The Offical Final Fantasy Game Thread

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What Is Square Enix’s "Prequel Trilogy" And Atlus’ Asraga Adventure Chronicle? July 29, 2014 . 12:59am

Instead of making sequels to one of their key franchises, Square Enix may be developing a string of prequels. Square Enix Japan registered a trademark for Prequel Trilogy for use with video games in Japan.




Instead of making sequels to one of their key franchises, Square Enix may be developing a string of prequels. Square Enix Japan registered a trademark for Prequel Trilogy for use with video games in Japan. The question is what series will Square Enix make three prequels for? Final Fantasy VII? Romancing SaGa? Kingdom Hearts? Final Fantasy XIII: Prequel Trilogy?

Also interesting to note is a trademark for Asraga Adventure Chronicle registered by Atlus. Usually, Atlus takes a couple of years to use their trademarks so whatever this is probably very early in development.​

Read more stories about Atlus & Square Enix & Trademark on Siliconera.
source:siliconera
 
Final Fantasy XIV Eorzea Café Opening In Tokyo Soon. July 31, 2014 . 3:30pm

The café, Square Enix says, is modeled after the Carline Canopy in Gridania.

An “Eorzea Café” based on Final Fantasy XIV: A Realm Reborn is opening in Akihabara, Tokyo soon, and Square Enix have posted a few photographs from inside the café to their FFXIV developer blog.


The café, Square says, is modeled after the Carline Canopy in Gridania. It has PCs set up inside for anyone that wants to play the game while visiting. Naturally, there are also food and drinks themed after Final Fantasy XIV that will be served.

Moogle Honey Toast

Lord of Crags, Titan – Earthen Fury Burger

You can find images of more dishes and other parts of the café at the Final Fantasy XIV: A Realm Reborn developer blog.

Read more stories about Final Fantasy XIV: A Realm Reborn & PC & PlayStation 3 & PlayStation 4 on Siliconera.

source:siliconera
 
Square Enix Holding Discount Sale On PlayStation Network In North America. August 6, 2014 . 10:00am

Square Enix are holding a sale on the PlayStation Network in North America, during which a number of their games are available at discounted rates. You can view the list of discounted titles below: Dissidia 012 [duodecim] Final Fantasy (PSP) – $9.99 Dissidia: Final Fantasy (PSP) – $9.99 Final Fantasy III (PSP) – $9.99 […]



Square Enix are holding a sale on the PlayStation Network in North America, during which a number of their games are available at discounted rates. You can view the list of discounted titles below:

Dissidia 012 [duodecim] Final Fantasy (PSP) – $9.99
Dissidia: Final Fantasy (PSP) – $9.99
Final Fantasy III (PSP) – $9.99
Final Fantasy IV: The Complete Collection (PSP) – $9.99
Final Fantasy Tactics: War of the Lions (PSP) – $4.99
Crystal Defenders (PSP) – $4.99
Chrono Cross (PSOne Classic) – $4.99
Chrono Trigger (PSOne Classic) – $4.99
Final Fantasy V (PSOne Classic) – $4.99
Final Fantasy VI (PSOne Classic) – $4.99
Final Fantasy VII (PSOne Classic) – $4.99
Final Fantasy VIII (PSOne Classic) – $4.99
Final Fantasy IX (PSOne Classic) – $4.99
Final Fantasy Tactics (PSOne Classic) – $4.99
Final Fantasy XIII-2 (PS3) – $9.99
Lightning Returns: Final Fantasy XIII (PS3) – $24.99
Final Fantasy X/X-2 HD Remaster (PS3/PSV) – $19.99

Read more stories about Chrono Cross & Dissidia 012[duodecim]: Final Fantasy & Final Fantasy Tactics: War of the Lions & Final Fantasy X HD & PlayStation 3 & PlayStation Vita & PSP on Siliconera.


source:siliconera
 
Why Final Fantasy Type-0 HD Is For PS4 And Xbox One Instead Of PS3 And Xbox 360. August 29, 2014 . 7:30pm

Why did Final Fantasy Type-0 HD skip PS3 and Xbox 360 to go straight to PlayStation 4 and Xbox One? Siliconera asked Final Fantasy Type-0 director Hajime Tabata.

