:47content. However, in the Japanese International, European, and Australian releases of the game,

59:54a bonus DVD titled Beyond FINAL FANTASY was included. This DVD contained even more special

1:00:01features and bonus content. Namely, the interviews shown in this video, a 20-minute epilogue for the

1:00:07game titled Eternal Calm, and an announcement trailer for Square's next big game.

Kingdom Hearts (Interlude II)

1:00:17Concurrently with FINAL FANTASY X, Nomura had now built a development team and assumed the

1:00:22role of director with Shinji Hashimoto as the producer of his collaboration game with Disney,

1:00:27which was now to be titled Kingdom of Hearts. Screenshots of a beta build of the game show Sora

1:00:33in color for the first time and show him exploring the stained glass platform, beach, and town

1:00:38from Nomura's early sketches. Also in place were artworks of the Disney princesses asleep and bound

1:00:45to a castle wall with large keyholes underneath. In the art, Goofy can be seen monologuing, saying,

1:00:51"The key to make your heart open is always found in your heart." Despite the screenshots,

1:00:57Sora's design had been revised one last time to what would become his final appearance. Two more

1:01:02original characters, Riku and Kairi, were created, and designs for Donald Duck, Goofy, Minnie Mouse,

1:01:09Daisy Duck, Chip, and Dale were sketched out. It seems that certain generic locations such as

1:01:15the town and beach Nomura had drafted in 2000 were kept and adapted as original locations to

1:01:21the game. But a majority of the game's locations were to be directly based on classic Disney films

1:01:26with Tarzan, Aladdin, Hercules, Peter Pan, The Nightmare Before Christmas, The Little Mermaid,

1:01:33and possibly Pinocchio, and Toy Story 2 in the game's official design document for developers.

1:01:39The classic FINAL FANTASY summon mechanic would be adapted for Kingdom of Hearts as well,

1:01:44shown by a manga-like storyboard depicting Sora summoning Dumbo in the document. There were also

1:01:51plans for a world called Disney Castle, where the classic Disney characters such as Donald and

1:01:55Goofy would hail from, and Hollow Bastion, where the Disney princesses were shown to be captured.

1:02:02Just a few months prior to the launch of FINAL FANTASY X in May of 2001, Kingdom

1:02:07of Hearts was announced by Square and Disney Interactive, retitled simply to Kingdom Hearts.

1:02:13The announcement came with a trailer different from the one included in the Beyond FINAL

1:02:17FANTASY DVD. The trailer included core story moments not too far off from the final product

1:02:23and gave a look at combat and exploration in worlds based on Hercules, Aladdin,

1:02:28Tarzan, Peter Pan, the Disney Castle, and two original worlds, a beach and a town.

Final Fantasy: The Spirits Within

1:02:42In July 2001, FINAL FANTASY: The Spirits Within hit theaters. The scope for the project was huge

1:02:49and cost a lot of money. $137 million to be exact. It only made about 62% of its budget back,

1:02:57which was a significant loss for the company. It is an infamous event in the company's history.

1:03:02On the business side of Square, a lot was shaken up. Of course, the money was an issue,

1:03:07not to mention projects like Parasite Eve II or Silent Chaos that had been strained or

1:03:12outright cancelled because of the movie's ballooning budget. But as early as 2000,

1:03:17Square had entered talks with Enix considering a merger between the companies. The decision would

1:03:22have been beneficial for both parties. But with The Spirits Within’s abysmal failure,

1:03:27Enix began to have second thoughts. In order to pivot after their box office bomb,

1:03:32Hisashi Suzuki, chairman and CEO of Squaresoft since 1995, made a request to Sony for a capital

1:03:38injection in order to make up for the losses. So Sony purchased an 18.6% stake in Squaresoft,

1:03:45reintroducing about $124 million to Square. As Suzuki was busy saving the company,

1:03:50Hironobu Sakaguchi stepped down from his executive roles. After negotiating Sony's capital injection,

1:03:56Suzuki stepped down from his role as CEO, being replaced by Yoichi Wada. In his own life,

1:04:01Wada had set a goal for himself to become the president of a company by 40 years old,

1:04:05which he had roughly completed when stepping up as a CEO at 42 years old.

FINAL FANTASY XI

1:04:11Another side task Tetsuya Nomura took on was the design of faces for Hume and Elvan characters

1:04:17in FINAL FANTASY XI. Hironobu Sakaguchi requested he prepare some illustrations for the announcement

1:04:22of the game. And so he created artwork for the game, despite knowing next to nothing about it.

1:04:27Recycling his chainsaw sword concept that Disney had vetoed for Sora. We can see the

1:04:31Knight's Shield has Sora's crown emblem, Squall's Griever emblem, Tidus' Zanarkand Abes emblem, and

1:04:37a heart emblem on its design. He also went on to design two characters for the game: Cid and Lion.

1:04:44The two of them, especially Lion, are quite reminiscent of the Al-Bhed designs and fetishwear

1:04:49adjacent work in FINAL FANTASY X and The Bouncer. In an interview regarding FINAL FANTASY X,

1:04:55Nomura was asked what the FINAL FANTASY series meant to him. To which he replied, “It's my 20s.

1:05:01I've been working on it since I was 21. I gave my 20s to FINAL FANTASY is how it feels.

1:05:06I've been working on it in one capacity or another for 10 long years now.”

1:05:10In 2000, Nomura had turned 30 years old. Working at Square for just about 10 years, Tetsu had spent

1:05:17all of his 20s working mostly on the FINAL FANTASY series, getting his big break at 27 with FINAL

1:05:22FANTASY VII. Now going into his 30s, his hard work would open the door to light, offering him his own

1:05:28project to truly show his stuff. [SORA]:

Kingdom Hearts

1:05:37I've been having these weird thoughts lately.

1:05:46Like, is any of this for real or not? [JOE]: By now, Kingdom Hearts was well underway.

1:05:55Nomura had assembled his own development team consisting mostly of those he had worked with on

1:06:00FINAL FANTASY VII, VIII, and X with a few others from different projects he had worked on thus far.

1:06:06Yoshinori Kitase is credited as a co-producer to Shinji Hashimoto, and several other creatives

1:06:11in the company, such as Jun Akiyama, Kazushige Nojima, Daisuke Watanabe, Fumi Nakashima, Tatsuya

1:06:19Kando, Tommohiro Hasegawa, Takayuki Ohdachi, Takeshi Arakawa, Takeshi Endo, Takeshi Nozue,

1:06:29Tetsu Tsukamoto, Masaru Oka, and Yoko Shimomura worked on the game, just to name a baker's dozen.

1:06:36The title even had some newcomers to the company that would become relevant in Nomura's future,

1:06:41such as Ichiro Hazama. When setting forth to work his first director role,

1:06:46Nomura drew inspiration from his time working with Sakaguchi, Kitase Takahashi, and Hiroyuki Ito.

1:06:54He was biting off a lot to chew: his team was inexperienced in developing action RPGs,

1:06:59he was a first-time director, and he was handling Disney IP. But his team was a good

1:07:05one that he handpicked, and with the right amount of determination and reassurance,

1:07:09would be able to put it together, no doubt. Nomura derived the game's title from the Disney parks,

1:07:15pulling “Kingdom” from Disney's newly opened Animal Kingdom theme park in Orlando, Florida,

1:07:20and “Heart” from the game's core theme of connections between people.

1:07:25Regarding the game's music, Yoko Shimomura made a concerted effort to make as much original music

1:07:30as possible. [YOKO SHIMOMURA]:

1:07:34I tried not to use any music that already exists. My concern was to compose music

1:07:38that flows nicely and matches the mood. I did use some original Disney music, but tried to

1:07:43blend it well so that listeners would not feel awkward when my original music is mixed in.

1:07:47Anyway, my main concern is the flow of the music. [JOE]: She was added to the Kingdom Hearts team

1:07:52per suggestion from a sound department coordinator at the time. For the Kingdom Hearts soundtrack,

1:07:58Shimomura only rearranged six* tracks that she had not originally composed. Four* of which belonged

1:08:04to the Disney music catalog. These Four* are “This is Halloween” from The Nightmare Before Christmas,

1:08:10“Under the Sea” from The Little Mermaid, and “Winnie the Pooh” from The Many Adventures of

1:08:14Winnie the Pooh (and “Mickey Mouse Club March”). The other two tracks not originally composed

1:08:18by Shimomura are Modest Mussorgsky’s “Night on Bald Mountain”, as it is used in 1940’s Fantasia

1:08:24and Nobuo Uematsu's “One-Winged Angel”. These tracks were both added to the game beginning with

1:08:29its North American release, with Mussorgsky’s legendary composition being rearranged to fit

1:08:35Sora, Donald, and Goofy's fight against Chernabog from Disney's Fantasia and Uematsu's legendary

1:08:41composition reserved for the conflict against its one and only One-Winged Angel.

1:08:46Shimomura's original compositions for Kingdom Hearts are nothing short of spectacular.

1:08:51The final soundtrack has 76 tracks. Something Shimomura was surprised at herself for as she

1:08:57would typically compose 50 to 60 for a project at the time. [YOKO SHIMOMURA]: There are 76 tracks,

1:09:01which is more than usual. I usually use 50 to 60 tracks. [JOE]: For the game's theme song,

1:09:06Nomura reached out to Hikaru Utada, pitching them the idea of writing a song for the game, and Utada

1:09:12agreed, penning a theme song for the game in both Japanese and English. The Japanese version of the

1:09:17song titled “光”, meaning “light” in Japanese, was arranged for orchestra by Shimomura and made use

1:09:24of a 100-piece orchestra to record it, a rarity and a feat at the time. [YOKO SHIMOMURA]: We used

1:09:30a full 100-piece orchestra to record the theme song. I think a lot more people participated

1:09:35in this music process compared to our usual work. [JOE]: Like most facets of the game,

1:09:39Shimomura's soundtrack perfectly mixes Disney and Squaresoft RPGs. An excellent example can

1:09:45be found in the worlds based on “The Nightmare Before Christmas” and “The Little Mermaid”.

1:09:49While the field themes in these worlds are pulled from the Disney library, the battle themes in both

1:09:54of these worlds are composed by Yoko Shimomura and match up naturally with those rearranged ones.

1:09:59I won't include them here to avoid being copyright struck, but the tracks in question are “Under the

1:10:04Sea” and “An Adventure in Atlantica” and “This is Halloween” and “Spooks of Halloween Town”.

1:10:12Nomura admits that were he left to his own devices, there might have been well over 20

1:10:16worlds for Sora, Donald, and Goofy to explore. In order to whittle this down to a workable amount,

1:10:22the team chose each movie carefully to provide as many different scenic locations as possible.

