Welcome, Guest. Please login or register.
September 01, 2014, 03:30:26 AM

Login with username, password and session length
Search:     Advanced search
RPGFan Community Quiz
Next Quiz Date: January 11, 2014
Subject: 999 (Nintendo DS)
For more information click HERE!
330048 Posts in 13524 Topics by 2179 Members
Latest Member: Lian_Kazairl
* Home Help Search Login Register
  Show Posts
Pages: 1 ... 4 5 [6] 7 8
76  Media / Single-Player RPGs / Re: Final Fantasy Type 0 on: September 01, 2011, 05:48:05 PM
65 New screenshots:

http://www.andriasang.com/e/galleries/2011/09/02/ff_type_0_screens/

77  Media / Single-Player RPGs / Re: Final Fantasy Type 0 on: August 12, 2011, 06:38:16 PM
Woot! Just beat the 4th mission (the one with all fog and rain and low visibility) and wasn't that hard once you take advantage systems offer in the demo. Did it with a level 11-12 party and one Shiva summon which wreaked most of the smaller enemies (infantry and mini-mechs). Took out the giant Mechs with well timed dodges and mixed with Thunder spells and physical attacks. :D

Party was Ace, Rem and Nine with some upgraded skills using AP.
78  Media / Single-Player RPGs / Re: Final Fantasy Type 0 on: August 12, 2011, 08:00:48 AM
Gameplay Vids for those who didn't grab the demo:
http://www.youtube.com/playlist?list=PL9C8F83A8A446C494

All Summer Clothes locations
http://www.youtube.com/watch?v=tFkTd5tvOos&feature=player_embedded

It's really nice. The outfits were hidden better than I thought they were.


  • Difficulty spikes.  I had some similar experiences to what Alisha mentioned.  After the intro stuff it's easy to pick a mission you have absolutely no chance in.  I found myself having to reply old missions to grind.  Grinding...in a demo, for Christ sake!  I don't know, maybe if you stuck to the same party of three the whole time and leveled them up it wouldn't be as bad but I of course want to try out all of the characters.

The Dev team did mention that had increased difficulty specifically for the demo. They also probably expected the player to buy items, equipment and get new skills to make battles easier too.
79  Media / Single-Player RPGs / Re: Final Fantasy Type 0 on: August 11, 2011, 12:29:32 AM
It's here!

http://www.square-enix.co.jp/fabula/0/download/download.html

Alright some quick impressions finished the second mission and played a bit of 3rd.

+Game looks gorgeous with excellent art direction.
+Combat and such is great. Every character is pretty varied, each with own strengths and weakness.
+ Kill and Break Sights as well as Phantoma are pretty cool sub-mechanics.
+The music seems like it will be Ishimoto's best OST so far.
-The camera can be an utter pain sometimes, it's fine in open environments, but smaller/tighter is where the problem is. The Dev staff is apparently still working on it, so that good.
-Lock-on needs some more adjustments.
-Some frame rate issues.
80  Media / Single-Player RPGs / Re: Final Fantasy Type 0 on: August 10, 2011, 04:20:04 PM
Everyone is fully dressed and I haven't seen any gravity defying hairstyles. Who designed these wacky, outrageous characters?

Well at least the girls are still going into combat wearing miniskirts.


Eh, it worked for Valkyria Chronicles.
81  Media / Single-Player RPGs / Re: Persona 2 IS Remake on: July 28, 2011, 08:41:38 PM

Translation looks good overall, though stuff is kinda eh. Can't pick up in September as this more my alley than Catherine.
82  Media / Single-Player RPGs / Re: Final Fantasy Type 0 on: July 28, 2011, 08:38:13 PM
Man, this really is one best looking PSP games to date.

Digging Jack's fighting style.
83  Media / Single-Player RPGs / Re: Final Fantasy Type 0 on: July 27, 2011, 07:50:18 PM


As for your first paragraph, I don't have a clue what you're talking about.

My first paragraph was address Kevadu not you specific.  My point is FF Type/Agito was not originally meant to be as big as was now (with planned sequels), otherwise it would have just remain as some small FF cellphone game that would never see worldwide release like FFVII: Before Crisis.

Quote
As for the second, it blew up in their faces because in their eagerness to reveal Agito and Versus alongside XIII and getting people hyped for the FNC saga, they ended up being overwhelmed with all these simulataneous projects and the result is that we are now waiting 5 fucking years for these games. Obviously at the time everyone assumed those games were work in progress and would be released within a reasonable amount of time but they had nothing. They just created a couple of CG trailers to get people hyped but not even they knew anything about how these games would turn out. These ridiculously long development cycles really get on people's nerves, this was in 2006 and there's no guarantee that we'll be playing Versus next year. It's fucking ridiculous. Bad management, bad PR, everything.

