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liljc91091
Mar 31 2009, 06:30 PM
Translations of the Dengeki Interviews UPDATES COMING SOON !!!!!!!!!!!!
Translated by: rykomatsu (http://www.psu.com/forums/member.php?u=53045)



Interview with Kitase:


"When I first saw the quality of Sud's afro, I thought to myself that the PS3 really is different (lol)"

The Characters that Paint the Story
---Being the first SE title for the PS3, there's no doubt that the demo arriving later this month is garnering world wide attention. With the upcoming demo, what are your thoughts, currently?
Kitase: The demo master was finished around december last year. Thus, this demo should be played with the understanding that it is "FFXIII" as it was in 2008. Playing the demo will probably get gamers to thinking "I wonder if this is how the story is going to unfold in the full version?" and hopefully will increase the anticipation they currently have for the game even further. On that note, the final version is progressing very nicely. We're on the final stretch of development for various aspects.

---With the announcement of the demo, a lot of character information has been announced. First off, Lighting. She's the first female protagonist of this series right?
Kitase: If you look only at Lightning's design, she comes off as a cool woman; essentially the type of woman that a lot of men would have a problem handling. But with Sakamoto Maaya voicing her role, I believe a lot of nice femininity has been brought out of Lighting. Because Lightning is a swordsman, it was difficult balancing her modeling. We didn't want her to be too frail looking, but at the same time, we didn't want to make her a muscular macho either.

---So in the demo, you can also control Snow, but anything to say about his design?
Kitase: His character was pretty difficult as well. We originally wanted to make him a athletic nut that yells all the time with the personality of a delinquent ring leader. From there, we left behind the immature belligerent aspect, and worked on evolving the "big brother" aspect of him. Ono Daisuke's voice is perfect for Snow as well.

---What about Suds, who's garnering quite a bit of attention from all over?
Kitase: We had a pretty easy image of him from the begining (lol). Just that, in general, he appears to be positive and upbeat, but as the story progresses, we come to realize that he's carrying some weight of his own on his shoulders. Because of that, we decided to ask a veteran voice actor, Ehara Masashi, to play his role. He did a lot of ad libbing, and seems like he really got into the role.

---Finally Vanilla. She appears to have a story telling role as well?
Kitase: This title's story progresses with Vanilla's narration being sandwiched in between. In the past, we've had girls who've been upbeat and active like her, but due to the fact that she has a narrative role as well, she should have an aura slightly different from similar characters from the past. Because of this, we asked someone capable of acting both sides of her character, Fukui Yukari, to voice her role.

The Demo's new Battle
---I had the opportunity to play the demo and what I found quite impressive was the change into the battle scene being so quick that it almost felt seamless.
Kitase: The game isn't seamless, but I think it's quick enough for everyone to be content with it. Seamless battles are definitely possible, but, for example, due to special attacks and polygon counts for summons due to memory, there are various limitations that are bourne from trying to go seamless. But by having the battles be independant, it is possible to be, more or less, released from those memory limitations.

---The battle is based on the Active Time Battle (ATB), but it creates a sense of speed moreso than before.
Kitase: The battle system being speedy was initially proposed by the director, Toriyama, and Tsuchida was put in charge of dropping in FFX's battle system into the game. Combining command input resulting in flashy action and using the ATB Bar as the cost to do so and wrapping that up into one system that adds the fun of strategery (yes I know it's not a real word) is something we were aiming for from the beginning of development.

---So then, it's not really so much that you can do this because of the PS3, but rather you wanted the battle system to accomplish this so you were able to achieve this?
Kitase: Yes. The first image we had of "inputting a command resulting in a gracefully flowing set of chained attacks" has essentially been systemized in the current battle system.

An Uncompromising PS3
---With FFXIII, I've heard that you're aiming for even more movie-like expression than before?
Kitase: Up until now, scenes we wanted to have a sense of real-time were done in realtime and scenes which we wanted to have higher quality and presentation atmosphere were done with CG movies. But with the PS3, expressions that could once only be done with CG movies before, can be done in real-time. Thus, we've incorporated CG movie quality scenes that are drawn in realtime.

---Indeed, the quality is so high that it's very difficult tell the two apart, even if we were told so.
Kitase: Because of that, production became more difficult (lol).

