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Found 67 results

  1. Star Ocean faithful and newcomers alike will have the chance to experience the earliest point in the series' timeline. Square Enix announced that Star Ocean: The Last Hope is getting a 4K and HD facelift, launching for PlayStation 4 and Steam on November 28. The Last Hope is a prequel to the first Star Ocean game, taking place several hundreds years prior and features a heavier sci-fi theme than other entries. It originally released on the PlayStation 3 and Xbox 360 in 2009. In addition to controller, the PC version of the remaster features full mouse and keyboard support. Naturally, the 4K upgrade applies to PlayStation 4 Pro users as well as PC players with a compatible setup. The remaster will release digitally for $20.99 (no word on a physical release). Purchasing before December 12 nets players a 10% discount, with Steam users also receiving an exclusive mini-soundtrack. PS4 players can get a special Star Ocean theme and 12 avatars if they pick up The Last Hope before January 12. If you're a Star Ocean fan, how do you feel about The Last Hope's remaster? What other entries would you like to see get the same treatment?
  2. Star Ocean faithful and newcomers alike will have the chance to experience the earliest point in the series' timeline. Square Enix announced that Star Ocean: The Last Hope is getting a 4K and HD facelift, launching for PlayStation 4 and Steam on November 28. The Last Hope is a prequel to the first Star Ocean game, taking place several hundreds years prior and features a heavier sci-fi theme than other entries. It originally released on the PlayStation 3 and Xbox 360 in 2009. In addition to controller, the PC version of the remaster features full mouse and keyboard support. Naturally, the 4K upgrade applies to PlayStation 4 Pro users as well as PC players with a compatible setup. The remaster will release digitally for $20.99 (no word on a physical release). Purchasing before December 12 nets players a 10% discount, with Steam users also receiving an exclusive mini-soundtrack. PS4 players can get a special Star Ocean theme and 12 avatars if they pick up The Last Hope before January 12. If you're a Star Ocean fan, how do you feel about The Last Hope's remaster? What other entries would you like to see get the same treatment? View full article
  3. We finally have more details on the upcoming Square Enix title Project Octopath Traveler that was teased during the Nintendo Direct back in February. With Project Octopath Traveler, Square Enix seems to be angling to recapture the retro RPG fans with stylish presentation, a branching narrative, and a unique combat system. Watching Octopath Traveler in action and it immediately becomes clear that you've never seen anything quite like it. Square Enix announced that the title will make use of a new aesthetic technique that they have dubbed HD-2D. This new style looks like an old-school RPG format that has been tilted into a 3D world while retaining 2D characters. It's certainly unique and eye-catching while retaining that ye olden days RPG feel. We now know that the octopath in Octopath Traveler references the eight potential protagonists that players can select when beginning their adventure. Each character has their own story, motivations in the world, and a unique ability that will allow them to pursue their goals. The two characters shown, Olberic and Primrose, can manipulate NPCs. Olberic can challenge almost anyone to a duel to prove his strength or move characters out of his way. Primrose, on the other hand, can seduce NPCs to help her on quests or lure enemies into traps. While Octopath Traveler certainly seems like a retro RPG, Square Enix has been experimenting with combat mechanics. Turn-based battles that will be immediately familiar to RPG fans are present in full force, but the major difference in Octopath Traveler is the ability to gain Boost Points with every turn that passes. These points can then be used to boost attacks, doing two, three, or four times more damage. They can also be used to heal, cast spells, or even chain combos together. A demo for Octopath Traveler is currently available on the Nintendo Switch eShop. The full game is expected to release sometime during 2018 and, while it has certainly been covered in Nintendo events, it seems like it might be coming to other systems as well.
