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Role Playing (Games) Entertainment Games

FF XIII Timeframe Set, FF XIV Confirmed 140

Square Enix announced at E3 that Final Fantasy XIII is planned for release this winter in Japan, and spring 2010 for North America. A new trailer was released as well. A separate announcement brought details about Final Fantasy XIV Online, an MMORPG due out in 2010 for Windows and the PS3. A teaser website was launched, with a trailer and some information about the developers working on the project. "Final Fantasy XIV Online is being developed with a simultaneous worldwide release in mind. The game will be initially released in English, Japanese, French, and German. The game will be produced by Hiromichi Tanaka (Final Fantasy I, II, III, and XI) and Nobuaki Komoto (Final Fantasy IX and XI) will serve as director. Longtime Final Fantasy fans will be happy to hear the Nobu Uematsu will return to provide the score."
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FF XIII Timeframe Set, FF XIV Confirmed

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  • FF13? (Score:4, Insightful)

    by Mystra_x64 ( 1108487 ) on Wednesday June 03, 2009 @06:41AM (#28193593)

    How about Chrono Trigger 2?

  • Eh. (Score:2, Insightful)

    by MrMista_B ( 891430 ) on Wednesday June 03, 2009 @06:50AM (#28193635)

    Final Fantasy went downhill after VI.

  • by Supurcell ( 834022 ) on Wednesday June 03, 2009 @06:56AM (#28193661)
    I really didn't like the gambit system in XII. It made me feel more like I was programming the game to play itself than actually playing it. Once I decided to give all the characters the ability to cast cure on each other, and to do it when they got to about 20% HP, there was nothing left for me to do.

    I'm not suggesting they go back to the fully turn-based, monsters-appear-from-nowhere system they used in the past, but they need to make the player use more strategy than simply deciding when to heal the party, which seems to be the case in almost every JRPG(especially on the Nintendo DS). Maybe make player positioning a stronger factor, make the battles more meaningful and involved, and put some limits on the character powers so you have to think about when you should use your big stuff.
  • by Bluesman ( 104513 ) on Wednesday June 03, 2009 @07:07AM (#28193717) Homepage

    It made me feel exactly the same way, but I liked the programming aspect. It removed the tedium of doing the same thing (in previous games, didn't you just wish you could teach the characters a strategy instead of being forced to repeat the same commands ad infinitum?) I even started wishing for more advanced gambits to prevent characters from doing stupid things given certain situations.

    But maybe that's just me. I think there were still plenty of challenges in that game even with the gambits. Yiazmat was a particularly meaningful and involved battle.

    Putting limits on powerful weapons is a great idea. I'd really like to see an RPG where strategy trumps leveling and items as the key to winning.

  • Re:Final Fantasy? (Score:3, Insightful)

    by Quince alPillan ( 677281 ) on Wednesday June 03, 2009 @08:25AM (#28194119)
    The original Final Fantasy was actually supposed to be the last one ever produced. The company was facing bankruptcy and the lead designer was planning on retiring from the games industry altogether if the game didn't do well. It did so well though, that they were able to produce a second Final Fantasy within less than a year. The tradition has continued since then :) Wiki Link [wikipedia.org]
  • Re:Eh. (Score:5, Insightful)

    by Talderas ( 1212466 ) on Wednesday June 03, 2009 @08:30AM (#28194157)

    VII was good, but didn't really excel in any one area. A -lot- of it's fame comes from the fact that the Playstation brought a lot of new game players, and VII was the first RPG they ever played. If the first RPG you play is a good one, that one usually holds a slightly more elevated opinion than it should. If you really take a look at the mechanics of the material system, it's more of a constraint system rather than an augment system. FF7 was the only system (that I can remember), where your access to spells was limited which really drove it, more than other Final Fantasy games, to using a heavy melee focus. Outside of a few support materia combos that don't work when paired with master materia (and a few ultimate weapons), using anything other than a master magic, master summon, or master command materia is pointless.

    I also dislike that characters earn experience when they're not in the active party, even if it is at a reduced rate.

