The “FF”-style gameplay and synergy born from ability combinations

—Next, please tell us about the battles. As battles designed for consoles, what concept did you approach them with?
Nakajima: Just as with the visual presentation, when considering battles, we asked ourselves, “What would *FF* have been like if it had evolved while staying true to pixel art?” We felt that the essence of today’s *FF* lies in balancing “an instant sense of exhilaration you feel the moment you play” with “a depth that reveals itself the more you dive into the game.”
In terms of the sense of exhilaration in this title, this is embodied by “Break” and “Full Break,” as well as the catharsis of triggering “Resonance.”
As for depth, while there are still some aspects we haven’t been able to fully showcase yet, there’s a real sense of fun in learning “Abilities” and combining them to build your very own party.
──From what I’ve played so far, there was an Ability that restores MP when you Break an enemy. If you equip that Ability on the same character as “Vision,” which can cast healing magic, you end up with a healer who can restore MP.
Nakajima: Exactly—the game is designed to let you enjoy this kind of play in an even more diverse and deep way.
By combining abilities with one another or with “Visions,” you can also create damage-focused attackers or characters specialized in breaking enemies. We designed the “joy of discovery”—finding these synergies—to serve as the “gateway to gameplay” in this title.

Tsuyoshi Shirakami (hereinafter referred to without honorifics): Once you understand the Break system and the effects of various abilities, I think you’ll be able to develop your own strategies for clearing dungeons.
To use the example you mentioned, it’s something like, “If I can recover MP while triggering a Break, it’ll be easier to heal repeatedly.” And once players notice one synergy, it becomes easier to imagine other combinations. We designed the game with the hope that players would enjoy thinking, “Which ability should I learn next?”
I’m absolutely thrilled that players noticed this right from their first playthrough.
──I think your experience with the *FF* series really paid off here. For those who played the pixel-art era *FF* games, it probably clicked right away—they’d think, “I could play like that” or “I could come up with strategies like this.”
There are also some abilities that will make players who were around back in the Furuya era smile.
Mr. Shirakami: Once you get a new vision, I think the first thing you’ll want to do is check, “What can I learn with this?” We’ve also included some abilities that will make you think, “Oh, this is definitely going to be strong.”
Furuya: Back then, there was a real joy in experimenting and wondering, “Would this combination be strong?” We’ve made sure you can experience that same feeling in this game as well. I really hope you’ll give it a try in the final version.

──Just looking at the battle screen—since *FFBE* used a portrait-oriented layout—the atmosphere has changed quite a bit this time around.
Nakajima: Since the app version used illustrated backgrounds, we’re building everything from scratch. Taking that into account, the visual impression has changed significantly, and I think we’ve achieved a rich, console-like visual style.
From a “Story to Read” to a “Story to Experience”

──I think this game will be enjoyable even for people who’ve never played *FF* before, but it also seems like longtime fans will be surprised to see how it’s evolved. Were there any aspects of the development process where you specifically kept these different audiences in mind?
Nakajima: Since we’ve included classic *FF* elements like airships, I think long-time fans will be pleased as well.
Since *FF* is a series with a long history, some people might feel it has a high barrier to entry. With those players in mind, we’ve condensed the unique charm and worldview of *FF* while organizing the story to be as easy to follow as possible.
Also, rather than taking a dark turn, it’s a classic, upbeat adventure story, so even people who know about *FF* but have never played one before should be able to enjoy this title with confidence. It would be great if they could give it a try as an introduction to *FF*.
──There was a joy in exploring every corner of the world in the old *FF* games—especially after getting an airship, I’d thoroughly investigate every nook and cranny, wondering, “I wonder what’s over there?” This game lets you relive that “fun from back then,” doesn’t it?
Nakajima: Once you get the airship, the places you can go expand significantly. The number of areas you can explore increases dramatically, and we really put a lot of effort into that aspect.

──I hear the main scenario is based on Season 1 of *FFBE*, but when I played the opening, brand-new scenes exclusive to this title appeared right from the start. Has the story been significantly reworked to make it better and easier to follow?
Nakajima: In general, the main storyline and the characters themselves are based on the original. However, we’ve revised all the dialogue and the plot. While there are elements carried over from the mobile version, those are limited to what we determined should be retained for the console version.
We’ve also redesigned the gameplay experience itself for consoles. There were aspects—such as the sense of immersion with the characters and clearly defining the next objectives as a role-playing game—that were difficult to achieve with the smartphone version as-is. We’ve rebuilt the entire game, incorporating those elements.
Also, all the side quests are brand-new additions.

We’re truly following what Furuya and Nakajima said to the letter. In the smartphone version, the story was unlocked and read after clearing each stage, so it progressed more like a visual novel, and there were a vast number of maps.
However, since we’re rebuilding it as a console RPG, there are limits to the number of dungeons and other elements—and above all, this isn’t a game meant for players to simply read; they must control the character themselves and experience the adventure firsthand.
Therefore, we selected key episodes and considered “how to rearrange these as a console RPG,” extensively restructuring the game by changing the order of episodes and reevaluating their placement.
Nakajima: Additionally, in true console game fashion, it’s designed to end on a satisfying note.
The more familiar you are with *FFBE*, the more surprised you’ll be by the final result

—I actually got to try it out, and it already felt quite polished. Is it nearly finished?
Nakajima: It’s getting very close to completion. Of course, there are still some tweaks to be made, but it’s almost at the final version.
—How long did development take?
Nakajima: When I think about it, it feels like we’ve been working on it for about five years.
—Even though the story is based on an existing framework, you set aside ample development time to craft it thoroughly as a standalone game, didn’t you?
Nakajima: Just looking at the development period alone, it’s on par with a brand-new title. We struggled quite a bit ourselves, and that’s why it took so long.
We struggled especially with the newly added content. For example, when adding new scenarios, it’s not as simple as just throwing them in.
Every added element has a purpose. We reinforced the story while considering things like, “Shouldn’t the player have a little more information at this point?” or “Is the explanation here insufficient?”