  4. We finally have more details on the upcoming Square Enix title Project Octopath Traveler that was teased during the Nintendo Direct back in February. With Project Octopath Traveler, Square Enix seems to be angling to recapture the retro RPG fans with stylish presentation, a branching narrative, and a unique combat system. Watching Octopath Traveler in action and it immediately becomes clear that you've never seen anything quite like it. Square Enix announced that the title will make use of a new aesthetic technique that they have dubbed HD-2D. This new style looks like an old-school RPG format that has been tilted into a 3D world while retaining 2D characters. It's certainly unique and eye-catching while retaining that ye olden days RPG feel. We now know that the octopath in Octopath Traveler references the eight potential protagonists that players can select when beginning their adventure. Each character has their own story, motivations in the world, and a unique ability that will allow them to pursue their goals. The two characters shown, Olberic and Primrose, can manipulate NPCs. Olberic can challenge almost anyone to a duel to prove his strength or move characters out of his way. Primrose, on the other hand, can seduce NPCs to help her on quests or lure enemies into traps. While Octopath Traveler certainly seems like a retro RPG, Square Enix has been experimenting with combat mechanics. Turn-based battles that will be immediately familiar to RPG fans are present in full force, but the major difference in Octopath Traveler is the ability to gain Boost Points with every turn that passes. These points can then be used to boost attacks, doing two, three, or four times more damage. They can also be used to heal, cast spells, or even chain combos together. A demo for Octopath Traveler is currently available on the Nintendo Switch eShop. The full game is expected to release sometime during 2018 and, while it has certainly been covered in Nintendo events, it seems like it might be coming to other systems as well. View full article
  5. Square Enix has a complete remake of one of the greatest RPGS of all-time in the works, and it's coming sooner than anyone would have expected! The reveal of Secret of Mana comes with a slew of information about what the remake changes and leaves the same, along with a hard release date. The team working on Secret of Mana has gone to great lengths to keep the classic, top-down gameplay the same while modernizing a number of other aspects. The most obvious change comes with the 3D graphics - a dramatic departure from the Super Nintendo original. The vibrant 3D might not be on par with the likes of the upcoming Final Fantasy VII remake, but it holds a charm all its own. The developers also modernized the controls for the PlayStation 4 controller and the PS Vita. As the trailer demonstrates, actors will finally give a voice to the text players could only imagine when they played Secret of Mana back in 1993. Randi, Primm, Popoi, and many of the whimsical cast of Secret of Mana will talk and feel more alive than they ever have before. To go along with the new voices, a new soundtrack has been created to fully realize the dreams of the original's composer, Hiroki Kikuta. The soundtrack pays tribute to the original while introducing complementary elements and flourishes that weren't present previously. Of course, players will still be able to play solo or with up to two friends in local co-op. For players unfamiliar with Secret of Mana, the story centers on a young man named Randi, a headband-wearing rascal who stumbles upon the Mana Sword, a powerful weapon meant to bring peace to a world in turmoil. With the blade in hand, Randi can harness the power of Mana, a force of unimaginable power and a target for nefarious evildoers throughout the world. He sets out to defeat the forces of evil and is joined along the way by Primm, a fiery noblewoman, and a sprite named Popoi. Pre-orders are now open for Secret of Mana. Those who take advantage of the offer from PSN receive PSN avatars for the three main characters as well as a moogle suit and tiger suit option for all characters at launch. Secret of Mana releases February 15, 2018 for the PlayStation 4, PS Vita, and PC. Players too excited to wait can get their hands on the title a bit earlier at PAX West September 1-4. View full article
