The following is a translation from a Weekly Famitsu interview with Bravely Default: For the Sequel’s producer, Tomoya Asano. It can be found in Weekly Famitsu issue 9/19/2013. (Issue’s Japanese Name: 週刊ファミ通2013年9月19日号）

Neither a “Complete Edition” nor a “Demo”, A Never Before Seen New Concept

— Please explain the concept of this game as well as the meaning of the subtitle.

Asano: First off let me preface this by saying that along side “For the Sequel” we are moving along with the development of Bravely Default’s sequel. So this game, in anticipation of the sequel, is made to be a “Bravely Default for the purpose of the sequel.” The subtitle, “For the Sequel,” is a direct translation of that concept.

– This title incorporates the new game system of the sequel but what were the circumstances that sparked you into adding it in?

Asano: The previous Bravely Default is something I think we were only able to make because of the back and forth we had with users by releasing a number of demos, getting their feedback, and then taking that feedback into consideration to make improvements. In the same way, before releasing the sequel we decided we wanted to see everyone’s reactions to the sequel’s new game system and added the new system in first. Because of that, while this game can be considered a demo of the sequel in a way, it isn’t just a demo where you can only play one part of the game; it the completion of the previous game and furthermore has come together as really easy to play and enjoy.



– Of course. Still, it is very uncommon to use the previous title as the base to incorporate the sequel’s new systems into rather than make a demo of the sequel.

Asano: This game isn’t just about adding the new systems of the sequel in. It incorporates over 100 improvements to the original version. So to be able to truly experience those improvements, it was only natural to think to use the previous title as the base.

Making Lots of Improvements and New Content

– So how many added events are there?

Asano: Adding more events was actually another one of the places we wanted to improve the previous game. One of the pieces of feedback we got from many players of the first game was “repeating the events in the final chapters was tedious.” From the development side of things, it was content intentionally included to be repetitive and we thought most people would likely skip it and move on. But in actuality most people patiently went through each and every repetition. So to make going through each and every event enjoyable, in this version the events involving the asterisk holders in chapters 7 and 8 are all more or less changed and the tempo has been improved.

–They’re all more or less changed!

Asano: Yeah. Furthermore, there are more soldier units added with them so you are able to see new connections that weren’t in the previous title.

– The new systems of the sequel are the focus of the sequel though, right?

Asano: That’s correct. There are still details I can’t talk about but the new systems fit with the previous title’s braving and defaulting nicely.

– Can you tell us something about the new system? Just a little bit is enough.

Asano: Well, just a little bit… (laughs) The system of braving and defaulting we introduced in the last game where you could take many actions in one turn was a departure from the concept of turns but this new system is about getting rid of the concept of turns. I am looking forward to seeing how players have fun with this system.

– So if this system rates poorly are you going to redo it?

Asano: We’ve put everything we can into making sure that doesn’t happen (laughs) but we would like to hear lots of feedback as people play this game.



What Kind of Interesting Things Are In the Sequel…

– While there are many points you improved for “For the Sequel,” which point was the one you pushed for, Asano-san?

Asano: That’d be 4 times speed and the ability to repeat your battle commands. In the last game when you’d select brave 4 times and enter commands 4 times, you’d have to press the button over and over and I feel like it may have been a bit annoying. In this game we’ve added in a function to repeat the actions you entered in the previous turn, making things more enjoyable. And I think 4 times speed is surprising when you see it. It’s really amazingly fast. You’re ability to focus on moving objects will definitely get better. (laughs)

– (laughs) Being able to transfer your data from the previous game is something we were happy about.

Asano: People who upload their save data to our Square Enix member’s site, whether they’ve beaten the game or stopped part of the way through, can transfer their save data with their levels reset so I think it’s very enjoyable to play. Furthermore, players who have beaten the previous game can change the game settings to say choose to transfer only a part of their data and then make it so they can’t get exp and play with stipulations. We’d like players to try all kinds of combinations.

– If you were to transfer all of your data over and then play at 4 times speed, you could probably clear the game in the blink of an eye.

Asano: Yeah. (laughs) Even without transferring over you data you can edit things like the encounter rate so you could turn random encounters off to continue with the story one day or turn them on to level up another day. If you change the settings to match your play style, I think you could you could cut down the time it takes to beat the game in about half.

– Now that’s convenient. Well, I’m sure you can’t say anything too specific yet but, could you tell us something interesting about the sequel?

Asano: Hmm… It is definitely going to to take place in the same world - Rukusendaruku - as the previous title.

– I see. Are there any other elements in For the Sequel that give a glimpse of the sequel aside from the battles?

Asano: Other elements are the improved interface for this title, which we’ve redone for the sequel. Also, when it comes to the story, parts have been changed with focus on what we’re doing with the sequel so I think the parts we’ve changed feel like they are connected to the sequel. Still, we are working on the scenario of the sequel as we speak so when it comes to specific details I can’t really say anyth… (pained laughter). I’m going to announce more about the sequel at a future time so please wait a bit longer.

– Lastly, can you give us a message for the fans of Bravely Default?

Asano: Just about a year has passed since the previous game went on sale and I’m pleased we can use this game’s release to communicate with everyone again on a yearly pace. Things like the hundred improvements for this game are due to everyone who played the previous title and you are what allowed us to make this game so when you see improved parts of the game I’d like you to think to yourself “there was a point to filling out that survey!” (laughs) Also, for those who didn’t have the chance to play the previous title, this new game has all new things in it and is an even better value so if you were to pick it up, I would be very pleased.