Wednesday, July 22, 2009

A-ha... not that this coincides with anything



SOURCES: kunan9 (YouTube)

Final Fantasy marathon raising money for autism

Currently, TheSpeedGamers are playing a marathon of Final Fantasy games for charity. Their goal: $50,000

You can catch the marathon here.

Tuesday, July 21, 2009

FFXIII: Foley sound effects production

Today the Japanese official site updated with a special report on the development of Final Fantasy XIII. This feature shows the production of the sound effects used in the game. A small video accompanied by a series of pictures shows the different materials used to produce the intended effects:











SOURCES: Final Fantasy XIII Official, Hwoaranga [YouTube]

New scans for Final Fantasy XIII

New scans surfaced today ahead of the leak of FFXIII's newest addition: Hope Estheim.















SOURCES: FF7ac Reunion, Fox of the Week

Four Warriors site update, new screenshots

Another site update for 4 Warriors of Light, that includes new screenshots of the status screen including some new jobs and equipment. Also, Square-Enix made available some new wallpapers for your desktoppy. Visit the official site's Download section to get one.







SOURCE: Official site.

Sunday, July 19, 2009

The Making of Dissidia: Final Fantasy's battle system

1up's blog bage for Yoshinori Kitase was updated today, with a new interview on the creation of Dissidia's battle system:

This is Mitsunori Takahashi, the planning director for DISSIDIA FINAL FANTASY. Now it's my turn to shed a little light on the process behind putting the battle system together!

My involvement with DISSIDIA FINAL FANTASY began when my team and I approached creative producer Tetsuya Nomura, expressing our desire to create an entire game on our own. He then put us in charge of a concept he had been developing for years: a fighting game that brings all the FINAL FANTASY characters together.

The question, "how do we replicate the original?" was a focal point for us in shaping each character. Our stance was to remain as true to the original character designs as possible, so when we ran into issues realizing anything in action, careful adjustments were made to ensure that the final product would be believable to existing fans. As a result, we were able to maintain the great qualities of the original, while also infusing some innovation to give each character attributes that make them uniquely "DISSIDIA."

We ran into completely unexpected situations on a daily basis, dealing with one-of-a-kind gameplay elements like the "bravery" system that causes shifts in a character's strength, or the fact that two characters of completely different levels can engage in battle . It would be pointless if players couldn't establish a battle with whatever combination of characters they liked, so we tackled the issues one at a time through an endless process of trial and error. Thanks to all this hard work, I think we were able to create a battle system that is rich with possibilities.

I personally recommend all the characters, since I've grown attached to each one! In this game, each and every character has a clear-cut concept, guaranteed to give player sa fresh experience with every character they chose to play as. I think every player will be able to find a character that they can relate to. One suggestion: be open to trying a variety of characters. I think it will likely lead to new discoveries and definitely enrich the gameplay experience.

I'm very glad that so many people have responded well to this game, especially considering the new and challenging elements like the bravery system, which make this game very different. For a game, there's no greater compliment than "it's fun!" So every time I hear that it fills me with happiness. I hope that North American fans will have as much fun with the game!


Read the original posting here.

SOURCES: 1up.com

GiantBomb posts 12-minute Dissidia preview

Warning: These guys don't really know how to play. ;3











SOURCES: GiantBomb