Showing posts with label square-enix. Show all posts
Showing posts with label square-enix. Show all posts

Friday, March 20, 2015

Final Fantasy Type-0 HD



Since the initial inception of Final Fantasy on the NES in 1987, Square-Enix (previously Squaresoft) has developed a pretty consistent formula in the release of all their titles.  And for the most part, it’s worked – now I’ve got some perspective on this, as I’ve played every (non-MMO) edition since I was a wee brown lad.  Go ahead, I’ll pause a moment so you can marvel at my advanced age, kids.

Granted the formula will always have some tweaks to the core to freshen the mechanic from time to time – summons were added, job roles and classes in V, items like materia in VII, that annoying draw system from VIII, then grids and maps for skills and upgrades in X and beyond.  And this all revolved around a two pronged attack of a massive world to explore along with a tried and true turn-based combat system. And the gaming and RPG gods did smile, as they saw that it was good.

Then Final Fantasy XIII happened.

Much the like the compendium of Final Fantasy VII, which included a multimedia immersion into that universe, XIII was supposed to have gone a similar (read: NOT identical) route.  These games were all to share a mythology in a series calledFabula Nova Crystallis, and in addition to the core XIII titles, there were two additional games that were going to be thrown into the mix – Final Fantasy Agito XIII an Final Fantasy Versus XIII.  Agito was released for mobile platforms but we never really saw much of it in the US, and Versus basically vanished into vaporware.  It was a real shame at the time because they looked like a different take on the traditional title. Lightning’s adventures in XIII as the core were pretty polarizing though, leading most people into a love it or hate it scenario about S-E’s most recent entry to the franchise.  True, XIII was a lot more interactive story than game, and the exploration piece of a traditional Final Fantasy game didn’t appear with as much gusto, but I for one still enjoyed it.

Well, after playing halfway through then giving up then starting over and having far more appreciation for it as well as Lightning herself.

To distance them from the XIII universe, these two games were split off into separate entities.  What we knew as Versus XIII became Final Fantasy XV (the demo Episode Duscae of which was reviewed by Colby here), and from the ashes of Agito XIII rose Final Fantasy Type-0.  And you know what? I can only describe Final Fantasy Type-0 as the greatest documentary I’ve ever played.

In most RPG’s you’ll find that there’s three types of movies.  One is full motion video.  The second is dialogue and animation using the game engine. This one has a third – History Channel style explanations of battalion movements and war maps with dates and voiceovers so the player can understand the meta of the war at hand instead of just what they’re playing through.  It gives it a very strange but satisfying documentary feel, and these types of clips to me work very well in tying everything together and keeping me immersed in the lore and world events. This game becomes, in fact, an interactive retelling of the accounts of the war between the Crystal States of Orience, and it pulls it off very well.

That aside, the gameplay is a stark departure from what we know from most of the Final Fantasy games.  It’s full-on action where skills are thrown on the fly – there’s no waiting for a turn, there’s no running to escape a battle encounter or random encounters like in previous games of the series (think kind of like Crisis Core). The four buttons at your disposal on the controller map to 4 commands – generally one standard attack, a special, a magic, and a defensive skill.  These can all be changed out with different skills and spells as your characters level up and gain ability points.  Much like X and titles beyond it there are three party members that can be deployed at once – one that you directly control while the other two work on AI.  You can freely switch which character you control if ever you need a different skillset for a certain enemy or you’re just running low on health.  It’s a fun system that allows on-the-fly style change in how you attack the game.

To add more customization, there are twelve characters (there’s two add-ons too but they don’t fit the theme) from which to pick your team, each one with a different weapon and style that fits different scenarios.  Each character is named after a playing card rank (Deuce through Ace with no “Ten”) and have their own equipment and spells, all of which you have control over.  Ace himself uses playing cards as a weapon at range, while the other two characters you begin with, Nine and Queen, use a spear and a sword for more melee-oriented combat.  In addition to their own offense each character has their own defensive style that can help you out in a jam.  Ace’s “Wall” for example helps when taking ranged attack without cover.  Fast switching between each character to utilize their skills becomes as much of a skill to learn itself, but when you do, boy does this game get fun in a hurry.