---Does that mean production methods for the event scenes and what not have changed?
Kitase: They've changed. In the past, the planner also produced the events, but now we have a section that specializes in event cuts. The amount of work required increased drastically to the point where just the planner can no longer cover all the work required.

---By developing FFXIII for the PS3, what are some aspects you think have evolved greatly?
Kitase: Probably the graphics. The huge change from PS1 to PS2 was the number of polygons which could be output, resulting in further details in character design. But going from the PS2 to the PS3, the change is even more drastic. Primarily in texture (i think?). For example, FFXIII has a character named Suds who has an afro. When the character modelling was brought to me, I saw the quality of Sud's afro and thought to myself that the PS3 really is different (lol)". But yeah, in reality, the afro isn't due just to the PS3, but also due to the creativity of the designer. Also, skin and fur texture is quite amazing, Chocobo's plummage and Vanilla's skirt's cloth texture...that you can actually almost get a sense of what they might feel like in your hands are some of the many things that really surprise us.

---As a designer, how, specifically, do you have to be creative?
Kitase: With 3D graphic designing, there are people who deal with specific aspects. For example, trying to design Sud's afro as realistically as possible would be delegated to a certain group. In the case of the Afro, a person named Matsuno is in charge, but the design techniques from that may also be used in modelling grass in a plain to make it look more like a real plain. Aspects which we can't rely just on the PS3 power alone, need to be covered with our prior experiences.

---To ask the opposite, are there difficulties that cropped up because it was for the PS3?
Kitase: Up through the PS2, character modelling was very similar to being an extension of sprites, and it was important for the textures themselves to be relatively detailed. Even facial textures were used as they were being modified in photoshop. But with the PS3, realtime modelling is similar to designing a CG movie. Of particular importance is dropping in post-effects into a completed sequence. For example, the realtime effect of backlight pouring through foliage is something that can be done because we're working on the PS3. To show this as realistically as possible, these environmental effets are the most important aspect that cannot be compromised on, and simultaneously, take the most work and effort. Also, going off on a tangent, while moving around and during battles, you can move the camera around freely, but for example, grass blades, depending on angles, the polygon looks like a flat board. With the PS2, we could have said there was nothing we could really do about that, but at the PS3 level, we can't make those excuses. Because we didn't compromise on these aspects either, I believe the amount of work required increased.

---Finally, with FFXIII, how far do you think you've been able to tap into the PS3?
Kitase: Maybe about 50% in the demo? Of course by the time the final version rolls along, I believe we'll be close to 100% of the PS3's potential. Like with FFVII on PS and FFX on PS2, we're always working our hardest to use the full potential of the hardware at that point in time.

---Speaking of which, you're using Bluray now with PS3, but have you run into any storage space difficulties?
Kitase: Only as to whether we'd use a 1 or 2 layer disc, but that's about it. Add to that, with the PS3, you have a hard drive too. If anything, we struggled more with the memory aspect.

And Finally, for those waiting for the Demo and Final Release
---If you could leave a few words for the fans awaiting the demo and final release.
Kitase: The demo battle system's ATB is only showing the basic aspects so only about 50% of what will be in the final game is implemented. The story that's included is also only a very superficial part. But I think it will be a good show of what can be expected of the final product. Please enjoy the demo and I hope you will be waiting in anticipation for the full version.

Toriyama Motomu Interview

Demo that Shows the Battle's Atmosphere
---Can we consider the battle part in the demo to be pretty close to the release version?
Toriyama: Yes. The demo's designed so you can experience the basic system in its entirety. The new Active Time Battle (ATB) sensation, I feel, can be experienced in the demo. Furthermore, this game does not have a seamless battle system like FFXII, but the change into battle is very rapid and has been designed to play with a similar sensation to a seamless system. Of course, moving out of battle is also very smooth, so from a data access/reading point of view, one should be able to play this stress-free.

