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    Home » Tetsuya Nomura Reveals Why He Likes to Make Final Fantasy’s Villains So Wild and Unconventional
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    Tetsuya Nomura Reveals Why He Likes to Make Final Fantasy’s Villains So Wild and Unconventional

    Garry SmithBy Garry Smith19 September 2024No Comments2 Mins Read
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    Famed Square Enix developer Tetsuya Nomura is known for his wild villains, from Sephiroth to Genesis, most of whom are clad in leather trenchcoats and have way, way too many belts.

    Speaking to Young Jump and translated by Automaton, Nomura, who was most recently creative director on Final Fantasy 7 Rebirth but has worked in lead roles on myriad Square Enix projects, said a friend in high school expressed frustration at playing as an unattractive protagonist and this shaped his perspective for creating characters going forward.

    “When I was in high school, a classmate was playing a game where the main character wasn’t good looking,” he explained. “They said, ‘Why do I have to be ugly in the game world too?’ Which really left a strong impression on me.”

    Nomura therefore designed the characters for the likes of Final Fantasy 7, Final Fantasy 10, and Kingdom Hearts to be especially cool and interesting looking, though admitted he doesn’t go all out with player characters because it makes them too hard to relate to.

    “If you go out of your way to make them unconventional, you will end up with a character who is too distinct and hard to empathize with,” Nomura said. His wildest ideas therefore go into antagonists like Sephiroth, when players are expected to dislike them.

    The Final Fantasy series is full of over the top characters, of course, with even the more reserved ones, by Nomura’s standards, still standing out amongst the crowd. Final Fantasy 7 protagonist Cloud, for example, has giant spiky blonde hair and a six foot long sword on his back.

    Final Fantasy 7 Rebirth is the latest game in the long running franchise, though the PC version of Final Fantasy 16 released just earlier this week. Both games have caused a change in strategy at Square Enix, however, as they each underperformed and sparked a shift to multiplatform releases instead of focusing primarily on PlayStation.

    Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

    Go to Source (IGN.com)

    All content and images belong to their respected owners. This article is aggregated for informational purposes only with full credit to the source.

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