The story is a fairly simple tale of power and struggle between kingdoms in a different age – in this case starting in year 842 in the world of Orience. The Militesi Empire invades the dominion of Rubrum (our characters) unprovoked, using technology to snuff out the magic Rubrum relies on for its military using their White Tiger Crystal, destroying much of the countryside in its assault. Rubrum’s crystal, the Vermillion Bird, grants them the power of magic and Eidolons to defend themselves. Militesi and Rubrum are two of the four Crystal States, with Concordia Kingdom and the Lorican Alliance rounding out the other two.  And thus war begins, with you controlling the Rubrum Akademia’s legendary Zero class, hoping that one of them will become the fabled Agito to bring balance to the end time, or tempus finis. So yes, there are four crystals in the game as is always somewhat expected.  Where this ties in with Fabula Nova Crystallis is that the crystals are sentient, and create l’Cie to do their bidding, serving the same role the Fal’cie did in XIII.

Square-Enix also went through some effort to add a lot of familiar elements to the game, softening a bit of the shock of being this different to previous games in the franchise – not only within the Final Fantasy universes, but more specifically from within Fabula Nova Crystallis.  Summons are called Eidolons and there are branded magic users called l’Cie like in XIII. There’s Magitek armor like in VI.  There’s four crystals (for the purists fine, yes, back then they were “orbs”) like there have been since day 1. And possibly the greatest homage to a previous game in the series, twelve people genetically enhanced to serve a greater purpose, all referring to the scientist that created them as “Mother.” Final Fantasy VII? Feel a little bit like Sephiroth clones and Jenova anyone?  It helps give you a familiarity with the game even though it’s a brand new environment.

In all, good fun, and a different flavor of the Final Fantasy universe that’s a a breath of fresh air.


Wednesday, March 18, 2015

Life Is Strange Episode 2 Preview


“So a lot of people ask us ‘If you can rewind the game, doesn’t that mean that you can cheat? Isn’t that the same as reloading the save?’ It would be if it was badly designed.”

That was what Square-Enix’s Adam Phillips had to say about the luxury of choice in their current series Life is Strange. And that statement is 100% correct.  I’m in my second playthrough now of episode 1, Chrysalis and am not having any less fun trying different choices I take with Max in her exploration of her newly found powers over time.  The beauty of it is that there’s no correct answers in the game, and even though the short term results of the decisions made are simple enough to see, the long term and meta effects aren’t so easy to spot.

Just like life. Strange… right?

I was able to sit down with Square-Enix and DONTNOD Entertainment at PAX East last week to get a preview of Life is Strange episode 2, Out of Time to see some spoiler-free gameplay.  We were able to see some of the longer-than-short-term consequences of one of the pivotal decisions from Chrysalis – whether or not to take the blame for Chloe’s stepfather finding her smoking weed, resulting in being in hot water yourself or Chloe taking an angry backhand.

The game picks up on the day after Max finds discovers her gift (1 episode, 1 day) and the scene we got to play through was Max meeting Joyce, Chloe’s mother, at the diner where she has been working for years.  You have the choice of telling Joyce or not that Chloe’s stepfather struck her, but not every playthrough has that option.  We were playing episode 2 using the input from episode 1 that Chloe hid in the closet and watched Chloe get struck, and that’s why this and other choices are available to us now. The game keeps track of every decision you’ve made, and offers shifts in the storyline accordingly, guaranteeing a number of playthroughs which are all different. “It really is a network,” was how the choice system in the game was explained to us. “There are in this game some binary switches, like if you do this that happens, but in this game there are actually combination switches as well.” This won’t affect the overall story of the game but it will affect the way the game progresses. “More like branches they’re vines going up a tree, so they all go in the same direction, each one is just slightly different.”

To get used to the “keep your knowledge and stuff” part of the time rewind mechanic, you’re forced to guess everything that happens within 10 seconds at the diner and everything that’s in Chloe’s pockets.  Of course you’re not a mind reader so the only option is to guess wrong, see the real answer, rewind and prove the Chloe your “superpowers” are real. It works as this game’s take on quick time button events, where you have to get the whole sequence right or rewind time and start over.

I’m really looking forward to see how my different savegames affect my playthrough for episode 2, and the way this is set up we’ll be getting increasing levels of meta consequences for seemingly small choices we made earlier on.

The soundtrack which thoroughly impressed me in Chrysalis maintains its deliciously modern indie feel, with artists like José Gonzaléz, Syd Matters and alt-J on the score for both background music and the tracks Max listens to.  “It was really important when Max put her earbuds in that you heard the sound dull down as she pressed play. What happens when you hear a licensed track? It grounds you in reality.” It’s true, and goes a long way in helping continue to set the tone and emotion of Max and Chloe’s adventures in Arcadia Bay.

