Final Fantasy II - Development

Development

During the development of the first installment in the series, Square's management decided to manufacture 400,000 copies of the game to make a sequel possible. As there were no concrete ideas for Final Fantasy II from the start, it was eventually taken in a new direction and included none of the previous game's characters or locations. Hironobu Sakaguchi, who had previously served as the main planner for Final Fantasy, assumed the role of director to accommodate for the larger development team. Using the experience gained from the first installment, which focused more on fitting story ideas into their new gameplay system and game world, the developers fully crafted the story of Final Fantasy II first. The gameplay was then built around the narrative. The experience system was designed to be a more realistic advancement system than that of the first game. Several members of the original staff from the first game reprised their jobs for Final Fantasy II. Sakaguchi again created the plot for the title, with the actual scenario written by Kenji Terada. Nobuo Uematsu composed the music, as he had for the first game, while Yoshitaka Amano was again the concept artist. As with the original, Final Fantasy II was programmed by Nasir Gebelli. Midway through the development of the game, Gebelli was forced to return to Sacramento, California from Japan due to an expired work visa. The rest of the development staff followed him to Sacramento with necessary materials and equipment and finished production of the game there. The game was released one day less than a year after the first game came out.

In April 1989, the game was novelized by its original scenario writer Kenji Terada under the title Final Fantasy II: Muma no Meikyū (lit. "The Labyrinth of Nightmares"). It was published in Japan exclusively by Kadokawa Shoten.

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