1:10:28Disney movies were categorized based on their aesthetics. For example, “lots of greens” or

1:10:33“underwater”. From there, the method to selecting which world would make it to the final game

1:10:39was to enter each category and compare each movie in that category based on popularity, characters,

1:10:46and if the movie's plot could bring something to the game's overarching plot. In this process,

1:10:51The Jungle Book lost out to Tarzan, and likely Atlantis to The Little Mermaid,

1:10:56as both of their settings are largely concerned with underwater cities. While the latter might be

1:11:01pure speculation, we do know that Atlantis did not make the cut for these stated reasons from Nomura:

1:11:07“It would have been a great opportunity to actually promote Atlantis itself,

1:11:11but the movie has a lot of vehicles and we just have the Gummi Ship. So, it wasn't really a good

1:11:16fit in this game because it would only be to place those vehicles or robots and fight with them.

1:11:21There was no good connection to the other worlds and the story just didn't fit that well.”

1:11:27The conceptual world based on Toy Story would also be cut, as Disney did not approve its inclusion.

1:11:33A world based on the Lion King was considered, since Simba is unsurprisingly Nomura's favorite

1:11:38Disney character. Ultimately, the level was cut since making Sora, Donald, and Goofy zoomorphic

1:11:45would require more time and processing that they didn't have, and likely due to setting overlap

1:11:50with the world based on Tarzan. Simba would still appear in the final game, however, assisting Sora

1:11:55and friends by way of the game's summon mechanic. In abroad meetings for the international releases

1:12:00of Kingdom Hearts, Nomura saw promotional ads and posters for the upcoming Tron 2.0 and decided that

1:12:07if there was to be a Kingdom Hearts 2.0, that the 1982 cult classic film would be in the running for

1:12:14representation. Monstro, the whale from Pinocchio, was planned to not only be an explorable world,

1:12:21but a boss battle at one point. This idea was cut in development, too. Neverland, the area based on

1:12:28Peter Pan, was and still is criticized for being named Neverland and only featuring Captain Hook's

1:12:35pirate ship and the London skyline. This was a move made on purpose, however, as the actual

1:12:40island of Neverland might have been redundant aesthetically when compared to Destiny Islands,

1:12:45and the city of London might have been redundant when compared to Traverse Town. Ultimately,

1:12:50the ship and Big Ben were the only remaining iconic locations from the original film that

1:12:55were aesthetically unique. Finally, though it had been included in the initial announcement trailer,

1:13:00Disney Castle would only appear in cutscenes for the final game and would not be explorable.

1:13:05Despite this, it still appears in the game's world map. The final list of locations

1:13:10available to explore in Kingdom Hearts includes 13 worlds. Four of these are original to the game:

1:13:17Sora's home world of Destiny Islands, serving the game as a tutorial zone and the known portion

1:13:23of his hero's journey. Traverse Town, a world created to house those who have lost their own,

1:13:29also serving as the game's hub world. Hollow Bastion, the stronghold of the game's antagonists

1:13:35and plot twists, and End of the World, the game's final gauntlet before its final boss.

1:13:41The remaining nine worlds in order of appearance are Wonderland from 1951's Alice in Wonderland,

1:13:48Olympus Coliseum from 1997's Hercules, Deep Jungle from 1999's Tarzan, Agrabah from 1992's Aladdin,

1:14:01Halloween Town from 1993's The Nightmare Before Christmas, Atlantica from 1989's

1:14:07The Little Mermaid, Monstro from 1940’s Pinocchio, 100 Acre Wood from Winnie the Pooh, and Neverland,

1:14:19or rather Captain Hook's Pirate Ship and the London Skyline, from 1953's Peter Pan.

1:14:25At first, the story was much simpler with a focus on gameplay in order to cater to a

1:14:30typical Disney video game fan base. But Hironobu Sakaguchi pulled Nomura aside, insisting that

1:14:36if Kingdom Hearts did not have a story with the same emotion and complexity as a FINAL FANTASY,

1:14:41the project would fail. This likely led to Nomura seeking out the talents of Daisuke Watanabe,

1:14:47Kazushige Nojima, and Jun Akiyama. Considering their work on the FINAL FANTASY games thus far,

1:14:53Nomura recruited Nojima and Watanabe by convincing them that they owed him one after he contributed

1:14:58characters for FINAL FANTASY X, which they were deep in the trenches for at the time. Inspired

1:15:04after watching Disney's Tarzan, Jun Akiyama asked Nomura if he could be involved in the project,

1:15:10just as Nomura had when he abruptly asked Hashimoto and Sakaguchi years prior. Once on the

1:15:15team, he would handle a lot of minor but important story writing, namely the Deep Jungle sequence,

1:15:21making sure to insert Disney-esque slapstick humor, and renaming Squall to Leon for mystique.

1:15:28Kazushige Nojima's contributions would span the entire third act of the game from Hollow Bastion

1:15:32onwards. To keep things in line and consider the world order, Nomura also enlisted the help

1:15:39of Keiko Nobumoto, screenwriter for the smash hit anime Cowboy Bebop, to act as scenario supervisor.

1:15:46Her job was to ensure that the scenarios that Watanabe, Akiyama, Nojima, and Nomura were brewing

1:15:52were consistent with one another across worlds and that the game was written like a series overall.

1:15:58Tatsuya Kando, who had specialized as an animator on FINAL FANTASY VII, Parasite Eve, and FINAL

1:16:04FANTASY IX, would see his first promotion here, serving as the animation director for Kingdom

1:16:09Hearts. Tomohiro Hasegawa and Takeshi Arakawa both worked as texture designers for this game as well.

1:16:16The two had started their work with Square on FINAL FANTASY VIII and were, like Kando,

1:16:21beginning to find their place in the company with this new title. Tetsu Tsukamoto and

1:16:26Takayuki Ohdachi, despite their credited roles as texture designer and art director, respectively,

1:16:32had a direct hand in designing many of Sora's different Keyblades in the game,

1:16:36as well as the different staves and shields for Donald and Goofy.

1:16:46The voice acting cast for Kingdom Hearts was stacked all around. Several of the original voice

1:16:51actors for Disney's characters reprised their roles in both Japanese and English. [ALICE]: I've

1:16:56done absolutely nothing wrong. You may be queen, but I'm afraid that doesn't give you the right to

1:17:02be so so mean. [WENDY]: Please hurry. The pirates are coming. [KING TRITON]: Young man, you are not

1:17:09from another ocean. You're from another world, aren't you? [ARIEL]: Ursula, no. I didn't want

1:17:16this. [URSULA]: Why not? Aren't you tired of following your dear daddy's orders? [JAFAR]:

1:17:24The Heartless are searching for it now. I'm certain we'll find it soon enough. [IAGO]:

1:17:32Jafar, I've looked everywhere for Jasmine. She's disappeared like magic. [JASMINE]: Who's there?

1:17:40Hello? [ALADDIN]: Just paid a visit to the cave of wonders. I found that magic carpet.

1:17:48And this lamp. [TARZAN]: Tarzan. Tarzan. Go. [PROFESSOR CLAYTON]: A circus of clowns.

1:17:56Not much use for hunting gorillas. [HADES]: It's all yours. Good luck, kid. I'm pulling for you,

1:18:03little shorty. [BEAST]: And though I am on my own, I will fight. I won't leave without her.

1:18:12That's why I'm here. [POOH]: Oh, hello, Sora. Have you come to say goodbye to Pooh, too? [TIGGER]:

1:18:22Hey there. Name's Tigger. T-I-double-guh-err! That spells “Tigger”. Well, now I don't think I've ever

1:18:30seen you before. [PIGLET]: Oh dear. I was just just Never mind. I'm sorry. [OOGIE BOOGIE]:

1:18:39You want it? Well, then come on over and get it. [JACK SKELLINGTON]: Sally, why didn't I listen to

1:18:46you? [JOE]: This game also gave Squall, Selphie, and the featured FINAL FANTASY VII characters

1:18:52their first fully voiced speaking lines. Squall's voice actor in this game is David Boreanaz, known

1:18:58for playing Angel in Buffy the Vampire Slayer. [SQUALL]: They'll come at you out of nowhere,

1:19:04and they'll keep on coming at you as long as you continue to wield the Keyblade.

1:19:10But why? Why would it choose a kid like you? Never mind. Now, let's see that Keyblade. All right,

1:19:18then have it your way. [JOE]:

1:19:23Cloud would be voiced by Steve Burton. [CLOUD]: I'm looking for someone. Hades promised to help.

1:19:32I tried to exploit the power of darkness, but it backfired.

1:19:38I fell into darkness and I couldn't find the light. For your light?

1:19:51Don't lose sight of it.

1:19:56I think I'll pass. [JOE]:

1:19:59A casting that would stick for some time. And Yuffie's voice actor, Christy Carlson Romano,

1:20:05would also reprise the character in another project. [YUFFIE]: Yeah, we had to get it

1:20:10away from you to shake off those creatures. It turns out that's how they were tracking you.

1:20:15The Keyblade chooses its master, and it chose you. [JOE]: Tidus and Wakka's voice

1:20:21lines recorded for Kingdom Hearts have lasted the entire series thus far, and Shaun Fleming

1:20:26and Dee Bradley Baker respectively, have been credited for each reuse of these archived lines.

1:20:32In Japanese, Hideo Ishikawa voices Squall. Ishikawa had just voiced Auron in FINAL FANTASY

1:20:39X. [SQUALL]: やつらはどこにでも現われる。逃げ回ってもすぐに追いつかれる。 おまえがキーブレードを持っている限りな。 しかし子供とはな、悪かったな、キーブレード

1:20:55見せてくれないか? そうか 仕方がないようだな。 [JOE]:

1:21:00Cloud was voiced by Takahiro Sakurai, who had previously

1:21:04voiced Sion in The Bouncer. [CLOUD]: 人を探している その手がかりと引き換えにな。闇の力を利用するつもりで 取引したが逆に―― 嵐にとらわれ

1:21:23光を見失った。おまえの光を? 見失うなよ。 興味ないね [JOE]:

1:21:33Yumi Kakazu, who had voiced Yuffie in Ehrgeiz, reprised

1:21:37her role for Yuffie in Kingdom Hearts. [YUFFIE]: そう ちょっと手荒だったけど あいつらをまくには―――

1:21:44君がキーブレードを手放すかー キーブレードが持ち主を選ぶんだってさ あきらめなさい! [JOE]:

1:21:51Masakazu Morita reprised his role as Tidus despite the age gap, as well as Kazuya Nakai,

1:21:57Wakka's voice actor. Mayuko Aoki stepped in to offer her voice to Selphie. Sephiroth's Japanese

1:22:03voice actor, Toshiyuki Morikawa, also debuted the character here in Kingdom Hearts. Like in FINAL

1:22:10FANTASY X, a majority of the Japanese voice actors for the FINAL FANTASY characters would go on to

1:22:15voice their respective characters and possibly others in the series in their career's future.

