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Posts Tagged ‘square enix’

Final Fantasy XIII-2 Battle in Valhalla Trailer

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Powerful forces collide in a mysterious land, in this epic cinematic CG trailer for the forthcoming complete sequel to FINAL FANTASY XIII. Due for release on 3rd February 2012, FINAL FANTASY XIII-2 will take players beyond time, beyond fate and beyond imagination!

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Hitman: Absolution Directors’ Commentary

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IO Interactive has been on quite a ride with the first demo of Hitman: Absolution – touring the world with the code, showing it off to hundreds of thousands of excited people. The response was so overwhelming, we decided to release the full playthrough a few weeks ago. And now, after having captured two of the most busy gentlemen on the team, we are following up with a new asset to ensure everyone gets the full experience.

Join Game Director Tore Blystad and Gameplay Director Christian Elverdam as they take us all behind-the-scenes of the award-winning Hitman: Absolution, with a full 17 minute commentary version of the “Run For Your Life” playthrough. The commentary will let you learn first-hand what it takes to create a living and breathing world. The aim is for the fans to gain new insight into the creation and ambition for the game and get a taste of what players can expect when they enter the mindset of the original assassin: Agent 47. We hope you will enjoy it!

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Introducing Square Enix’s First Vita Game: Army Corps Of Hell

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demon no UI

Army Corps of Hell is our first game for the PlayStation Vita. In the game you will control the King of Hell, who has been banished and is seeking to reclaim his throne with the help of an army of goblin soldiers. Army Corps of Hell is being developed by Entersphere and will feature plenty of dark humour as you venture further into the depths of Hell.
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DISSIDIA 012 [Duodecim] FINAL FANTASY Game Director Interview

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Not quite two years ago, Square Enix pleased its European fans with DISSIDIA, a completely new approach to the FINAL FANTASY series. Originally meant as part of the campaign of the FINAL FANTASY series 20th anniversary, the substantial fighter quickly turned out to be one of the most popular PSP games of all times.

With the release of DISSIDIA 012 [duodecim] FINAL FANTASY, the legendary battle between Chaos and Cosmos returns to our beloved PSP systems. We talked with Game Director Mitsunori Takahashi about his thoughts on the game.

Mitsunori Takahashi

It is quite an interesting time in the development of FINAL FANTASY. Many fans are curious about where the series will head. How does your work on DISSIDIA 012 differ from other games in the universe?

DISSIDIA, in the first place, was produced to mark the 20th anniversary of the FINAL FANTASY series. We have put in our best effort to work out what new gameplay we might be able to provide our users, with combat action elements mixed into RPG. Therefore, although the DISSIDIA series would not exist if it were not for FINAL FANTASY, the direction is different to many of our other games. This means that DISSIDIA has its own challenges for us to face.

Other than familiar characters, how do you retain the feel of the FINAL FANTASY world while also introducing a completely different fighting mechanic?

Actually, the development team did have a debate during the initial stage of the original DISSIDIA project in an attempt to understand what makes a FINAL FANTASY a FINAL FANTASY. However, we eventually reached the conclusion that we should not be too preoccupied by such “Final Fantasy-esque” elements. FINAL FANTASY is a series in which fresh challenges have always been taken for each game and we were afraid that, if too much attention were to be paid to the common elements, we would only allow ourselves a reduced level of freedom and be bound to too many restrictions.

We therefore decided to ensure that the game would not contain anything not suited to the universe, rather than consciously pursue those that naturally are. No sooner than establishing this policy, we began to hit upon many good ideas and, as a result, we ended up with two very “Final Fantasy-esque” games: DISSIDIA and DISSIDIA 012.

The first DISSIDIA was so rich in content; some people said it was the richest PSP-game ever. However, you have added even more to the sequel. How did you manage to put all that on this tiny little UMD?

Cramming everything onto a UMD was really gruelling but we eventually managed everything we wanted after trying various measures, such as designing the game with a view to optimal use of resources and getting the entire team involved in our efforts to reduce the volume, and so forth. From the start of the project, we always committed ourselves to enhancing in-game RPG elements as much as improving the battle system. After all, this tile is predominantly for fans of the Final Fantasy universe and this means that many of its users love RPGs, and that some of them may have given the previous DISSIDIA a miss solely because it was an action game. Therefore we thought it would be essential to add new elements to cater for those gamers’ needs and made the decision to introduce an in-game world map.

Can you give us some details on DISSIDIA 012 Prologus? What is the idea behind this prequel of a prequel?

With DISSIDIA 012, our focus is also on DLC such as extra costumes and distribution of additional BGM. Prologus is a part of this direction we are taking.