  6. Square Enix has a complete remake of one of the greatest RPGS of all-time in the works, and it's coming sooner than anyone would have expected! The reveal of Secret of Mana comes with a slew of information about what the remake changes and leaves the same, along with a hard release date. The team working on Secret of Mana has gone to great lengths to keep the classic, top-down gameplay the same while modernizing a number of other aspects. The most obvious change comes with the 3D graphics - a dramatic departure from the Super Nintendo original. The vibrant 3D might not be on par with the likes of the upcoming Final Fantasy VII remake, but it holds a charm all its own. The developers also modernized the controls for the PlayStation 4 controller and the PS Vita. As the trailer demonstrates, actors will finally give a voice to the text players could only imagine when they played Secret of Mana back in 1993. Randi, Primm, Popoi, and many of the whimsical cast of Secret of Mana will talk and feel more alive than they ever have before. To go along with the new voices, a new soundtrack has been created to fully realize the dreams of the original's composer, Hiroki Kikuta. The soundtrack pays tribute to the original while introducing complementary elements and flourishes that weren't present previously. Of course, players will still be able to play solo or with up to two friends in local co-op. For players unfamiliar with Secret of Mana, the story centers on a young man named Randi, a headband-wearing rascal who stumbles upon the Mana Sword, a powerful weapon meant to bring peace to a world in turmoil. With the blade in hand, Randi can harness the power of Mana, a force of unimaginable power and a target for nefarious evildoers throughout the world. He sets out to defeat the forces of evil and is joined along the way by Primm, a fiery noblewoman, and a sprite named Popoi. Pre-orders are now open for Secret of Mana. Those who take advantage of the offer from PSN receive PSN avatars for the three main characters as well as a moogle suit and tiger suit option for all characters at launch. Secret of Mana releases February 15, 2018 for the PlayStation 4, PS Vita, and PC. Players too excited to wait can get their hands on the title a bit earlier at PAX West September 1-4.
  7. I'm back in Final Fantasy XV for the fourth time. The first two forays into its world were playthroughs of the main story with the third being the bitterly disappointing Episode Gladio. This time I've returned for Episode Prompto, which presents an opportunity for Square Enix to redeem Final Fantasy XV's downloadable expansions. Episode Prompto released June 27 as the latest installment in the FFXV extended universe. As the name implies, it is all about the lighthearted goofball of the group, Prompto Argentum. Before going any further I should note that there will be no spoilers for the DLC here, but there are MAJOR spoilers if you have not yet beaten the main game. You have been warned! The events of the DLC take place with Prompto in a bit of an emotional limbo. Noctis has seemingly tried to kill him, and left him behind. Of course the player, and eventually Noctis, know that this is actually the work of colossal baddy Ardyn Izunia. The player is reunited with a devastated and confused Prompto (in a new outfit, for some reason…) in the snowy terrain of Niflheim. The bulk of the story centers around a Magitek production plant, significant due to the major plot bomb that Prompto dropped in Chapter 13. He is a Magitek Trooper (MT), a genetically engineered warrior. Square kept with the trend of differentiating the character’s playstyles, a decision that I certainly appreciate. In Episode Gladio we got to play with the character's brute force, at one point even wielding freaking pillars as weapons. From the very start, Prompto's time to shine feels profoundly different from Episode Gladio. Instead of sheer power, the expansion plays as a third-person shooter with a surprising variety of weapons. While Episode Prompto's combat holds a peppering of frustrating moments and quirks, the overall experience manages to be good fun (simple descriptor intentional). Prompto storms into battle equipped with an infinite ammo pistol, melee weapon, and grenades. He can also scavenge a veritable arsenal of weapons found throughout the world. These include the Rapidus SMG, the Alea Bazooka, and a sniper called the Sagitta Rifle. Cool right? But instead of, oh, you know, reloading your guns - you will ditch these weapons when they run empty. A little annoying, but there are strangely plenty of them around to pick up, an almost a ridiculous amount. These minor annoyances don't really detract from the combat itself, they're more just odd design choices. Square Enix divided Prompto's gameplay between the shooter sequences in the facility and an "open world." I was initially super excited to learn about the inclusion of said open world, but upon closer inspection it was underwhelming. We were treated to snowmobile sequences - something that certainly seems thrilling on paper - but they were rough and seemed like they needed more time in development. Side quests appear within the DLC, too, which seem like another awesome opportunity. Unfortunately the lackluster execution of these quests from