1:22:21For the game's original characters, Miyu Irino recorded Sora's Japanese voice,

1:22:26also known for his role as Haku in Spirited Away. [SORA]: 俺の武器はキーブレードじゃない ほんとうの武器は心なんだ。 ああ

1:22:36もろいかもな でも俺の心はみんなとつながってる 大切な人と大切なともだちと! 誰かが俺のことを思っていてくれたら たったひとりでも、 忘れずにいてくれたら

1:22:51俺の心は消えない。 つながる心が俺の力だ! [JOE]:

1:22:56and Haley Joel Osman did Sora's English voice, known for and chosen because of

1:23:01his performance in The Sixth Sense. [SORA]: I know now I don't need the

1:23:04Keyblade. I've got a better weapon. My heart. Although my heart may be weak. It's not alone.

1:23:12It's grown with each new experience, and it's found a home with all the friends I've made.

1:23:17I've become part of their heart just as they become a part of mine,

1:23:21and if they think of me now and then, if they don't forget me, then our hearts will be one.

1:23:27I don't need a weapon. My friends are my power! [JOE]: After casting the Japanese cast,

1:23:32all English voice actors for the original and FINAL FANTASY characters

1:23:36were chosen based on how closely they sounded to the Japanese voice actor,

1:23:40with the exception of Sora's voices. The remaining original characters' voices are as follows:

1:23:46Riku voiced by Mamoru Miyano in Japanese, his breakout role, and David Gallagher in English,

1:23:52his first role voice acting for video games. [RIKU]: 実はそんなに考えてない ただ—— 俺は俺たちがどうして ここにいるのか知りたい

1:24:02他に世界があるのなら どうして俺たちはここでなくちゃ ダメだったんだろう? 他に世界があるのなら ここは―― そう大きな世界の小さな カケラみたいなものだから―― どうせ カケラだったら

1:24:18ここではない別のカケラでも かまわないわけだよな? そういうことだ じっと座っていても何もわからない 自分で動かないと何も変わらない 同じ景色しか見えないんだ だから動くんだ

1:24:34Well, I haven't really thought about it. It's just I've always wondered why we're here

1:24:41on this island. If there are any other worlds out there, why did we end up on this one?

1:24:49And suppose there are other worlds. Then ours is just a little piece of something much greater. So,

1:24:58we could have just as easily ended up somewhere else, right? That's why we need to go out there

1:25:03and find out. Just sitting here won't change a thing. It's the same old stuff. So, let's go.

1:25:10[JOE]: Kairi, voiced by Risa Ucha in Japanese, her debut role, and Hayden Panettiere in English.

1:25:17Her most notable role in voice acting thus far being Dot in 1998's A Bug's Life.

1:25:23[KAIRI]: ねえ このままイカダに乗ってさ ふたりだけで行っちゃおっか? なんてね かもね 海の向こうに行くの 少し怖かったけど 今はワクワクしてるんだ

1:25:39どこへ行っても何を見ても 私かならずここに帰ってこれる でしょ? ソラは変わらないでね 海の向こう 行けるといいね 楽しみだね

1:25:54Sora, let's take the raft and go. Just the two of us! Just kidding. Maybe.

1:26:03You know, I was a little afraid at first, but now I'm ready. No matter where I go or what I see,

1:26:13I know I can always come back here. Sora, don't ever change. I just can't wait

1:26:21once we set sail. It'll be great. [JOE]: Finally, Ansem, voiced by Akio

1:26:27Otsuka in Japanese, known for his performance as Solid Snake in 1998's Metal Gear Solid

1:26:33and Colonel Capriccola in Brave Fencer Musashi, as well as about 10 years of experience at the time,

1:26:39and by Billy Zane in English, who also had a storied career before lending his

1:26:44talents to Kingdom Hearts. [ANSEM]: 世界は底に始まりに終わる 心も同じだ

1:26:53心に芽生えた小さな闇が やがて心のすべてをのみこむ それが心のあるべき姿 あらゆる心は嵐に帰るべきなのだよ! そう心の真の姿とは 嵐だ

1:27:14All worlds begin in darkness and also end.

1:27:20The heart is no different. Darkness sprouts within it. It grows, consumes it. Such is its nature.

1:27:31In the end, every heart returns to the darkness whence it came. You see,

1:27:38darkness is the heart's true essence. [JOE]: These impressive roles are only

1:27:44scratching the surface as Kingdom Hearts was also fully localized, including voice, for French and

1:27:50German speaking audiences. This was a first for Square, and likely mainly due to the resources and

1:27:56talent pool that came with having Disney on board to promote the game and assist production.

1:28:03Though a hefty project, Kingdom Hearts only features four original characters,

1:28:09not including the Heartless, the game's monsters. The rest of the cast are redesigned

1:28:14Disney and FINAL FANTASY characters. The FINAL FANTASY characters in question

1:28:19were all characters Nomura created in his work thus far. Kingdom Hearts is the first instance

1:28:24where Nomura had direct control over a project's designs and plot, which allowed him to insert

1:28:29more thought and care into each character design and redesign. [SORA]: And I'm Sora. Tarzan go.

1:28:37Sora go-go! [JOE]: Sora was deliberately conceived to be the perfect protagonist to a game like this.

1:28:43In the Kingdom Hearts Ultimania, on Sora, Nomura states, “the beginning of everything. The world

1:28:49of Kingdom Hearts began with this character. It was honestly such a huge honor that an extension

1:28:55of my own design would be joining the Disney character family, and very special feelings went

1:29:00into creating him. Like, he was the culmination of all the protagonists I'd drawn so far.

1:29:06It was a long road to the Sora we have now, but even so, he's still developing as a character.”,

1:29:12and a long road it was. There are plenty of things to discuss with this character's rich design.

1:29:18First, I'd like to discuss his similarity to Sion, as it is constantly discussed among fans.

1:29:24I have an interesting take that may explain some of their uncanny resemblances.

1:29:28Sora's first design pitch to Disney was vastly different from the one used in the final game.

1:29:34Here, he is a highly accessorized half boy, half lion. This version of Sora was designed in 1999,

1:29:42likely concurrent with Nomura's work on The Bouncer. In an interview regarding The Bouncer,

1:29:47Nomura said that some designs were not approved by DreamFactory. Considering this, here's my guess

1:29:53to a possible design timeline between Sora and Sion: Sion's big poofy coat design may have been

1:29:59rejected because The Bouncer is a fighting game and Sion would need an outfit that would better

1:30:03accommodate constant motion. So, Sion likely moved forward to his design with a headband at this

1:30:09time. In Sora's original design, he wears a collar with a crown pendant dangling off it by a chain.

1:30:17Like Sean's design, he wears a big baggy short sleeve jacket, shorts that end just under his

1:30:23knee, and a pair of work boots with tube socks. In this design, we can see that Sora has a pocket

1:30:29chain dangling from his right side, which Sion had in his first design. We know that Sora's design

1:30:35would need revisions because Disney was not a fan of his chainsaw blade. Project timelines differ

1:30:41and Disney was likely a bit more time consuming to work for than to work with DreamFactory on

1:30:46The Bouncer. Sora's original collar necklace was transferred over to Sion and Sora's crown pendant

1:30:52would instead hang from a chain around his neck. This is largely speculation, but by using clues in

1:30:58the sketches, seeing Sora's collar move to Sion, we can pinpoint that maybe Sora wasn't a copy of

1:31:04Sion. Maybe the two are long lost brothers. Nomura did state that Sora was an amalgamation of his

1:31:10characters thus far, but prior protagonists like Squall and Cloud were certainly not incorporated

1:31:16in Sora's design DNA the same way that Tidus and Sion were. For example, we can put Sion,

1:31:24Tidus, and Sora's early concept together and see that these three are long lost brothers.

1:31:30Based on Nomura's artwork, I'd wager that Tidus is the eldest of the three, Sion the middle child,

1:31:35and Sora the youngest. All jokes aside, there are tons of similarities in their designs. The three

1:31:41wear pendants emblematic to their character with dangles at the end of their weapons,

1:31:46work boots with tube socks, pocket chains, short sleeve hoodies, and spiked hair. Though

1:31:51this wouldn't be the case for Sora's beta build, considering his final look, these three characters

1:31:57also make use of the same color palette for their designs: red, blue, yellow, black, and white.

1:32:04I haven't mentioned it yet, but it's interesting to see these three when put next to Zell from

1:32:10FINAL FANTASY VIII with his similar outfit, color palette, cheery attitude, and proficiency in

1:32:16hand-to-hand combat. If these three are long-lost brothers, I'd wager that Zell is their dad.

1:32:23There is even more to unpack when we take a deeper look at Sora's beta design. It is this addition

1:32:28of Sora that seems most like an amalgamation of every protagonist Nomura had drawn so far,

1:32:34though likely with the exception of Aya Brea. Going down the line, Cloud is represented by

1:32:39way of Sora's asymmetrically spiked hair, holding his weapon over his shoulder, and the chest piece

1:32:45he wears under his coat that looks similar to Cloud's soldier belt. From Squall, Sora has a

1:32:50unique weapon akin to the Gunblade, just being a fusion of a key and a sword instead of a gun.

1:32:56The two wear pendants with their character emblem that are also reflected in their weapons.

1:33:01Sora also has a lion icon on his sleeve in this draft, something similar to a Griever lion.

1:33:07We've discussed Sora and Sion’s similarities. It seems the two were worked out in parallel,

1:33:12which allows a natural flow of ideas into each other's designs. From Tidus,

1:33:17Sora wears a stud earring, also bearing his crown emblem, just as Tidus wears an earring bearing

1:33:22the Zanarkand Abes emblem he is associated with. Sora also wears folded down overalls for pants,

1:33:28has a pocket chain on his left side, and has thick work boots and tube socks like Tidus,

1:33:33and Sion for that matter. The most original thing about Sora in this form

1:33:38is his half lion appearance. This is evidently because Nomura's favorite animal is the lion.

1:33:44This specific touch, though, could be attributed to Squall for his lion icons, or maybe even

1:33:50Red XIII. But I believe it is an original flare made to make Sora the ultimate Nomura character.

1:33:57Not only does he have all these influences and several emblems on his design, but he's half lion!

1:34:03One could even say Sora resembles Zidane Tribal from FINAL FANTASY IX.

1:34:08This resemblance is actually the reason Sora is a full human in his final appearance.

1:34:14In his final appearance, Sora is a full human and loses a lot of the touches that tied him to

1:34:20the FINAL FANTASY character's past, but a good amount remain. He retains the spiky hair and

1:34:25over-the-shoulder stance tying him to Cloud, The Keyblade, pendant, and now hair color tying him to

1:34:31Squall, his pocket chain is altered to feature his character emblem similar to Sion, and his

1:34:37color palette ties in with Tidus and Sion, though this was not the full reasoning for Sora's clothes

1:34:42to be colored this way. Nomura even threw in an untidy belt similar to the one used for Rikku

1:34:48in FINAL FANTASY X for good measure. Just like with Rikku, this belt helps communicate Sora's

1:34:54youth and disorganized nature, which players are further clued into when seeing his bedroom.

