RolStoppable said:
fordy said:
RolStoppable said:
What was Squaresoft's reason to cease support of the Gameboy?
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I'd say the subsequent fact that Sony bought a good chunk of Square's stock, and convinced them that FMV type games that wasted tons of space were the only way to go.
Of course, Hiroshi saying that RPGs are for depressed people sitting in dark rooms and playing slow games didn't help, either.
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But Squaresoft still supported other systems like the Wonderswan and Yamauchi's comment only came after Squaresoft had already ceased to support any Nintendo platform.
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Memory is kinda funny on this one but wasn't there some bad blood between Square and Nintendo because Square went with Sony? I mean until the Gamecube when they tried to make amends by giving them the half assed Crytal Chronicles series? I'll see if I can dig up something concrete.
*goes to Google*
*edit* just Google "bad blood between Square and Nintendo" and 10,000 articles mention it. It may actually be unfounded. I didn't actually read any of them. I'm a busy, busy man, you know. It does appear to be common knowledge, though.
Here's what it said in Wikipedia when I looked up FFVII (last sentence, mostly): Development of Final Fantasy VII resumed in late 1995,[30] and required the efforts of approximately 120 artists and programmers, using PowerAnimator and Softimage|3D software.[44] It was the most expensive video game in its time, with a budget of around US$45 million,[45] equivalent to $64 million in 2012.[46] Final Fantasy VI's co-director and event planner, Kitase, returned to direct and co-write Final Fantasy VII and was concerned the franchise might be left behind if it did not catch up to the 3D computer graphics used in other games at the time.[47] Production began after the making of a short, experimental tech demo called "Final Fantasy SGI" for Silicon Graphics, Inc. Onyx workstations. The demo featured polygon-based 3D renderings of characters from Final Fantasy VI in a real time battle.[48] This experiment led the development team to integrate these design mechanics into Final Fantasy VII. However, as a result of the high quantity of memory storage required to implement the motion data, only the CD-ROM format would be able to suit the project's needs.[30] Nintendo, for which Square had developed all previous titles in the Final Fantasy series, had decided to continue to use cartridges for its upcoming Nintendo 64 console. This eventually led to a dispute that resulted in Square ending its long, tumultuous relationship with Nintendo, and Square announced on January 12, 1996 it would be developing Final Fantasy VII for Sony's PlayStation platform.[49]