SOURCES: GameTrailers
adventures in final fantasy and beyond
Tommy Angelo
Gamekyo
-rough translation from French-
While media and information about Final Fantasy XIII abound on the web lately, we must admit that Versus XIII stands well back from the media spotlight for several months. Disturbing? Not really if we believe Yoshinori Kitase has affirmed during the 09 Gamescom that development for Final Fantasy Versus XIII will be "faster" than FF XIII.
While it is true that part of the team responsible for the action RPG that helped FF XIII lately for Kitase this will result in accelerating the development of first city. Thence to imagine a kind of FF Versus XIII for 2011 there is only one step. You cross it?
G4: So is there still a chance the Final Fantasy XIII demo will ever see the light of day here in the US?
Yoshinori Kitase: We haven't really confirmed anything yet, but we'd like to provide something in downloadable form for players overseas.
G4: Are you sick of people asking for it?
Kitase: (laughs) No, I'm happy to hear it.
As Kitase told us in our interview, the localized US version of the title is approximately 70% complete. Could Square-Enix deliver a little downloadable gift before the holidays? We'd sure trade a Chocobo for it!
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!