1:35:00[SORA’S MOM]: Sora, dinner's ready. Come on down. Sora? [JOE]: The Squaresoft side of his lineage is

1:35:06even reflected in his mannerisms. When Sora wins a match in the game's Olympus Coliseum based on

1:35:121997's Hercules, Sora has three different victory poses. All three are direct references to Cloud,

1:35:21Squall, and Zell.

1:35:28Sora was also, however, deliberately designed to be the perfect mascot of his game.

1:35:34That means he had to be equal parts Square and Disney. In his final look, we can see that the

1:35:40line work for Sora's design is less rugged and straight and more rounded and smooth.

1:35:45This was done to make him mesh better with his cartoon companions, Donald and Goofy. To represent

1:35:50his Disney side, Sora features several nods to Mickey Mouse. Using Squall and Sion as examples,

1:35:57we can see that when Nomura adds a chain dangle with a pendant to a protagonist's weapon,

1:36:01it typically uses the emblem found on their necklace and may even be featured on their weapon.

1:36:06Sora's Keyblade is a bit different. Sora wears a crown pendant, and this emblem can also be seen in

1:36:12the teeth of his Keyblade, but at the end of the Keyblade's chain dangle is a hidden Mickey emblem.

1:36:18It's a clashing of emblems, but serves to bring that Disney side of his character forward.

1:36:23Secondly, Nomura distinctly based Sora's color palette on Mickey Mouse,

1:36:28making sure to include red shorts, yellow shoes, a black torso, and white gloves. When rounding out

1:36:35the lines of his design, Sora's shoes take a bulbous appearance resembling Mickey's.

1:36:41Sora's color palette is impressive. While it is used to echo Mickey Mouse, it even ties him closer

1:36:47in design with his best friends, Riku and Kairi. The colors used for Riku and Kairi retroactively

1:36:53add a second layer of meaning to Sora's use of color. The trio all share the color yellow in

1:36:58their design, a color commonly tied to friendship. Pulling this color from each of them, we see

1:37:04that each character has their own main color: Sora is red, Kairi is wisteria, and Riku blue.

1:37:13One could easily note that Sora's outfit also contains blue, albeit in finer details.

1:37:19This could be a nod to his childhood friendship with Riku. While Sora doesn't wear any wisteria,

1:37:25Kairi's hair is a subtle red, which could serve to show her attachment to Sora, which itself

1:37:31becomes an important plot thread on many levels. Sora's name is the Japanese word for “sky”. His

1:37:37friends on Destiny Island, Riku and Kairi, have names relating to the land and sea, respectively.

1:37:44This is the first of many uses of the land, sea, sky trope in the Kingdom Hearts series and the one

1:37:50from which all future uses originate. [SORA]:

1:38:06Whoa. Give me a break, Kairi. [KAIRI]: Sora, you lazy bum. I knew that I'd find you snoozing down

1:38:17here. [JOE]: Kairi was the first heroine Nomura had full control over. Her design is simple,

1:38:23but it still emanates Nomura's style. Her haircut and the basis of her outfit are based

1:38:28on Utada's look for the cover art of their 2000 single, “Risk”. She's got a layered outfit with

1:38:34asymmetrical accessories and a simple necklace featuring a teardrop-shaped stone as its pendant.

1:38:40This could be a subtle nod to her heart of pure light revealed in the game's third act.

1:38:45Her sandals make use of cinch cords, a rare fastening for Nomura to make use of. Like Sora,

1:38:51she too wears a belt that isn't fastened properly, again communicating her age and naivete.

1:38:57We can also see that like Cloud and Tifa, though much more subtly,

1:39:01Sora and Kairi both feature a symmetry likely as a means to implicitly signal their connection.

1:39:07Her top is dual layered with a white tank top over top of a black one. This could be seen as a nod

1:39:13to her position as Sora's light in the darkness. Another pivotal event in-game. [SORA]: Say Kairi,

1:39:20what was your hometown like? You know, where you grew up? [KAIRI]: I've told you before.

1:39:25I don't remember. [SORA]: Nothing at all? [KAIRI]: Nothing. [JOE]: Her backstory was

1:39:32largely complete in the game, and she was even thought to be made playable,

1:39:36but it did not happen “due to circumstances”, Nomura says.

1:39:42The first syllable of her name, “Kai”, is pulled from 海洋, the word for “sea” in Japanese.

1:39:48Nomura used this as the basis for her name and added り at the end to make her name more feminine.

1:39:55Doing this also enables her name to sound like 光, the Japanese word for light. Which, light

1:40:01is a subtle theme in her design and the name of the game's theme song written by Utada. [KAIRI]:

1:40:08I wouldn't mind going to see it. [SORA]: I'd like to see it, too,

1:40:12along with any other worlds out there. I want to see them all. [KAIRI]:

1:40:17So, what are we waiting for? [RIKU]: Hey, aren't you guys forgetting about me? So,

1:40:24I guess I'm the only one working on the raft. [JOE]: Riku was designed to clash with Sora.

1:40:30Just as Nomura had modeled Cloud and Sephiroth against each other,

1:40:33Riku has long silver hair and symmetry in order to clash with Sora's short spiky hair and asymmetry.

1:40:40Riku even has turquoise eyes just as Sephiroth does. His outfit is thought out pretty well,

1:40:46and can tell you everything you need to know about him in one look. Riku's main character arc in the

1:40:51game is his submission to darkness in order to travel, manipulation by Maleficent, and possession

1:40:57by Ansem, seeker of darkness, before setting out on a journey to claim his body back from darkness.

1:41:03This can be communicated in the amount of black used on Riku's design. His sleeveless turtleneck

1:41:08muscle shirt, a Nomura classic, is only yellow on his front-facing side. On its backside,

1:41:15his vest is entirely black. Two black straps are crisscrossed both on his back and front,

1:41:21a shape that would be given deeper meaning within this series in a later installment. But for now,

1:41:26without that extra lore in mind, as it likely wasn't thought up quite yet, this “X” shape can

1:41:31be seen as a sort of restraint, symbolic of his struggle with the power of darkness. Riku's bottom

1:41:37half is what seems to be a pair of black pants with flowy chaps fastened similar to overalls

1:41:43and fastened with belts on his ankles. This is the second iteration of this pant choice. The first

1:41:48being Wakka as he appears in FINAL FANTASY X. On Riku's pair of pants, we can see that his belt

1:41:55is neatly fastened and tucked away in his belt loops. A nod to Riku's perceived maturity, as he

1:42:00is one year older than Sora and Kairi, which in adolescence is sometimes a considerable age gap.

1:42:07His shoes take less of a boot style look and seem to attempt to emulate running sneakers

1:42:13with the largest spattering of the color white on his outfit that isn't reserved for accents.

1:42:19In a way, Riku's design clashes with Kairi's once more as she is modeled to embody light

1:42:24while his design is cradled in darkness. While on the topic of color palettes, Riku's is the

1:42:30same as Sora's first Keyblade, the Kingdom Key. [RIKU]: We've always been rivals, haven't we?

1:42:38You've always pushed me as I've always pushed you. [SORA]: Riku. [RIKU]: But it all ends here.

1:42:45There can't be two Keyblade masters. [SORA]: What are you talking about? [RIKU]: Let the Keyblade

1:42:52choose its true master. [JOE]:

1:43:06While on the topic of color palettes, Riku's is the same as Sora's first Keyblade,

1:43:11the Kingdom Key. It is revealed at the beginning of the third act of the game

1:43:16that Sora's Keyblade was originally intended for Riku, and the key's usage of blue, yellow,

1:43:21and silver makes this distinction clear once it's in his hands. When commenting on Riku's design,

1:43:28Nomura said “he carries the responsibility of playing a more worried protagonist than

1:43:33would suit Sora. In that way, maybe he's more of a classic Square style character.

1:43:38The things Riku does to restore Kairi's heart are perhaps less about his feelings for her and

1:43:44more about his regret over sins he has committed. Or so I think. He's a surprisingly immoral guy.”,

1:43:51My guess here is that Riku being likened to a Square type character is in reference to

1:43:56his writing. He's strikingly complex, adding a nuance to the game's narrative that was likely

1:44:01spurred by Sakaguchi's advice to Nomura on the game's plot. He's not really a full-on villain

1:44:07at any point. He's just a scared and worried kid who goes down a terrible path because

1:44:12he thinks it's the only way. [RIKU]: You've got to run. The Heartless are coming. [JOE]:

1:44:20By the end of the game, he's grown wise to his mistakes and actively tries to make up for them.

1:44:25When possessed by Ansem, Riku's appearance changes. This design was based on muscle

1:44:30and sinew. I'd say this is a great example of Nomura's monster design and character design

1:44:35work meeting in the middle. Several monsters he designed around this time period especially

1:44:41were fleshy and muscly ever since Nomura's work on Parasite Eve. Here, a humanoid character

1:44:47who fights the protagonist one-on-one is decked out in a bodysuit featuring this design tactic.

1:44:53The heartless emblem on his chest does not feature a thorny cross in the middle because Riku's heart

1:44:58had not yet fully fallen into darkness. The “X” pattern once featured on Riku's chest,

1:45:04is now prominently featured on the belts that hold up his skirt, communicating constraint without

1:45:09sacrificing the lore importance of his Heartless emblem being open. The Keyblade he uses to battle

1:45:14Sora, the Keyblade of Heart, features a heart shape in the negative space of its teeth in order

1:45:19to show that Kairi's heart is needed to complete the key. [ANSEM]: Take a look at this tiny place.

1:45:26To the heart seeking freedom, this island is a prison surrounded by water.

1:45:33And so this boy sought out to escape from his prison. He sought a way to cross over into other

1:45:41worlds. And he opened his heart to darkness. [SORA]:

1:45:50Riku! [ANSEM]: Don't bother. Your voice can no longer reach him where he is.

1:45:58His heart belongs again to darkness. [JOE]: When speaking on Ansem's design,

1:46:03Nomura admits he was naturally motivated to create him because he likes this type of character.

1:46:08His first draft included golden hair and pale skin, but the exact opposite was decided upon.

1:46:14His final appearance is extremely reminiscent of Sephiroth and perhaps characters like Dauragon

1:46:19from The Bouncer when considering the overall adjacent design on his cloak and his original

1:46:24skin and hair color. In the final battle against him, Ansem fights alongside his dark guardian,

1:46:30a heartless creature greatly resembling the bottom tier of FINAL FANTASY VI's Statue of the Gods.

1:46:36The Heartless has several straps restraining him in crisscross patterns, which would,

1:46:40like Riku's own, be picked up later in the series and given an in-universe explanation. Ansem’s

1:46:46robed appearance was based on the Sephiroth clones from FINAL FANTASY VII, but saw several

1:46:52role changes throughout development. Two of these roles were breadcrumbing Sora along his journey,

1:46:57similar to the Sephiroth clones, and another being known to be an old man from Destiny Islands.

1:47:03The final conflict against Ansem is a boss rush consisting of a staggering 11 stages.

1:47:08There are multiple phases where Sora is left to fight Ansem alone, and five stages involve using

1:47:13the flight commands featured in Neverland, the game's world based on Peter Pan. In this fight,

1:47:19Ansem takes on his final form attached to the world of chaos, a large Heartless battleship.