At E3, Square Enix announced Final Fantasy Type-0 HD, an enhanced version of a PSP game for PlayStation 4 and Xbox One. We’ve seen upgraded PSP games before like Kingdom Hearts: Birth by Sleep which is part of Kingdom Hearts HD 2.5 Remix and Metal Gear Solid: Peace Walker which was also ported to PS3 and Xbox 360.

Why did Final Fantasy Type-0 HD skip PS3 and Xbox 360? Siliconera asked Final Fantasy Type-0 director Hajime Tabata.

"First and foremost, I really wanted to play and see this game move on the high-end consoles. We’d consider the PS3 and Xbox 360 if the console allows would allow us to bring the game to them [in the same quality], it may be a possibility, but for now, we’re targeting bringing this to PS4 and Xbox One and focusing wholly on that," Tabata explained.

"If anything, it just looks and runs better on those consoles. Moreover, I’m currently working on Final Fantasy XV for the PS4 and XBO, so I’m more familiar with what it takes to create a game for those platforms – but, on a personal note, and to be frank, I don’t have much experience with PS3 and Xbox 360…
…but perhaps that may be the most important element as to why it’s going directly to PS4 and Xbox One. Since I’m human, of course, it’s natural for me to want to create on platforms I’m familiar with."

We’ll have more about Final Fantasy Type-0 HD from our interview with Tabata soon.

Read more stories about Final Fantasy Type-0 & PlayStation 4 & Xbox One on Siliconera.
The last time it was talked about was in June it seems
Final Fantasy Type-0 Coming To The West On Xbox One, PlayStation 4 [Update]. June 10, 2014 . 12:12pm

Final Fantasy Type-0 is coming to North America and Europe on the Xbox One and PlayStation 4.
source:siliconera
 
Final Fantasy Type-0’s Story Comes From Its Director’s Love For History. September 2, 2014 . 1:00pm

Final Fantasy Type-0 Director Hajime Tabata tells us how history and the Fabula Nova Crystallis setting infuenced the game.

At PAX Prime, Siliconera caught up with Final Fantasy Type-0 director Hajime Tabata to ask him a few questions about the remastered game. We covered topics such as the platforms the game is coming to, whether or not the game is still part of the “Fabula Nova Crystallis” series, and how history influenced Type-0.

So, this is a bit of generic question to start, but, why did you choose to bring this to PS4 and Xbox One instead of PS3 and Xbox 360?

Hajime Tabata, director: First and foremost, I really wanted to play and see this game move on the high-end consoles. We’d consider the PS3 and Xbox 360. If the consoles would allow us to bring the game to them [in the same quality], it may be a possibility, but for now, we’re targeting bringing this to PS4 and Xbox One and focusing wholly on that.

If anything, it just looks and runs better on those consoles. Moreover, I’m currently working on Final Fantasy XV for the PS4 and Xbox One, so I’m more familiar with what it takes to create a game for those platforms.

But, on a personal note, and to be frank, I don’t have much experience with PS3 and Xbox 360. But perhaps that may be the most important element as to why it’s going directly to PS4 and Xbox One. Since I’m human, of course it’s natural for me to want to create on platforms I’m familiar with.

Now that you mention Final Fantasy XV, we know that Type-0 and XV used to be a part of the Fabula Nova Cystallis mythology. So I’m curious as to how these games have changed since they left that mold and entered the market as titles without the XIII label?

So, first and foremost, when we announced the titles for the Fabula Nova Crystallis mythology, we were given the freedom to create anything whose foundation was in that mythology. We went on creating with each person’s take, and that’s how the project got started.

Initially, when we started, they were creating it based off of what we thought was best and what kind of story we really wanted it to be. I myself had sort of ignored the mythology myself until about halfway through the story, at which point I knew I wanted to have a story steeped in warfare between countries and tell the story of a person stuck in the world itself. But then I was told “Uh, hey, there’s not a whole lot of Fabula Nova Crystallis in this…”

So, we started adding elements of that to the story. I requested the help of the writers to create a world that involved more of that mythology. Until then, though, it was my aim to create a sort of historical documentary-esque game.

It does feel quite like a historical documentary. Why is it that you wanted to make a game in this style?

I personally love history and I really wanted to create something that involved real history, but to include some modern evaluations into the storyline and express it in that light. I wasn’t able to do everything I wanted to do with Type-0, but it was kind of like a child-run in essence. I wanted this to be a test to see if it would be received well by players.