a technical perspective leave them severely lacking. Most were glitchy with AI problems galore. Umm hi, why aren't the MTs moving? Enjoyable combat aside, Episode Prompto's greatest strength can be found in its storytelling. Square took opportunities to use gameplay mechanics to unveil the story, something sorely missing in Gladio. As an example, one section has the player running as an MT in simple, but effective gameplay. Though this episode wasn’t radically longer than it’s predecessor, its pacing and tone were more appropriate and compelling. Prompto’s big revelation was kind of thrown into the main game and glossed over. Granted, I didn’t expect the guys to toss him aside, but I wanted more of an explanation. With this DLC, Square created a great opportunity to expand on his story organically versus what we saw with Gladio. These DLC releases habe many purposes for Square, but the main one is storytelling. There were many storytelling devices, flashbacks, audio logs etc., used to pack in as much exposition as possible. They exist to expand on the backstories for Noctis' support system. We saw plenty of Noctis in the core game, which makes sense, but so much of what made FFXV a great experience was getting to see the bond between the four characters. Though at times their in-game interactions were dry and unconvincing, the expanded universe was the chance to build these relationships further in a way that players could finally become fully invested. That’s what made Episode Gladio so disappointing. Instead of getting the chance to understand Gladio more we got a rinse and repeat stereotype with some generic metal music in the background. Episode Gladio devolved his character rather than the other way around. OK, enough rant, it's time for Aranea. Aranea and Prompto stumble upon each other in the facility during an intense moment. The gray-haired warrior helps Prompto out through combat assistance and some tough love, but she never lets him forget that he needs to pull his own weight. Essentially, the two form the team that the world never thought it needed. While players don't get to play as Aranea, she makes appearances and becomes a handy ally in combos and boss battles. Her powerful special attacks were pretty much a godsend for me and supplied an added a unique dynamic to combat. She also helps Prompto navigate through his funk, with full on Aranea attitude of course. As skeptical as I was, their chemistry strangely worked. I would love to see more Prompto-nea in the future (hint hint Square). Since release, a fan base has steadily grown around Aranea in the Final Fantasy XV community, so giving her more screen time in this expansion was a smart move on Square's part. And while I'll still argue that she needs her own DLC, including her in Episode Prompto was at least progress. There were so many characters underutilized in both the core game and the Kingsglaive film - using them here shows that Square is listening to its fans. Conclusion During the entirety of my playthrough of Episode Prompto, I had Episode Gladio on my mind. I'm sure that might have been obvious in reading this review, but it makes me wonder, did I enjoy Prompto's story because it was better than Gladio's? My standards going in were pretty low, actually, something to the effect of "this better be longer than Gladio." Overall, yes, this installment was way better in pretty much every respect, but of course, it could be better. It's my hope that going forward Square will only try to improve upon the experience and create a more complete story rather than rushing out content for content's sake, which unfortunately seems to be the trend for the extended universe. Episode Prompto was a step in the right direction. Fans of Final Fantasy XV looking for additional canonical story for Prompto should absolutely play this episode. Though it had some bugs and camera issues, combat stands out as enjoyable and a refreshing change of pace within the Final Fantasy universe. It shows how these expansions can be done right, and it sets my hopes high for the upcoming Episode Ignis. Final Fantasy XV - Episode Prompto was reviewed on Xbox One and is now for PlayStation 4 and Xbox One View full article
  8. Review: Final Fantasy XV - Episode Prompto