---In the demo, is it the beginning of the story that's being depicted?
Toriyama: Yes. The story progresses from Lightning and Snow's viewpoint. The beginning starts with an emergency situation called "Purge", and no further information is given so you cannot make sense of the situation when you start off. It's just a very small part of the beginning of the entire game. Thus, at the conclusion of the demo, gamers will have only seen bits and pieces of the story leaving a lot of questions to be answered. We'd like for you to think about the story, but the main aspect of this demo will be to enjoy the battle system

---In regards to FF13's new ATB; the concept of chaining multiple attacks, as well as overpowering your opponent with a Break is a neat concept.
Toriyama: Chains are essentially multiple attacks strung together, and the more you chain, the more your damage goes up in relation to the chain length. Each spell and attack has a chain counter extension rate, so try all sorts of combinations to determine how to easily chain your attacks. And in regards to breaks. This will occur after you've chained a certain amount. Enemies which have been "broken" not only take more damage, but can be lifted off the ground. This is in the official trailer as well, but using this, it really makes downing an enemy exhilarating. At the end of a battle, you will recieve a rating of your battle which will result in a higher rating if you mix in chains and breaks, so please aim for that. Ideally, you would use magics in which you could increase your chain count rather easily, then once the enemy "breaks", lift it off the ground immediately. Then finish the enemy off...by doing so, you can go through the battle rather stylishly. The additional attack after lifting the enemy off the ground does more damage than normal, thus it 's important to use during a boss fight.

---Speaking of which, can any monster be lifted off the ground?
Toriyama: Actually, each moster has a weight value associated with it, so very large monsters are difficult to lift off the ground. For something like Behemoth as an opponent, it becomes important to plan your attacks to increase your chain count and fight strategically. But in the demo, we want you to have a taste of speed and exhilaration, so you can go through it without thinking too hard. From a strategic standpoing, there will be a newer and deeper system that is planned to be implemented in the final release. In the demo, just enjoy the basics of chainig various commands and realizing that different combinations will change the battle drastically.

---Characters that are rather speedy feel to have a higher difficulty associated with them compared to before
Toriyama: In the demo, the balance is a bit on the easy side, but in the final release, specifically referring to the battle, the difficulty has been raised slightly, and may be a little more easy to end up with a Game Over than before. But there's a retry command implemented that will take you to immediately before the battle so don't worry. The easier balancing is so you can try out various playstyle customizations and strategies in the demo.

The Details in Production
---Are there any scenes that you should watch out for?
Toriyama: The situation changes in realtime as yo move around. If you hear a lound noise behind you and look around, you can see a plane plummetting. Also, Suds leads the way for Lightning at times, but when he points down towards something, please try to get to that location quickly. You will be able to see a real time battle going on.

---You can move the camera in realtime while moving around, but can you do this in battle as well?
Toriyama: Of course. You can move the camera around freely so please find a cool angle for yourself to use. During certain commands, such as lifting an enemy off the ground, the camera angle changes, so there shouldn't be any instance that makes the action difficult to see. Also, we've really worked on the details of magic spell graphics. For example, a fire based spell might leave smoke at where it landed or blizzard spells might leave shards of ice scattered about for a while.

---Is the battle music in the demo the same as that in the final release?
Toriyama: The music in the demo is planned to be used in the same scenes of the final product. On that note, the demo will not contain the standard post-battle fanfare, but in the final product, there will be a fanfare arrangement specifically arranged for FFXIII so please look forward to it. In terms of a victory pose...that's still under discussion (lol).

Secrets of the World Revealed
---What part of the Cocoon do Lightning and co. go crazy in?
Toriyama: It's the very bottom level of the spherical Cocoon. It's not really a place normal citizens would step foot into. In the image below, I think you can see water, but that's really like an underground lake. The location used in the demo uses a somewhat dark palette, but in the interior of the Cocoon, there are bright/festive(?) towns and what not.

---How is the social structure inside the Cocoon?
Toriyama: From the images, one might get the feeling that the Church's militia is supressing its citizens, but the militia acts more like the police force of the Cocoon. They're not really controlling the citizens. If anything, they take care of any monsters that infiltrate the Cocoon. Also, due to Falcie(?), a close to utopian society exists inside the Cocoon.

---Can you describe the existance of Falcie in this world?
Toriyama: Falcie is not something that cannot be seen and exists as matter. In the demo, you can verify Pulse's falcie, but this shape is only but one example. In the final release, Falcie will appear in various forms so please look forward to that.

---Do different monsters appear in the Cocoon and Pulse?
Toriyama: Divided rather largely, there are 3 types of monsters; monsters of pulse, the feral monsters inside the Cocoon, and the monsters that the church's miltia own, but the designs are all different. The monsters that the militia own are designed with over-technology, thus are a fusion of beast and machinery. In this game, monsters you're familiar with have changed greatly from a visual perspective. You've seen Behemoth in previous images, but things like Goblins that this series cannot be without are other monsters to look forward to. Well...just Sabotender (dunno what the western name is) has increased texture detail but basically still looks the same (lol).

