The Switch 2 launch included the return of a Square Enix JRPG series, with the company reviving Bravely Default: Flying Fairy for an HD Remaster. It marked the return of a 13-year-old classic and added range to the new console’s library. To learn more about this welcome return, Siliconera spoke with Producers Tomoya Asano and Naofumi Matsushita about the project.
Jenni Lada: When did Square Enix decide it would return to Bravely Default for an HD remaster?
Tomoya Asano: Around spring 2022, the team members discussed what would be the best way to celebrate the 10th anniversary of the series and show our appreciation to all our fans who have supported us. Masashi Takahashi, who was the assistant producer for the original version, even pressed us on this, saying, “It’s the 10th anniversary, you know!” (laughs) We considered various directions, like making a new game or a remake or remaster, but we decided, “Let’s make the first Bravely Default game easily playable for today’s gaming environment.” So, I consulted Matsushita-san, saying, “Matsushita-san, we only have six months until the 10th anniversary. Do you think we can pull it off?” Of course, there was no way we could. (laughs)
Naofumi Matsushita: Just as we were having that discussion, it was announced that the Nintendo eShop for the Nintendo 3DS would be closing in March 2023. I was tasked with handling this occurrence for the title, and we received an overwhelming response not only from players in Japan, but also from overseas, with many saying, “Please don’t close it yet. We want to use the online features.” I was deeply moved to learn that there were so many passionate fans who still wanted to play the game. I thought it would be wonderful to release a title that would bring joy to these fans, so even though we couldn’t make it in time for the 10th anniversary (laughs), we renewed our determination to create a remastered version.
What made the company decide to choose the Switch 2 as the platform for Bravely Default: Flying Fairy HD Remaster?
Asano: As we were adjusting the development schedule, it just so happened to coincide with the release of the Nintendo Switch 2, so we were fortunate with this good timing.
What kinds of challenges did you face when turning the 3DS StreetPass elements into ones that would be tied to online interactions?
Matsushita: From the initial planning stage, we had the concepts of “don’t change the game experience” and “improve playability” in mind, so replacing “StreetPass” with “Passing Souls” within the towns was a top priority, and we spent a lot of time discussing and adjusting this in the early stages of development.
Since Bravely Default II already had a similar online system in place, there wasn’t a large hurdle to implementation in itself. However, after implementation, adjusting the frequency of other players appearing in the towns, how they appear and disappear, and organizing and integrating the information obtained, were somewhat more challenging.
Did you consider adding any extra content to Norende as part of the development process?
Matsushita: Since it was already planned to fully develop the map of Norende Village from the start, we felt confident about its volume based on feedback from fans of the original game and didn’t consider adding to this. However, we did make some adjustments to the rewards given when it was unlocked to balance the gameplay.
Which Bravely Default: Flying Fairy HD Remaster quality of life change did you consider most important and your priority for the Switch 2 release and why?
Matsushita: Rather than deciding the priority features from the start and implementing them, our approach was to bring in features that would be convenient for people playing for the second or third time, drawing from the entire series, and we gradually implemented these features as the specifications were finalized as part of the UI revamp process. This ranged from small details like recommended character level displays in dungeons and implementation of Sets, to larger features, like double playback speed when autoplay is enabled, once the events were getting finalized. We all played and assessed the feel of the game before implementing features. The development studio, Cattle Call, is very passionate about the original game, so we were happy to receive many enthusiastic suggestions from them as well.
Although we were nearing the end of development, we were able to add features such as a ‘Heal All’ button and a tent feature with adventurers in dungeons (albeit at a high price). This was only possible thanks to everyone’s proactive cooperation, so I was personally very moved.
The new additions for the Bravely Default: Flying Fairy HD Remaster are minigames involving Switch 2 Joy-Con 2 mouse controls. How did the team come up with the ideas and concepts for both?
Matsushita: When it comes to Bravely Default, one of its main selling points is its use of various features of the hardware, so if we were going to release it on new hardware, I wanted to include something unique to it. Cattle Call, who oversaw developing the remastered version, was also very enthusiastic, so we decided, “Let’s try making something that uses the mouse controls.”
Asano: As creators, it’s fun to be able to create something using new features on new hardware. I think everyone is eager to experience what it’s like to use a mouse with both hands, so I’m glad we were able to include these minigames at launch.
Matsushita: We came up with many ideas for minigames with Cattle Call, but we decided that rather than just increasing the number of minigames, we would focus on making more substantial minigames, which led to the two minigames included in this release. The rhythm game “Luxencheer Rhythm Catch” was one we quickly decided on. A rhythm game using both hands for mouse control seemed like a unique experience, and we thought the gameplay would be easy to grasp from the screen.
We created “Ringabel’s Panic Cruise” with the concept of making a game using double mouse controls that was unlike anything else out there.
Ringabel’s Panic Cruise reminds me a lot of the Japanese train simulations. Did you look to any of those types of games when developing this minigame?
Matsushita: Actually, we had been developing the game based on the previously mentioned concept from the very beginning, so there were no specific titles we referenced for the airship. Initially, we tried displaying a mock cockpit in the foreground while controlling the airship itself from an objective viewpoint, similar to the main game. However, after experimenting with various approaches to enhance the sense of controlling the airship, we felt that a first-person perspective would be more suitable, and after some trial and error, we settled on the current design.
From the desire to add more movable mechanics to the cockpit or create more confusion through the controls, ideas like orders, radios and levers emerged, leading to the name of that minigame. Ringabel always has a tough job; thank you for your hard work.
Oh, one thing that could be considered somewhat having a reference was the shield mechanics in the Default Mode during boss encounters. Based on my experience working as an Assistant Producer on Dragon Quest Swords: The Masked Queen and the Tower of Mirrors, I thought it would be fun to incorporate a shield mechanic using dual mouse controls. Rather than implementing it exactly as it was in Swords, since this is an airship, I decided to add visuals for the shields and make them combine to form a reflect shield, drawing inspiration from Dragon Quest Swords to create a look, gameplay, and feel unique to this game. We thought, “if there’s a Default Mode, we need a Brave Mode, too!” which led to the introduction of the cannon mechanic.



Since planning and development were already well underway, I later asked Asano, “Can we have shields and cannons coming out of the airship?!” He replied, “If it’s interesting, you can do whatever you want.” I remember being very happy to hear that.
Hearing that, the designers also got amped up and drew some great artwork (laughs). The mechanics are actually positioned differently for the Eschalot and the Grandship, and we deliberately had different artists draw the cockpit and cannons to give them a different look and feel. We hope you’ll take a close look at all the details.
What would you like to do next with the Bravely series, now that Bravely Default: Flying Fairy HD Remaster helped reintroduce it to new audiences?
Matsushita: Unfortunately, at this time, we have no news to share regarding plans for new titles in the Bravely series. My apologies. For those who enjoyed this game, although there is no direct connection, Bravely Default II is also available on Nintendo Switch, so we hope you will give it a try.
If you enjoyed this Bravely Default title, which is a cornerstone of the Asano team, we hope you will also take an interest in other works by the team. While you explore our past works, we hope to continue exploring new possibilities for the future.
Your feedback is a great source of motivation for us, so we sincerely appreciate your continued support.
Bravely Default: Flying Fairy HD Remaster is available on the Switch 2 worldwide.