    I'm back in Final Fantasy XV for the fourth time. The first two forays into its world were playthroughs of the main story with the third being the bitterly disappointing Episode Gladio. This time I've returned for Episode Prompto, which presents an opportunity for Square Enix to redeem Final Fantasy XV's downloadable expansions. Episode Prompto released June 27 as the latest installment in the FFXV extended universe. As the name implies, it is all about the lighthearted goofball of the group, Prompto Argentum. Before going any further I should note that there will be no spoilers for the DLC here, but there are MAJOR spoilers if you have not yet beaten the main game. You have been warned! The events of the DLC take place with Prompto in a bit of an emotional limbo. Noctis has seemingly tried to kill him, and left him behind. Of course the player, and eventually Noctis, know that this is actually the work of colossal baddy Ardyn Izunia. The player is reunited with a devastated and confused Prompto (in a new outfit, for some reason…) in the snowy terrain of Niflheim. The bulk of the story centers around a Magitek production plant, significant due to the major plot bomb that Prompto dropped in Chapter 13. He is a Magitek Trooper (MT), a genetically engineered warrior. Square kept with the trend of differentiating the character’s playstyles, a decision that I certainly appreciate. In Episode Gladio we got to play with the character's brute force, at one point even wielding freaking pillars as weapons. From the very start, Prompto's time to shine feels profoundly different from Episode Gladio. Instead of sheer power, the expansion plays as a third-person shooter with a surprising variety of weapons. While Episode Prompto's combat holds a peppering of frustrating moments and quirks, the overall experience manages to be good fun (simple descriptor intentional). Prompto storms into battle equipped with an infinite ammo pistol, melee weapon, and grenades. He can also scavenge a veritable arsenal of weapons found throughout the world. These include the Rapidus SMG, the Alea Bazooka, and a sniper called the Sagitta Rifle. Cool right? But instead of, oh, you know, reloading your guns - you will ditch these weapons when they run empty. A little annoying, but there are strangely plenty of them around to pick up, an almost a ridiculous amount. These minor annoyances don't really detract from the combat itself, they're more just odd design choices. Square Enix divided Prompto's gameplay between the shooter sequences in the facility and an "open world." I was initially super excited to learn about the inclusion of said open world, but upon closer inspection it was underwhelming. We were treated to snowmobile sequences - something that certainly seems thrilling on paper - but they were rough and seemed like they needed more time in development. Side quests appear within the DLC, too, which seem like another awesome opportunity. Unfortunately the lackluster execution of these quests from a technical perspective leave them severely lacking. Most were glitchy with AI problems galore. Umm hi, why aren't the MTs moving? Enjoyable combat aside, Episode Prompto's greatest strength can be found in its storytelling. Square took opportunities to use gameplay mechanics to unveil the story, something sorely missing in Gladio. As an example, one section has the player running as an MT in simple, but effective gameplay. Though this episode wasn’t radically longer than it’s predecessor, its pacing and tone were more appropriate and compelling. Prompto’s big revelation was kind of thrown into the main game and glossed over. Granted, I didn’t expect the guys to toss him aside, but I wanted more of an explanation. With this DLC, Square created a great opportunity to expand on his story organically versus what we saw with Gladio. These DLC releases habe many purposes for Square, but the main one is storytelling. There were many storytelling devices, flashbacks, audio logs etc., used to pack in as much exposition as possible. They exist to expand on the backstories for Noctis' support system. We saw plenty of Noctis in the core game, which makes sense, but so much of what made FFXV a great experience was getting to see the bond between the four characters. Though at times their in-game interactions were dry and unconvincing, the expanded universe was the chance to build these relationships further in a way that players could finally become fully invested. That’s what made Episode Gladio so disappointing. Instead of getting the chance to understand Gladio more we got a rinse and repeat stereotype with some generic metal music in the background. Episode Gladio devolved his character rather than the other way around. OK, enough rant, it's time for Aranea. Aranea and Prompto stumble upon each other in the facility during an intense moment. The gray-haired warrior helps Prompto out through combat assistance and some tough love, but she never lets him forget that he needs to pull his own weight. Essentially, the two form the team that the world never thought it needed. While players don't get to play as Aranea, she makes appearances and becomes a handy ally in combos and boss battles. Her powerful special attacks were pretty much a godsend for me and supplied an added a unique dynamic to combat. She also helps Prompto navigate through his funk, with full on Aranea attitude