I asked creators Raoul Barbet and Michel Koch from DONTNOD about why episodic games are finding so much success next to huge triple-A 80-90 hour behemoths. “It’s the way we’re playing games nowadays.  We have less time I think, and a short experience is something you can really enjoy between two stations of one really huge game.  Sometimes those short experiences of  an episode of a game or a short game like Journey can be interesting to play because you can play it in one session.”

Of course they mentioned that also inherent in episodic games is the anticipation and expectation for the next one to come out to see what happens.  And that part is working.


Thankfully we don’t have too much longer to wait. Life is Strange episode 2, Out of Time will be released this month on March 24th, and I’ve got my season pass ready to pull it down and see what happens to Max and Chloe next.

[Oh, and P.S., I asked about porting this to tablets because I think it would work great with the UI and control scheme - and I can officially say it hasn't been ruled out]

Monday, February 9, 2015

Life is Strange Episode 1: Chrysalis



Before I get into it let me just start by saying this – I don’t generally do formal game reviews.  But titles like this are why I will always have love for video games.

Back in October at New York Comic Con I had the pleasure of attending Square-Enix’s press party, where they graciously fed me and kept me on a steady stream of vodka cranberries as I made the rounds to check out their new wares.  There were things I expected to see like the new editions of their mainstays Final Fantasy and Tomb Raider, but there was an interesting demo they had over in the corner.  The demo was down at the time, but they have me some links to the demo online.  And a few minutes of demo was all it took to sell me on Life is Strange.  Check out the release preview just below:


What you just saw?  This is what the game feels like while playing it.

Released in late January, Life is Strange represents S-E’s first foray into episodic adventure games, a genre that his been picking up steam since 2012 saw Telltale’s The Walking Dead hit consoles.  Since then they’ve exploded with titles, and this style of game found continued success with the formula, with Telltale having just released opening episodes of Tales from the Borderlands and Game of Thrones late last year, with episode 2 of the latter being just released on February 3rd.

But this is altogether different.

Life is Strange puts you in the shoes of 18 year old Max Caulfield, a high school student in the photography program at Blackwell Academy, having returned to her home town of Arcadia Bay, Oregon after five years.  A shy and introverted young woman, she can always be found toting her vintage polaroid camera while avoiding the race of being one of the cool kids.  It’s while hiding in the bathroom to get herself together after a particularly rough morning that she witnesses a violent crime – and learns that she can rewind time in the process.

This mechanic is available at every juncture in the game where Max has to make a decision, informing the player each time that their selected action has consequences.  The twist to it, however, is that even after rewinding time, Max retains the knowledge and any inventory she picked up.  In this way the player can choose an action, find that it has horrible consequences, and with that knowledge rewind time to change their path.

As an example, in one scene Max is taking folders from a high shelf to rummage for information.  When she gets the files they fall into an oil slick on the floor.  So do you read the files and leave them, as well as evidence of your snooping?  Rewind time to not take them at all?  Or read the information then rewind time to hide the evidence?  And that theme is what fuels the game.  Are you happy with the choices you’ve made in life?  What would you do if you could go back?

Throughout the narrative Max is challenged with obstacles that we’re not used to seeing in a lot of other games.  There’s her classmate Kate who has more secrets than she lets on, teenage drama with the school’s “mean girls,” the school security guard that never seems to cut her any slack, and the entitled trust fund babies that can buy life on easy street at the expense of others (Max included).  We’re not knights of the realm, we’re not hiding from dragons or trying to scavenge for another night running from zombies.  This is an ordinary high school kid that has discovered something extraordinary about herself.  And it’s that aspect of the game that makes it easy to buy into.  Everyone has memories of rough times in high school – whether it be fitting in, finding one’s own way, dealing with being an outcast or problems with authority.  Everyone at least once has imagined they were invisible or that they could take back the things they’ve done.  Regardless of when your graduation was, there’s a simple nostalgia to Life is Strange, almost dark and sweet at the same, that gives players a connection to Max and the story.  Max also keeps a diary recounting all of her exploits and decisions as they are made.  The diary itself serves as a great vehicle for developing Max, putting her thoughts to the page and giving the player a bit more insight into the character. 

As the plot progresses, we find Max reunited with her former best friend Chloe who she can barely recognize, the mystery behind the disappearance of Blackwell student Rachel, and what can only be described as blackout premonitions of impending doom.  This first episode gave us a small taste of Max’s life in Arcadia Bay and I’m hoping sets us up well for Episode 2 in March.