1:47:25At the top of the ship, Ansem is seen fused by tendrils in his back to a huge hulking Nomurian

1:47:31monster Heartless. The enormous fleshy heartless that Ansem is fused to is even closer in likeness

1:47:37to the bottom tier of FINAL FANTASY VI's Statue of the Gods than his dark guardian used before.

1:47:43[ANSEM]: Kingdom Hearts, fill me with the power of darkness.

1:47:52Supreme Darkness. [SORA]: You're wrong. I know now without a doubt. Kingdom Hearts

1:48:01is light! [JOE]: Back in the earliest days of pre-production, after designing the chainsaw blade

1:48:07that Disney scrunched their faces at, Nomura would have to go back to the drawing board:

1:48:11“As a result of being asked for a necessity behind defeating enemies, the concept of a ‘key that

1:48:17frees hearts stolen by the enemies’ was born. As such, the birth of the Keyblade was the foundation

1:48:23upon which the entire scenario of Kingdom Hearts was created.” This necessity was also highlighted

1:48:28in the Heartless's designs originally. Before their heart-shaped emblem, the creatures had

1:48:33keyholes on their chests. This was reworked into the Heartless emblem, which seems to mash up the

1:48:39idea of a cross, an “X”, a heart, and a keyhole all at once. There is no one credited monster

1:48:46designer for Kingdom Hearts. So, it may be safe to say that Nomura designed most, if not all of them.

1:48:53However, this claim could be partially false as other talents such as Tetsu Tsukamoto

1:48:57and Fumi Nakashima were also on the game's dev team. But again, neither of these artists are

1:49:03credited as monster designers. The Soldier Heartless was the first to be designed and

1:49:08served as the basis for what the species should look like. Shadow Heartless were designed to be

1:49:13something that the team could replicate in large quantities, and their movement patterns served as

1:49:18the basis for the animation team when animating the many other types of heartless in the game.

1:49:24The Keyblade is one of Nomura's most iconic weapon designs, and by far the one most thought through.

1:49:31One of the main items Sora will carry is the Keyblade. It is not only a weapon to defeat

1:49:36enemies, but it has a symbolic purpose of locking the door to each world.

1:49:44The Keyblade's appearance and abilities change depending on what kind of chain is attached.

1:49:49These key chains alter Sora's attacking ability in different ways. For example, one of them

1:49:54will raise Sora's attacking ability while at the same time drastically reducing his magic points.

1:49:59It is one of the centerpieces of the game's lore, but it also has several appearances.

1:50:05One of its most unique facets is the keychain system, allowing Sora's weapon to transform

1:50:10based on what is attached at the end of the chain. Nomura's previous two FINAL FANTASY protagonists,

1:50:16Squall and Tidus, only had seven unique weapon designs each. Sora's Keyblade has 16 different

1:50:23appearances, and in the Final Mix release, 18. In a JRPG, weapons with different appearances aren't

1:50:30anything new, but Kingdom Hearts' Keyblade is unique in this way. Each design is intentional.

1:50:36Most are based on each Disney IP featured in the game, but three are based on FINAL FANTASY,

1:50:42and two are based on Sora's relationship with his closest friends. We've discussed Sora's

1:50:47first Keyblade, the appropriately named Kingdom Key. It is the most narrative centric, containing

1:50:52iconography relating to Sora and Mickey Mouse, while also sharing a color palette with Riku

1:50:57to foreshadow the truth about how Sora obtains it to begin with. His Ultima Weapon, a FINAL FANTASY

1:51:03tradition carried to Kingdom Hearts, is based on the Dream Sword featured in the opening sequence

1:51:08of the game. Built out around the blade are golden filigree designs that turn teal toward the handle.

1:51:14The key’s teeth are an ornate heart reminiscent of the game's logo and three triangles resembling the

1:51:20crown featured in Sora's iconography, and again on the logo. This key’s chain is similar to Kairi's

1:51:27pendant with an ornate golden design on it. There are two Keyblades fashioned after Kairi and Riku,

1:51:34further cementing the idea that their designs were based on light and darkness.

1:51:38Oathkeeper is a Keyblade Sora receives after attaching a good luck charm from Kairi to the

1:51:43end of his keychain. [KAIRI]: Take this.

1:51:49It's my lucky charm. Be sure to bring it back to me. [SORA]: Don't worry, I will. [KAIRI]:

1:51:56Promise? [SORA]: Promise. [KAIRI]:

1:52:04Don't ever forget. Wherever you go, I'm always with you. [JOE]: It is nearly all white,

1:52:11makes use of angel wings for its crossguard, and uses a heart on its hilt and blade tip. The heart

1:52:17on the tip features yellow accents that are echoed on the keychain used for Sora's ultimate weapon.

1:52:23The teeth of the Keyblade are fashioned after the Japanese kanji for the word 光, meaning light.

1:52:28In early stages, this Keyblade was dubbed the Kairi Keyblade, and it is Nomura's personal

1:52:33favorite of the lot, designed for Kingdom Hearts. There was also a Riku Keyblade, though this was

1:52:39not its final name. Oblivion is a Keyblade that Sora can find in the treasure chest in

1:52:44the same area where he fights Riku one-on-one in their most climactic conflict in the game story.

1:52:50It contrasts Oathkeeper in every way. It is a nearly all black key, making use of demon wings at

1:52:56its crossguard with an ominous purple gem at its hilt. Its blade is more gothic than Oathkeeper’s,

1:53:02featuring a chain running down the middle. This is also a direct contrast,

1:53:06as Oathkeeper's blade is two parallel thin blades with a hollow center. Oblivion's teeth are modeled

1:53:13after the Japanese kanji for 闇, meaning darkness. The keychain is a dark version of Sora's necklace,

1:53:19left over from a draft of the game where Riku would also give Sora a lucky charm.

1:53:24The keychain itself could be a reference to Sora's willingness to follow his friend into darkness

1:53:29before the Keyblade chose him. [RIKU]: There you are. What's going

1:53:36on? [JOE]: Riku receives his own original weapon in the form of a sword, dubbed the Soul Eater.

1:53:41The main goal of its appearance was to portray a sword without a blade. As such, it takes shape

1:53:46after a demon wing with an ominous eye at the center. Ansem uses a variation of this weapon

1:53:52in the final boss fight of the game as well, implicitly confirming the weapon's origin.

1:53:59[DONALD & GOOFY]: Your majesty! [MICKEY]: Now, Sora, let's close this door for good! [JOE]:

1:54:05Mickey also has a Keyblade. His is an inverted color swap of Sora's. Fan speculation has pointed

1:54:12this inverse key to be tied to Sora's color palette as a means to balance the Kingdom

1:54:16Key's use of Riku's colors. But one must keep in mind when considering this perspective that

1:54:22Sora's color palette is based on Mickey's. Thus, I believe it was intended for Mickey's Kingdom Key

1:54:28to be colored to match him, which furthers the idea that Sora was meant to match Riku.

1:54:33There are Keyblades to go with most of the Disney properties featured in the game,

1:54:37using iconography, colors, shapes, and materials from each respective world to make the Keyblade

1:54:43blend in with its surroundings. These make a majority of Sora's arsenal, including

1:54:48keys based on Alice in Wonderland, Hercules, Tarzan, Aladdin, The Little Mermaid, Pinocchio,

1:54:56The Nightmare Before Christmas, Peter Pan, Beauty and the Beast, and The Sword and the Stone.

1:55:02Sora even has Keyblades that resemble Cloud's Buster Sword and Squall's revolver dubbed Metal

1:55:07Chocobo and Lionheart. Metal Chocobo's keychain is a Chocobo trinket, and the key itself features

1:55:13material slots just as Cloud's blade does. Its name and keychain make reference to a scene in

1:55:19FINAL FANTASY VII when Cloud is compared by Tifa to a Chocobo on account of his spiky blond hair.

1:55:26Lionheart features Squall's Griever dangle as its keychain, using the same icon as its teeth

1:55:31and featuring ornate inscriptions that imply the shape of a Gunblade.

1:55:35In Final Mix, a key resembling Sephiroth's Masamune, dubbed One-Winged Angel, is added.

1:55:41The key is a long katana with Sephro's meteor as its teeth. The hilt is decorated with fire,

1:55:47a nod to Sephiroth's burning of Nibelheim, and the keychain is his single black angel wing dangled

1:55:53by a red ribbon, one that suspiciously resembles the one worn by the maiden he famously murders.

1:55:59It's pretty well thought out when compared to the other two FINAL FANTASY keys, though

1:56:03their inclusion is just as interesting as this one. [GOOFY]: Hey, why don't you come with us?

1:56:09We can go to other worlds on our vessel. [JOE]: Four of the worlds featured in Kingdom Hearts are

1:56:14original to the game. The first that the player visits is Sora's home world of Destiny Islands.

1:56:20The idea for a tropical island setting was always in the plans for Kingdom Hearts,

1:56:25possibly including Set Island being the game starting location. It's an interesting and subtle

1:56:30self-insert for Tetsu. In interviews, he related Destiny Island to his desire to take a beach

1:56:35vacation after working on Kingdom Hearts. [TETSUYA NOMURA]: My favorite is Destiny Island

1:56:42because when I designed it, I wanted to get away from work and go to a tropical island. This island

1:56:47looks very relaxing. At the same time, this world contains many keys that help you solve problems

1:56:52later in the game. It's a very important location. [JOE]: But when compared with the beaches of Kochi

1:56:57Prefecture, Japan, it's hard to believe that vacation was the only thing on Nomura's mind when

1:57:03dreaming up the islands. It's not confirmed, but I believe it isn't entirely insane to speculate that

1:57:09Sora's home world of Destiny Islands is based on Nomura's own hometown of Kochi Prefecture.

1:57:15In order to populate the island with more kids to play with, Tidus and Waka from FINAL FANTASY X

1:57:21and Selphie from FINAL FANTASY VIII were chosen to fill out the beach. All three are significantly

1:57:26de-aged from their original appearances. [SORA]: Huh?

1:57:44What a dream. This isn't a dream.

1:57:55Where am I? Oh boy. Do you know where we are?

1:58:05Hey! [JOE]: The world Sora is sent to after Destiny Islands's destruction, Traverse Town,

1:58:13acts as a gathering hub for displaced people when their worlds are destroyed by the Heartless.

1:58:18Because of this, both Disney and FINAL FANTASY characters reside in the town. Characters

1:58:23from Cinderella, The Sword in the Stone, 101 Dalmatians, a story book allowing Sora to meet

1:58:30with Winnie the Pooh and his friends, Donald's three nephews, Huey, Dewey, and Louie, a fountain

1:58:35depicting Lady in the Tramp from Lady in the Tramp and eventually characters from Pinocchio,

1:58:40all live in Traverse Town, neighbors to prominent characters from FINAL FANTASY VII and VIII.