---What's the highlight of the demo?
Toriyama: One part I'd like for you to pay particular attention to is the battle part. We've just really focused on creating a sense of exhilaration so we really want for you to have a taste of it. Upon breaking, there's a lot of information that pops up, and you might be a bit overwhelmed. First try to fight however you want to fight, and once you get used to it a bit, start taking into account the chain gauge and breaking; this will increase the strategic aspect of the game. Furthermore, if you start taking into account your party's actions, you'll be able to experience a very stylishly flowing action battle. From a story perspective, the highlight is Lightning and co.'s appearance. There's alot of heavy action right from the get go so please pay attention to it.

Further Evolution in the Final Release
---This is in regards to the battle system, but are there aspects that are not in the demo that might still be modified?
Toriyama: The command part has already gone through various iterations. With your first battle in the demo, you might have a bit of a problem trying to select the enemy or using white (holy in the west?) magic, but this has been rectified in the final product, so don't worry. We're also looking into implementing shortcut-type functions to make command accessibility easier.

---Can you command your party in detail?
Toriyama: In FFXII's gambit system, you prepared before the battle, but in FFXIII, we're thinking of how to adapt to the changing battle.

---In that regards, can you change the character you control freely in the middle of battle?
Toriyama: I can't comment on that in detail yet, but a new system will be implemented.

---We couldn't verify character growth in the demo, but it doesn't seem like character growth is going to be limited to just learning new attacks and spells?
Toriyama: Of course, characters will gain new skills and magic as they grow. Just, please wait for future information on how the characters are raised. Of course, it's not just straight levelling, but we expect to implement a some type of system as was done with the Sphere Board in FFX and Licensed Board in FFXII. Going off on a tangent, but this game's menu system is pretty amazing. I said the traditional blue background with white borders was fine, but the staff worked hard and created a completely fresh menu screen.

---Finally, with the upcoming demo release and fans awaiting the final release, if you could give them a message or 2.
Toriyama: In the demo, we've finally been able to make public the battle system, but bear in mind that it's the very basic battle system. Including what's not encompassed in the demo, the final product will have further polish. I'd like for you to enjoy the demo from both the battle and story side of the game in hopes that it'll increase your anticipation for the final release.


Tetsuya Normura Interview More of this interview coming soon
“Aerith had originally been seen as just a happy surprise for the fans, but her role in the story is much more. Expect her to play a bigger role throughout the story, on both a worldly, and in some cases, more personal scale for the characters.”
“Originally, Red XIII spoke very little but this was not our intention. Please enjoy the numerous humorous lines of Red XIII in the film.”

“In the original, Cloud clashed with Sephiroth once again after two years. Like the other reunions of this movie, his battle with Sephiroth stirs up old emotions of the past. In the previous edition, Cloud was triumphant against Sephiroth. But Cloud can’t always be victorious. The new rendition may surprise you.”
“In the original, we included Denzel to act as a firm connection to someone else for Cloud, one we didn’t get to address originally. In the new edition, Cloud wishes to rescue Denzel both out of his own responsibility, but also to preserve his connection with, well… you can see for yourself when it comes out [laugh]”
“The changes we’ve made to the movie include quite a lot of additional scenes detailing Cloud’s complex relationship with the deceased heroine Aerith. Later in the film, fans will be glad to see he is finally able to overcome his grief for Aerith, the woman who died before his eyes, and continue his life with this woman he cherishes.”
“At Nojima’s request, we’ve included the original ending of the 20 minute movie, but if we just repeated the same ending, it wouldn’t have been interesting. So you might be surprised to discover the truth about the message the children are delivering from a ’special woman.’”
“There’s quite a lot of information in the story, so new viewers can enjoy the story without confusion. But this leaves old viewers who already know this a bit bored. So the idea was that while a lot of what we show is important, what’s truly important is what’s not shown. With that in mind, pay attention to what you don’t see as much as you pay attention to what’s there. You’ll be surprised at what’s in what isn’t there.”

Labtec
Mar 31 2009, 07:20 PM
when will there be more...

liljc91091
Mar 31 2009, 07:26 PM
As they get translated I'll post them

chaosblade77
Mar 31 2009, 07:51 PM
According to his GAF post (http://www.neogaf.com/forum/showpost.php?p=15300618&postcount=8565), rykomatsu isn't going to translate the other two.