There's no disagreement the FNC has been mismanaged, but doesn't change fact it's still just a marketing band. It's not like FFXIII would have sold better or, worse with it. The games aren't connected in anyway beyond some terms.

That said, it's pretty obvious when those games were announced at that time they meant be released earlier then they were.
84  Media / Single-Player RPGs / Re: The Merged Final Fantasy XIII-2 Thread on: July 27, 2011, 05:01:23 PM
Actually, Toriyama stated that it won't be like FFX-2 where they changed everything, so it's likely isn't going to be extreme. It like FFXIII-2 will be FFX only more open-ended.
85  Media / Single-Player RPGs / Re: Final Fantasy Type 0 on: July 27, 2011, 04:55:51 PM
You're forgetting that Type-0 was a cellphone game when it was first announced back then and scope was significantly smaller. The change of platforms along other projects lined-up obviously had an effect on planned time-frame, and really outside of 3 FNC games SE's Dev time has been fine.

It apparently wasn't anything when it was first announced.  Just some ideas and concept art.  Sure, the original plan was for it to be a cell phone game, but it doesn't take much to 'change plantforms' when you haven't started coding yet...


I mostly agree, but my point is even if it had been in coding (which sure they had some stuff done) it still would taken some time regardless since the game's ambitions have obviously changed, and it needed more powerful hardware and staff to bring it fore. This said staff that was already working two other smaller games that need to be finished first. 

Besides I thought everyone knew that stuff was concept footage, there was no way those would look as good images shown. It not usually for a company show off things like that the most recent example being Konami with MGS: Risiing.


Exactly, they had nothing, just a trailer, the platform change is irrelevant. The whole "we have this awesome saga with multiple games sharing the same mithology" thing just blew up in their faces.

How did it blow up in their faces? The entire point of FNC was these games share similar mythology nothing more. The mythology itself interpreted pretty differently between the games, It's not likely these games are sequels or, anything.
86  Media / Single-Player RPGs / Re: Final Fantasy Type 0 on: July 26, 2011, 06:29:02 PM
I really wonder how big the Data Install will be with 2 UMD's.

Announce game in 2006 - start development in 2008 -  release it in 2011
That's SE for you.

You're forgetting that Type-0 was a cellphone game when it was first announced back then and scope was significantly smaller. The change of platforms along other projects lined-up obviously had an effect on planned time-frame, and really outside of 3 FNC games SE's Dev time has been fine.
87  Media / Single-Player RPGs / Re: Final Fantasy Type 0 on: July 26, 2011, 05:26:47 PM
The entire Dengeki article has been translated here and it clears up a few things:
Quote
This week’s issue of Dengeki PlayStation had another wellspring of information on Final Fantasy Type-0, elaborating on some of the gameplay systems that will appear in the game that we had briefly seen in the Odaiba demo and in other forms of the game’s media. The interview involved the game’s director Hajime Tabata as well as the game’s art director Yusuke Naora. Here’s a summary of the information we’ve broken down below:

World:

■ The Nation of Concordia
Like the three other countries, Concordia has a Crystal and Peristylium of it’s own. The manifestation of Concordia’s Souryuu crystal is a great dragon who they revere as a queen. The Dragon Queen has a special relationship with Andoria whom was seen in the newest trailer. Concordia’s ruling class is comprised entirely of women, and it is said that they are a “petite” nation but adeptly wield spears or lances, some of which may resemble the traditional Dragoon job class from the Final Fantasy series. Five orders of knights protect the Souryuu Peristylium (loosely: “Five Star Guard Corps”), one of which Celestia belongs to. When compared to the other three countries of Oriens, Concordia is not as advanced from a military perspective, but they control the power of dragons as well as other monsters. Concordia is a country with a feeling of magic and fantasy.

Story & Characters:

■ Class Zero & A Story of War
Director Hajime Tabata makes a note that players should not consider any particular one of the Class Zero students the main character, and this goes for Machina and Rem as well, despite their special role beyond Class Zero. The narrative will be told from the group’s perspective and so it is best to not think of a main character, but the group as a whole. Special detail to the character has been added in gameplay to give them touches of flavor to their respective personalities. Tabata and the team have also worked hard to depict the game as a story of war and all the conflicting emotions that brings; they have also not shied away from showing images of violence and blood that are usually not present in the style that is normal for Final Fantasy. They imply that they must be careful with these scenes to send the right emotions.