However, adding new elements to an existing story is extremely difficult. If the details don’t line up, the whole thing falls apart, and we also have to consider the overall flow.
In that sense, there were definitely aspects where creating a brand-new title from scratch was easier.
──I think both fans who’ve played *FFBE* and those who haven’t are paying close attention to this title. Please share a message for everyone looking forward to the first *FF* game in HD-2D.
Nakajima: First, for those who aren’t familiar with *FFBE*, this time we’ve created a game that explores the question: “What would *FF* have become if the pixel-art series had continued to evolve?” It evokes a sense of nostalgia while also firmly incorporating new elements.
We’d love for not only long-time *FF* fans but also those who are interested but haven’t yet experienced the *FF* series to give it a try.

And for those who loved *FFBE*, I think this game will pleasantly surprise you—making you wonder, “Was *FFBE* really this fun?” or “Was it really this intense?”
While we’ve fundamentally reworked the game system, we’ve retained many elements that will resonate deeply with those who loved *FFBE*. We’ve also included new discoveries, such as added stories for popular characters and elements that delve deeper into the main characters’ pasts.
As a result, I believe we’ve created a new title that even *FFBE* fans can enjoy with a fresh perspective. I really hope you’ll give it a try.
──Thank you so much for your time today despite your busy schedule! I’m really looking forward to playing the full version.

It was clear from this interview that the project began driven by a deep passion for *FFBE* and was developed with a relentless pursuit of the essence of *FF*, based on the theme: “What if *FF* had continued to evolve while retaining its pixel art style?”
Although my time with the demo was limited, I was able to fully appreciate the game’s unique charms—including the new possibilities of HD-2D as expressed in a *FF* title, the strategic depth expanded by combining Visions and Abilities, and numerous elements sure to delight series fans.

If you’d like to learn more about the gameplay experience of *FF Resonance*, be sure to check out the play report we’ve also published.
*Final Fantasy Resonance* is scheduled for release on October 22, 2026 (October 23 on Steam only) for Nintendo Switch 2, Nintendo Switch, PlayStation 5, Xbox Series X|S, Steam, and PC.Pricing is as follows: Standard Edition/Download Version is 7,678 yen (tax included), Digital Deluxe Edition is 9,878 yen (tax included), and Collector’s Edition is 25,500 yen (tax included).
*UPDATE (October 22, 2026, 2:30 PM): A typo has been corrected.
![If the Pixel Art Style Had Evolved Beyond *FF6*… Exploring the “Classic *FF* Visuals and Battles” Depicted in *FF Resonance*: The Vision Behind It and Behind-the-Scenes Stories [Interview]](/imgs/p/_zOaUlRqojxBw0ee6C2849PQ-N8W3dzb2tnY/42697.jpg)
![If the Pixel Art Style Had Evolved Beyond *FF6*… Exploring the “Classic *FF* Visuals and Battles” Depicted in *FF Resonance*: The Vision Behind It and Behind-the-Scenes Stories [Interview]](/imgs/p/_zOaUlRqojxBw0ee6C2849PQ-N8W3dzb2tnY/42698.jpg)
![If the Pixel Art Style Had Evolved Beyond *FF6*… Exploring the “Classic *FF* Visuals and Battles” Depicted in *FF Resonance*: The Vision Behind It and Behind-the-Scenes Stories [Interview]](/imgs/p/_zOaUlRqojxBw0ee6C2849PQ-N8W3dzb2tnY/42699.jpg)
![If the Pixel Art Style Had Evolved Even After *FF6*… A Closer Look at the “Classic *FF* Visuals and Battles” Depicted in *FF Resonance*, Including the Development Goals and Behind-the-Scenes Stories [Interview]](/imgs/p/_zOaUlRqojxBw0ee6C2849PQ-N8W3dzb2tnY/42700.jpg)
![If the Pixel Art Style Had Evolved Beyond *FF6*… Exploring the “Classic *FF* Visuals and Battles” Depicted in *FF Resonance*: The Vision Behind It and Behind-the-Scenes Stories [Interview]](/imgs/p/_zOaUlRqojxBw0ee6C2849PQ-N8W3dzb2tnY/42701.jpg)
![If the Pixel Art Style Had Evolved Beyond *FF6*… Exploring the “Classic *FF* Visuals and Battles” Depicted in *FF Resonance*: The Vision Behind It and Behind-the-Scenes Stories [Interview]](/imgs/p/_zOaUlRqojxBw0ee6C2849PQ-N8W3dzb2tnY/42702.jpg)
![If the Pixel Art Style Had Evolved Beyond *FF6*… Exploring the “Classic *FF* Visuals and Battles” Depicted in *FF Resonance*, Along with the Development Goals and Behind-the-Scenes Stories [Interview]](/imgs/p/_zOaUlRqojxBw0ee6C2849PQ-N8W3dzb2tnY/42703.jpg)
![If the Pixel Art Style Had Evolved Beyond *FF6*… Exploring the “Classic *FF* Visuals and Battles” Depicted in *FF Resonance*: The Vision Behind It and Behind-the-Scenes Stories [Interview]](/imgs/p/_zOaUlRqojxBw0ee6C2849PQ-N8W3dzb2tnY/42704.jpg)