The game itself is painted on a beautiful hand drawn backdrop depicting the Pacific Northwest in a way that’s colorful and dark at the same time. That’s accompanied with songs by Syd Matters, Mogwai, and alt-J as part of a soundtrack that sets the mood of every scene on every level.  The whole experience makes it nearly impossible not to be drawn into it all.  And I’m hoping for more of the same in Episode 2 in March.

Square-Enix and Dontnod deliver an enthralling title with a deliciously indie feel that leaves players with questions and the desire to play more to find the answers.

Tuesday, December 9, 2014

Square-Enix trolls fans with Final Fantasy VII for the PS4


By now I’m going to guess that you’ve heard about the monkeyshines and shenanigans that occurred at the recent PlayStation Experience event.  But if not allow me to set the scene for you:

Our boy Shinji Hashimoto from Square-Enix comes out on stage to tell the audience something that many Final Fantasy fans have been clamoring for for almost 20 years –Final Fantasy VII, hailed by many RPG fans as one of the greatest games of all time, would be coming to the PlayStation 4.

If this is new to you then I know what you’re thinking kids – because I’m sure I was one of the many that did the same thing.  you’re replaying a next-gen version of the Bahamut ZERO summon in your head, trying to picture what the Gold Saucer would even look like, creating mental images of Midgar and that awkward Wall Market scene with Beautiful Bro.

But then reality sets back in.  Yes, Final Fantasy VII will be available for the PS4.  No, it is not going to be awesome.  It will be the same as the one released in 1997 – a port of the PC version of the game to be available in the spring of 2015.

We all got trolled.  Again.  And this time they did it to our faces in front of a huge hall full of people, getting them super excited then taking out their knees.  Here’s some video from Kotaku’s Fahey showing the presentation.

Now those of you that know me know how I feel about remakes in general – a lot of times to me they’re a cheap cash-grab with no discernible advantage to the older version outside of convenience to pick up some additional revenue to a market they haven’t sold to yet.  And in the process, while throwing away creativity and the opportunity to do something new for the fans, they repackage our childhoods and try to sell it back to us.  It happens all the time.

So you may be curious then – why this article about this recent event is getting my attention given this opinion of mine I’ve just shared.

Here’s the thing.  I’m not mad the remake isn’t happening.

I’m mad at how things have played out over the last decade or so in general, especially with this game company on remakes.  It was easy to remake the titles from the NES and SNES era – there’s something like 5 versions of Final Fantasy IV running wild over a number of consoles among a few others.  They’re decades old games remade with PSX graphics.  VIII’s on Steam and I’m not sure who really cares about a IX remake – and these are two additional Final Fantasy titles also originally released on the first PlayStation.

(S-E remakes for Android devices also have an always-on requirement, which already irk my ire, so this on top of that really sticks in my craw.  But that’s another story for another day.)

But for VII, they give fans hope.  In addition to the original game, Square-Enix developed an entire universe around Midgar, with spinoff games and video titles like Dirge of Cerberus, Crisis Core, Last Order, and topping them all off with the feature length Advent Children in 2005.  But it didn’t stop there.  In 2006 to show off graphical capabilities they released a technical demo for the PS3 engine (watch it here, it’s wonderful).  This demo featured the intro to Final Fantasy VII redone using the PS3 engine.  It was glorious.  Midgar looked great, the train details down to the sparks on the tracks were sharp, what we saw of Aeris was lovely, and Cloud’s eventual entrance on the train platform was done with style.

AND THAT’S THE DIFFERENCE.

Square Enix showed us what one of the most revered games in modern history could look like, while having no intention of ever delivering.  We saw what could be, and the fact that they used that property for the demo sparked many rumors that a remake was in the works.  Since then, the game has been released in its original form on PSX, a 4-disc PC edition, a download on Steam, and playable on the PS3 through the PlayStation store.  Someone could have paid for 4 copies of the same game, with not much more than the addition of trophies and achievements added to their total gameplay experience.

Well I guess there is some sort of charm about huge pixels on TV’s sized like they are these days.
Still though.  Colossal who cares.

