Showing posts with label final. Show all posts
Showing posts with label final. Show all posts

Tuesday, July 10, 2012

No Microtransactions in Final Fantasy VII Re-Release




The upcoming PC re-release of Final Fantasy VII will not feature any microtransactions, according to Square Enix.


The publisher made the announcement to Kotaku, explaining that none of the new features in the game will cost real money to use.








We'll have final pricing info on the game to share soon, but we can confirm that there will be no microtransactions for the upcoming re-release of Final Fantasy VII on PC.





A Square Enix representative said, "No, the Character Booster will not cost real money to use. We'll have final pricing info on the game to share soon, but we can confirm that there will be no microtransactions for the upcoming re-release of Final Fantasy VII on PC."


The Character Booster is one of several new features announced for the re-release, which allows players to boost their character's stats and gil to overcome tough sections of the game. Also new to Final Fantasy VII in this version is the inclusion of 36 achievements and Cloud saves.


While the only release date mentioned is a vague "coming soon", it's important to note that this title is not the remake fans have been wanting, though conditions for such a thing were recently revealed.


This version is based on the PC port previously available, but with up-res detail of the character and monster models in fight sequences and in-game cut-scenes. Rendered elements such as backgrounds and CG movies will be the same as in previous releases of FF VII.












Luke Karmali is IGN's UK Editorial Assistant.  You too can revel in mediocrity by following him on IGN and on Twitter.




Source : ign[dot]com

Thursday, July 5, 2012

Is Final Fantasy XIII-3 On The Way?




No further content will be released for Final Fantasy XIII-2, but that doesn't mean Square Enix is done with Gran Pulse and Cocoon.


In an interview with Japanese magazine Famitsu (via Andriasang), FFXIII and XIII-2 director Motomu Toriyama dropped some hints that we may soon be adventuring with Lightning once more.








The [FFXIII-2] Lightning download content had an ending that left a feeling mystery and hope. The day when the meaning of this will come to light is not too far off.





When asked if whether Final Fantasy XIII would be a focus at the the upcoming Final Fantasy 25th Anniversary event, he replied, "The [FFXIII-2] Lightning download content had an ending that left a feeling mystery and hope. The day when the meaning of this will come to light is not too far off."


Speculation about the possibility of a third instalment in Lightning's story has been rife since Final Fantasy XIII-2 ended with the words "to be continued", but this was later suggested to refer to DLC.  Now though it seems the original idea could be closer to the mark.


Thankfully we won't have to wait too long to find out; the anniversary event mentioned by Toriyama is scheduled to take place at an art gallery in Shibuya from August 31.


Despite the exciting realms of possibility this opens up, there are some drawbacks.  Firstly, while it was never likely the team were going to start work on a Final Fantasy VII remake anytime soon, this pretty much confirms it isn't a priority.


Secondly, Toriyama had some ominous comments for anyone waiting for the HD remake of Final Fantasy X.  It seems a release date is still nowhere near being set, as he explained, "Regarding HD conversions, there is a lot to look into, so please wait a bit more."












Luke Karmali is IGN's UK Editorial Assistant.  You too can revel in mediocrity by following him on IGN and on Twitter.



Source : ign[dot]com

Tuesday, June 26, 2012

Square Enix Reveals Conditions for Final Fantasy VII Remake




Square Enix has revealed why they are yet to remake Final Fantasy VII despite the rabid desire of many fans.

According to Andrisang, CEO Yoichi Wada explained during the company's annual shareholder meeting that it would not remake the legendary RPG until it makes a brand new Final Fantasy game that "exceeds the quality" of Final Fantasy VII.


“ If the team were to remake Final Fantasy VII now, then the Final Fantasy franchise "would be done with".


In a rather bold statement, Wada clarified that he feels the current slew of titles in the franchise have not surpassed their popular predecessor in terms of quality.  He stressed that while they hopefully would manage this in future, if the team were to remake Final Fantasy VII before this was achieved, then the Final Fantasy franchise "would be done with".

This revelation comes hot on the heels of statements by Tetsuya Nomura, who recently admitted that a remake wasn't a priority.  He also suggested that the current batch of titles would need to be improved before the company cast its gaze backwards, saying "The new Final Fantasy must overcome the Final Fantasy of the past.”

It looks like for now we're just going to have to hope that rumours about an updated Steam version of the game being released are true, and that Final Fantasy XV is the game we've all been waiting for from Square Enix.  If you've forgotten why this talk of a remake started, check out the tech demo for the PS3 below, which shows Cloud, Aerith and the bustling streets of Midgar in High Definition.