1:58:46In that way, the town seems to emulate a Disney theme park where many characters from different

1:58:51films and in this case some of Japan's most iconic video game heroes reside. The world's nature as

1:58:59being a space for refuge adds to the impending doom feel that makes Kingdom Hearts still feel

1:59:04like a FINAL FANTASY title, albeit with the subtle looming delivery present in a classic Disney film.

1:59:11Hollow Bastion, the stage for all of the narrative's revelations and intense story beats,

1:59:16is also known to be home for most of the FINAL FANTASY characters that appear in the game.

1:59:21Unfortunately for them, Maleficent, the evil fairy from Sleeping Beauty,

1:59:26has made their home world her dominion, and it is there that she plots with other Disney villains

1:59:31in order to gather the seven Princesses of Heart and open the Door to Darkness,

1:59:35which Maleficent can then use to rule all of the worlds. Maleficent, the seven Princesses,

1:59:41and Mickey, Donald, and Goofy were the only characters Disney allowed the dev team to move

1:59:47from world to world. They were very adamant that there should be no scenario where, for example,

1:59:52Aladdin and Tarzan cross paths. Only each world's respective villain and princess, if any, have the

2:00:00ability to travel between worlds. And even some villains, such as the Queen of Hearts from Alice

2:00:05in Wonderland and Professor Clayton from Tarzan, are not in cahoots with Maleficent at all.

2:00:11Yet somehow, Pinocchio's main cast moves from Monstro to Traverse Town partway through the game,

2:00:17and Tinkerbell and Genie follow Sora, Donald, and Goofy on their adventure as summons after meeting

2:00:23them in their respective worlds. It seems that the team had to individually outline with Disney which

2:00:29characters were okay to move around and which ones needed to stay put. The game's final world,

2:00:35End of The World, was thought up by Kazushige Nojima when he had his hands on the game's

2:00:41third act. It acts as a way to visit all of the worlds prior, contains some intense lore that is

2:00:46still relevant and open-ended in the series today, and serves as the battleground for Sora, Donald,

2:00:52and Goofy's final showdown with Ansem, Seeker of Darkness. [RIKU]: Take care of her. [JOE]:

2:01:00The original from scratch designs end there, but Kingdom Hearts is also home to several Disney and

2:01:06FINAL FANTASY cameo characters, either outfitted or completely redesigned by Nomura for the game.

2:01:12[DONALD]: Donald Duck [GOOFY]: Name’s Goofy. [JOE]: Donald Duck and Goofy featured their

2:01:16classic Disney attire for much of the game's early development. Per Disney's suggestion,

2:01:21their original designs were peppered with zippers in order to line up better with Sora's design,

2:01:26and Nomura took care to not make the outfits out of character. Regarding this, Nomura says, “they

2:01:32said they wanted to see a Nomura style design. So, in order to have them match Sora, I put zippers,

2:01:38which I make frequent use of, on every important spot. The base colors are the same as their

2:01:44standard costumes. I took care not to make them feel too different from their usual selves.”

2:01:49The biggest change made was switching the coloring of Goofy's hat and shirt. But this

2:01:53change allows the game's main trio to stand out in a vibrant red, blue, and green. [DONALD]: Wake up,

2:02:03Goofy. Wake up! This is serious! [JOE]:

2:02:12He hasn't spoken about their designs when at Disney Castle, but Donald's outfit very much

2:02:17resembles the Black Mages of FINAL FANTASY, and Goofy's asymmetrical design is in line

2:02:23with several of Nomura's past FINAL FANTASY protagonists. In meetings with Disney, it was

2:02:29suggested to Nomura that Donald be a knight due to his temper. But Nomura had already decided Donald

2:02:34was going to be the mage because he thought it would be cute to hear him yelling out spell names.

2:02:39Nomura could not imagine Goofy wielding a sword or axe, and so dubbed him a “weapon-hating captain of

2:02:46the knights” and had him fight with a shield. [MINNIE]: Oh, and to chronicle your travels,

2:02:52he will accompany you. [JIMINY]:

2:02:57Over here! Cricket is the name. Jiminy Cricket at your service. [JOE]: Though not redesigned,

2:03:06Jiminy Cricket from Pinocchio joins the party and acts as a scribe of the game's events,

2:03:11explaining an in-game menu feature dubbed Jiminy's journal that allows players to track collectibles,

2:03:18view character files, read up on the game's plot, and even access special reports that expand the

2:03:24universe's lore by way of a scientist's personal writings. [GOOFY]: Oh, I guess we'll need new

2:03:30duds when we get there, huh? [JOE]: Sora, Donald, and Goofy appear differently in the game's worlds

2:03:36based on The Little Mermaid and Tim Burton's The Nightmare Before Christmas. [TETSUYA NOMURA]:

2:03:41Prior to actually getting into the production process, I had told Disney that I would not

2:03:44intentionally alter any of the new Square character designs just for them to fit into the

2:03:49world of Disney. I did not think it was necessary. Besides, there are already dissimilarities

2:03:54along Disney character designs. For example, Donald and Tarzan don't blend together well.

2:03:59So, I did not force myself to adjust my designing style as long as the color and

2:04:03the feel of the characters matched and wasn't awkward when seen on screen. [AKIRA FUJII]:

2:04:09However, the three main characters, Sora, Donald, and Goofy, travel through all of these worlds,

2:04:14so we tried to maintain some consistency so they would blend well together while

2:04:18sustaining their visual independence. I was unsure about the Nightmare Before Christmas

2:04:23world and the Winnie the Pooh world. In the beginning stages of production,

2:04:27they are both so distinct that I thought of changing the styles of the three main characters

2:04:31as well. [JUN AKIYAMA]: We suggested the change of costume. Our director, Nomurasan, drew image

2:04:36illustrations for Donald and Goofy in the Little Mermaid world, and we discussed the designs

2:04:40with Disney who approved them. Other costumes were drawn based on rough sketches by Disney.

2:04:45Nightmare Before Christmas World is not an ordinary Disney world. So the key was how well

2:04:49we could blend Disney characters such as Donald and Goofy into this particular world. [JOE]:

2:04:54Their appearance in Atlantica was designed earlier on in development to pitch the concept of Disney.

2:05:00It is because of this that Goofy's hat reverts to his original green hat when he is a sea turtle,

2:05:05a mistake left uncorrected by Nomura. Their appearance in Halloween Town,

2:05:10the world based on The Nightmare Before Christmas, was given extra special care

2:05:14in order to adhere to Tim Burton's style. Sora's design was based on imps and vampires,

2:05:20Donald's on mummies and the invisible man, and Goofy on werewolves and Frankenstein.

2:05:26In concept art for this appearance, the boys were only based on one idea each. Sora as a vampire,

2:05:32Goofy as Frankenstein's monster, and Donald as a mummy. In concept arts drawn at the same

2:05:38time as this, we can see that there were plans to include different outfits, at least for Sora, in

2:05:43the worlds based on Aladdin and Tarzan. But this did not reach fruition. [MICKEY]: Don't worry,

2:05:49there will always be a door to the light. [GOOFY]: Sora, you can trust King Mickey. [JOE]: Mickey

2:05:56Mouse is only featured once in Kingdom Hearts despite being Disney's most popular mascot.

2:06:02And if Nomura's team hadn't consistently pleaded with Disney to feature him, he wouldn't have been

2:06:07in the game at all. This was because of Capcom's Magical Mirror starring Mickey Mouse for Nintendo

2:06:13GameCube being developed at the same time as Kingdom Hearts. In the end, Disney allowed

2:06:18Nomura to use Mickey, but only once in a small indirect role that would feature his silhouette.

2:06:25Nomura, understanding the power of the cartoon rodent icon, made sure to include him in a pivotal

2:06:31role regardless of this one appearance rule. Several other popular Disney characters make

2:06:36appearances by way of the game summon mechanic in echo of the one used in the FINAL FANTASY games.

2:06:42Rather than featuring the classic FINAL FANTASY monsters and summons, Sora can spend his MP to

2:06:48briefly fight alongside a guest Disney character. These characters include Simba from The Lion King,

2:06:54Mushu from Mulan. [MUSHU]: I am Mushu [JOE]: Dumbo, Bambi, and even Tinkerbell from Peter

2:07:00Pan and Genie from Aladdin. [SQUALL]:

2:07:06Sora, let's go. [JOE]: Kingdom Hearts features cameos from other Nomura designed characters

2:07:12originating from FINAL FANTASY VII, VIII, and X. Instead of being from their own respective

2:07:17storylines and worlds, they all originate from worlds original to Kingdom Hearts

2:07:23and featured their own slightly altered stories in order to align with the mythos

2:07:27of the game. [CLOUD]: The great god of the underworld is afraid of a kid? [JOE]: Their

2:07:31original stories and personalities were considered when creating their new ones in the writing room.

2:07:36As such, these characters are not directly related to their original appearances and

2:07:41in Kingdom Hearts appear as parallel universe interpretations. Nomura explains this choice to

2:07:47use these characters in the Kingdom Hearts Ultimania: “As I kept making the story,

2:07:52I thought about which characters to put in each role. And there were many places where Disney

2:07:56characters would not fit in. When I thought about which character would guide Sora in Traverse Town,

2:08:02nothing struck me. Then I thought I should just make new characters, but they would just

2:08:07show up once in a while and they would not be as appealing as the Disney characters around them.

2:08:12Since that was the case, I came upon the idea of using FINAL FANTASY characters to choose

2:08:16which characters that would fit the roles. When it came to choosing who would be the swordsmen

2:08:21who guide Sora, I believe that Squall fit that role the best.” [SQUALL]: All right,

2:08:26then have it your way. [JOE]:

2:08:31The first cameo decided for the game was Squall Leonhart, protagonist of FINAL FANTASY VIII.

2:08:37His appearance in this game resembles his concept art for FINAL FANTASY VIII with a longer haircut

2:08:42and a reworked outfit. His leg belts are built into his pants this time, which have

2:08:48zippers running all the way down the legs. His boots also have zippers going down the middle.

2:08:53He no longer wears his bomber jacket, instead wearing a short sleeve jacket with a Griever

2:08:58cross icon on his left sleeve, something likely pulled from concept art for Sora.

2:09:03It might be a stretch, but considering that the cross is red on and on Squall’s sleeve,

2:09:08I can't help but think about Seifer. On the back of his jacket are Rinoa's angel wings.

2:09:14These wings are in place to imply that he couldn't save her when his original world, Hollow Bastion,

2:09:19fell to darkness, an idea reinforced when reading his in-game character bio.

2:09:24With his newly exposed arms, Squall wears three belts on his left forearm,

2:09:29and his gloves feature extra straps on the back of his hands. All these slight edits change his

2:09:35appearance enough to unify his design with the art style of Kingdom Hearts and differentiate from

2:09:40his original portrayal. [SQUALL]: We may never meet again, but we'll never forget each other.

