“It is no secret that fan projects get shut down all the time,” Dan Eder tells me about Final Fantasy 9: Memoria Project, a fan-driven love letter to the classic JRPG. It isn’t aiming to be a playable remake of the epic adventure though - instead, it’s an aesthetic homage to its timeless world and characters.

It’s somewhat anomalous in the world of community creations, but Eder wants to use this distinct identity to craft something truly special, even if many obstacles stand in the way of making it a reality. But the team keeps moving forward: “Without a doubt, some of the most frequent comments we get from naysayers is ‘have fun with it while it lasts’ or ‘cease and desist incoming’”, Eder explains. “People are understandably skeptical of the longevity potential of yet another passion project. The key difference is that, unlike those projects, Memoria is essentially an elaborate piece of fan art, nothing more - it will have no actual gameplay, will never be released to the public, and is nothing more than a ‘what-if’ scenario. [It’s] no different from any other fan-made piece of artwork. We have never, and will never, make a single dollar out of this project, and are basically doing this for the personal gratification of the fans.”

Related: Ricky Cometa On The Art, Production, And Impact Of The Owl House

The genesis of Memoria Project dates all the way back to Eder’s younger years, with dreams of a potential FF9 remake entering his imagination soon after the original game’s launch. That’s no great surprise - millions still regard Final Fantasy 9 as the series’ finest hour. “While it's true that the project really started to pick up steam a few months ago, it wouldn't be a stretch to say I've been planning it since high school,” Eder explains. “I remember scribbling ‘FF9 remake’ on my notepad during classes and writing imaginary new features and battle system mechanics, starting online petitions to remake FF9 for the PS2, sketching drawings depicting scenes from the ‘FF9 sequel’ and whatnot. I could confidently say that my life would probably have been completely different had my older brother not borrowed this game from his friend in the summer of 2000.

dan-eder-nobg
FF9 Memoria Vivi

“As a non-native English speaker who had never played an RPG up until that point, my first playthrough was a challenging experience to say the least, and I can honestly say that I understood literally nothing of what was going on the first time I finished the game (how I even managed to beat it is a mystery in and of itself). It didn't really matter to me though, since I was absolutely enamored with the incredible cast of characters, jaw-dropping FMV sequences, mesmerizing music, thrilling gameplay, and just the overall atmosphere and charm it exuded at every step. My unconditional love for this game persisted throughout my entire childhood and adult life, and it is one of the central reasons why I chose to become a 3D character artist in the video game industry. In short, this project is my way of thanking this game for everything it has done for me over the past 21 years.”

Eder’s passion for this game can be found across several industry professionals who grew up with games like this and wanted to replicate them, or create something entirely unique to live up to their brilliance. This is very much how Memoria Project found its feet, beginning life as a trivial side activity before blossoming into something infinitely more ambitious. It still has a long way to go, but there’s little urgency to reach the finish line, so the team can take their time and just enjoy the nostalgic indulgence of it all.

E4QUDhuVoAIbhNp
FF9 Memoria Alexandria

“Memoria actually started unofficially as a side project when I reached out to Colin Valek [of] Sucker Punch Studios in early 2020 after I came across his fanart of an environment from FF7,” Eder says. “I had already modeled Princess Garnet, and thought it could be a fun idea to combine our talents to reimagine the opening area of Alexandria. Initially, it was progressing at a snail's pace - we were slowly chipping away at it for over a year without making a lot of progress. While Colin continued modeling the buildings, I created another character - Vivi.”

This glacial pace received a resurgence of sorts in January when the Alexandria scene was finally complete, with Eder and company finally being able to see how much potential the project had if it was opened up to a larger range of creators. “When I posted that WIP screenshot, the response from fellow FF fans was overwhelmingly positive, more than we could have imagined,” Eder remembers. “Very quickly, other people from the gaming industry started reaching out - environment artists, animators, riggers, concept artists. That's when I decided to turn this side project into a full-fledged modern reimagining of the original game, while always making sure to emphasize the fact that this is a non-playable proof-of-concept, since we never have any intention of doing anything to violate Square Enix's copyright. Four months after officially announcing the project, we've grown from a couple of FF fanboys to a huge team of over 20 industry veterans working collaboratively to honor this masterpiece, fueled by our love and adoration for the source material.”

dan-eder-vivigarnet
FF9 Memoria Alexandria

Now, the project has over 20 developers from Sucker Punch, Ubisoft, Rare, Unbroken Studios, and more all diving into this labour of love in their spare time, with composers and voice actors also contributing their talents to help make this glimpse into the world of Final Fantasy 9 worth celebrating. But Eder is aware of being overly enthusiastic, knowing that fan projects like this often doom themselves by undertaking something that isn’t feasible with so few resources.

“One of the most common traps for these kinds of fan projects is being overly ambitious,” Eder says. “Since all of us are actively working in the video game industry, we understand the importance of milestones, short term goals, and taking things one step at a time. For now, we are focusing our efforts on the opening sequence of the game, which mainly revolves around Vivi and his exploration of Alexandria. Where we go from here is still being discussed, but one thing I can say for sure is that Vivi will not be the only main character we're planning to include.” I’m told that Memoria is aiming to look indistinguishable - at least from a graphics perspective - from something you’d see in a triple-A blockbuster, and it seems the team has the pedigree to back that claim up.

FF9 Memoria Alexandria

Visuals are the entire point after all, since turning this project into a playable piece of media would require far more resources to create. By narrowing its focus, Memoria is able to deliver something special while also hopefully avoiding the ire of Square Enix. “The fact that this is a non-playable project definitely makes it easier for us to tailor the experience in a way that would truly allow the audience to be fully immersed in the world without having to worry about technical limitations,” Eder tells me. “Creating actual functional gameplay is a completely different ball game, one that we never had any intention of even discussing given the copyright limitations. This gives us a lot of leeway with how we are going to portray the world of Gaia in terms of character interaction, camera movement, [and] scene transitions. We have a lot of cool plans for the near future - please look forward to it!”

As for the sad truth of fan projects like this often being wiped from existence by publishers throwing out cease and desist letters, Eder is confident that Memoria occupies a niche where this won’t happen. It’s not a commercial or even playable product - it’s a piece of fan art, albeit an endlessly elaborate one. If the tides were to change, Eder believes companies should welcome the enthusiasm for experiences like this.

“If I were to be completely honest, I think it could be a potentially brilliant decision by Square Enix to do something wildly unexpected and invest in a project like this,” Eder states. “There's a considerable amount of hype, talent, motivation, and pure, unadulterated passion behind it. It's not something I would expect, but I think it could be incredibly helpful in regaining some of the trust and reverence that this legendary company was known for during its golden years.”

Next: Final Fantasy 7 Remake Interview - Yoshinori Kitase, Naoki Hamaguchi, and Motomu Toriyama On Recreating A Classic