of course. As skeptical as I was, their chemistry strangely worked. I would love to see more Prompto-nea in the future (hint hint Square). Since release, a fan base has steadily grown around Aranea in the Final Fantasy XV community, so giving her more screen time in this expansion was a smart move on Square's part. And while I'll still argue that she needs her own DLC, including her in Episode Prompto was at least progress. There were so many characters underutilized in both the core game and the Kingsglaive film - using them here shows that Square is listening to its fans. Conclusion During the entirety of my playthrough of Episode Prompto, I had Episode Gladio on my mind. I'm sure that might have been obvious in reading this review, but it makes me wonder, did I enjoy Prompto's story because it was better than Gladio's? My standards going in were pretty low, actually, something to the effect of "this better be longer than Gladio." Overall, yes, this installment was way better in pretty much every respect, but of course, it could be better. It's my hope that going forward Square will only try to improve upon the experience and create a more complete story rather than rushing out content for content's sake, which unfortunately seems to be the trend for the extended universe. Episode Prompto was a step in the right direction. Fans of Final Fantasy XV looking for additional canonical story for Prompto should absolutely play this episode. Though it had some bugs and camera issues, combat stands out as enjoyable and a refreshing change of pace within the Final Fantasy universe. It shows how these expansions can be done right, and it sets my hopes high for the upcoming Episode Ignis. Final Fantasy XV - Episode Prompto was reviewed on Xbox One and is now for PlayStation 4 and Xbox One
  9. Dubbed a "completely new game" by the RPG developer/publisher, Antique Carnevale was unveiled to the public in a new trailer aimed at the Japanese market. What kind of a name is Antique Carnevale? What does it mean? No one knows! Very few details have been revealed about the real game that is really titled Antique Carnevale, quite possibly the most JRPG-ish title of all time. A Japanese language site has been set up that provides a few tantalizing details and promises more information in the coming weeks. The site currently contains information describing the game's prologue and a description of a character named Bernhard. Below you can find both of those sections as translated by Gematsu: Prologue Have you thought about the differences between “things” and “living things”? Or the differences between “dolls” and “people”? If you ask, people will easily answer as such: dolls are “not able to move on their own,” right? However, that is an invitation to the labyrinth. Is a person unable to move by their own will not a “doll”? Is a doll able to move by its own will not a “person”? The explorers who wander around in search of an exit will find themselves deeply lost… And then, one boy visits that labyrinth by himself… He will listen. To the cries left behind by the “people” that have decayed in the labyrinth. He will understand. The desires of the “dolls” captured in the labyrinth. To that young man who stands in the space between people and dolls… I pray. May the blessings of the people of origin be with him. Bernhard (voiced by Natsuki Hanae) The personification of the summons beast Wyvern. He regularly guards the town as the young commanding knight of the Valamion. He has a strong sense of justice, but hates rushing to conclusions, and is often censured by those around him. Under the orders of the president, he is currently searching for the strongest masters of the next generation. The Antique Carnevale site teases more information releases for characters on July 7, 10, 12, and 14. Square Enix plans to unveil additional information, likely platforms and release date/window, on July 18. What do you think about this new IP? From the brief trailer and the strangely subdued fanfare of the announcement it seems like this might be an IP headed to smartphones, 3DS, or Vita rather than a AAA release for consoles. Any theories as to what this game might be about from the cryptic information provided by the prologue description? View full article