You may have another source for the translations though, if so, ignore this post I guess.

kakalakingma
Mar 31 2009, 07:58 PM
Great translation. Definitely increased my already high anticipation of the game.

liljc91091
Mar 31 2009, 07:58 PM
I read His post so the rest of the interviews don't really have anything to do with important stuff lol. So if someone else translates it i'll post it

Zezlar
Mar 31 2009, 08:57 PM
That was an awesome read. I can't wait to hear more on the game. I will watch the battle system on April 18th, or whatever day it comes out. But no story spoilers please. DO NOT RUIN THIS FOR ME!!!!!!!!!!!

Hajime100
Mar 31 2009, 09:56 PM
can you please post nomura's interview too?

Adam Blade
Mar 31 2009, 10:30 PM
Fuck Fanfare is left out and no comment on Victory pose.

njmamm
Mar 31 2009, 11:05 PM
first main female protagonist? what about Terra? and thx a lot 4 the post. now i rrreeeeeeeeeeaaaaaaaaaalllly wanna get ffxiii

liljc91091
Mar 31 2009, 11:15 PM
What is FanFare lol ????

Final Ultima
Mar 31 2009, 11:20 PM
i'm gonna miss the original fanfare:'(:'(:'(

chaosblade77
Mar 31 2009, 11:27 PM
It was my understanding that the fanfare would be a derivative of the original, not a completely different one. Maybe I'm wrong to take it that way, but it makes sense given that all of the previous games that included it didn't have the exact same fanfare, most of them had something that made it unique. (Meh, X-2...)

This is the fanfare:
Fanfare

Rag
Apr 01 2009, 01:41 AM
Also, we've really worked on the details of magic spell graphics. For example, a fire based spell might leave smoke at where it landed or blizzard spells might leave shards of ice scattered about for a while.
I always wanted this for some silly reason.


Fuck Fanfare is left out and no comment on Victory pose.

Reread this.

---Is the battle music in the demo the same as that in the final release?
Toriyama: The music in the demo is planned to be used in the same scenes of the final product. On that note, the demo will not contain the standard post-battle fanfare, but in the final product, there will be a fanfare arrangement specifically arranged for FFXIII so please look forward to it. In terms of a victory pose...that's still under discussion (lol).
Meaning there will be a fanfare


i'm gonna miss the original fanfare:'(:'(:'(

Are you saying you will miss the fanfare in the demo that we haven't seen yet in the first place?:wtf:

Tempus Frangit
Apr 01 2009, 01:45 AM
can you please post nomura's interview too?

Seconded. Info on character design is very interesting imo.

Torkass
Apr 01 2009, 01:54 AM
Seconded. Info on character design is very interesting imo.
+1, please

chaosblade77
Apr 01 2009, 02:34 AM
Are you saying you will miss the fanfare in the demo that we haven't seen yet in the first place?:wtf:
I think he meant that he was going to miss the fanfare from the previous games in the series. The way it's written, it's easy to interpret as FFXIII having a totally new fanfare, rather than another take on the original.

Going back to my previous reply, I doubt that will be the case, but we'll see.


Also, I'd rather hear about Ikeda's since I haven't seen anything summarizing it yet. Nomura and character design would be kind of interesting, at least.

liljc91091
Apr 01 2009, 03:38 AM
It was my understanding that the fanfare would be a derivative of the original, not a completely different one. Maybe I'm wrong to take it that way, but it makes sense given that all of the previous games that included it didn't have the exact same fanfare, most of them had something that made it unique. (Meh, X-2...)

This is the fanfare:
Fanfare (http://www.youtube.com/watch?v=glu5wr5LRm4)

LOL Oh now I feel stupid for not knowing that was the name of that song:crazy:

Zezlar
Apr 01 2009, 03:55 AM
The fanfare just will not be in the demo. I do hope it is along the lines of the traditional fanfare and not a new one. X-2 fanfare was just awful.

Adam Blade
Apr 01 2009, 04:02 AM
It was my understanding that the fanfare would be a derivative of the original, not a completely different one. Maybe I'm wrong to take it that way, but it makes sense given that all of the previous games that included it didn't have the exact same fanfare, most of them had something that made it unique. (Meh, X-2...)


Yeah. Plus I read the summary and it says that they will implement the old one and have on specifically for XIII in the final product.