Ultimately, I do want to create something based on real history—a Final Fantasy game based on real history, for example. For example; you’d have the American Civil war as a back drop, and then behind the scenes all of these Final Fantasy-type characters are utilizing their special abilities to fight. I really love that kind of setting. That’s the kind of game, I really, really want to make!

Can you tell us a little bit about how this interest in history developed?

When? Since I was a child! My father was a history teacher, so we always had history books lying around at home. I’d read them in my spare time, and it was like always having a new story to read. As a personal preference, there’s no type of drama that will exceed non-fiction. That’s something that I’d really like to see–a game that’s not pure fiction, but has some elements of both.

You mentioned the American Civil War earlier, are there any other events you’d really like to delve into and explore in the form of a game?

I said it before, but, I really loved learning about the American Civil War, and I’d love to see that make its way into a game.


Warning: This next question contains a bit of a spoiler, so we’ve marked it accordingly. You can highlight it to read.

[BLACKOUT]Why did you make the story about ending and endless cycle?

As for your second question, regarding the looping world… that wasn’t really my decision. I don’t personally like that sort of concept, but well… the idea was implemented by the writers when they were trying to work in the Fabula Nova Crystallis mythology, and they were really trying to mesh the existing story with the mythology.

The reason why I thought it wound up working with Type-0, though, is because the game draws on a lot of Asian essences. For example; the title screen is in Kanji. This concept of an endless cycle, of a loop, I thought it fit in with the world I created beforehand.[/BLACKOUT]

Why did you choose to focus on students in Type-0, and not adults like Kurasawa? Aren’t trained adults more fit to save the world?

There’s a famous Japanese historical drama that took inspiration from a war where not just adults were fighting, but children, too. Young soldiers that were thrown into the horrors of war, a tragic destiny. Watching the young soldiers really live through those kinds of times, I thought, there was some kind of beauty or inspiration to it.

I wanted to capture the young cadets’ feelings as they were tossed into a war. It’s a normal understanding that adults need to go to war, but there’s a different type of perspective that arises when you see these young people fighting through their confusion and making their own choices in intense moments. The fact that they’re not superheroes is very unique, even for Japan.

Read more stories about Final Fantasy Type-0 & Interviews & PlayStation 4 & Xbox One on Siliconera.
source:siliconera
 
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Square Enix Recruiting Staff For A New Studio That Will Focus On Console RPGs. September 5, 2014 . 5:34am

Square Enix are currently looking to recruit staff who will be part of the core members for a new studio that will focus on RPGs for consoles.

Square Enix are currently looking to recruit staff who will be part of the core members for a new studio that will focus on RPGs for consoles. Inside Games shares more details about the recruitment page that was recently put up by Square Enix.

According to the report, Square Enix are gathering the best people to put together a team of core members that will be in charge of developing a new RPG title for consoles.

At the moment, Square are looking for directors [battle and event], planners [lead and battle], programmers and lead programmers, marketing directors, and various designers ranging from technical artists to menu designers.

On the recruitment page, there’s a message that reads: “We went through all kinds of adventures back when we were children. Now that we’re adults, what kind of new stories can we come up with?”

This message is followed by information stating that they’re currently recruiting core staff members for a brand new studio that will specialize in RPGs. To be more specific, a project featuring a gathering of an elite team to develop a completely new RPG geared for consoles.

While they don’t share much more about what the game will be about, they’re looking for staff with experience in their respective fields, and the deadline is September 30, 2014.

Read more stories about Square Enix on Siliconera.



source:siliconera
 
Editorial

Report: Final Fantasy Type-0 HD

We go in-depth with the best Final Fantasy to never leave Japan.
Views: 13,630 | Posted: 09/03/2014



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How Final Fantasy Type-0 HD Will Be Different From The PSP Version. September 5, 2014 . 12:31pm

“The PSP version was very fast-paced, and very hard, and there were many players that didn’t reach the end,” says director Hajime Tabata.

During PAX Prime, Siliconera spoke with Final Fantasy Type-0 director Hajime Tabata, and one of the things we asked him was if he was doing anything with the HD version of the game that he couldn’t on the PSP.

“The biggest point that I wanted to revisit and refresh was the combat balance,” Tabata replied. “We’re still in the midst of doing so, but we’re definitely revisiting the combat balance for the Xbox One and PS4 versions.”