But we’ll never get delivery on the vision of the future Square-Enix had shown us with that demo.  They’ll continue to make money on every copy of this that was sold on multiple platforms from 1997 to today.  The game has still been wildly supported by its fanbase, some of who will buy every version of it out of loyalty and let’s be honest, to some extent mania.  Fans will keep assuming it’ll happen because Square-Enix keeps supporting the product and dropping hints unofficially while officially denying it.  For the same reason, Square-Enix will keep selling it.  And this dance will go on for a good long time.  And to think, this all would have never happened if only the PS3 was back-compatible.

Bottom line – if you’re waiting for a next-gen Final Fantasy VII remake, I wouldn’t hold my breath longer than a Knights of the Round summon.

Wednesday, September 4, 2013

PAX Prime Part 1: Intel and Square-Enix

Let me tell you, I was glad to get to Seattle a night early before the festivities of PAX 2013 started Friday morning.  After the flight from east coast to west it was weird (yes, weird) to see the Pacific Ocean on the weather map on the local news instead of the Atlantic hazing on the time difference but hey, I was there for PAX so it was cool.  The Penny Arcade Expo spanned the total volume of the Washington State Convention Center with exhibits, vendors and meeting rooms scattered not only throughout the place, but the nearby Sheraton for panels and another building across the street for BYOC gaming (yeah, that’s “bring your own computer”) and press.

Intel

The day picked up early – instead of taking advantage of media getting an hour early access to the floor, I opted to go across the street and check out Intel’s press event showing off some gaming laptops and mobile devices from partners that were packing Intel parts.  The Razer Blade we’ve already seen, but this was the first time I got to get my hands on its rival from MSI, the GS70.  The GS70 has all the bells and whistles of a gaming machine at 17 – nVidia graphics, the latest i7 inside, 16GB memory and huge storage space – but weighs less than 6 pounds with its ultralight aluminum chassis.  Before i got to play with it i picked it up and kind of moved it around in the air (under the watchful eye of the Intel folks) and can tell you the weight’s no joke.  And they had it running Final Fantasy XIV: A Realm Reborn, which looked all sorts of candy-like delicious.  The chips inside ran with Intel’s Iris graphics built in, which are reported to support 4K Ultra HD (on up to three screens) and much quicker video editing and processing than the 3rd generation i-core chips that came before.  I can’t really vouch for how well my eyes can tell that precisely, but they can tell that the screens looked pretty damn good.

They were also showing off their Next Unit of Computing (NUC) devices – tiny little boxes (as you can see from the image) that pack some power and seemed to have grown since I saw them at PAX East earlier this year.  Instead of Ivy Bridges, the guts of these units were running i3 and i5 Haswell core chips (with turbo) and Intel HD graphics 5000, which isn’t bad for starting at $400.  The outside featured network, USB 3.0, HDMI and DisplayPorts.  So what did they do after showing us the specs on these units?  We got to game on them.  There were a few stations there that were driven by a NUC stuck to the back of the monitor, that still provided a high-grade gaming experience that I would expect from a desktop build.  They mentioned that they were going to release a Pro edition, which we’ll keep an eye out for.  To be honest I’d consider using these in the enterprise too in pro mode. On a personal note, what was probably the nicest part of the Intel show had nothing to do with going over specs or gaming on their ultrabooks – it was the business card raffle from which I won an i7 4770K processor.  So guess what kids? It’s build time.

Square-Enix

S-E had a decent amount of stuff lined up for PAX goers – I didn’t check out all of them because there were a couple reruns from PAX East but there were still some things worth seeing.  First and foremost we know they’re big on remakes and remasters, so there’s no surprise thatKingdom Hearts 1.5 HD RemixFinal Fantasy X/X-2 Remaster and Deus Ex: Human Revolution – Director’s Cut all made appearances at their booth.  KH 1.5 and Deus Ex were reruns from PAX East, so I started by taking a look at the remasters of Final Fantasy X/X-2.  The gameplay graphics are definitely sharper and a cut above how they looked on the PS2, when back then they were amazing.  The CG cutscenes also looked pretty good, but not as much of an improvement from S-E’s PS2 edition of the game.  Otherwise, I heard mumblings of rumors that the remaster would be delayed from this year to next.  While it makes sense, I’m not going to say it’s true since I didn’t hear it straight from Square-Enix.