■ Deuce (CV: Kana Hanazawa)
Deuce is the brown-haired girl that wields a flute in battle. She is very loyal to her duties at Class Zero, and she is kind-hearted and good-natured even if she can be a bit stubborn. It seems as if manipulating the pitch of her instrument will cause different effects in battle. Her special ability “Concerto” will create an opening in which you will be able to attack an enemy targeting her.

■ Seven (CV: Mayuko Aoki)
Seven is the young woman whom wields a sword-whip. While her expressions are somewhat cold she is kind and good-natured. It is because of this personality that she has won popularity with the underclassmen at the Suzaku Peristylium. Seven’s sword-whip is able to come apart and damage enemies at both close and long range. Her special ability “Catch” seems to ignore elevation differences between Seven and her enemies.

■ Jack (CV: Kenichi Suzumura)
Jack is the young man that has slicked-back hair and weilds a katana. He seems to always have a smile and is able to make wise-cracks easily. In dangerous surroundings he is encouraging his peers to take it easy. Jack’s play style is heavily involved with timed sword strikes, and his special ability “Surrender” is sort of a fake-out attack where he appears to surrender but then throws his weapon into an enemy.

■ Andoria (CV: Megumi Hayashibara)
Andoria is the princess of Concordia, and has a special relationship with the Dragon Queen (which is also the Souryuu crystal) through this role. She respects order and discipline and has a noble and fair spirit.

■ Celestia (CV: Nana Mizuki)
Celestia is from the nation of Concordia and is a member of the prestigious knighthood that protects the Souryuu Peristylium. She is very prideful of her nation.

■ Cadetmaster (CV: Masako Nozawa)
Director of logisitcs at the Suzaku Peristylium.

■ Commandant (CV: Kenji Utsumi)
Director of military affairs at the Suzaku Peristylium.

■ Provost (CV: Shigeru Chiba)
Director of academics and magical research.

■ Commissar (CV: Masako Ikeda)
Authority in charge of magic management.

Battle System:

■ Phantoma
Phantoma will play a large part in the game in the field and how your characters will progress and evolve their magic. When enemies are defeated, you can draw Phantoma from their corpses which comes in three colors: red, yellow, and purple. Doing this will restore your MP in different amounts depending on that color, but where Phantoma is really useful is the development of Class Zero’s magical assets.

■ Magic
The three main schools of offensive magic in Final Fantasy Type-0 are Fire, Blizzard, and Thunder spells. The spells themselves can be modified so that the function in very different ways although they are of the same element. They can be altered to have similar effects to shotguns, rifles, bombs, missles, and rocket launchers. Dengeki lists:

    SHG: Shotgun-type magic that is powerful at short range but fires in a wide shot with little range.
    RF: Long-distance magic with a narrow shot that shoots straight for the target.
    BOM: Powerful at close range and can be used to make quick work of swarming enemies.
    MIS: Homing magic that will chase after an enemy. At higher levels it will follow longer.
    ROK: Magic that is aimed over-the-shoulder. When it strikes it will deal damage to adjacent targets.

For example, the spell “Fire-RF” will function as a long-range “rifle” shot of fire.

■ Altocrystarium
Similar to Final Fantasy XIII, Final Fantasy Type-0′s Crystarium will serve as the basis for developing character skills. For magic, the article cites that to refine “Fire-RF” to a higher level of magical potency, six red Phantoma must be used. You will be able to alter the attributes of your magic such as: potency, MP efficiency, casting time, range of fire, and rate of fire.

■ Summon
Shiva takes the spotlight again here, here Dengeki details that some of her attacks are called “Icicle Dance” and “Chilly World”. If you summon Shiva while it is snowing, her elemental potency of ice is increased. Her special attack “Diamond Dust” will require several button inputs from the player as it a continuous or “combo” ability. Odin is also briefly mentioned, with one of his abilities being listed as “Iron Sword”.

■ Multiplayer
Nothing particularly new was revealed about the multiplayer component of Final Fantasy Type-0, but to further elaborate Tabata explained that this game’s multiplayer is played in brief sessions where you will replace a member of the other player’s party. If you would like to join someone else’s game you must do so from the game’s title menu suggesting that the character you control in battle may be independent of your save file’s version. Players who want others to join their game need only check an option in the game’s Configuration menu. You will also be able to stop players from entering your game through this option as well. Players will be able to earn a type of currency through successful play or completion of multiplayer sessions and objectives; this currency’s function will be revealed at a later time.

Active World Map:

■ A Hint of RTS
The students of Class Zero you control will be able to exit to the world map at their leisure between missions. The Active World Map mechanic will introduce ally and enemy units on the world map, and you’ll be able to issue orders to your comrades in Rubrum. There are elements of RTS games at work here, but Tabata shied away from calling them substantial and that it’s more of a basic approach rather than in-depth. You can view them as a sort of mini-game aside from the main campaign. If you should take control of or liberate a town, you will be able to shop there and perhaps at a discount.