We wanted to make Prologus available as a separate product rather than a playable demo. That is why we tried our best at its development stages to produce good enough content to justify the price; content like an original short story not included in the main game and the use of Aeris in the main game as a special assisting character.

If you have already purchased the main game, you might want to get in Prolugus for Aeris, whereas those who have yet to buy the main game may wish to taste the feel of the game with Prologus to see whether they like it enough to get hold of the main game. It would be great for us if many gamers would follow such a process.

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Takashi Tokita Talks Final Fantasy IV: The Complete Collection, RPGs

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Takashi Tokita is a name well respected among Square Enix fans, having helmed classic RPGs from Parasite Eve (newly resurrected for PSN) to Chrono Trigger. Now he’s overseeing the restoration of one of the earliest games of his career with Final Fantasy IV: The Complete Collection, coming to PSP on April 22nd.

On the cusp of Final Fantasy IV‘s 20-year anniversary, Tokita explained his goals for Final Fantasy IV: The Complete Collection. The basic expectations are well and truly met: You’ll get remastered high-res artwork that takes full advantage of the PSP‘s widescreen display, eye-catching new 3D special effects, an updated English translation, and two soundtrack options. Also, for the first time, FFIV will be presented in its pure, uncensored form, which will primarily translate to a few skimpier outfits and a handful of mature references omitted from previous releases.

The Complete Collection also includes a separate chapter called FFIV: The After Years that picks up a decade later with the protagonists’ son. Another new playable chapter, FFIV: Interlude, was created just for The Complete Collection. Weighing in at 15-odd hours of new gameplay and story, Interlude is set between FFIV and The After Years and ties up loose plot threads in both games.

While discussing his work with Final Fantasy IV: The Complete Collection, Tokita also touched on the biggest strength of the Japanese RPG genre (“It can be a story that the player is confined to, like a moving comic or animation type of experience in a game format”) and even voiced appreciation for BioShock and Dead Space (“I like games that surprise me”).

Sid Shuman, PlayStation.Blog: How are you taking advantage of the PSP for Final Fantasy IV: The Complete Collection?
Takashi Tokita, Director, Final Fantasy IV: The Complete Collection: The PSP was an appealing platform because it’s a high-quality handheld, it has excellent sound quality, and the UMD format offers a lot of storage space. The extra storage space let us incorporate Final Fantasy IV and FFIV: The After Years, plus the new playable Interlude [that connects both games]. We were also able to include a video and concept art gallery with the game.

PSB: As an experienced developer, are you interested in working with NGP? Are you brainstorming things you might like to try with the Next Generation Portable?
TT: I think it’s a platform that will enable us to do new things, obviously. The current environment isn’t quite as favorable to packaged games, it’s become a little more difficult. In terms of distributing a story-based game, I think NGP will be something that users can embrace for a long period of time.

PSB: Why do you think Final Fantasy IV remains popular and respected 20 years after its release? Not many games experience that kind of longevity.
TT: In many ways, FFIV was a culmination of the preceding Final Fantasy games. It drew on the best aspects of those games and became a model for Final Fantasy games to follow. It appeals to all generations in that sense simply because it became the foundation of future Final Fantasy games.

PSB: While developing Final Fantasy IV, were you already thinking about the possibility of a potential sequel at some point in the future?
TT: When I was creating the original game, I didn’t have any ideas about creating a direct sequel. Much later, when I started development on Final Fantasy IV: The After Years, I thought that it might be good to create a story to connect FFIV and FFIV: The After Years, and that became FFIV: Interlude.

PSB: Why do you think FFIV’s story still resonates with players? Is it the murky morality or themes of redemption?
TT: I think redemption appeals to all generations. The idea of light and dark, and the confusion in that for the characters, is a theme that will never die. The sheer variety of characters is important as well because every player will find at least one character that they will develop an emotional attachment with.

PSB: Do you think that Japanese RPGs should evolve and change, or will there always be a place for classic JRPGs?
TT: I think that there are two types of JRPGs: ones that are character- and story-driven, versus the standard, classic JRPG. Final Fantasy IV combines elements of both, but leans more towards the classic style. In that sense, much like a song that can be covered by other musicians over and over again for years to come, I think the classic JRPG is a style that will continue to exist moving forward.

PSB: Many Final Fantasy came into the series long after FFIV’s original release. If you’re a fan of recent Final Fantasy games like FFXII or FFXIII, what will you appreciate in FFIV?
TT: New generations of Final Fantasy fans are created as new game platforms are introduced. Based on what I’ve seen, many of the more recent fans came into the series with Final Fantasy X on the PS2. By playing FFIV: The Complete Collection, these newer players will get a sense of the origin of Final Fantasy as well as the path the game took as it evolved into later incarnations.

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