  10. Dubbed a "completely new game" by the RPG developer/publisher, Antique Carnevale was unveiled to the public in a new trailer aimed at the Japanese market. What kind of a name is Antique Carnevale? What does it mean? No one knows! Very few details have been revealed about the real game that is really titled Antique Carnevale, quite possibly the most JRPG-ish title of all time. A Japanese language site has been set up that provides a few tantalizing details and promises more information in the coming weeks. The site currently contains information describing the game's prologue and a description of a character named Bernhard. Below you can find both of those sections as translated by Gematsu: Prologue Have you thought about the differences between “things” and “living things”? Or the differences between “dolls” and “people”? If you ask, people will easily answer as such: dolls are “not able to move on their own,” right? However, that is an invitation to the labyrinth. Is a person unable to move by their own will not a “doll”? Is a doll able to move by its own will not a “person”? The explorers who wander around in search of an exit will find themselves deeply lost… And then, one boy visits that labyrinth by himself… He will listen. To the cries left behind by the “people” that have decayed in the labyrinth. He will understand. The desires of the “dolls” captured in the labyrinth. To that young man who stands in the space between people and dolls… I pray. May the blessings of the people of origin be with him. Bernhard (voiced by Natsuki Hanae) The personification of the summons beast Wyvern. He regularly guards the town as the young commanding knight of the Valamion. He has a strong sense of justice, but hates rushing to conclusions, and is often censured by those around him. Under the orders of the president, he is currently searching for the strongest masters of the next generation. The Antique Carnevale site teases more information releases for characters on July 7, 10, 12, and 14. Square Enix plans to unveil additional information, likely platforms and release date/window, on July 18. What do you think about this new IP? From the brief trailer and the strangely subdued fanfare of the announcement it seems like this might be an IP headed to smartphones, 3DS, or Vita rather than a AAA release for consoles. Any theories as to what this game might be about from the cryptic information provided by the prologue description?
  11. Ever been curious about how the shops in RPG’s obtain their wares? Moonlighter aims to answer that burning question. The game stars Will, a shopkeeper with big dreams of becoming a hero. When he’s not running his business during the day, he “moonlights” as an adventurer, exploring caves, fighting monsters, and collecting treasure. Moonlighter’s design reflects Will’s double-life, dividing its gameplay into two disparate halves: top-down, action-adventure and market simulator. So far, it seems that developer Digital Sun has managed to weave both ideas together in a harmonious and fun way. The dungeon crawling sections sport elements of roguelites, with procedurally generated room arrangements and the loss of your loot upon death. Will wields two weapon types, which can include swords, spears, and bows, to hack and slash his way through monsters in search of treasure. Traps litter certain rooms, and others house special portals that teleport players to different, more challenging levels. While moment-to-moment gameplay features little out of the ordinary for genre enthusiasts, the various systems around it help Moonlighter stand out. Inventory management features a lot more than just shoving stuff into a bag. Multiple rows can hold items, but only stuff stored in the top row (representing Will’s pockets) will stick with him should he fall in battle. Thus, keeping your most valuable stock up top is highly recommended. Warping out of dungeons requires players to sell a certain amount treasures on the spot. You’re giving up some loot, but the hefty cost of death might make a speedy escape worth the cost, especially if you’re sitting on a good haul. Like a good businessperson, you’ve got to spend money to make money. My favorite menu element are special “cursed” items that come with various effects and create a near meta-game out of inventory. Some stipulations are relatively minor, like object that can only be kept in the bag’s bottom row. Others can be very useful, such as a curse that transforms itself into 10 duplicates of a nearby material. Curses can even work in conjunction with each other. One curse masks an item’s identity until you exit the dungeon. Another curse can dispel the ability of another, adjacent cursed object. When I moved a hidden item near a curse-remover, its identity was revealed, saving me from having to make the trip outside. Not since playing inventory Tetris in the Resident Evil series has dinking around my baggage felt this engaging. After getting my feet wet with combat in the brief prologue, Moonlighter began teaching me the ins and outs of running a storefront. Collected loot can be put up for sale at whatever price you deem appropriate. However, a product’s worth won’t be determined until customers scrutinize your inventory, so determining prices creates an initial guessing game. Cute emoticons express whether customers feel something is too cheap, too expensive, or priced