“I keep in mind playing that game and thinking, Wow, this is something I desire to do at some point,” Fukebaru says. Outside of the Bravely series, Square Enix studio Tokyo RPG Factory has actually been steadfastly focused on the genre, while indie developers have explored brand-new concepts through games like Undertale.
When Masashi Takahashi, a producer at Square Enix, started dealing with Bravely Default, he had a very specific audience in mind. Takahashi had grown up playing classic turn-based roleplaying games– he definitely keeps in mind enjoying his older sibling play Final Fantasy III while he was still in kindergarten– and felt that many contemporary RPGs had become too complex, leaving older players behind.
” They seem sort of impenetrable,” he states of modern games. “I thought if I could make a game that was able to make [older players] recall things they liked about games when they were more youthful, and produce a video game for that kind of audience, that was one thing that stimulated me forward.”
The very first Bravely Default released on the Nintendo 3DS in 2014, and it was an experience clearly influenced by earlier Final Fantasy games, starring a mangy group of heroes traveling through a dream world powered by four magic crystals. Its specifying function was also the factor it had such an unusual name: in battle, players could pick to be “brave” or “default,” in order to go all-in on an attack or stack opportunities for a more opportune time. It was followed by Bravely Second: End Layer in 2016, also on the 3DS, and next week the series makes its debut on the Nintendo Switch with Bravely Default II.
” They appear kind of impenetrable.”
The odd identifying convention, Takahashi states, is inspired by other iconic Japanese RPG series. Takahashi wanted the exact same kind of clean slate for the next Bravely Default.
One difference eagle-eyed fans might notice, however, is that while the first two games in the franchise were established by Square Enix and a partner studio called Silicon Studio, Bravely Default II is being helmed by a reasonably brand-new company called Clay Tech Works. Nevertheless, there isnt much detach between the games, as Clay Tech was founded by a few of the crucial staff from Silicon. “Although the general public may be hearing of Clay Tech Works for the first time with this game, they are individuals weve worked with for a very long time,” states Takahashi.
There was likewise the procedure of taking a series originally designed for a dual-screened gadget and adjusting the user interface to work on the Switchs single display screen. Naturally, however, the change in hardware was primarily advantageous; Takahashi says the group was able to make more comprehensive characters and a soundtrack that wasnt restricted by the 3DSs small speakers.
Takahashi likewise states that the team has been able to learn crucial lessons from each release and use that to subsequent titles. The original Bravely Default was slammed for having inadequately defined characters, for circumstances, something the designers tried to treat in the first sequel. And when Bravely Second gamers complained that the story was a little too YA, a follow-up called Octopath Traveler focused solely on adult characters and styles. Finally, while Octopath had an enthusiastic story including 8 different characters– thus the odd title– this suggested that there wasnt a clearly defined protagonist, something the team is aiming to repair in Bravely Default II.
The brand-new video game is likewise going for a time when classic JRPGs are experiencing something of a renaissance. Beyond the Bravely series, Square Enix studio Tokyo RPG Factory has actually been steadfastly focused on the category, while indie developers have actually explored brand-new concepts through games like Undertale. When the creators of the traditional series Suikoden crowdfunded a spiritual follower in 2015, it was a definite success. For Takahashi, who has actually been thinking of the category considering that he was a five-year-old, its been rewarding to see a lot restored appetite.
” This is something Im actually delighted about,” he says. “Of course I really delight in making these games– however I delight in playing them also.”
Coincidentally, Shota Fukebaru, director at Clay Tech, also got his start in RPGs with Final Fantasy III at a young age. And both Fukebaru and Takahashi say that Final Fantasy V and its job system– which provided players the capability to personalize their fighters by designating particular roles, and became a key feature in the Bravely series– were exceptionally influential on their careers. “I keep in mind playing that video game and thinking, Wow, this is something I desire to do at some point,” Fukebaru says. “Thats where that dream originated for me.”
The very first Bravely Default released on the Nintendo 3DS in 2014, and it was an experience plainly influenced by earlier Final Fantasy games, starring a mangy group of heroes traveling through a fantasy world powered by four magic crystals. One distinction eagle-eyed fans may observe, nevertheless, is that while the first 2 video games in the franchise were developed by Square Enix and a partner studio called Silicon Studio, Bravely Default II is being helmed by a relatively brand-new company called Clay Tech Works. “Although the public may be hearing of Clay Tech Works for the first time with this video game, they are people weve worked with for a long time,” says Takahashi.