Crystal Chronicles was the first original
Final Fantasy title to be developed for a
Nintendo console since the release of
Final Fantasy VI in 1994.
Final Fantasy developer
Square had broken with Nintendo in 1996 to develop
Final Fantasy VII and future mainline entries in the series for
Sony's
PlayStation platforms, resulting in a long-standing enmity between Square and Nintendo. In 2001, following the financial failure of the feature film
Final Fantasy: The Spirits Within, Sony purchased a stake in the company amounting to 19% of shares. After considering their still-poor financial situation and wishing to keep their staff from leaving, Square decided to begin developing titles for Nintendo consoles once again. Sony, whose rivalry with Nintendo had softened with the appearance of Microsoft's
Xbox on the console market, agreed to the partnership on the condition that it would not impact development of titles for the
PlayStation 2. This resulted in the creation of "The Game Designers Studio", a
shell company for Square's Product Development Division 2 co-owned by Square and
Akitoshi Kawazu, a staff member famous for his work on the
SaGa series. Development of the new project began in late 2001. The title was developed with the aid of Q Fund, a fund set up by Nintendo's
Hiroshi Yamauchi to help first-time developers for the GameCube and GBA consoles. Kawazu acted as the game's producer. The director was
Kazuhiko Aoki, a veteran of the
Final Fantasy series who had worked on
Final Fantasy IX. The artwork and character designs were created by Toshiyuki Itahana, who had also worked on
IX. During the game's development in 2003, Square underwent a merger with
Enix to become
Square Enix, though the nature of the merger meant operations at the Gamer Designers Studio continued as normal. Square Localization Specialist Aziz Hinoshita stated that the game was originally meant to be an offshoot of
Final Fantasy, and once the series was established it would drop the connection to that series and would be called "
Crystal Chronicles". It was the only title ever developed by the company for the GameCube. Similar to his
SaGa games, Kawazu wanted to promote player freedom. The basic concept was to build a game around use of the link cable. Kawazu explained that using the GBA would "introduce different elements of gameplay". He later stated that this type of multiplayer meant "the entry was a bit high" for potential players. The battle system was initially going to use the series' recurring
Active Time Battle system, but instead chose a purely action-based system to allow more people to enjoy the gameplay. Leveling based on
experience points was also removed to create a level field for players. It was initially planned to include a human sidekick character, but upon considering its impact on multiplayer, they changed it to the current Moogle system. The game's event planner was Masahiro Kataoka, a Square staff member who had previously worked in that capacity on
Final Fantasy IX. The central plot details of the Miasma and role of Crystals were established early on, based around the wish to keep players together. Each race's defining traits were influenced by the designers' decisions about their combat options, with story-based additions coming from the planners later in production. The narrations which accompanied new areas were written in the style of journal entries, designed to both fit the theme of a caravan and introduce a new area to the player. While previous
Final Fantasy games were driven by their narrative,
Crystal Chronicles was driven by its gameplay; the narrative was instead communicated through basic storytelling and environmental narrative. Despite this shift, recurring elements from the
Final Fantasy were included. The many encounters players had along the way were important to Kawazu, with the scenario designers "pushing themselves as far as they could" to fill the game world with these encounters and accompanying lore. Most of them were created well after production had begun. Itahana heard about the project while he was attached to
Final Fantasy XII during its early production, and transferred over to work on
Crystal Chronicles. The scenario was already decided upon, with Itahana working from their briefs. A recurring theme in his artwork was the phrase "
Memento mori". The four races were designed to have distinct silhouettes, so players would not get confused. Itahana originally created a cat-like race for the game, but Kawazu "hated" their design, so he created the plant-themed Lilties as a replacement. His work on the game lacked strong character designs due to the online multiplayer nature of the title. The player character designs were intended to be highly distinctive, allowing players to differentiate each other during play sessions. When creating the graphics, the team created graphical effects they considered possible only on the GameCube, and constantly checked background designs throughout development. Due to the multitude of elements new to
Final Fantasy being incorporated into
Crystal Chronicles, the development team faced multiple difficulties.
Music The soundtrack to
Crystal Chronicles was primarily composed by
Kumi Tanioka, while
music programmer and
arranger Hidenori Iwasaki provided one additional piece of music. Prior to
Crystal Chronicles, Tanioka had worked on the score of
Final Fantasy XI. Beginning work on the score in 2002, Tanioka and Iwasaki decided to exclusively use period instruments. The soundtrack makes extensive use of many
medieval and
Renaissance musical instruments such as the
recorder, the
crumhorn and the
lute, creating a distinctively rustic feel. Tanioka said that the idea came to her while looking at illustrations of the game world, which gave her the idea of making "world music", where the tracks would "not [be] limited to a single country or culture". She also credits Iwasaki with doing "fantastic technical work" that brought her vision to life. The live music was performed by the Roba Music Theater, whom Iwasaki and Tanioka had seen perform. In addition to performing, the musicians made suggestions about the use of instruments. The game features two vocal themes; the opening theme "Kaze no Ne", and the ending theme "Hoshizukiyo". Tanioka originally composed a longer version of "Kaze no Ne", but to keep the opening at a reasonable length she had to shorten it. The Japanese versions are sung by
Yae Fujimoto, while the English versions are sung by
Donna Burke. Burke also provided narration for the English version of the game. The lyrics for both "Kaze no Ne" and "Hoshizukiyo" were written by Kataoka. Describing her localization of the songs, Burke felt it was a challenge as Japanese is a more compact language than English, meaning she needed to "pad [the lyrics] out about 30-40%". Rather than a direct adaptation, Burke's work carried a similar message using altered words. A soundtrack album was released under the
Pony Canyon label on August 20, 2003. It included all of the music from the game with the exception of the English versions of "Kaze no Ne" and "Hoshizukiyo".
Final Fantasy Crystal Chronicles: A Musical Journey was a European promotional album which was given alongside the game on March 11, 2004, as a pre-order bonus. It contains six tracks from the soundtrack, including "Kaze No Ne" in both Japanese and English, the only time the English version has been released. It was published by Nintendo of Europe. "Kaze no Ne" was released as a single by Pony Canyon, featuring "Kaze No Ne", an arranged version, and two other songs by Yae from her album
Blue Line. The single was released on July 30, 2003. ==Release==