Legends
This past weekend, I was in Bergamo for COMICON, where I had the honor of taking part in two panels I had been invited to join.
The first one, "Across the Ocean in Harmony: The Creative Meeting Between Italy and Japan," saw me sharing the stage with my dear friend and incredibly talented composer Ricther. The following day, we wrapped things up with "The World Factory: How to Build a Fantasy Universe," where, alongside Ricther and myself, we were joined by an absolute living legend: Yasumi Matsuno—the creator behind Ogre Battle, Final Fantasy Tactics, Vagrant Story, MadWorld, and, of course, his incredible contributions to the Final Fantasy series.
Sharing the stage with a legend like Matsuno-san was an incredible experience. I was honestly pretty nervous. I didn't want to say the wrong thing. And, truthfully... I couldn't help asking myself: What right did I have to be on the same stage as someone who helped shape the history of video games? I'm not complaining—quite the opposite. I'm simply saying that it felt like such an extraordinary gift that I'm still not sure I've earned it.
It was an unforgettable experience, and in many ways, a very surreal one.
Back in 2003, I met Shigeru Miyamoto in Milan and asked him to sign my copy of the Final Fantasy Tactics Advance limited edition for the Game Boy Advance SP. Somehow, that moment must have brought me good luck. Not long afterward, I left Ubisoft Milan to move to London and join Kuju, where I worked on Battalion Wars for the Nintendo GameCube—an Advance Wars spin-off. Years later, after returning to Ubisoft Milan, I had the chance to create and nurture my very first tactical game as if it were my own child: Mario + Rabbids Kingdom Battle.
Now, twenty-three years later, I not only had the chance to meet the creator of Final Fantasy Tactics in person, but to share a stage with him. Naturally, I couldn't pass up the opportunity to give him a copy of Kingdom Battle. Will he ever play it? And if he does... what will he think of it? I have no idea, and never will, I think.
But I did get the chance to give him a copy of my game, and I'm genuinely happy about that. It was a very small gesture toward someone who has given so much to all of us and whose work has inspired generations of game developers.
I also had him sign the very same Final Fantasy Tactics Advance box that Miyamoto had signed all those years ago in Italy. It felt like closing a circle that had been open for more than two decades.
One thing that really surprised me about Matsuno-san was his knowledge of history—including Italian history. None of us expected him to start talking about Matilda of Canossa, and especially about her cousin, Emperor Henry IV. To have his excommunication lifted by the Pope, Henry was forced to humble himself by waiting on his knees for three days and three nights outside the gates of Matilda's castle during a snowstorm in January of 1077.
It was even funnier because I had actually visited Canossa not long before the event. A pretty amusing coincidence.
Canossa Castle is absolutely beautiful. And since I'm passionate about photography... I'm afraid I can't resist sharing a picture of it. My apologies in advance! I'll leave you with a photo of the Canossa badlands—spectacular clay formations sculpted by water and wind erosion over thousands of years. They surround Canossa Castle and are one of the most distinctive features of the landscape in this part of Italy. (By the way, I'm convinced that if Horii-san ever saw Canossa Castle, he'd find a way to put it in a Dragon Quest game!).
But COMICON is always full of surprises, special guests, and unforgettable moments.
And few moments are as special as having the privilege of meeting Yuji Horii, the creator of a game series that has captivated players around the world for over forty years: Dragon Quest. Horii-san is one of those rare, once-in-a-generation legends.
Horii-san was an absolutely phenomenal success. On the very first day, the line stretched well beyond the convention hall, with people waiting outside the building just for a chance to meet him.
It's also worth saying that COMICON has become a true point of reference for the video game industry. Just look at the caliber of the guests they're bringing in—some of the most influential and respected creators our industry has ever known. They're setting a very high standard, and I genuinely wish them nothing but continued success.
One thing that has consistently struck me over the years is that 99% of the Japanese game developers I admire and have had the pleasure of meeting are also remarkably humble and approachable. They walk around the convention floor among the fans, patiently answering questions, signing games, sketching Slimes, and doing everything they can to make people happy.
It's a stark contrast to many Western developers who, despite having far fewer legendary titles to their names, often behave like Hollywood celebrities—demanding security details, private transportation to convention entrances, or acting as if they might be kidnapped the moment they step outside.
But I don't want to end this on a negative note or waste any more thought on that kind of sad, self-important behavior.
Instead, I just want to enjoy the incredible light that surrounded me for those two days, spent in the company of people from whom there's always something to learn.
And finally, a huge thank you to Ricther and COMICON’S STAFF for inviting me to be part of such an amazing experience.