By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Gaming - VGChartz Official Final Fantasy XIII Thread + League + VGCritic

UPDATE

You can vote every 2 hours.

 

Odin - 28

Alexander - 12

Pandemona - 12

Ifrit - 12

Siren - 11

Ultima - 11

Adrammelech - 10

Anima - 10

Ark - 10

Chaos - 10

Chocobo - 10

Diablos - 10

Doomtrain - 10

Famfrit - 10

Gilgamesh - 10

Hades - 10

Hashmal - 10

Hectatoncheir - 10

Leviathan - 10

Madeen - 10

The Magus Sisters - 10

Mateus - 10

Phoenix - 10

Shemhazai - 10

Yojimbo - 10

Zalera - 10

Zeromus - 10

Zodiark - 10

Cerberus - 9

Bahamut - 8

Cúchulainn - 8

Exodus - 8

Ixion - 8

Kjata - 6

Titan - 1

 

ELIMINATED:

Carbuncle

Valefore

Ramuh

Shiva

Belias

________

Last Vote - Fab_GS



Around the Network

+ Bahamut

- Titan (



I'm a Foreigner, and as such, i am grateful for everyone pointing out any mistakes in my english posted above - only this way i'll be able to improve. thank you!

Odin +

Bahamut -



                            

+bahamut
- zalera



Death is nothing to fear

All death means is a new destination

 

Cúchulainn -
Odin +



it's the future of handheld

PS VITA = LIFE

The official Vita thread http://gamrconnect.vgchartz.com/thread.php?id=130023&page=1

Around the Network

Toriyama responds to FFXIII criticism with official statement

Motomu Toriyama, Director of Square Enix’s hotly anticipated Final Fantasy XIII, has released an official statement to directly respond to the negative criticism surrounding the linearity of the upcoming RPG title.

Within he explains that the game is essentially split between two parts, divided between the exploration of Cocoon and the primeval world of Gran Pulse. “The game system itself actually changes between these two worlds, with the first half of the game taking place in Cocoon being a very story driven experience, whereas the second half in Gran Pulse is an open world design with a more free style of gameplay,” he states.

The reasoning behind such a decision has also been given more clarity, with Toriyama revealing “We are aiming for a vibe while playing that is similar to the experience of an FPS style game, where the player rapidly progresses through a series of dramatic events and experiences one after the other on an imposing and atmospheric battlefield.”

He continues, “This kind of design is also very beneficial for the player in allowing them to gradually and systematically learn the brand new battle system that this instalment brings to the series.”

The full message from the European FFXIII site is as follows;

Hello there everyone.

The Xbox 360 and Playstation 3 editions of FFXIII have finally been fully mastered and we are now eagerly awaiting the countdown to the worldwide release. I have just returned from a three week global media tour where I was interviewed by media people from a huge number of places and sincerely appreciate all the excitement and expectation continuing to build for the release date coming from everyone outside of Japan. I have also truly felt the speed with which information moves these days from talking to all the people who have already picked up on the reception to FFXIII at home.

In particular there have been many who expressed opinions regarding the story driven nature of FFXIII making for a linear gameplay progression so I shall briefly talk about that concept here.

The story of FFXIII plays out across two different worlds; the futuristic world of Cocoon, with its sprawling urban areas built inside a spherical planetoid and the primeval world of Gran Pulse populated by gigantic beasts the size of dinosaurs. The game system itself actually changes between these two worlds, with the first half of the game taking place in Cocoon being a very story driven experience, whereas the second half in Gran Pulse is an open world design with a more free style of gameplay.

In order to allow the player to become absorbed in the drama of the storytelling and the new and exciting world of Cocoon and be drawn to the characters without getting distracted or lost we have deliberately used a linear game design for the introduction sections so they can be enjoyed in the same manner as watching a film. We are aiming for a vibe while playing that is similar to the experience of an FPS style game, where the player rapidly progresses through a series of dramatic events and experiences one after the other on an imposing and atmospheric battlefield. This kind of design is also very beneficial for the player in allowing them to gradually and systematically learn the brand new battle system that this instalment brings to the series. It is set up such that the player will experience and try out each character’s possible roles in battle and naturally internalise the intensely tactical nature of the paradigm shift system.

I make a promise that even if you have never played a Final Fantasy game, or even an RPG before then you will still be able to appreciate FFXIII with no difficulty. I hope that you will pick up and play it and experience the fresh and unique gameplay that is only possible with Final Fantasy!