The other game I was glad to finally get my hands on was Final Fantasy XIII: Lightning Returns.  Having played the first and second one through, the series kind of grew on me, and Lighting became one of my favorite Final Fantasy characters of all time.  I knew the gameplay on this one was going to be a little bit different than the previous games in the XIIIuniverse, and did like what I saw.  Lightning is a solo player (at least in the demo) and the overworld work that has to be done is more than just walking around and only being able to jump where there’s a flashy spot on the ground.  The demo featured a slice of the game where you have to chase Snow down, of course learning the mechanics of the game on the way.  Similar to paradigm shifts Lightning can switch between classes on the fly to unleash a broad range of attacks.  These classes each have a different orientation – in the case of this demo it was defense/life, attack power and magic.  It almost reminded me of the dress spheres in Final Fantasy X-2, just done a lot better in the combat style of the XIII universe.  Staggering your opponents changes a little bit, but the core concept is similar.  I for one enjoyed it, and as I am a glutton for completion, will definitely be picking it up to close out the trilogy.

They also showed some trailers for ThiefFinal Fantasy XV and the Kingdom Hearts 1.5/2.5 HD Remixes in the theater section they had set up.  I’m going to link you the one for Final Fantasy XV.  It’s a rerun from E3, but boy is it delicious.

As for Final Fantasy XIV: A Realm Reborn, S-E seemed have a good (maybe?) problem, actually suffering downtime because they weren’t expecting as many western players as they have.  Director Naoki Yoshida admitted this freely, that he thought players would let others giveFFXIV:ARR  a try first before jumping in.  The server loads were supposedly spread out properly as of today, and more importantly to some, the restriction on YouTube playthroughs and videos has been lifted.  Other than that, new updates will bring more Primal fights, the Gold Saucer in-game (once they get three mini games to kick it off, woot!), and maybe some new jobs and classes.  On that as far as class mounts go for the hopeful, not much more information has been revealed  - but if you want a unicorn, roll a conjurer.

Stay tuned for the next segment tomorrow featuring my faves from the Indie Megabooth and a gameplay review of Dying Light.  Also later in this series will be the 2K roundup featuring X-COM and Borderlands 2, as well as my pick of the litter for the best of PAX 2013.

Wednesday, March 20, 2013

Deus Ex: Human Revolution Announced For PAX East


This morning Square-Enix announced that Deus Ex: Human Revolution will be a go for the Wii U this coming weekend at PAX East.  This new release is a director’s cut version of the game, and will be an exclusive title for the Wii U.   From Square-Enix PR:

The Director’s Cut offers a full slate of Wii U™ GamePad features including touch-screen hacking, interactive map editing, augmented sniping, grenade throwbacks and many other neural hub enhancements. Along with in-depth Miiverse™ integration, the Director’s Cut also provides access to developer commentaries and in-game guides.

Tongs’s Rescue mission and the entire Missing Link chapter have also been integrated seamlessly into the narrative flow of the Director’s Cut. Other core DEUS EX: HUMAN REVOLUTION augmentations include overhauled boss fights, refined game balance and combat, improved AI, and striking visual improvements which make this edition the best looking and most immersive Deus Ex experience available.

Utilizing the Wii U’s touch screen for hacking and neural hub seem like interesting alterations to gameplay. I’ll be hanging out with Square-Enix for a while at PAX, so be sure I’ll have more for you once I see it up close and personal, as well as other new stuff from their camp.

Thursday, December 27, 2012

First Look - Lightning Returns: Final Fantasy XIII


Final Fantasy XIII was a little... well, different, than its predecessors in the Final Fantasy heritage.  They changed whatever was left of the classic formula from soup to nuts, from the overland battle encounters to the new ATB fight system, the whole stagger tactic, the Eidolon system and gestalt versus summons, bloopity blah, bloopity blergh, bloopity blooey.  The list goes on.  And as expected, most of that held into Final Fantasy XIII-2 starring Lightning's younger sister Serah.  But in Lightning Returns, the latest game in the XIII universe, Lightning takes a page from Vincent Valentine's book in Dirge of Cerberus and flies solo as the only playable character.  There are no parties of three or team paradigm shifts in the sense we're used to, just Lightning being a badass starring in a one woman show.  Seems a little strange for a Final Fantasy title, but if any of you unlocked her Army of One ability in FF XIII, then you should find it wholly believable.

... Even though you (well I) had her in Commando mode all game only to find out that this ultimate ability of hers is in her Ravager tree and then you have to switch up your parties and ALL your paradigms to re-align stuff with a crystarium points farm and...

Sorry.  Got kind of carried away there.  But while I'm on that point, come on guys. Come on.