“In addition to that, I really want players to play to the end. The PSP version was very fast-paced, and very hard, and there were many players that didn’t reach the end. That being said, I wanted to include difficulty modes into this version, which we’ve done, and it’s really helped to balance the game as a whole. Hopefully this will let people play until the end.”

“Obviously, RPGs are long and they can take quite a bit of time to get through, but I put care into making the conclusion worth your while. I think it’ll be something that hits the player emotionally—and I really, really want players to make it to the end!

Tabata gestured towards his translator, and mentioned that while speaking with her on the way to the expo, he found out that she herself was unable to complete the game! “There’s an emotional vision in the story and I really want people to experience that,” he said.


The PSP version of Final Fantasy Type-0 had local cooperative multiplayer. We asked Tabata if this would change in the HD version of the game, and also if he had any plans to replace the sleep-mode levelling feature from the PSP game.

“There will be some type of feature implemented to replace the sleep-mode leveling, but we’re in the midst of talking about how to go about doing so,” Tabata replied. “As for the ad-hoc multiplayer, that function was originally created under the assumption that people would come together to play their PSP game in the same room. When thinking about what to do for the console version, whether we would include it or whether we would focus on the story, we ultimately decided to cut the multiplayer option out of the game.”

“The reason being, we really wanted to bring the game to fans as early as possible. Rather than do something half-hearted, we wanted just cut it.”

Tabata then leaned back, and asked, “How do you feel about that decision?”

“I don’t think it’s a bad decision, though I think it goes without saying that there will be disappointed fans,” I replied. “ At the same time, the outcry for bringing Type-0 abroad has been loud—and I’m not convinced that that feature alone is responsible for that. I’m curious, though; would you have designed the story differently if it was being experienced by multiple players at once? Does the degree of intimacy change the more or less players you have?”

“Even if, say, there are a bunch of people in a given room, if everyone is able to, without embarrassment, delve into the game to the same degree, it wouldn’t really matter how many people are there,” Tabata said. “If you’re able to fully focus on the game, I feel like the reaction you’d receive is probably the same.”

Read more stories about Final Fantasy Type-0 & PlayStation 4 & Xbox One on Siliconera.




source: GT & siliconera
 
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How First-Person Shooters Influenced Final Fantasy Type-0. September 11, 2014 . 12:31pm

“I wanted to provide unique weapons to each of the game’s characters,” Final Fantasy Type-0 director Hajime Tabata said to SIliconera.

The typical elemental spells in Final Fantasy Type-0 are different from other Final Fantasy titles. While you have fire, blizzard, and thunder magic, you also pick a firing method. For example; Rifle that shoots straight towards an enemy. There’s also an enemy-chasing Missile method. When we spoke with the game’s director Hajime Tabata, we asked him if there was any particular reason for basing magic on firearms.

“Just to give you a little background, I really love first-person shooters,” Tabata replied. “I wanted to implement a Final Fantasy kind of essence when fighting with enemies in real time—similar to a shooter or action kind of game. That’s why I positioned magic in the form of weaponry in combating the game itself—to have that gameplay but also maintain that Final Fantasy feel.”

If you’re familiar with Tabata, the fact that he’s fond of shooters shouldn’t be a surprise. This is the man that directed The 3rd Birthday, which is still one of the best portable shooters out there, provided you can look past its confusing story. That said, Type-0’s inspiration actually came in part from Before Crisis: Final Fantasy VII.

“I wanted to provide unique weapons to each of the game’s characters,” Tabata said. “When I was creating Before Crisis: Final Fantasy VII, all of the characters had unique weapons, which allowed the player to really delve into each character. They’d even switch them out to play through the game itself.”

“Based on that, I wanted to create something in a given setting, but also allow the characters to shine in their own light, which is why each character has unique weaponry. That’s the system we envisioned.”

Tabata said he struggled with the flute in particular. “It was almost too unique to a certain extent. It… wasn’t really fit for battle. It’s very cute.”

