I am Setsuna was developed by
Tokyo RPG Factory, a studio created by
Square Enix and staffed by external staff to produce role-playing video games (RPGs). At the event, it was described by Square Enix as a "pure
fantasy, true role-playing video game". The game was designed as a new
intellectual property, with its future developments to be decided after Square Enix reviewed its post-launch reception and success. The concept for
I am Setsuna was written in September 2014, with development beginning the following month. The alpha build was completed by August 2015. Atsushi Hashimoto acted as director, and Kengo Uchibori as producer. The production schedule was noted as being fairly short. The concept originated from plans to re-create a game similar to classic RPGs from the genre's "
golden age". The staff was made up of developers who agreed with this vision.
I am Setsuna was developed using the
Unity game engine. In keeping with the team goals, the battle system was adopted from role-playing games like early
Final Fantasy titles and other games like
Chrono Trigger. According to Hashimoto,
Chrono Trigger was used as inspiration due to its popularity, it being a favorite of the assembled development team, and the fact that there were few spiritual successors to it on the market. They also drew influence from
Dragon Quest,
The Legend of Zelda, the
SaGa and
Mother series, and
Xenogears. The playtime was designed to be similar to RPGs of the 90s, going against the prevalent trend of added content with the scale and power of gaming technology. The traditional battle system gave the development team a "sense of security" when faced with the challenges of developing the game. One of the difficult elements was balancing the game's difficulty so it could be enjoyed by both casual and hardcore gamers. The battle system was specifically based on the Active Time Battle system used in
Chrono Trigger. The lack of established RPG elements, such as inns for resting and a world map, were influenced by the harsh setting and a wish to have players think about where to go. A key theme running through the game is "
sadness". The story's setting, a land covered by snow, and its general tone carried this theme, evoking the emotional stories of classic role-playing games. The theme also extends to its title, which stems from the word "setsunasa": while it holds a variety of meanings in Japanese, the meaning used by the production team was sadness or
sorrow. "Setsuna" also translated as "a moment in time", which is tied into the game's SP battle mechanic. Much of the effort in writing went into the game's language, with the team obsessing over how players would respond to different words. For this reason, they used
katakana as little as possible, instead using native
kanji expressions for terms like "monster". Despite lacking katakana, the setting used writing schemes akin to those from
European literature, giving the world a unique feel. The scenario was co-written by Hirotaka Inaba and Makoto Goya. The game's central themes, which focused on life and death as represented by Setsuna's sacrifice, were included as part of the callback to earlier role-playing games. One of the main features of the hero's design was his mask, which made it harder for players to fully empathize with him. During early production, Hashimoto was putting relatively little effort in the scenario, expecting it not to change. The development team disliked how the scenario was developing and insisted on a rewrite that changed half the script despite the production's time constraints. The scenario's ending was not determined from the outset, with the writing team instead writing the script as if they were on the journey themselves based on the established theme. While the team wanted to continue producing games based on gameplay and thematic concepts, they considered
I am Setsuna to be a standalone project without any need for a sequel. No CGI scenes were included, and some elements of the story were left up to interpretation as had been done in earlier titles. From its foundation, Tokyo RPG Factory had drawn inspiration from the Japanese phrase
setsugekka (
Snow, Moon and Flowers) when choosing the visual themes for each planned game;
I am Setsuna used the theme of snow. The snowy environment was chosen to emphasize the melancholy tone of the narrative. The character designs were done by
Toi8; he was brought in at an early stage, and his designs were likewise meant to reinforce the atmosphere. When translating the design into the game's 3D models, the team shortened them and gave them a distinctive appearance by removing their feet. This was possible due to the snowy environment in most areas, which would theoretically hide the feet. The art director was Jun Suzuki.
Music The game's music was composed by Tomoki Miyoshi, a young composer whose first notable score was for
Soul Calibur V. Almost all tracks were performed on a solo
piano played by
Randy Kerber, who had worked on major films including
Forrest Gump and
Titanic. The score was recorded at the
Eastwood Scoring Stage. Vocals were provided by Japanese singer Kotringo, and the sound director was
Hiroaki Yura. Hashimoto wanted the score to be deeply melancholic and able to have sharp endings to tracks and sections, something a piano was good at. The instrument was chosen within the first few minutes of Miyoshi's first meeting with the team. Hashimoto also wanted an instrument that was recognized worldwide to convey the game's themes without language barriers. Miyoshi's approach to his compositions was driven by the game's narrative themes, drawing inspiration from the compositions of
Joe Hisaishi. The main theme was originally not written for the game, but Hashimoto insisted on its use after hearing it. Yura reflected that creating a soundtrack using only one instrument proved challenging at points due to the inability to use different instruments to indicate mood changes and character themes. Hashimoto said that other instruments could be used if necessary, but Miyoshi and Yura were able to create the score without them. The score had over seventy tracks created for it, all short pieces between one to one and a half minutes that would regularly loop in-game. A two-disc soundtrack album was released on March 23, 2016. An arranged version of the soundtrack, ''Winter's End'', was released by Creative Intelligence Arts on October 5. Miyoshi described the album as a new version inspired by fan performances of the soundtrack, with him creating a musical representation of Setsuna's journey. Miyoshi also needed to condense the most recognizable elements of the overall score into a smaller number of tracks than the game's music album, along with creating new parts to close off tracks originally intended to loop. While Miyoshi was generally allowed creative freedom, Yura wanted the score to include each main character's theme and the main theme. To keep a relaxing tone across the album, the combat themes were not included. Miyoshi performed on the piano, while Kotringo and Yura returned to provide vocals and additional violin. ==Release==