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Final Fantasy dev rejects PS1 nostalgia
A Square Enix programmer questions the appeal of retro visuals and new texture distortion features.

A veteran Square Enix programmer questions the appeal of retro visuals from the early PlayStation era.
Final Fantasy Dev Rejects PS1 Nostalgia
Koji Sugimoto, a veteran Square Enix programmer who helped shape games like Final Fantasy X and Xenogears, challenges the push to recreate early 3D looks. In discussions spanning several years, he has argued that chasing retro aesthetics wastes time and computational effort, and he says he never found the idea of reproducing such visuals compelling. He also criticizes a recent engine feature that would simplify texture distortion to mimic low polygon styles, describing the approach as odd for modern releases.
The broader debate around nostalgia and game design is visible in these comments. Some players treasure the look of old games for emotional reasons, yet industry veterans remind us that technology and craft move forward. The article also invokes a Brian Eno reflection on how the signs of a failing medium can become its signature, suggesting that retro graphics can be less about technical authenticity and more about the mood they evoke.
Key Takeaways
"Back then, we went to great lengths to avoid distortions."
Sugimoto on past efforts to avoid retro distortions
"The idea of reproducing old looks doesn’t occur to me."
Sugimoto on nostalgia aesthetics
"Note to the artist: when the medium fails conspicuously, and especially if it fails in new ways, the listener believes something is happening beyond its limits."
Brian Eno on art in failing media
Sugimoto’s stance highlights a tension between respecting historic constraints and embracing new tools that tempt makers to shortcut memory. His criticism of retro gimmicks signals that some creators view nostalgia as a distraction from meaningful innovation. The discussion around texture distortion tools raises a practical question for developers: should tools that recreate an old look be treated as features or as retro packaging that undercuts technical progress? The piece also touches on how audiences form attachments to visuals that once felt cutting edge, and how those attachments can influence both budget and creative risk.
Highlights
- Nostalgia should not be a budget line for new games
- The past cannot be rebuilt without losing what made it real
- Art survives when the medium cannot carry it fully
- Distorting visuals as flavor invites questions about intent
The debate over visuals shows how memory and technology continually shape what counts as good game design.
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