2:09:47Thanks to Jun Akiyama’s work, Squall would go by the alias “Leon” for Kingdom Hearts in order

2:09:52to make his first appearance more of a reveal. Explaining this, Nomura said, “in Disney Castle,

2:09:58if people saw in the beginning that meet Squall was written in the letter, people would have an

2:10:04image of Squall in their head and the impact of the first meeting would be weak. Then Akiyama told

2:10:09me that he wanted to change only Squall's name. We decided we would take the last part of his name.”

2:10:15This was retroactively used to further his apparent past failures, where Squall purposely

2:10:20assumes the name Leon to distance himself from who he was when he failed to save his loved ones.

2:10:26Cid Highwind from FINAL FANTASY VII is another mentor to Sora. His design was described by Nomura

2:10:33as “rather mismatched”. A quick look at his new appearance here calls to mind Volt Kreueger from

2:10:38The Bouncer, mainly due to his pants, pose, and haircut. His trademark cigarette has been

2:10:45switched for a long toothpick. Cid’s familiarity with space travel and computers translates nicely

2:10:51into the game's Gummi Ship system, and Cid thus acts as a means of upgraded transport,

2:10:56as any Cid normally would in a FINAL FANTASY. [YUFFIE]: I think you might have overdone it,

2:11:03Squall. [JOE]: Yuffie's role was in early stages of development planned to be for Rikku from FINAL

2:11:09FANTASY X. Nomura says that “something happened”, and Yuffie had to be shuffled from being a

2:11:16different pre-existing role to Rikku's role. Then Yuffie's original role was cut due to time

2:11:22constraints. This seems to have been anticipated as Nomura revealed that Yuffie and Rikku's designs

2:11:28were made so that either character could fill the role. Fan speculation towards Rikku's absence

2:11:34is that it would be confusing for there to be two “Riku” characters in the same game, one

2:11:39with two Ks and one with one, but both pronounced the same in English. In Japanese, the two “Riku”s

2:11:45are pronounced differently enough, but perhaps considering the large western appeal of the use

2:11:50of Disney characters, English pronunciation was heavily taken into account. [YUFFIE]: Besides,

2:11:57I couldn't forget you even if I wanted to. [SORA]: What's that supposed to mean? [JOE]: In Yuffie's

2:12:02final look, we can see that her design is actually equal parts Yuffie and Rikku, which is interesting

2:12:08considering her final look would have been largely the same should it have been Rikku in this role.

2:12:14Rikku brings the scarf, untidy belt, and gloves. Yuffie retains her tube top, short shorts, and

2:12:21fishnets from her appearance in FINAL FANTASY VII. The two of them are already comparably dressed

2:12:27in their original appearances. So, one character lends to the other in regard to the actual layout

2:12:32of the outfit. The design originally being for Rikku also explains how out of place Yuffie's

2:12:38ninja star looks in her artwork for Kingdom Hearts, as if it were half-hazardly sketched

2:12:43without altering the hands position to clutch it better. [SORA]: How about a rematch sometime?

2:12:49Fair and Square. No dark powers involved. [CLOUD]: I think I'll pass. [JOE]: FINAL FANTASY

2:12:57VII's protagonist, Cloud, appears in Kingdom Hearts as well. Whereas all other FINAL FANTASY

2:13:03cameos take place in original locations, Cloud appears in the world based on 1997's Hercules.

2:13:10His design is the most radically different, as it incorporates elements from Vincent Valentine and

2:13:15Sephiroth as well as his own original look. This was done to illustrate that Kingdom Hearts' Cloud

2:13:21faces a crisis of falling to darkness. Adapted from his original struggles in FINAL FANTASY

2:13:26VII in order to better suit Kingdom Hearts. [CLOUD]: I tried to exploit the power of darkness,

2:13:32but it backfired. I fell into darkness and I couldn't find the light. [JOE]: Nomura notes

2:13:40that while this is the rationale as to why Cloud's scarf and claws resemble Vincent, he would have

2:13:46liked to add Vincent to Kingdom Hearts as well. Cloud is given several extra belts in exchange for

2:13:51his soldier belt and has extra armoring around his right hip. His Buster Sword is completely wrapped

2:13:57in bandages communicating restraint. When he uses the power of darkness, Cloud sprouts one black

2:14:04angel wing from his back. This is described by Nomura as an homage to Sephiroth.

2:14:30Sephiroth, too, makes an appearance in Kingdom Hearts.

2:14:33slightly redesigned, likely to align with what using darkness looks like in this new universe.

2:14:39Sephiroth was not present in the original Japanese release of Kingdom Hearts,

2:14:43though he was designed for it and a model was being built for him to be added.

2:14:48Due to time constraints, Sephiroth did not appear in this version, but the addition was revived

2:14:53so that the game could have a super boss that pushes the player to their limits in

2:14:56the game's combat system. And who else would better fill this role than Sephiroth?

2:15:21In his Kingdom Hearts outfit, Sephiroth has more color, featuring blue and red accents against his

2:15:26original black and silver. His hands have a slight claw look to them. His soldier belt is

2:15:32also removed, replaced with a buckle fastening his cloak together with demon wings on it.

2:15:37In his appearance, Sephiroth sprouts a black angel wing from his right side, the same side his wing

2:15:43arm is in his safer Sephiroth appearance and the opposite of Cloud's wing in Kingdom Hearts.

2:15:49This is actually a huge step in Sephiroth's likeness, because this black wing sprouting from

2:15:54his right shoulder appears on him more and more as FINAL FANTASY VII gets additional materials.

2:16:00Tifa was planned to appear in another secret match at the coliseum just like Sephiroth for the Final

2:16:05Mix release, but ultimately she did not appear. Nomura explains this in press for a later title:

2:16:12“In fact, back when we were working on Kingdom Hearts Final Mix,

2:16:16some of the staff members wanted to have Tifa show up. They said battling with Tifa would

2:16:21be fun in a melee sense and originally wanted to add both Sephiroth and Tifa,

2:16:26but due to tight schedules, we could only go with one character, so we inserted Sephiroth

2:16:31into Kingdom Hearts Final Mix.” [GOOFY]: Gawrsh, there's nobody here. Sure is spooky.

2:16:38[DONALD]: Aw phooey, I'm not scared. [AERITH]:

2:16:43Excuse me. Did the king send you? [JOE]:

2:16:50Like Yuffie, Aerith's role was planned to be for a different character. Her role would have been

2:16:56filled by Aya from Parasite Eve. Some developers that had done work on FINAL FANTASY VII and were

2:17:01now developing Kingdom Hearts requested that Aerith appear, and at about halfway through

2:17:06development, the switch was made. It's unclear if Aya's original Kingdom Hearts design was

2:17:11translated to Aerith as it was between Rikku and Yuffie or if the design is new and original to

2:17:17Aerith. Unlike Rikku, there is no leftover sketch or concept art that we know of at this time that

2:17:23shows what Aya could have looked like in Kingdom Hearts. Considering this though, it's interesting

2:17:29to note that Aerith loses her shortsleeve jacket in Kingdom Hearts and instead wears a sole dress,

2:17:35just as Aya does in the opening moments of Parasite Eve. A would have been interesting as

2:17:40the Traverse Town gang would have consisted of one character from FINAL FANTASY VII, VIII, X,

2:17:46and Parasite Eve: A perfect sampling of Nomura's work before Kingdom Hearts. This group was instead

2:17:52flooded with FINAL FANTASY VII however, perhaps indicative of Squaresoft's future.

2:17:57Or maybe this replacement of Aerith for Aya was a balancing act of fate, since Aya's character

2:18:02was supposed to more closely resemble Aerith back in 97. Aerith's final design is as simple as her

2:18:08original one, but altered greatly. She doesn't wear her jacket, only wears her bracelets on her

2:18:14left wrist, and now wears a purple sash belt around her waist. She wears an extra choker

2:18:19necklace and her ribbon in her hair is much more alert than in FINAL FANTASY VII. [AERITH]: Okay.

2:18:25You know there are many other worlds out there besides your castle in this town,

2:18:29right? [GOOFY]: Yeah. But they're supposed to be a secret. [AERITH]: They've been secret

2:18:36because they've never been connected until now. When the Heartless came,

2:18:42everything changed. [JOE]: If we take a look at Aerith's narrative significance in the game, it's

2:18:48something easily swappable with a character like Aya. The sequence where Aerith and Squall explain

2:18:53the plot’s stakes to our heroes would feel more natural should it have been Aya debriefing Donald

2:18:59and Goofy rather than Aerith. Alas, Aerith's popularity prevailed, leading to her inclusion.

2:19:06The FINAL FANTASY characters don't end there. Sora, Riku, and Kairi's home world, Destiny

2:19:11Islands, is also home to three characters from the FINAL FANTASY series: Tidus and Wakka from

2:19:17FINAL FANTASY X, and Selphie from FINAL FANTASY VIII. Tidus was the first FINAL FANTASY character

2:19:23drawn for Kingdom Hearts. His design is a much much simpler version of his original design,

2:19:29as he is also de-aged greatly. This Tidus wears a simple yellow vest with white sleeves and his

2:19:35iconic sectional shorts with his left leg unzipped above the knee. He wears a fanny pack around his

2:19:41waist with some simple yellow sandals and carries a red bokken blade with him. Selphie from FINAL

2:19:47FANTASY VIII is perhaps the least redesigned FINAL FANTASY character for Kingdom Hearts. Regarding

2:19:53her design, Nomura says, "I planned to give her a different outfit from her FINAL FANTASY VIII one,

2:19:59but once her model was complete and I compared them, it was basically the same. My mistake."

2:20:04As a child, she fights with a jump rope, a supposed precursor to her original nunchucks.

2:20:10Nomura originally had the idea to include Irvine from FINAL FANTASY VIII with Tidus and Selphie,

2:20:15but no matter how many times he tried, he could not make the cowboy fit on a tropical island.

2:20:21Instead, Wakka was drawn last minute to fill this role with a much simpler design than the one used

2:20:26in FINAL FANTASY X. Wakka's shirt, then, is likely carried over from the original Irvine concept,

2:20:33as his open neck shirt with beads looks much closer to Irvine's vest and bead necklace.

2:20:39Wakka's X with arrows to resemble a cross shape is on both of his knees. He fights with his Blitzball

2:20:46as he does in FINAL FANTASY X. Kingdom Hearts also allowed Nomura to design his own Moogle.

2:20:52The trademark merchant race from the FINAL FANTASY series makes an appearance in each title,

2:20:57portrayed differently in each new installment. Kingdom Hearts' Moogles are Nomura's ideal Moogle.

2:21:03Later in his career, this Moogle design would be interpreted in FINAL FANTASY titles that

2:21:08Nomura had a large part in. [SORA]: The heart may be weak, and sometimes it may even give in.

