 The developers knew that for the story they wanted to "throw the player right in the action, with things he had to do without explanation" in addition to creating a sense of urgency and mystery for the player. They developed an initial draft of the game's plot and gave it to script writer Sachie Hirano and scenario event planner Yukari Ishida to expand on. The returned version was very close to the initial vision for the game's story. However, there were still difficulties in filling out the story, only achieving some smooth development about halfway through the process, and even then, there were still changes made just prior to creating the master image for the game. Several inconsistencies with the game's story were found in the final quality checks that had to be resolved. The Square Enix localization team, while translating most of the dialog and interface items into English and other European languages, preserved many Japanese elements to avoid losing the culture of the game. The team was also limited by the size of the dialog balloons used within game, and took several steps to avoid losing the meaning of the story within the game.