At any rate, the video (which you can see here on IHOGeek's YouTube channel) and screens for Lightning Returns provided by Square-Enix show our heroine jumping from ledge to ledge and over/through obstacles to get around on the overworld map instead of just running around to the next checkpoint, more the way Dante or War would in Devil May Cry and Darksiders.  And that mechanic is both the reason I'm looking forward to it as well as the reason I fear for it.  I'll get into that in a bit.

Once in a battle Lightning seems to be freer in her movements and attacks in taking on enemies - able to issue commands and change up style on the fly.  So while there's still some of the elements of the XIII universe that we know and love left untouched, in battle mode it looks like menus and auto-attack has been replaced with assigned commands, with each of the four main buttons on a Xbox 360 pr PS3 controller mapped to something different.  An example from one of the fights in the trailer, the player has the four commands set as Light Slash, Heavy Slash, Evade and Blizzaga.  Each of these four commands look like they will change when Lightning changes paradigms - and from what we can see so far those are called Divinity, Enchanter and Cerberus corresponding to defensive, magic and physical styles.  Seems to me like that would provide a ton more options that a single character has, which is a direction that needs to be taken when she's the only one you've got.   An arsenal at the ready and tweakable skills look to make it so that players can make Lightning their own.

Now back to what I was saying before.  As I mentioned, the action/platformer element of this game is both the reason I want to play it and the reason I fear for it.  Square-Enix did the same kind of thing in their Final Fantasy VII universe - spinning off a different genre of a game with Dirge of Cerberus.  DoC featured Vincent Valentine in a first person shooter style game, and while it was fun, I felt like they didn't go all in with it, and it was enough of a departure from the lore to seem like an attempt to expand the franchise.  Now in that sense, Lightning Returns isn't in the same boat.  It's a legit part of the FF XIII continuity.  My hope is that these elements are added the right way, and act as an enhancement instead of simply another method of trying to keep the franchise fresh.  Either way, I'll be playing through Lightning's final journey for sure.

Oh, and by the way kids - the game will limit you to 13 days of play time to get it done.  Secret methods notwithstanding, finish in 312 hours or the world ends in chaos.  Have fun!

Thursday, January 27, 2011

55. hope for final fantasy versus xiii

noctis and stella from ff versus xiii (image from ff-versusxiii.net)
when square-enix unveiled their ultimate plan for final fantasy xiii a while ago, it was supposed to be some sort of compendium entitled fabula nova crystalis, similar to what they did for the final fantasy vii universe over the ps1 and ps2 era.  in addition to final fantasy xiii, companion games were supposed to be final fantasy versus xiii, and a mobile game called final fantasy agito xiii (i'm not counting haeresis here, so let it go).  well since it was shown at e3 in 2006, agito was renamed final fantasy type zero, and the lid on versus was kept pretty tight.  so tight that there were times i actually forgot about it.  but they did their marketing properly - leaking just enough video and screenshots to remind me and keep me interested in what they were shilling.  but now there's some real video - the fine people over at siliconera have posted leaked HD trailers for both type zero and versus (namely some gameplay), not to mention kingdom hearts 3D for those interested.

stella in a cutscene.  image from ff-versusxiii.net
there is one very visible point in this game that automatically makes it vastly different from every other final fantasy game in the series - and that's the very "normal," "real" design of the characters and world.  and i don't mean real as in characters looking like actual people - that's something game makers have been able to do since the playstation 2 and xbox were available.  i mean real as in they're not in some kind of crazy costume that has come to define final fantasy characters over the years.  you know the type - one sleeve / pant leg, cape coming off of one shoulder, or some kind of ridiculous tribal vest.  they don't live in a world saturated in crazy centuries-away tech.  in the screenshots i have seen, and also illustrated in the linked video above, are characters that live in a world that is far closer to ours, dressed like what we're used to seeing in the real world.  at a party scene in the trailer, the main character noctis is in an actual suit, while another character, stella, is in an actual dress.  some people may think that that's a strange reason to be looking forward to something, but it definitely is something different than what we're used to, and i'm a little bit strange to boot.  if character design, which is such a big part designing a game, is completely different, what other new stuff can we expect?  i'm sure we can expect some other twists from the final fantasy formula in store for us.

now that i've finally seen some gameplay, i can start to get a bit more excited about it.  you manage a party of 3, a lot like in kingdom hearts with sora, goofy, and donald, and the player's able to switch between characters do fill different roles - even joystiq called it "kingdom hearts for adults."  except not disney themed, and none of the characters have a speech impediment.  the world map is far more open too, like it was in the old school final fantasy games, which will be a welcome change to most after playing final fantasy xiii.  and it looks ridiculously nice too.  now let's just hope the story backs it up.

but there's still a bit of a problem with though - versus director tetsuya namura tells fans who have seen the trailer to forget about it, since they still apparently have a long way to go.  sweet.

here's another link to those trailers from siliconera.  enjoy them here.