 

http://www.thelostgamer.com/2010/02/19/toriyama-responds-to-ffxiii-criticism-with-official-statement/



Yahoo! UK: Final Fantasy XIII preview

We attend the UK premier for Final Fantasy XIII, playing the game on Xbox 360 and PS3, and talking next generation gains with both the producer and director.

The unveiling of each new Final Fantasy is always a grand and significant occasion. But in the four years since Final Fantasy XII, which have seen the advent of Xbox 360 then PlayStation 3, the gaming world has waited with baited breath to see how the top role-playing franchise would make the transition to high-definition.

The Final Fantasy role-playing game (RPG) series is one of the most popular and influential gaming franchises of all time, having sold a staggering 85 million units worldwide over the past 20 years. Make no mistake, Square Enix has a lot riding on the success of Final Fantasy XIII; the stakes are higher than ever because expectations have never been greater.

However, as the success of Avatar the movie has shown, now might just be the perfect time for Square Enix. People are more willing than ever to lose themselves in a make-believe world, welcoming grand tales of hope and defiance. From what we’ve seen so far, Final Fantasy XIII certainly has all of that and more, and intentionally so, according to game director Motomu Toriyama.

“In Japan at the moment as you know, there’s a long economic stagnation and slowdown – lots of people are actually living without hope. Therefore we wanted to describe the kind of life that, even if you’ve got all the cards stacked against you and you’re living in adversity, you still can be strong and you can live in hope, and with hope, and that’s the kind of message that we want to get across.”

For us, the most breathtaking moment during our first play of the game was when we stepped into the game world for the first time and explored a living, breathing landscape populated with an entrancing menagerie of strange creatures. Familiar enemies from the Final Fantasy universe such as Flans look more vibrant and life-like than ever before, like we believed they always should have looked. It was truly a magical moment for any Final Fantasy fan, and now we can’t wait to see more.

Earlier Final Fantasy games used powerful computer-graphics driven, non-interactive cut-scenes to elaborate on the plot. However once the cut-scenes ended and you stepped into the game world it was often a bit of an anticlimax. Not now; the story-telling interludes are barely distinguishable from the in-game action.

Of course it’s not just existing fans that Final Fantasy XIII must appeal to if Square Enix is to enjoy worldwide blockbuster success. The game must also convince the action-centric Modern Warfare generation. With this in mind, producer Yoshinori Kitase says that he and his team devised a real-time battle system that can be as complicated or as simple as you want it to be.

“What we set out for was a battle system which can present tactics, and also speed and action elements. Obviously you give commands to the main character, whoever it is, and the other two characters in the same party are basically AI, but it’s not as simple as that. The situation on the battle field actually develops differently in real time, so you should be able to adapt to that and make the right selections to employ different formations that are best suited to the particular situation.”

What this means in practice is that Final Fantasy veterans who want to spend hours tinkering with the battle system will certainly be able to do so, but those who just want to get on with the action can also sit back and let the game’s AI do all the tinkering for them. The end result is that the battles are as compelling, thrilling and ultimately satisfying as the rest of the gameplay.

Our hands-on time with Final Fantasy XIII showed enough to convince us that it deserves recognition as become one of the games of 2010; not just in terms of sales fuelled by global critical acclaim, but valued for its ground-breaking artistic merit.

Final Fantasy XIII is released for PlayStation 3 and Xbox 360 on Tuesday, 9 March.

 

http://uk.videogames.games.yahoo.com/55/final-fantasy-xiii-0c9655.html



Final Fantasy XIII 's Motomu Toriyama and Yoshinori Kitase - Interview

Final Fantasy XIII, the latest in the long-running RPG series, is one of the year's most highly anticipated games. Tech Digest recently got to have a chat with FFXIII 's director Motomu Toriyama (MT) and producer Yoshinori Kitase (YK), getting their views on western RPG's such as Mass Effect and the possibility of a Final Fantasy VII remake.

For the last decade the Final Fantasy series has been closely associated with the PlayStation brand. What influenced the decision to bring Microsoft and the Xbox 360 on board as well this time?

YK: To start with, from the viewpoint of the developing teams, our environment is now right for making multi-platform games. Also, as the Xbox 360 is becoming more popular across the world, we'd like as a great a number of players as possible to enjoy Final Fantasy XIII.

There are obviously differences in power and what you can achieve with the PS3 and the Xbox 360, particularly in terms of disk capacity. Did that cause any problems during the cross-platform development?

YK: The PS3 version will come on just one Blu-ray disc, whereas the Xbox version will be spread across three DVDs. We had a hard time allocating all the information onto three DVDs, but we feel like we've done a good job. The player will only have to exchange discs twice across the course of the game, so we feel the difference isn't too intrusive on the Xbox 360.