Source : ign[dot]com

Monday, June 25, 2012

Final Fantasy XI Producer Leaves Square Enix




Final Fantasy veteran Hiromichi Tanaka has left Square Enix. Known most recently for his work as a producer on Final Fantasy XI, Tanaka departed Square Enix in large part due to health issues. While he didn’t divulge specifics, Tanaka noted that he has a “major illness” that contributed to his departure.

Beyond his health, Tanaka notes that he also left out of a desire to create his own game, commenting that he’d rather work as a single creator than be part of a large team. Tanaka first joined Square Enix in 1983, contributing to design work for the earliest Final Fantasy titles in addition to serving as a producer on Xenogears and Chrono Cross.



Tanaka will be replaced by Akihiko Matsui, who is currently hard at work on Final Fantasy XIV. Matsui is described by Tanaka as “the only one [who] could do the job” and will continue to work on Final Fantasy XIV until its version 2.0 update is released later this year, at which point he will focus on Final Fantasy XI.

Square Enix CEO Yoichi Wada revealed last week that Final Fantasy XI is the most profitable Final Fantasy of all time.

Source: Famitsu (Translated by Andriasang)




Source : ign[dot]com

Thursday, June 21, 2012

Report: Final Fantasy VII Coming to Steam?




A new version of Final Fantasy VII containing a wealth of additional features could soon be available on Steam.

The users over at the GOG Forum spotted that Square Enix registered the domain FinalFantasyVIIPC.com on June 15th.  Though the site has since been taken down, it can still be viewed in Google's cache.

According to the information gleaned before the site was culled, this new version will include 36 achievements, cloud saving functionality, and also online profiles so you can compare progress with your friends.  The digital download was slated to cost £7.99/€9.99.

While the company hasn't spoken out to confirm the existence of the PC version, character designer Tetsuya Nomura recently suggested that new titles would "take precedence" over a remake of the much-loved classic. Desire for a remastering has remained high since a tech demo for the PlayStation 3 showed Cloud, Aerith and the bustling streets of Midgar in High Definition.





Source : ign[dot]com

Monday, June 4, 2012

E3 2012: PlayStation One Classics Coming to Vita




Sony announced during its E3 2012 that a library of PS One Classics will become available as early as this summer. The list so far includes:



  • Tomb Raider

  • Final Fantasy VII

  • Wild Arms

  • Twisted Metal 2

  • Cool Boarders 2

  • Arc the Lad

  • JetMoto




Source : http://www.ign.com/articles/2012/06/05/e3-2012-playstation-one-classics-coming-to-vita

Wednesday, May 30, 2012

The Legend Returns: Hironobu Sakaguchi on The Last Story




The man behind the Final Fantasy series, Hironobu Sakaguchi, made his return to the director's chair with The Last Story for Wii. This epic RPG hit Japanese store shelves in early 2011, and will finally be making it's way stateside this summer.


Recently IGN had the chance to chat via e-mail with Sakaguchi-san. We talked everything from The Last Story to his directorial return to his current projects. Check out the full interview below, then be sure to sound off with your own thoughts in the comments afterward.






IGN: How did you go about creating the battle system in The Last Story? It’s decidedly less traditional than many people were probably expecting - was this intentional?


Sakaguchi: In the three years of development, we dedicated the first year to research and development, mainly as a trial and error period for the battle system. The battle system in the game is the culmination of that phase.


IGN: The Last Story marks your first return to the director’s chair in quite some time. Was it difficult getting back into the swing of things, or is directing something like riding a bicycle?


Sakaguchi: Since I was working with the same members as the Blue Dragon team, I was able to get back into it fairly smoothly. Also, from my experience, the producer and director do the same type of workload in the initial development phase, which I think is another reason why it wasn’t so difficult getting back into things as a director. I guess I’m the type of creator that wants to get involved in the grunt work.


IGN: What was the greatest challenge you encountered in your quest to make a brand new RPG adventure from the ground up? Alternately, what was the most rewarding aspect of this project?


Sakaguchi: At the initial stage our plan was completely shot down by Nintendo. To create an entirely new world view and characters again was a bit challenging, but rewarding in the end. That would probably be the answer on both accounts.









IGN: Music always seems to play a huge role in your games, if only in terms of setting a certain atmosphere and tone. What tracks stand out to you from The Last Story? What’s the overall tone you hope to invoke as readers play through the story (whether it be through music, dialogue, backgrounds, etc.)?