■ Work In Progress
Director Tabata says the Active World Map in Final Fantasy Type-0 is extensive and resource intensive and that he and his development team are currently working on reducing the load times from where they currently are, harkening back to the PlayStation days of Final Fantasy to make the comparison. He does note that those who use the game’s Data Install feature will find the load times negligible.

Developer Comments:

■ A Long Time Coming
Final Fantasy Type-0 was first announced back in 2006 as Final Fantasy Agito XIII prior to January’s Square-Enix conference. Since the team was still deep into production of Crisis Core: Final Fantasy VII, development did not begin until 2008. Up until that point, production had only created the trailer and various other visual concepts. The 3rd Birthday’s development put “Agito XIII” on the second rung for about a year until development began in earnest in 2009. Long-time Square-Enix art director Yusuke Naora joined the project with Yusaku Nakai in tow to handle character and monster designs.

■ You Get What You Pay For
Final Fantasy Type-0 will be on two UMDs as well as carry a pricier selling point. Despite this, Tabata reassures that the amount and quality of the content of this game will justify that price point.

http://www.finalfantasy.net/type0/final-fantasy-type0-details-dps/
88  Media / Single-Player RPGs / Re: FF Versus XIII follow up coming next week + possible new game announcement on: July 06, 2011, 07:35:21 PM
Next up is the Final Fantasy Kart Racer.Play with your family and friends the wackiest racing game on Kinect.Customize your favorite Final Fantasy characters with goofy costumes,race across 12 different tracks including the Shinra Speedway,Luca Grand Prix and the Nautilus 500.



They already did that in the PS1 era, see "Chocobo Racing".

Anyway, this sound like it could be fun.
89  Media / Single-Player RPGs / Re: Breaking: Yasumi Matsuno (FFXII, Tactics Ogre) joins Level 5 on: June 30, 2011, 12:40:43 AM
Square Enix executives put their noses where they didn't belong

SE Exec: We want you to make a single player RPG that feels like an MMORPG; people love MMORPGs.
... FFXII
SE Exec: Ok, that wasn't so hot, so how about we make an MMORPG?
... FFXIV

Vaan was always in the game to begin with, furthermore the Offline MMORPG idea was Matsuno's as he is big fan of FFXI and wanted to mimic that style of game on a console.

There wasn't any executives meddling either which Matsuno attested to himself in an interview on TO with 4Gamer:



Quote
4G: As you have said yourself, you were the director, game designer and scenario designer for the game. You're often thought of as a multitasker prodigy.

YM: We simply didn't have enough people at that time, so there wasn't any way around it. After I joined Squaresoft, however, I started assigning to others any tasks that didn't have to be done by myself. After all, Squaresoft had a very democratic development process by the time I joined them.

4G: Democratic?

YM: During production, programmers and designers as well would always come up with several ideas. In FFXII, for instance, the huge airship in the game wasn't my idea, but one of the designer's, who wanted to give it a sci-fi-esque feeling. It's a completely different methodology if compared to how Ogre Battle was made.

4G: It does sound harder to do things that way. Still, one usually hears about how important it is to consider the opinions of the whole team. In the other hand, as far as creative works are concerned, I feel it's important to insert somewhere your individual touch, or a your own beliefs. Perhaps that's what game creativity is all about in first place?

YM: Looking at things that way, I could say the two Ogre Battle games I've made were fruits of my own beliefs, while the games I made for Squaresoft were certainly fruits of democracy. Ah, save for Vagrant Story, that is (laughs).

The rest here:
http://www.gamefaqs.com/boards/999440-tactics-ogre-let-us-cling-together/59486772

Basically Matsuno wasn't used to being in charge of large teams number over 100 people where development and ideas are done by committee rather than one person calling all the shots of 20 man group. It's probably why he wants to stick too smaller games where he has more control.
90  Media / Single-Player RPGs / Re: The Merged Final Fantasy XIII-2 Thread on: June 09, 2011, 09:35:49 AM

Yep, that was pretty nice, I had no idea they were fans of RDR and it's even better that they taking some inspiration with sidequests from it. The Monster System as well as NPCs having some form A.I. sound solid.

The only question I have left is whether they overhaul FFXIII shitty Weapon System or not.  Guess we will find out at TGS.
Pages: 1 ... 4 5 [6] 7 8


Powered by MySQL Powered by PHP Powered by SMF 1.1.19 | SMF © 2013, Simple Machines Valid XHTML 1.0! Valid CSS!