2:21:15But I've learned that deep down, there's a light that never goes out! [JOE]: Nomura

2:21:20flexed his artistic chops the most thus far for Kingdom Hearts, providing several artworks

2:21:25and key visuals. On Premonition, the artwork used for the game's main cover. Nomura says,

2:21:31“Disney requested a key visual that could be used to represent the entire Kingdom Hearts world,

2:21:36and we had many huge meetings in order to decide on this one drawing. Both Disney and

2:21:41Square shared a vision for Kingdom Hearts, but it was an extremely tough job to represent it in

2:21:46one drawing. I was particularly stressed over how to represent Donald and Goofy in a serious scene.

2:21:52People tended to misunderstand the tone of Kingdom Hearts, and I wanted to wipe that out.

2:21:57After several rejected pieces, we finally arrived at this one. I think that it was the first time

2:22:02in a long time that I had poured so much heart and soul into an artwork.” But Premonition was

2:22:08just the tip of the iceberg. In total, Nomura drew about 13 key artworks for Kingdom Hearts.

2:22:14Pieces like Friends and Piggyback were made in order to conceptualize the bond between Sora

2:22:20and his friends, with Piggyback being created before Donald and Goofy's new designs were made.

2:22:25There are two untitled group artworks that also feature the main quintet, likely drawn for the

2:22:31same purposes. For sure, the piece used for the game's title screen was drawn by Nomura especially

2:22:38for an advertisement and as such was “pounded out in a single day”. The portraits of Kairi and Riku,

2:22:46titled Red Sunset and Blue Sky, respectively, were drawn around the same time as Foreshore. It is

2:22:53unclear whether they were made for advertisements as well. Blue Sky is meant to depict the cutscene

2:22:58when Riku teases Sora about liking Kairi by tossing him a paopu fruit. [RIKU]: Sora,

2:23:07you wanted one, didn't you? [SORA]: A paopu fruit. [RIKU]: If two people share one,

2:23:13their destinies become intertwined. They'll remain a part of each other's lives no matter what.

2:23:20Come on. I know you want to try it. [SORA]: What are you talking? [RIKU]: [laughter]

2:23:22[JOE]: Though this scene does not happen midday, the artwork sky is blue, likely on purpose to

2:23:31contrast with the next piece, and also because blue is a color tied to his character. Instead,

2:23:38the sunset sky is given to Kairi's artwork, Red Sunset, which is meant to depict her deep

2:23:43in thought and is not based on a specific scene in game. The presence of Red in this piece calls

2:23:49to mind Sora's character color, further tying the two together. Throne, the artwork featured

2:23:56on the game soundtrack, was drawn by Nomura under extreme stress in the final days of production.

2:24:02He liked it so much that he would have preferred it over Premonition to be the game's key visual,

2:24:07which, while unfulfilled now, would return much later in the series and even in works unrelated

2:24:13to Kingdom Hearts. Connections is a piece done by Nomura in a similar manner to Throne, stressed

2:24:19and quickly. But in this piece, he purposely made Sora look older to foreshadow a potential sequel.

2:24:26This artwork is the first glimpse at Sora's appearance in Kingdom Hearts II.

2:24:30When commenting on this piece, he established one of his classic character traits: being extremely

2:24:35vague in interviews. When mentioning Sora's older look in the connections artwork, he says,

2:24:41"I'd like you to imagine for yourselves what it means. I'm still daydreaming myself."

2:24:46Kingdom Hearts Final Mix brought with it four new artworks. One Piece, Rest, was colored twice

2:24:53with a day and night version created. The day version was used for the game's cover art and

2:24:58the night version for the EP containing the four additional tracks to the soundtrack for Final Mix.

2:25:04In this artwork, we can see Nomura makes use of a similar illustration style to his work on

2:25:08Foreshore. This is likely on purpose, because Nomura mentioned that he wanted to make more

2:25:13artworks like it for the game, and the nature of a Final Mix release gave him some extra time to

2:25:18grant himself wishes of that nature. Rest depicts Sora, Donald, Goofy, Kairi, and Riku in an all new

2:25:26artwork surrounding what seems to be rubble from a building and statue. At the top, Riku is leaning

2:25:32on a statue of an angel's wing, making it look as if he has the wing. This is likely Nomura making

2:25:37rounds once more, if not subconsciously. When speaking on Riku's Soul Eater sword, he mentioned

2:25:43that its wing design would make it look cool as he carried it on his back. The thing is though,

2:25:48as Nomura notes immediately after saying this, is that Riku doesn't carry his sword on his back. We

2:25:54can see Nomura trying to pull this off in one of the untitled group artworks done for the original.

2:25:59On the part of the rubble above Sora's head, there are etchings that read “Deep Dive: Kingdom Hearts”

2:26:05in a semi-gothic graffiti style. The game's title and Sora's head have crowns etched into the stone

2:26:11above them. To the right of Kairi, we can see an angel wing icon oddly similar to Rinoa's wings and

2:26:18text underneath that says “dive into the sky”. In Final Mix, Foreshore is replaced with a new piece,

2:26:25also done in the same style, titled Wind. This one depicts Sora with his hood up and waving

2:26:30a blue flag. The fourth piece is untitled, but is known as the Kingdom Hearts Ultimania

2:26:36Revised Edition cover art, which it wasn't before. Connections was used for the Ultimania

2:26:42companion book to Kingdom Hearts, but to include all the new content and plot threads in Final Mix,

2:26:47a revised edition was made and published with this artwork as its cover. Donald and Goofy's

2:26:52appearances here are pulled from the same Untitled group art I was mentioning earlier. And it seems

2:26:58that Riku and Kairi were redrawn for this piece, as well as Sora in the center. On either side of

2:27:04Sora are Ansem, Seeker of Darkness, and Unknown, the secret story boss in Kingdom Hearts Final Mix,

2:27:10who we'll speak about shortly. This piece was quite ahead of its time, showing how much

2:27:14Nomura already had planned for the narrative of Kingdom Hearts were it to become a series.

2:27:19Sora's depiction in this artwork would become quite important in the series going forward. But

2:27:23for now, it remained on the cover of the revised Ultimania, our official first look at it.

2:27:37The secret ending in Kingdom Hearts featured some new characters, all of which donned black cloaks,

2:27:42save for a pre Kingdom Hearts II design of an older Kairi. Nomura admits that he had ideas

2:27:49for a sequel floating around all throughout production. This secret ending seems to have

2:27:53been tacked on as an implicit sales pitch to Square's directors, as Nomura frequently uses

2:27:58the word “if” when describing a sequel in interviews after the game's release.

2:28:12The cinematic features a boy in a black cloak fending off waves of Heartless,

2:28:16wielding both the Oathkeeper and Oblivion Keyblades simultaneously.

2:28:21Toward the end of this scene, a blindfolded boy that seems to be an older Riku is shown

2:28:26briefly before being asked by the dual wielding boy “where's Sora?”

2:28:31A quick shot of an older Kairi watching a star falling is shown before cutting to black.

2:28:36Similar to the international releases of the FINAL FANTASY games, Kingdom Hearts released again in

2:28:41Japan as Kingdom Hearts Final Mix. This version of the game included all the additional content from

2:28:47the North American release, as well as additional Keyblades, stat adjustments, a new palette swap

2:28:52for every Heartless in the game, some extra cutscenes, and even more secret endings.

2:29:18This new edition of the game includes a secret boss fight against the Enigmatic Man or Unknown,

2:29:24one of the black cloaked figures featured in the game's secret ending. We'll discuss the design of

2:29:29Nomura's iconic black cloak later, but for now, take note that the secret endings of Kingdom

2:29:34Hearts were its origin, and it would go on to be a plentiful and powerful story device in the

2:29:39rest of the series. At this point in time, it's likely that the Enigmatic Man was just what his

2:29:45name implied, even in Nomura's own head, as the ideas he had for a potential follow-up were still

2:29:51well in their infancy. This is demonstrated when the Blond Haired Kid, as he was known in

2:29:56online forums at the time, is depicted to have yellow eyes, a trait his final design never has,

2:30:03as well as Kairi's appearance in these cinematics never leaving them. The new secret ending in Final

2:30:08Mix, Another Side, Another Story [Deep Dive], featured Mickey wearing one of these cloaks

2:30:14and another blink-and-you'll-miss-it moment that implies narrative weight. This was intentionally

2:30:19used to push on Disney the idea of featuring him in a more prominent role. During development of

2:30:24this cinematic cutscene, Nomura noted to his staff that he'd like to do another project like this,

2:30:29but longer and with more fight scenes, and thought aloud that the world of FINAL FANTASY VII could be

2:30:35a fun setting for this sort of project. [SORA]: Kairi!

2:30:44[KAIRI]: Sora!

2:30:49[SORA]: Kairi, remember what you said before. I'm always with you, too. I'll come back to you. I

2:30:58promise. [KAIRI]: I know you will. [JOE]: Tetsuya Nomura's work on Kingdom Hearts was monumental for

2:31:04his career. Perhaps as important as his time on FINAL FANTASY VII. Considered to be one of the

2:31:10greatest video games of all time, Kingdom Hearts would receive overwhelming praise from critics and

2:31:15consumers. Going on to be the eighth bestselling PlayStation 2 title just under FINAL FANTASY X,

2:31:21the game is a harmonious blend of both Disney and FINAL FANTASY, offering a simple yet complex and

2:31:27emotional JRPG story line with the backdrop of dearly beloved Disney films such as Pinocchio,

2:31:34Aladdin, and Peter Pan, as well as featuring cameo characters from FINAL FANTASY VII,

2:31:39VIII, and X, 101 Dalmatians, Mulan, The Lion King, Sleeping Beauty, and many other Disney classics.

2:31:48Its narrative was able to navigate the balancing act between a complex narrative reminiscent of

2:31:52Squaresoft's RPGs and a coming of age tale of friendship and courage akin to a classic Disney

2:31:58film. Kingdom Hearts was Squaresoft's first true action RPG in quite a while,

2:32:03and was a massive launch forward for the company and the game's development team.

2:32:07From a water cooler conversation about Super Mario 64 to a story about a boy, his key,

2:32:14and his friends, Tetsuya Nomura had gone from an employee, to iconic designer, to iconic director,

2:32:21in just 9 years working at Squaresoft. And yet, there was so much more to come.

Closing

2:32:32As if his work on FINAL FANTASY VII and VIII wasn't enough, Nomura kept pushing forward

2:32:37until he could finally realize his own project from beginning to end. After being told it

2:32:42wasn't possible, he just shrugged it off and kept believing anyway. He kept his head down, and soon,

2:32:49opportunity appeared before him, ready to be unlocked. With the overwhelming success of Kingdom

2:32:55Hearts, Tetsuya Nomura was now more than just a character designer, and he had his own world

2:33:00to tell stories from. Though Disney and FINAL FANTASY were truly an odd couple, he made it work.

2:33:07As the Disney adults say, “when you wish upon a star, makes no difference who you are. Everything

2:33:14your heart desires will come to you.” My name is Joe. I have talked. Thank you for watching.

More from joetalks.

Recently added transcripts

Browse the whole transcript library

This transcript was generated from the captions YouTube publishes for this video. Get the transcript of any YouTube video atfreeyoutubetranscribe.com, free, unlimited, no sign-up.