Shojo asks: Why did you choose to release FINAL FANTASY IV on Nintendo DS?
Tokita: When development for FINAL FANTASY III DS was completed, [Producer Tomoya] Asano expressed interest in remaking FINAL FANTASY IV. We recognized that not a lot of time had passed since the Game Boy Advance release, but FINAL FANTASY III DS's quality was impressive enough that we wanted to go ahead and remake the game with the MATRIX team.
RealJoeCool asks: What was the reason for the decision to do a full remake rather than simply port the game to the DS?
Tokita: Because FINAL FANTASY IV has been re-released on so many systems (Game Boy Advance, PlayStation, WonderSwan Crystal), we wanted to challenge ourselves with a complete 3D remake in the same style as FINAL FANTASY III DS.
Suave asks: With the continuing renewal and re-release of FINAL FANTASY games on specific handheld systems, what is it that most separates FINAL FANTASY IV from the other recently polished titles in the franchise?
Tokita: We aimed to make not just a remake, but one of the highest-quality RPGs that could be played on DS.
It is not a new game by any means, but its influential story featuring male and female characters of all ages has become a staple of FINAL FANTASY storylines, which gives this game its lasting appeal.
ArchLawyer and Leon31 ask: What processes were used in redesigning the characters both for in-game and full-motion video scenes? How hard has it been to re-create the entire game, seeing the different graphical approach (the game's engine) you took?
Tokita: [Character & Event Art Director] Akira Oguro used [Image Illustrator Yoshitaka] Amano's original character designs as the basis for creating the redesigned super-deformed characters to be used in real-time events. Two models were made: a high-polygon version for voiced scenes and a low-polygon version for gameplay. Detailed illustrations were also made to create the realistic models for the 3D movie scenes.
Automaton asks: Was it really hard to rebalance the characters and bosses to give more of a challenge without being absolutely punishing?
Tokita: The party members are set depending on where the player is in the story, so we came up with the Augment System to give players more flexibility and require them to use new strategies. Boss attack patterns and their reactions were also altered to make the battles more exciting and challenging.
Artix, eupho and rembluish ask: It has been said that three quarters of the original script for Final Fantasy IV was left out of the original version of the game. Were you able to work the full script into this version? If not, how did you decide which parts of the script would be included this time and which parts would be left out?
Tokita: There appears to be a slight misunderstanding on this subject.
During development of the original game, the game text wouldn't fit, so it was revised to ¼ of its intended size, but the story itself was not cut. However, because of this restriction, unnecessary dialogue was removed which in turn improved the overall pacing of the game.
Raizen asks: This question is for Junya Nakano, the music [arranger] on FINAL FANTASY IV. I was wondering how much freedom you had to create new sounds for this game, or if you had to stay very close to Nobuo Uematsu's original music.
Nakano: We first discussed the arrangement of the FINAL FANTASY IV DS music with [Music Composer] Mr. Uematsu to decide the overall direction, level of arrangement, which songs would have a Celtic feel, and so on. The arrangement process began once these issues were settled.
For the arrangements themselves, the songs were based on the original FINAL FANTASY IV tracks with an added Celtic flair to create a feeling of uniformity.
With the game's pacing and events in mind, many scenes felt more natural if the music was relatively unchanged, and the new arrangement tracks evolved into what they are now.