Read more stories about Final Fantasy Type-0 & PlayStation 4 & Xbox One on Siliconera.
source:Siliconera
 
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man this game looks good
 
  • March 17 in North America for this




  • Final Fantasy Type-0 HD Releasing In March

    tgs 2014
    on Sep 17, 2014 at 08:01 PM
    668 Views
    ps4-icon.png


    4
    Square Enix has announced the release date for the upcoming HD remaster of Final Fantasy Type-0, which was previously a Japan-only PSP title.
    ... More


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Final Fantasy Type-0 HD To Launch March 2015 Worldwide. September 17, 2014 . 7:10pm

Square Enix have officially announced a release date for Final Fantasy Type-0 HD.

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Square Enix have officially announced a release date for Final Fantasy Type-0 HD. The game will be released on March 17th, 2015 in North America, March 19th in Japan, and March 20th in Europe.

Additionally, the publisher confirmed that a downloadable demo for Final Fantasy XV will be included with Type-0 HD, and is titled Final Fantasy XV –Episode Duscae-.

When we recently spoke with Final Fantasy Type-0 director Hajime Tabata, he informed us that the game was inspired in part by his love for his love for history and in part by his interest in first-person shooters and action games.

Final Fantasy Type-0 HD is in development for PlayStation 4 and Xbox One.

Read more stories about Final Fantasy Type-0 & PlayStation 4 & Xbox One on Siliconera.
source: GI & Siliconera
 
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Final Fantasy Agito+ Announced For Vita; Is Free-to-Play With Micro-Transactions. September 17, 2014 . 7:29pm

Square Enix’s free-to-play smartphone RPG Final Fantasy Agito is coming to the PlayStation Vita.

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Square Enix’s free-to-play smartphone RPG Final Fantasy Agito is being ported to the PlayStation Vita. Final Fantasy Agito+ will be released on January 15th, 2015 as a free-to-play game with micro-transactions.

A packaged version of the game will also be available at retail. This will cost 3,800 yen, which is cheaper than your average title.

Final Fantasy Agito is a game based on the world and characters of Final Fantasy Type-0, although it has a decidedly more lighthearted tone than that game. The smartphone version of the game will be released for iOS and Android devices in the West.

A trailer for the game can be viewed above, and an official website is up, too.

Read more stories about Final Fantasy Agito & PlayStation Vita & TGS 2014 & Videos on Siliconera.

source: Siliconera
 
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Looks like a Japanese boy band going on a roadtrip.
 
Looks great. It's one of the reasons I plan to get a PS4.
 
Great trailer. Still really looking forward to XV.
 
I thought there was a rule on her not being talked about in this thread. I guess it was dropped
 
I reaallly hope this lives up to my expectations.
 

Industry
Square Enix announces Shinra cloud gaming service
Published 2 hours ago. 0 comments.

Former Square Enix president and CEO heading NY-based company.
Shinra-Technologies-Ann.jpg

Square Enix has announced the establishment of Shinra Technologies, a new cloud gaming company headquartered in New York and headed by former Square Enix president and CEO Yoichi Wada.
Through the company’s “proprietary cloud technologies,” Shinra intends to “change the game industry ecosystem” by offering “new types of game experiences.” Beta service is intended for both the U.S. and Japan in early 2015.
With its “optimized datacenter environment,” Shinra intends to work closely with “cutting-edge game studios” to develop “new, never-before-seen game experiences” that will become the “hub of a high-end cloud community for gamers.”
Shinra says its “virtual supercomputer” technology enables experiences not possible on PC or game consoles.
Negotiations are currently underway with “best-in-class developers worldwide” on Shrina projects, including Ubisoft.
Content lineups and service requirements, as well as further details on today’s announced beta test, will be delivered at a later date.
Visit Shinra’s official website here.

Read More

Industry, Shinra Technologies, Square Enix, TGS 2014

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Square Enix Announces Cloud Gaming Company Shinra Technologies. September 18, 2014 . 9:17pm

Shinra Technologies, named after the company in Final Fantasy VII, is a cloud gaming company that is being led by former Square Enix president Yoichi Wada.


While Square Enix are already experimenting with cloud-streaming with their recently announced Dive In service, the publisher announced a second cloud gaming initiative at the Tokyo Game Show today—Shinra Technologies.

Shinra Technologies, named after the company in Final Fantasy VII, is a cloud gaming company that is being led by former Square Enix president Yoichi Wada. It is headquartered in New York City, and will begin beta-testing its cloud gaming services in early 2015.