In a sense the disc changing adds to the feeling of progression in its own way I suppose? I can remember being very excited about reaching a new disc on the old PlayStation Final Fantasies!

YK: (Laughs) Yes, I suppose that is true!


Final Fantasy XIII feels like a strong blend between classic elements of the series and brand new mechanics. There's a far more fluid and familiar battle system, compared to the MMO feel of Final Fantasy XII. Was it a conscious decision to move away from the fights seen in Final Fantasy XII?

YK: The battle scenes in Final Fantasy XII had their own merits and were great in their own right, particularly in how seamless the transition from the field to the fight was. The downside is, because of that, both the field map data and the battle system data had to be squashed into a limited amount of memory for it to work. As a result, though it was seamless, it was sometimes lacking in the "wow" factor previous Final Fantasy games have had. We set out to create something with a greater visual impact, something more spectacular that is only possible when you separate the field and the battle data. It may not be quite as seamless as what you've seen in Final Fantasy XII, but it will be a lot more visually captivating.

With the emphasis on engaging visuals in mind then, lets talk a little bit about the characters. Tetsuya Nomura (Final Fantasy V, VI, VII, VIII, X) has designed the characters again. Is he given a tight brief when it comes to the look of each character, or is he given free reign to take the character designs where he pleases?

MT: The story and the characters cannot exist on their own, so we set up a basic concept for both the story and the characters in the beginning. We present these to Mr. Nomura and we get his feedback, and then we work out any minor adjustments to the look of each characters as each new idea or problem arises.

What drives you to make a new Final Fantasy game? The progression to more powerful hardware, or perhaps a good story or battle concept?

MT: To start with there are two important factors we have to make decisions on: what is the in-game universe that we want to depict and then, yes, what is the battle system we want to develop. Once we have those in place it all just picks up from there.

The in-game universes to previous Final Fantasy games have had pretty well defined cinematic influences. Does anything jump to mind that influenced the art direction of Final Fantasy XIII?

MT: The in-game universe this time around is quite fantasy based, but also futuristic at the same time. We never really had any particular reference points for Final Fantasy XIII, in terms of places where we drew inspiration from. That said, we're a little suspicious that the world famous Avatar movie might have take inspiration from us!

I thought that too! How about western RPGs like Mass Effect and Fallout 3? They've become very popular, particularly in western countries. What do you think of the more action-orientated direction of western RPG developers? How do they stand up against traditional Japanese RPGs?

MT: Mass Effect and Fallout allow the players to play with more freedom, and within their story-lines it is quite successful. But we're more interested in things such as first person shooters like Call of Duty. They give a better sense of tension on the battlefield. We some times draw inspiration from those sorts of games. It's not just RPGs but FPS titles that get us excited.

You both worked on Final Fantasy VII, a game very close to my heart! There are always rumours of a possible Final Fantasy VII remake, but would you personally like to see it happen? Do you think a remake is even necessary?

YK: IF it were possible that we had all the right facilities and the right environment to be able to make and prepare a Final Fantasy VII remake within a year, we'd very much like a go at it! But even Final Fantasy XIII has taken over three and a half years to create. If we were to recreate final Fantasy VII with the same level of graphical detail as you see in Final Fantasy XIII, we'd imagine that that would take as much as three or four times longer than the three and a half years it has taken to put this Final Fantasy together! So it's looking pretty unrealistic! But if any such situation came about by any remote chance, then yes, we'd do it!

I suppose we could always use a Haste spell to speed up the process! Thank you very much for your time.

Final Fantasy XIII will be released on the Xbox 360 and PS3 on March 9th.

 

http://www.techdigest.tv/2010/02/final_fantasy_x_1.html



New GameSpot videos:-
http://www.gamespot.com/ps3/rpg/finalfantasy13/videos.html?filter=most_recent&mode=all

 

Final Fantasy XIII Active Time Battle tutorial Gameplay Movie

Get up to speed with the in-game tutorial of the game's battle system.

 

Final Fantasy XIII Opening Cinematic Gameplay Movie

It's lightning on a train in the first scene from the upcoming role-playing game. Cutscenes may contain possible spoilers.

 

Final Fantasy XIII Manasvin Boss Battle Gameplay Movie

We take on the first creature you'll come across in Final Fantasy XIII.

 

Final Fantasy XIII Walkway Battles Gameplay Movie

We take on soldiers in the opening battles of Final Fantasy XIII.

 



Great job on getting all the stuff in here Fab

Odin +
Bahamut -