Zeta_Stryker
Apr 01 2009, 06:36 AM
liljc91091-_-' liljc You've been playing FF for quite some time now and you still don't know what a fanfare is?

Thunder
Apr 01 2009, 10:51 AM
http://www.the-magicbox.com/gaming.htm

- Square Enix revealed new details for the PS3 demo version of Final Fantasy XIII:

The demo version only uses 50% of the PS3 power, the final product should use 100%
Similarly, the battle system is only 50% completed in the demo
The music in battle is finalized
The victory fanfare will be revised, and victory poses have yet defined
The level of difficulty is lower than the final product
The story in the demo is only a very small part of the whole plot
The demo is about an event called "The Purge" at the beginning of the story
- These are the additional details of Final Fantasy XIII in general:

Technology:

There are discussions whether the game will be in single or dual layer Blu-ray disc
The biggest change compared to the previous games is the graphics
Yoshinori Kitas was surprised with the high-quality texture used in the game
In the battle, you will see magic spell after-effects on the field. For example if you use Blizzard, chunks of ice will remain on the ground.
Scenes that were previously rendered by CG are now rendered by PS3 in realtime. However there are still a lot of CG sequences in the game. It is difficulty to distinguish between CG and realtime rendering in the game
It was difficulty to work with the little amount of RAM in PS3
There are many real-time lighting effects, which they worked very hard on.
Battle System:

The battle system is not as seamless as in Final Fantasy XII, but the transition is fast enough to feel like a seamless system
The monsters have varied weights, it is more difficulty to finish larger beasts than smaller weaker ones
The camera can be moved freely in the battles, it also moves automatically when you perform certain commands
You can chain attacks in sequences, the more attacks you connect, the more damage is directed at the player
Chain Break occurs when you chain several attacks together, enemy suffers more damage when this happens
Mixing chains, lifts and breaks is important in boss battles
At the end of the battle, player receives stars based on your performance
Character:

Lightning is a sword fighter who look menacing, but also feminine and not too masculine
Snow originally has a childish nature, but the idea was dropped. Now he is more like a big brother
Vanilla is a lively girl, cheerful and have a positive attitude
Sazh also has positive attitude, but have an inner demon, which he needs to face later in the game

Pretty much a compendium of the whole interview. Except the last row where is stated that Sazh has an inner demon o__O

Shock
Apr 01 2009, 11:33 AM
It was difficulty to work with the little amount of RAM in PS3

Okay....so the Xbox 360 has the edge here I guess?

StrangeCat
Apr 01 2009, 11:57 AM
ok story wise I think this starts in the beginning but the beginning is actually a middle part of the game. After this purge you could all of the sudden be way back before it and everything just leads up to that point. Could be?
Of course the problem with that is you don't meet Nora or Snow or Sazah or LOL! never mind.

fanfare look they just create some new beats some new bass line add in some synths but it's still the fanfare.
Arrangement is same melody, same harmony. Then that can be arranged to different keys, different ensemble, different beats, beats make up the style of that arrangement, ie...jazz, breakbeat spead up for DnB, house style etc.

All the shit on top though is still that damn FanFare oh how Original!!!!!

Moklin
Apr 01 2009, 12:06 PM
" Sazh has a inner demon".

Hope its just psychological.
I dont want to see him transforming in a monster when he gets mad. Its pure cliche.

Nex
Apr 01 2009, 12:24 PM
Sazh's "inner demo" is just that particular websites way of explaining it, read the translation in the first post. It mentions that Sazh has something dark looming over him (or something like that).

It was difficulty to work with the little amount of RAM in PS3

Take that with a grain of salt, it sounds like an assumption that idiotic website has made. The 360 and PS3 have the same amount of RAM, except the 360's is more easily accesable (or something like that). Point is, that website is just bitching.

The biggest change compared to the previous games is the graphics

And that's bullshit as well, it's just "The Magic Box" being retards and not reading the answer properly. They also reported on the Chain and Break system wrong... I would suggest completely ignoring that summary. =)

mercy0001
Apr 01 2009, 01:31 PM
I think that SE want that people would love Sazh because he's so friendly and helpfull, but in the end of the game he(wi)ll be the true bad guy, just like me ...

liljc91091
Apr 01 2009, 02:19 PM
liljc91091-_-' liljc You've been playing FF for quite some time now and you still don't know what a fanfare is?
lol I knew what it was I just thought it had a different name:lol:

1nOnly
Apr 01 2009, 03:34 PM
Take that with a grain of salt, it sounds like an assumption that idiotic website has made. The 360 and PS3 have the same amount of RAM, except the 360's is more easily accesable (or something like that). Point is, that website is just bitching.



