Date: June 24th, 2013 Author: Death Penalty
News Category: Final Fantasy XV
Tags: Dengeki, Final Fantasy XV, Interview
Nomura recently did an interview with Dengeki, and while the bulk of the interview was going over information we already know, there were a few new nuggets for those of you absolutely starved for information. If any of you were worried about certain promised elements being removed from XV, it seems with each passing day that there’s less cause to fret as every interview seems to reveal that features promised years ago remain intact.
The world map and vehicles remain. Talking about the development of the game on the PS3, Nomura mentions the jump was necessary to allow XV’s vision to be realized. He mentions specifically that speeding up the car on the world map gave the PS3′s processor problems.
Summons are still returning, and must be fought to be obtained. Nomura also mentions something interesting about them being in a hierarchy or ranking system, with Leviathan being a high ranking summon of its kind, explaining its large size.
Using techniques used in Agni’s Philosophy, XV will be able to blur the lines between CG and gameplay by having their CG team make the foundation for cutscenes and then dropping them into real time. Nomura initially wanted to make all scenes that didn’t allow direct player control CG, but this was not possible.
Co-op, multiplayer and mobile device integration are things that the team is looking into. As stated previously, Nomura wants to include features that will allow players to continue playing.
The game is planned to shift to the Luminous engine, and they expect visual quality to increase. The current trailers have the game still running on the previous engine that they intend to move away from.
The theme of the game is bonds- or kizuna. The main story is said to be quite serious and dark, but nevertheless there will be many moments of humor interspersed throughout. Long ago, we were told that this game was about flashes of happiness in times of tragedy, and it seems now that Nomura’s promise that nothing has changed is true.
So when will we next see the game? The answer we’re hearing over and over again is the Tokyo Game Show. It begins on September 21st. We’ve waited seven years so far. Three months is nothing.
Feel like discussing? Head on down to the forums!
The interviews just keep on coming! Nomura’s talked once more, this time about some rather interesting details about why he’s chosen the art style he did and what we might expect from it. His commentary ranges from what we’ll see in the game’s architecture and setting to thoughts on hair and who he idolizes as an artist. It’s all very enlightening and contains a few more precious morsels of novel information. Read on for more!
The hits just keep on coming as a Famitsu interview with Nomura has revealed a few more interesting tidbits for us to sink our teeth into. While he has yet to do an in-depth interview as is his custom, he is giving us some surprising things to think about.
The fifteenth coming is not part of the game’s story. It was more of a joke specifically for the trailer and its name change reveal. Oh Nomura, you dirty tease.
Versus may be a series. That’s right, Nomura said that the line at the end of the trailer- “A world of the VERSUS epic”- was specifically meant to hint at the possibility of turning XV into a series. Don’t worry though, Nomura assures us that despite the fact that XV will seem like a single part of an epic poem, it will have its own climax. There will simply be room for more stories to be told.
Nomura is aware that large console developments like this might require a persistent element to keep people interested. To this end, they’re thinking about long-term online features that offer more beyond the short-term single-player experience. Nothing concrete yet, Nomura says he wants to weigh possibilities to see what fits.
Square Enix is interested in expanding Final Fantasy experience to the Vita and other mobile devices. We’re told they’ll be brand new Final Fantasy experiences and not the same old stuff.
The silence on XV is over. Expect to hear more about it from now on, especially at big events like the Tokyo Game Show.
They’re looking into making the Luminous engine XV’s main engine.
Feel like discussing? Head on down to the forums!
The official Japanese Square Enix site has been updated today to add Lightning Returns and X|X-2 HD events to its E3 schedule. The list gives a good idea of what you can expect, and promises interviews and more.
On June 12th, Kitase and Toriyama themselves will be available to answer Twitter and Facebook questions posed by fans. Trendy and modern! But that’s not all. A little later on the same day the two will be giving an interview that’s sure to drizzle on a few more sweet, sweet details. Vigilant fans, E3 is your time. Both titles are also said to be playable on the floor, so expect even more juicy delights down the road, especially where Lightning Returns is concerned.
So far, there are a few big titles missing from E3- including the next-gen Final Fantasy we were promised. But with the gradual leak of details the site is using to tease us, keep your eyes glued to this space. This isn’t the last we’ll hear before E3.
For a long time, Western fans have been left in the dark concerning a localization for Type-0, and the news only seems to get grimmer each time we hear about it. However, a recent interview with none other than Hajime Tabata himself might bring a glimmer of optimism. As “moribund” as the the localization might be, S-E has not given up hope. You can read the entire interview here, but here’s the part you’re probably most interested in.
Hajime Tabata: “Due to market reasons, we are taking a clean slate in terms of our plans. We feel strongly about bringing this title to the fans in North America and Europe, so if an opportunity arises that can become a conclusive factor, we are prepared to go into consideration right away.”
That’s less than clear, but it’s also far more than many expected. Though the future for Type-0 is nowhere near certain, at least we know that the project hasn’t flatlined. Additionally, Tabata speaks in the interview of his work with Crisis Core and S-E and about his feelings on Final Fantasy in general. As always, if you have any thoughts, comments or even just exclamations of relief, head on down to our forums.