    My point is that FF7 showed a shift towards coming up with clever game mechanics. They try to make them a game within the game, which can sometimes overshadow some of the flaws with the game, or it can utterly wreck the enjoyment of it (FF9 for me). It's gotten excessively worse as well. FF12's license grid, and the limited effect that accessories have means there's very little incentive to use any accessory other than a Golden Amulet so you earn double LP for it until you've earned every license. From FF6 and before they didn't have these clever systems. Sure they had a few things, like Espers granting stat bonuses on level up and being required to use/permanently learn magic, but FF6 and early had to rely on their story. The biggest gripe people have about FF6 I believe is the major factor that prevents it from being bar-none the best Final Fantasy, and relegated instead to a debate. That gripe is that the story goes south after the world breaking. You have this grand, intricate story in the World of Balance. Then you get to the World of Ruin, where the story is lackluster. If the story in the WoR had been on par with the WoB story FF6 would be the best Final Fantasy.

    Final Fantasy VIII was brilliant. The storyline was subtle, and it was good at misdirecting the player. For most people that dislike FF8 there's two major gripes, the junction system and the love story in it.

    Final Fantasy IX had an awesome storyline from what I remember, but game system killed the game for me.

    Final Fantasy X didn't really have that grand of a story. I think my biggest issue was that FF10 wasn't about Tidus, it was about Yuna. I personally don't like RPGs where the focus character isn't the central character.

    Final Fantasy X-2? That game doesn't exist.

    Final Fantasy XII has the same issue that FF10 does, though I haven't beaten it yet. The story revolves around Ashe with Basch and Balthier on perimeter, but the focus character is Vaan. At least the Basch-Gabranth and Balthier-Cid is interesting. What does Vaan have? Nothing. His only link is Reks and that is such a piss poor link it's not even worth considering. Vaan is like the red-headed step-child. Sometimes I think Penelo has a better link with what appears to be a bit of a budding crush between her and Larsa with Larsa being Vayne's brother.

  • by Talderas ( 1212466 ) on Wednesday June 03, 2009 @08:36AM (#28194197)

    There was 1 Gambit I really wanted, no matter how much I try and experiment, I can't come up with an effective stealing gambit that nets me most enemies stolen from with fewest number of stealing attempts after it has been stolen from.

    Foe: Has Not Been Stolen From. Right now I use Foe: HP >= 70% on two characters and then use my party leader to attack enemies that have been stolen from.

    Have you played Final Fantasy VIII?

    Final Fantasy VIII had few and far between weapon upgrades, and you could just buy new weapons. There was quite a bit of strategy and experimentation in figuring out the best junction stats. Not to mention the power difference between a Lv10 and Lv100 is minimized because of junctioning.

  • Re:Jesus Christ (Score:3, Insightful)

    by Jaysyn ( 203771 ) on Wednesday June 03, 2009 @08:38AM (#28194223) Homepage Journal

    Cause it jumped the shark around FF VIII?

  • FFXIV Confirmed (Score:5, Insightful)

    by jfbilodeau ( 931293 ) on Wednesday June 03, 2009 @09:33AM (#28194771) Homepage

    Do they really need to _confirm_ FFXIV? I mean, who did not see FF XIV come after FFXIII? Might as well announce it now: FF XV will also be confirmed in the future. As will FFXVI.

  • Re:Eh. (Score:3, Insightful)

    by lbbros ( 900904 ) on Wednesday June 03, 2009 @09:59AM (#28195137) Homepage

    Final Fantasy X-2? That game doesn't exist.

    A honest question: why? I think most of the player base got misled by the introduction movie and by the "2" in the title. I bought and played it, and while not exceptional, it is a decent game overall (not to mention it closes off the FFX story). Why all the hate?

  • Re:Eh. (Score:4, Insightful)

    by Rycross ( 836649 ) on Wednesday June 03, 2009 @01:21PM (#28198101)

    What's the difference between Tidus, Lulu, Yuna, Auron, Kimahri, Rikku, and Wakka? Nothing except their weapons and limit breaks, and Kimahri had Blue Magic.

    Not early on in the game. For a lot of the game, you have to follow a path that is unique to that character. Tidus is average, Lulu is black magic, Yuna is white magic, Auron is high attack/low speed, Rikku is high speed/items/thief lower attack, Kimahri is blue magic, and Wakka is high accuracy/strong vs flying. For much of the game you are encouraged to swap around characters to fit the situation (swap in Wakka is there are birds).

    Where the uniqueness ends is late-game, when you can break into other characters' paths. Even then, your characters are still going to be somewhat different. For example, if you do Tidus and Auron's paths with Tidus, then he will be average speed and high physical attack, but still suck with magic. If you spend enough time levelling, then yes, the characters are going to converge, but thats late-late game. That's what impressed me about FFX's system: everyone starts out different, but you have the flexibility to make them the same.

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