
Kawazu: It was decided from the start that FFCC would be played by connecting the GBA (Game Boy Advance) to the GC (GameCube). Was that something you had in mind from the beginning of development? The first thing that comes to mind when discussing FFCC is it was an action RPG which asked people to come together and play – unique for a FINAL FANTASY series title at the time of its release. Recent work includes character design for Mobius FF, NieR: Automata, and more.

Has designed characters for many titles, including FFIX and the Chocobo Mystery Dungeon series. Other work includes game design for early FF series titles and involvement in the Hanjuku Hero (Japan exclusive) and Chocobo’s Mystery Dungeon series.Īrt director for FFCC.

As SaGa’s creator, he currently holds the position of SaGa series director.ĭirector for FFCC. Also involved in the development of FFI and FFII, after which he created the first SaGa series title (released as Mystic Quest in Europe). In this special interview, we find out just what kind of game FFCC is – if you’ve never played the game before, or even if you have, this is a great chance to get yourself ready and excited for FINAL FANTASY CRYSTAL CHRONICLES Remastered Edition! (*All images are from FFCC Remastered Edition) In anticipation of FINAL FANTASY CRYSTAL CHRONICLES Remastered Edition’s upcoming August 27 release, we spoke with the development staff behind the original FINAL FANTASY CRYSTAL CHRONICLES (hereafter FFCC) about its making!