Sakaguchi: That would be the track called “Toberumono (The Flying One).” There’s a lot of sentimental value attached to it since I wrote the lyrics, and it also voices the “foreignness” that the game has. The song is about the world you are in not being the place where you are meant to be. The phrase “going home” is used positively as you fly towards the future.


The tone I would like players to invoke while playing this game is “warmth” and a sense of “texture.” I want players to experience the sensation of a handmade craftwork that feels natural, yet very detailed, with beautiful workmanship.


IGN: Creating a game as vast and fresh as The Last Story must have taken quite a bit of trial and error. Was there anything you tried to fit in but for whatever reason just couldn’t make it work?


Sakaguchi: That would be the “Rewind Function.” This was a feature that when a mage’s magic was successful, an icon would appear for the player to shake the remote. By shaking the controller at that moment it would rewind the battle to just before the mage unleashed their magic. From there it would show the sequence again from an overhead view.


Using this feature, players would have been able to see who used what magic, check the battle situation and then strategize on what to do next. However, the feature slowed the battle tempo too much, so unfortunately we decided to take it out. You can still see remnants of this feature in the overheard view while in command mode, or while watching the Lazulis Knights cheating in the match at the arena.


IGN: Characters play a key role in The Last Story. How did you go about creating a cast of characters that players can relate to?


Sakaguchi: We put together most of the characters’ bios while creating the plot. Then, while Fujisaka (artist of The Last Story) was finalizing the illustrations, I’d get inspiration from the art which I used to fine tune their characteristics and backgrounds.


This title also has a lot of voices. In the dungeons the characters converse with each other about random things, and this was something that was very important for me in the game. Because I wanted to convey some of their personalities through this small talk, it was crucial to include some of the voice actors’ adlibs and make small changes to the actual scripts to keep refining them and carefully mold each character.




lots-of-last-story-screenshots-20110120021444492


Characters matter in The Last Story.


IGN: As an overall experience, how was working on The Last Story different from working on other RPG franchises you’ve been linked to in the past (which shall remain nameless).


Sakaguchi: The biggest difference is the battle system. I was aiming to create something that would make people say, “This is the new RPG battle style,” if possible. Additionally, we were really careful about the collision detection in the background graphics. I wanted to be careful about those small aspects because I thought they would affect the overall feel of the “texture” of the game while walking around in the world.


IGN: What’s the one thing you want players to take away from The Last Story?


Sakaguchi: To feel as though they are having an adventure together with the characters. I would be very pleased if players are able to feel truly immersed in the world and share the moments together with the characters.


IGN: Now that development on The Last Story has concluded, what are you working on next?


Sakaguchi: Currently we are developing a surfing game for the iOS. It’s called Party Wave, and is scheduled to come out this July. It’s a small development project, but the environment is very free and open which reminds me of the early Final Fantasy titles.


I’m very excited as I’m involved in creating some number fonts which I haven’t done in a while and writing the music. I’m enjoying it, and at the same time I think it’ll become another title that has that handmade warmth to it. We are also developing two more iOS titles. We’ll be able to release these shortly as well.


IGN: Lastly, what was your experience creating a sweeping RPG for the Wii? Did you enjoy the creativity yielded by having technical limitations to work within, or do you ultimately wish you had created the game on more advanced hardware?


Sakaguchi: It’s unfortunate, but the final issue that always seemed to deny certain ideas was the SD resolution limitation. However, within those parameters we aimed to create a title with beautiful graphics that can compete with modern day specs. I would be pleased if people would view our efforts to their best by switching their cables to advanced connection cables or by playing it in the best environment possible. And though the resolution may be SD, I think players will really enjoy the sophisticated world.









Source : http://www.ign.com/articles/2012/05/30/the-legend-returns-hironobu-sakaguchi-on-the-last-story

Friday, May 18, 2012

New Medal Of Honor Warfighter Trailer Coming This Weekend




EA is dropping a new trailer for Medal of Honor Warfighter during half-time of the UEFA Champions League Final this Saturday. Tune into Sky Sports 1 at 8:30pm on Saturday May 19th, to see a new gameplay trailer for the latest outing of the MOH franchise.







Our partner site AskMen will be exclusively premiering an abridged version of the new trailer here at 4pm (GMT) today, May 18th so make sure to bookmark the page to get your first look at the new TV trailer.


Medal of Honor: Warfighter will be released for Xbox 360, PlayStation 3 and PC this October. Be sure to check out our preview for everything we know so far.




Source : http://www.ign.com/articles/2012/05/18/new-medal-of-honor-warfighter-trailer-coming-this-weekend