Thursday, January 6, 2011

49. final fantasy's new year's resolution

naoki yoshida, from his new year's note
old squaresoft were my people.  my people.  the original final fantasy was the first game my parents ever bought me for my NES after the super mario bros./duck hunt double cartridge and we've been homies ever since.  they made a slew of other games for older systems that are fun enough to occasionally hook them up and play again.  chrono trigger and breath of fire are a couple of examples - but final fantasy topped them all.  after the first one came FF IV and VI for the SNES (II and III in the US) and those kept up that same level of quality and fun.  then came the playstation era, which added a higher graphical component and deeper gameplay.  not to mention it gave us the greatness that was final fantasy VII.  and then of course FF X for the PS2 - ambitious in depth, a "just out there enough" story, and featuring the power of the PS2.

then it died.

out of the first 10 final fantasy games, including the re-releases, i consider at least 5 of them to be "great" games. these games had good combat systems, deep and twisting storylines, and offered hours upon hours of gameplay.  and they all had one thing in common:  they had me hooked in the first 15 minutes of play.  but then square merged with enix, and somewhere around then the franchise went into decline.  i'm not saying that it happened BECAUSE of the merger, but the timing does seem relevant.  X-2, the first direct sequel to any FF game, was ok, but just didn't have that same level of depth.  the idea of final fantasy online didn't appeal to me so XI was out.  and i couldn't play XII for more than 30 minutes without getting irritated at pretty much everything.  and finally, the for first current-generation offering of final fantasy XIII, the graphics are incredible, the story's alright, the faster battle system is kind of fun (though a little dumbed down), but the game is almost completely linear.  it felt like it completely lost the open-world, visit towns, explore rooms, talk to NPC's tradition that was a big part of the franchise since its origin.  but it is visually gorgeous.  i will give it that for sure.  click the screenshot below and to the right for a full screenshot.

now square-enix makes another foray into the online realm with their latest installment, final fantasy XIV.  they released it just this past fall, to the near-universal panning from both game critics and fans alike.  convoluted gameplay.  terrible interface.  horrible economy system.  unbelievably boring grinds compared to other MMO's.  bad enough for the CEO to apologize to the fans in december and extend their trial period indefinitely, because they even feel bad taking money for this kind of horror.  and also bad enough that in october, a major square-enix stockholder (not like a majority holder, but 1%, which is a pretty sizable chunk) instructed his broker to sell every share he had.  "first thing in the morning tomorrow, i intend to instruct those who manage my precious square enix stock (however little it may be) to arrange to sell all of it," he said.  "to square, thank you for the enjoyment of your products up until now, with the exception of this last one. goodbye" [gamesradar].  pretty heavy.  heavy enough to ding square-enix's stock value by 4% by himself.

screenshot, from finalfantasyxiv.com
i understand that a final fantasy MMO is meant to stand on its own, and their goal is to make it unique to other games on the market.  but isn't anyone on the dev team play any other MMO's?  any guild wars fans?  any of them check out competitors like world of warcraft to see how user interfaces and other features are done properly?  blizzard's stranglehold on the MMO market won't soon be broken, and whether to appease fans or use us only as streams of steady revenue, they know what they're doing, and keep their players.  we're talking 12 million subscribers strong by the time final fantasy XIV was even released, so maybe some mild emulation might have been called for.

so after a major staff restructuring, new producer/director naoki yoshida has made it his new year's resolution to make this right with the fans - using four key words in his plan: "fun," "live," "reboot," and "rebuild." and he'll need all of these, in fast order, to bring back fans that they've miffed with this sub-square offering.  while most of this flak is coming from the poor, almost unfinished quality of the game, another part of it is coming from who's producing it.  it's beneath square, a studio that's shaped how RPG's go in the last quarter century.  in the note (check the provided link above) yoshida is extremely optimistic, saying that the "last few weeks of 2010 were tumultuous times for us all" but stressing that these are new times and they are moving in new directions.  which is promising in theory, because the only direction they have left is up.

just so you can get a better idea, here are a couple of links to some "professional" reviews of final fantasy xiv from 1up and gamesradar.
1up
gamesradar