“Shinra has created an optimized datacenter environment for the highest-quality cloud games,” an official statement from the company said. “Shinra intends to closely collaborate with cutting-edge game studios to develop new, never-before-seen game experiences, and will become the hub of a high-end cloud community for gamers.”

Shinra says it will use its original architecture to provide games with the power of a “virtual supercomputer,” making for games that couldn’t be experienced on a PC or console. The company adds that it has partnered with various developers for content, one of these being Ubisoft.

“Ubisoft has long believed that the cloud will play an important part in gaming’s future,” said Yves Guillemot, CEO and co-founder of Ubisoft. “We are intrigued by the direction Shinra Technologies, Inc. is taking and look forward to seeing what their architecture and technologies can deliver.”

An official website for Shinra Technologies can be found here.

Read more stories about Shinra Technologies & Square Enix & TGS 2014 on Siliconera.
source: Gematsu& Siliconera
 
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That has to be the most surreal announcement I've ever seen.
 
Final Fantasy Type-0 HD Will Include Both English And Japanese Voices. September 19, 2014 . 2:13am

Final Fantasy Type-0 HD will include both English and Japanese voices, a product page for the game confirms.

Final Fantasy Type-0 HD will include both English and Japanese voices, the game’s product page on Sony Computer Entertainment Asia’s website confirms. Here’s what the different versions of the game will contain:

Japanese Version:
Voices: English / Japanese
Subtitles: English / Japanese

English (U.S.) Version:
Voices: English / Japanese
Subtitles: English / French / Spanish

Traditional Chinese/Korean Version:
Voices: English / Japanese
Subtitles: Traditional Chinese/ Korean

Final Fantasy Type-0 HD will be available on March 17th, 2015 in North America, March 19th in Japan, and March 20th in Europe. The game is in development for PlayStation 4 and Xbox One.

Note: What subtitles will be included in the game’s European release has not yet been confirmed.

Read more stories about Final Fantasy Type-0 & PlayStation 4 & Xbox One on Siliconera.

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The 3rd Birthday Developer, Hexadrive, Are Working On Final Fantasy Type-0 HD. September 19, 2014 . 3:45am

Hexadrive have become the go-to studio in Japan, when it comes to the development of HD Remasters or remakes.


Hexadrive are the go-to studio in Japan, when it comes to the development of HD Remasters or remakes. Konami put them to work on Zone of the Enders HD Collection, Capcom commissioned them for Okami HD and the iOS version of Monster Hunter Freedom Unite, and Nintendo enlisted their aid for Zelda: Wind Waker HD.

Now, Hexadrive are involved with the development of Final Fantasy Type-0 HD. The studio announced over their Twitter feed that they are working on the HD Remaster.

This isn’t the first time Hexadrive have worked with Square Enix either. A lot of people know them for their work on The 3rd Birthday for PSP, which they developed in collaboration with Square. Furthermore, that game was designed by Hajime Tabata, who also directed Final Fantasy Type-0.

Read more stories about Final Fantasy Type-0 & Hexadrive & PlayStation 4 & Xbox One on Siliconera.
source: Siliconera
 
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Hands-On: Final Fantasy Type-0 HD Still Needs Some Work Before It’s Good To Go. September 20, 2014 . 9:30am

The playable build Square Enix had brought with them to TGS was simply not very optimized for playing on the PlayStation 4 yet.

The Final Fantasy Type-0 HD demo on display at the Tokyo Game Show ran smoothly, and had the luxury of a dual-analog control setup. Unfortunately, that ended up working against the demo as it was that much easier to spot the flaws in it. The playable build Square Enix had brought with them was simply not very optimized for playing on the PlayStation 4 yet.

The demo had players lead a team comprising three members of Class Zero—Ace, Rem and Sice—as they attempt to infiltrate a Byakko facility, which deploys mechanized beasts, golems, and rifle-wielding foot soldiers to stop your intrusion. As I acclimatized myself to the controls upon starting up the demo, the first thing I noticed was that the camera moved way too fast for it to be natural when you try to spin it around with the right analog stick.

Originally, players used the PSP’s D-pad to swerve the camera around in Final Fantasy Type-0. In Type-0 HD, you use the PS4′s right analog stick instead, and that felt unnatural right from the get-go, most likely due to the switch from a digital control mechanism (the D-pad) to an analog one. When I played Final Fantasy Type-0 on my PS Vita, this camera control issue was present as well, but was much less noticeable, due to the Vita’s right analog stick featuring a lesser degree of analog movement.