I think that SE is bitching too, talking about using nearly 100% of the PS3's power? Then i say that even for an "early" build we should have seen something better than what they showed.. They should just get it off their head that people still belives that they will come up with some groundbraking in the visuals department..wait until Uncharted 2 and HeavyRain hits the store...................and i'm not hating!!

tanton18
Apr 01 2009, 03:38 PM
thanks for posting the translation liljc91091! You rock! and that summary isn't correct. (http://finalfantasy-xiii.net/forums/member.php?u=1693)

liljc91091
Apr 01 2009, 04:22 PM
I have Nomura's Interview now but I don't think I'll post it because all he really talks about is FF VII ACC the changes made to the movie and the characters fashion. But if you all want to read it I'll post it

Ikkin
Apr 01 2009, 04:27 PM
I have Nomura's Interview now but I don't think I'll post it because all he really talks about is FF VII ACC the changes made to the movie and the characters fashion. But if you all want to read it I'll post it

If you have it, you might as well post it. ;) Character design stuff is interesting, too.

BUTTCHEEKIES, OOH
Apr 01 2009, 04:29 PM
Yeah I'm all eager and dying to know the latest secrets to Noctis' flamboyant fashion sense. You can forget ACC though.

liljc91091
Apr 01 2009, 04:32 PM
All right I've posted part of the Nomura Interview

Zeta_Stryker
Apr 01 2009, 07:11 PM
Eh, I'd rather read more of Final Fantasy XIII, Versus XIII and it's other; Agito XIII. No offense ACC fans. But I'm mostly for Nova Crystallis.

shiva99
Apr 01 2009, 07:41 PM
thanks for the info ^^

Tempus Frangit
Apr 01 2009, 10:51 PM
“Originally, Red XIII spoke very little but this was not our intention. Please enjoy the numerous humorous lines of Red XIII in the film.”

Furrylove is good.

elqueff
Apr 02 2009, 12:41 PM
lol at the victory fanfare=) i know it can feel kind of outdated for some though i still wonder how they will adapt it to xiii, just like i wonder how they will adapt chocobos or whatnot to xiii. old, but interesting imo.

Extreme nitpicking below, so don't read any further if you're not intersted in music:

Arrangement is same melody, same harmony. Then that can be arranged to different keys, different ensemble, different beats, beats make up the style of that arrangement, ie...jazz, breakbeat spead up for DnB, house style etc.

No it's not. Arrangement is defined as alterning harmony as well, for example if it's needed to fit a certain style i.e. switching from jazz to classical music. Even the melody can be adjusted to fit the arrangement if it's necessary, as long as the thematic point of the composition remains in some way. When arranging you can also ad parts or eveolve the theme at hand as long as you have a connection to the original theme. It's like the difference between the chocobo theme in vii and the original chocobo theme, where in vii it's 5/4, the harmonics as well as the rytmisations of the melody differ from the original and they added a non melodic part focusing on the jazz harmonizations just to fit the jazz style. So beats have an important role in setting the tone of an arrangement, though it's not the only thing that alters the style of a composition. /end of pseudo lesson

Thorondir
Apr 02 2009, 01:45 PM
@Liljc91091: It think you should remove the Nomura interview as the translation is fake, it was an april fools on behalf of The Lifestream.net

Link: http://thelifestream.net/

And if you look at the source that should lead to FF7 AC Reunion you get this: http://www.yougotrickrolled.com/?r=makoeyes .

Zeta_Stryker
Apr 02 2009, 04:15 PM
Hold the phone

"You can chain attacks in sequences, the more attacks you connect, the more damage is directed at the player"

Um, shouldn't it be "directed towards the enemy"?

kingmickey
Apr 02 2009, 05:54 PM
that was awesome but they havent talked about a limit break or something thats what i want a special move like ff7 not like 12. 10 had good limit breaks. limit breaks!!!! limit breaks!!!!

NEALBLEWMEONCE
Apr 02 2009, 06:06 PM
Hold the phone



Um, shouldn't it be "directed towards the enemy"?

I hope it doesn't mean they're using an "aggro meter." :wtf: