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Tabata, Nomura and Kitase Discuss Final Fantasy Type-0

Sequels, secret characters, death, new game plus, UMD swapping and more.

The cover of this week's Dengeki PlayStation

Dengeki PlayStation sent off Final Fantasy Type-0 this week with a cover featuring new artwork from the game, and an interview with producer Yoshinori Kitase, director Hajime Tabata, and creative producer and character designer Tetsuya Nomura. Here are some bits from the interview based off a summary at Sokuho.


Type-0 was announced five years back, Kitase reminded, adding that he's happy to see it released. The game was in actual development for three and a half years, said Tabata, although there was a period where progress was at a bare minimum as he was working on a different project (The 3rd Birthday). He doesn't feel that the development was long, and wants to get to work on his next game.

Tabata recalled having difficulties with bugs during development. This is the first time he's worked on a game of this scale, so getting all the content up and running was difficult, with all the volume making the debugging phase require a lot of time.


The final version of the game has seen a number of improvements over the demo. The major changes involve the camera and phantoma system. Tabata says that the camera has mostly gotten rid of areas where it might have felt difficult to see things.

They also made some character balance changes. Machina was made stronger. They left King the same strength, but made it so that Ace and King are easier to use.

Disc Swap

Earlier, we reported on the game's slightly convoluted disc swap system. Tabata provided a pretty good explanation for having such a system in place.

The game ships on two discs. The first disc contains the first chapter, which corresponds to the game's prologue, and the last chapter, which is mostly the last dungeon. Everything else is on the second disc. So, to play through the game, you'll have to start with the first disc, swap to the second disc, then swap back to the first disc to finish.

Part of the reason for this system appears to be multiplayer. The content on the first disc is single player only. The content on the second disc can be played multiplayer. In general, you can just carry the multiplayer second disc with you when you're out and about.

Tabata also assured that it is not the case that the first disc has low volume, even though the initial disc swap may appear that it comes early.

Second Play Through

It seems that the second play through will have some major changes from the first play through. For instance, you'll be able to select to take on different missions. Additionally, the role of your Class Zero will be truly shown in the second play through, with missions that put the spotlight on the class. The first play through, in contrast, focuses on overall world development.

Tabata feels that you'll get the full story on the second play through. He also said that there's a secret ending, although the conditions for unlocking it are a secret.

When you play through a second time, you can keep your level, status and other areas. You'll also have access to an item that turns time back, making seeing everything easier.

Visit the Suzaku archives to view all the events, characters and monsters you've encountered.

There were some reports a couple of weeks back of a secret playable character appearing in the second play through. Regarding this, Tabata tells Dengeki that all the playable characters have been revealed, and there's no secret playable character. His comments which made people think the game would have a secret playable character were actually in reference sub characters.

Story Themes

The Type-0 story appears to deal with some complex themes involving death. In the world of Type-0, the crystals make people forget about the death of others. When someone dies, people lose their memory of that person, and can therefor not feel the sadness or hurt surrounding the death. This system is in place because of convenience for the crystals and entities above them.

The game's world concept began with a story of warring nations told from the perspective of the youths who are caught up in the events. They mixed in the Fabula Nova Crystallis mythology in with the "weight of life" found in that story, giving birth to the game's world. Tabata says that the scenario will make people feel the hatred of dying, which is something that everyone has.

Rem and Machina

Sequel and Other Developments

Nomura fielded a question about sequels and other developments for the game. He, Kitase and Tabata are currently engaging in secret discussions regarding sequels and other developments, but they're not at a point where they can share specifics.

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