Other than the camera controls, everything else was a perfect fit for the DualShock 4. You control movement with the left analog stick, and switch between your three current party members by hitting left or right on the D-pad. Items can be used by hitting down on the D-pad. L1 resets the camera. R1 toggles on and off an enemy lock-on mechanism. The DualShock 4′s four face buttons are mapped to four different attacks or spells. The X button, specifically, when held down along with a direction on the left analog stick, triggers evasive maneuvers.

Having a nicer control setup was helpful. Back when I played Type-0 on the PSP, the controls felt fairly cramped. Not only did I have to play with the “claw” grip where I had my left index finger scrunched up against the D-pad while my middle finger is on the L shoulder button and my left thumb on the analog nub, but to change characters mid-combat I also had to hold the L button and hit left or right on the D-pad. In Type-0, you’ll find yourself cycling through your three controllable characters very often. Apart from common magic spells that can be equipped to anyone, every character has unique attacks that differ from the others’ in terms of their attack range and start-up speed.


For instance, in the demo, there were foot soldiers aiming down at you from high up on a tower, and these enemies could only be defeated by Ace’s regular attacks (he hurls weaponized playing cards at his foes), as it was the only move in the demo that possessed a long enough effective range to hit. Rem and Sice, on the other hand, are mostly melee attack fighters whose regular moves have a quick start-up time. These moves are extremely useful for performing instant kills, which are possible when you strike an enemy during certain points of their attack animations. A red marker—called a Kill Sight—emerges each time this is possible, but only stays active for a very short amount of time.

Kill Sights will only emerge if you’ve refrained from pelting attacks on your target. If you’ve spammed too many attacks, a target gets “angry”, and the Kill Sights will be replaced by a yellow marker which does a critical amount of damage instead when struck, as opposed to instant kills. While you could certainly hack and slash away to get through most fights, tougher foes may take a lot less time to beat if you and those enemies “take turns” to attack—so that you may observe your target closely for Kill Sight patterns, wait for your enemy to strike, and then capitalize on an opening in its defenses by using an attack that is fast enough to strike during the Kill Sight window.

Unfortunately, in the demo, there were quite a number of situations where you have to face more than one enemy at once, and that’s when the camera issues begin to pop up. Type-0 HD’s camera does a good job with keeping up with the action. There were no slowdowns, and overall it appears to be very responsive. The problem is, there were also plenty of times when the camera would get stuck on an invisible wall, such as when an enemy charges at you and ends up behind you.

This happens a lot in the demo’s boss fight, where a helicopter-esque mecha would fly around and shoot you from behind. When I had the enemy lock turned on, there were times when the boss would completely disappear from my sight as the camera struggled to navigate through the invisible barriers that prevented it from displaying the action from an angle that showed both my player character and the boss enemy properly.

Fortunately, the boss enemy would pause in mid-flight every now and then, and a yellow critical marker would show. By striking the marker with a move, the chopper would temporarily be disabled, allowing the player to deal a massive amount of damage. Ultimately, I was able to finish the entire demo stage with a C rating.

Other odd artifacts present in the demo included background elements, like spears sitting in a wooden rack, flickering for no reason. The demo had also felt incredibly difficult—harder than in the PSP version, in fact, as Ace’s card attacks would occasionally not hit certain enemies (such as the foot soldiers high up on a tower) from ranges that used to work back on the PSP, due to a glitch. These fellows used to be quick and easy kills for Ace.

[Note: Director Hajime Tabata said he has plans to re-adjust the game's balance, in an interview with Siliconera.]

Judging solely by the demo, it certainly looks like the Final Fantasy Type-0 HD team has their work cut-out for them, as porting the game from PSP to PS4 appears to have introduced a fair share of bugs and glitches. Once they’re addressed, though, the resulting game should be a joy to play through, if my fond memories of playing Type-0 are anything to go by.

Read more stories about Final Fantasy Type-0 & PlayStation 4 & TGS 2014 & Xbox One on Siliconera.


source: Siliconera
 
Final Fantasy VII G-Bike Will Have Materia, New Weapons, And Characters From FFVII. September 24, 2014 . 1:01pm

Square Enix provided a good look at Final Fantasy VII G-Bike at this year’s TGS. Here are all the details.



At Tokyo Game Show, Square Enix showed off the latest look at Final Fantasy VII G-Bike, an upcoming smartphone game based on the Final Fantasy VII’s bike racing mini-game. Here are some of the highlights from their presentation for the game.
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The footage Final Fantasy VII G-Bike footage begins at the 18:00 mark, starting with the latest trailer for the game. As you can see for yourself, the game isn’t as simple as the mini-game in Final Fantasy VII’s Gold Saucer, but it has all kinds of new features.

While riding and fighting, you’ll get to use Materia to pull off magic attacks. There are timers for them on the bottom-left, while the upper-right part of the screen has a Limit Break Gauge, which can also be used once it fills up.


The reason CyberConnect 2 added those two features is because they felt that they needed to make G-Bike a game that could bring back the sensation of Final Fantasy VII in just one minute. Additionally, Summons, monsters, and allies like Tifa are some of the other Final Fantasy VII features that will be in the game. Square Enix plan on adding a bunch of other characters besides Tifa as well.

Next, we see some footage from the first build of the game at the 21:57 mark of the video. The goal in this mission is to defeat 20 Bombs before time runs out. You can control Cloud by either tilting your smartphone or using the touchscreen to move him around.

As far as attacks are concerned, Cloud will automatically attack once you get close enough, as the developers want players to be able to focus on controlling the bike. Like the original game, weapons will have Materia slots, so you’ll be able to insert them to your liking.

It was also revealed that Limit Breaks will mainly be used in boss fights, and there’s a scene of Tifa who follows up with an attack of her own, but the extra attack will require a certain unspecified condition, in order to be executed.

Next, we see a little Q&A session with fans. Here are some of the notable points covered:

Q: Will Midgar be the only playable stage?
A: It’s all we’ve shown for now, but we’re working on plenty of other courses.

Q: Can we use other characters besides Cloud? And what about characters from other series?
A: Other characters will appear, but G-Bike is a game with Cloud riding, so we want him to be the main character. However, we will have other things prepared. As far as characters from other Final Fantasy games like Tidus from X are concerned, we haven’t given thought to that, but we’d like to keep this within [the realm of] Final Fantasy VII.

Q: Can people who aren’t great at action games still enjoy this game?
A: I’m good at making action games, but personally not great at playing them. I’ve created guidelines regarding this, so that even the company president can easily play [G-Bike]. The game has been designed so that it can be played in a laid back manner, so don’t worry if you’re not the best at action games.

Q: Will there be bike customizations and other features that weren’t available in the original game?
A: Yes, there will be [other features]. And there will also be some bike customization. We’ve shown a number of bike designs to Tetsuya Nomura, so there will be plenty of content in addition to stuff that wasn’t in the original game, so please look forward to that.

Q: I’m curious about how the Materia system works.
A: As shown in the trailer, you’ll get Materia like Fire and Blizzard, which can be attached to the slots in different types of weapons you’ll get. However, there’s more to it, as you’ll be able to do things like add the Support Materia “All” to them as well.

Q: Are there any new attacks (Limit Breaks)?
A: You’ll start out with the Buster Sword, but as you acquire new weapons, you’ll also get new Limit Breaks with them. [At the 34:33 mark, they give us a little demonstration of how it’ll work.]

Q: Will there be any costume changing?
A: Yes there will be. Final Fantasy VII series had Cloud in various appearances, so we’d like to keep that in mind as well. There will also be some original costumes. [Square and CC2 showed off the new costume designed by Tetsuya Nomura, as a teaser, at this point.]


Final Fantasy VII G-Bike comes out in the West this fall on iOS and Android.

Read more stories about Android & Final Fantasy VII G-Bike & iPhone on Siliconera.
source: Siliconera
 
Final Fantasy Type-0 HD Talk Show Coming On October 2. September 30, 2014 . 1:49am

Square Enix will have more to say about Final Fantasy Type-0 HD on October 2 when a long version of their Final Fantasy Type-0 HD talk show goes live.

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Square Enix will have more to say about Final Fantasy Type-0 HD on October 2 at 8 PM Japan time when a long version of their Final Fantasy Type-0 HD talk show goes live. We’ll have more details then.
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Read more stories about Final Fantasy Type-0 & PlayStation 4 & Xbox One on Siliconera.

source: Siliconera
 
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