Lightning Returns is the recently announced conclusion to the Final Fantasy XIII trilogy, unveiled at the Final Fantasy 25th anniversary event. For those of you not in the know, the game will feature Lightning as the sole playable protagonist and will be the last game she stars in. Following the recent reveal of the all new title, developers spilled the beans to Famitsu about Lightning Returns. Motomu Toriyama, Yoshinori Kitase, Yuji Abe and Isamu Kamikokuryou have joined together to detail everything from gameplay to art direction to story details, so strap yourself in.
Special thanks for forum member Ramenzilla for finding this.
Scans are beginning to surface on the internet of the latest issue Famitsu, which has more of their interview with Final Fantasy Versus XIII’s director, Tetsuya Nomura. In the page we have, Nomura speaks of announcements being made at this year’s E3, but more significantly, mentions that they’re looking at releasing Versus in three separate parts as a way of bringing forward the release date.
Nomura explains that Square-Enix are aware of the frustration of fans with regards to the length of Versus’ development time. He also says that, after experimenting with DLC in Final Fantasy XIII-2, SE are keen to make regular use of downloadable content and are looking at releasing the last two thirds of Versus as download-only. He does not mention how much these will cost.
If we’re being told this much now, E3 is definitely going to be a big event for Versus fans. Thanks to forum member BlankChocobo for the translation!
In a recent interview with Famtisu Magazine, Nomura has spoken about Final Fantasy Versus XIII while basically saying nothing. He also confirmed that the development of Square-Enix’s remake of the excellent Final Fantasy X in HD is underway.
The graphics have evolved beyond the fairly impressive trailer shown last year and have improved considerably. A few scenes which do not require much ‘player control’ have been remade in CG to wow audiences with Square’s famous prerendered CG prowess, including the scene where Noctis meets Stella for the first time. Square decided to drop the amount of CG in the latest iteration of the series, Final Fantasy XIII-2, so it’s nice to hear the tradition will continue with Versus.
Said trailer was not previously running on Playstation 3 hardware, however the next time we get a glimpse of Versus it will be running on an actual PS3, giving a better idea of how the game will actually look.
Finally, the event known as the Square Enix 1st Production Department Premier which was held last year will not take place again, which isn’t much of a surprise considering Versus is the only Fabula Nova Crystallis game at the moment.
While we’re all hoping for a full blown public display and perhaps even a release date for Final Fantasy Versus XIII, we can only sit and wait as these announcements have no specific event or date attached. Let’s hope when they actually do show something it will live up to our increasingly heightening expectations.
A Q&A has been posted over at the PlayStation Blog featuring the game’s director Motomu Toriyama.
Unfortunately, no new information was revealed, although, for those chomping at the bit for anything FFXIII-2 related, you might want to read it.
In response to the PlayStation Blog’s last question pertaining to Final Fantasy Versus XIII, Toriyama had this to say:
The PlayStation Blog: “When will we finally be able to play Final Fantasy Versus XIII? You know, the game has been in development for eons. Do you have anything to share at this time? Anything!”
Motomu Toriyama: “First, please enjoy XIII-2 while you wait for additional information.”
Curt, but not unexpected. You can read the full Q&A here.
Last month, our own editor Ethan had the privilege and honor to attend a Final Fantasy XIII-2 press event in Los Angeles. Not only did he get to play the game firsthand, but he also gathered some additional information and impressions about the game (which you can read about here. He was also able to ask producer Yoshinori Kitase and art director Isamu Kamikokuryou some questions that some of our forum members wanted to know the answers to. Now, thanks to Jeels at finalfantasy.net, a full article with the answers to these questions and many more has surfaced. Check out the answers to the questions provided by our forum members below!
What challenges has developing the sequel presented that weren’t there for its predecessor? (Question provided by: FinalFantasy-XIII.net)
The biggest challenge is to provide, especially the returning player, a new and exciting experience visually and in the game play. Reading the initial scenario for XIII-2, I noticed it was more serious, so we wanted to incorporate a darker tone versus the light that was seen in Final Fantasy XIII, so I think you will notice overall this has a darker feel.
There are a lot of new features in Final Fantasy XIII-2 that were not present in the first game. Were these features originally considered for Final Fantasy XIII but for some reason did not make it into the final cut? (Question provided by: FinalFantasy-XIII.net)
As far as the game play or scenarios are concerned, because XIII-2 was green lit after XIII was already launched, this was a whole new mission. There really was not necessarily anything missed in XIII that was not included in XIII-2. As far as graphically, there were definitely monsters and environments that we could not make possible in XIII that we were actually able to incorporate into XIII-2 that we are happy to get into the sequel.
One of the biggest features we were able to incorporate this time was a lot of the weather elements. We have much more variation. It is done in a much more detailed manner than we were able to before. Especially with the concept of traveling through time and place, these were really vital in expressing the differences in the locations you are visiting. It is important progress that we have made in XIII-2.
Another thing that was added into the game was jumping. Now, jumping was incorporated into XIII until towards the very end of the development process. It was removed because it was deceiving; it looked like you could jump over or jump on things when you could not. That had some negative feedback and we decided to remove it. This time we bought it back, and we kept in consideration while developing the maps as well, so that it actually worked for the functionality.
Another element that was not in XIII is the mini game style game play, like the Chocobo races, slot machines, and also puzzle elements that appear throughout the game. That is another new element that we were unable to incorporate into XIII but we did this time.
Again, thanks to everyone at Square Enix for taking the time and effort to send Ethan out the event, and a very big thanks in particular to Mr. Kitase and Mr. Kamikokuryou for answering our questions and those of other sites, as well!
If you want to read the full article, check it out here.