reasonably. My personal favorite emote is a sort of pouty face indicating that an item’s expensive but they’ll begrudgingly buy it anyway. If a patron turns their nose up at something, you’ll need to lower the price. If someone bites the bullet on a big ticket item, you can continue charging that fee since you know people will drop the dough on it. I got a real kick out of seeing patrons open their wallets to my sometimes hilariously lofty prices. Once a sale has been made, a helpful ledger records the values for sold merchandise for future reference, eliminating that early guess work. Additionally, the book orders inventory by price, giving you a clear idea of the values of stock compared with each other. My immediate concern with shop gameplay was that it would eventually grow repetitive once the values of most goods were established, but the developers assured me that Will’s business, as well as consumer demands, evolve over time. As profits increase, the store can expand, allowing for a larger stock of merchandise as well as letting more customers visit. You can even decorate to create an atmosphere of fanciness, which might allow you to charge higher prices (the team cited the presentation of Apple stores as a humorous comparison). As customer tastes change, a once-hot commodity may not fetch a passing glance. Conversely, a cheap material could suddenly skyrocket in demand, justifying a price hike. Furthermore, some customers may even ask Will to carry certain goods, creating sidequests. It remains to be seen if these scenarios occur often enough to shopkeeping interesting in the long run, but it’s reassuring to know the same motions won’t be repeated ad nauseam. Will’s business isn’t the only game in town. The town of Rynoka is home to a blacksmith that sells and improves armor/weapons, as well an “overpriced” item store. A witch’s shop is the only business that remains open at night, selling potions, weapon enchantments, and holds nightly sales. Certain materials are better left off the show floor and used to trade at these stores. The devs stated some players even use the inventory of merchants as a point of comparison when determining how to price your own stock. I was definitely amused by the idea of intentionally undercutting the expensive item shop, for example. After business concluded for the day and I dove back into a dungeon. Moonlighter’s primary loop became clear: explore labyrinths, gather treasure, sell said treasure, purchase better equipment/upgrades, visit tougher levels, repeat. More difficult floors open up after several runs with richer rewards. But you’ll need superior gear to survive, but new equipment generally sports high price tags, providing incentive to maximize profits at the store. I realized Moonlighter’s hooks were digging in when I entered a typical combat room in which clearing its enemies would normally cause treasure to appear. However, nothing did, but instead of feeling slighted, the materials left behind by the slain foes was reward enough. I excitedly thought “Oh cool, I can sell these in my shop!” As a Zelda fan, it doesn’t take much to get me on board with similarly designed experiences. Engaging in the doldrums of managing a business, however, was a different story. When I learned Moonlighter was as about selling goods as it was exploring dungeons, my initial enthusiasm dropped a bit. Setting prices, waiting around for customers–it all sounded rather dull. By the end of my hour-long session, my tune changed. Moonlighter has the potential an engrossing and enjoyable spin on the action/RPG. The shop mechanic is a neat angle that’s backed by solid roguelite gameplay, all wrapped in a charming pixel art presentation. I look forward to opening up shop when Moonlighter arrives later this year for Xbox One, PlayStation 4, PC, and Mac. View full article
  12. Ever been curious about how the shops in RPG’s obtain their wares? Moonlighter aims to answer that burning question. The game stars Will, a shopkeeper with big dreams of becoming a hero. When he’s not running his business during the day, he “moonlights” as an adventurer, exploring caves, fighting monsters, and collecting treasure. Moonlighter’s design reflects Will’s double-life, dividing its gameplay into two disparate halves: top-down, action-adventure and market simulator. So far, it seems that developer Digital Sun has managed to weave both ideas together in a harmonious and fun way. The dungeon crawling sections sport elements of roguelites, with procedurally generated room arrangements and the loss of your loot upon death. Will wields two weapon types, which can include swords, spears, and bows, to hack and slash his way through monsters in search of treasure. Traps litter certain rooms, and others house special portals that teleport players to different, more challenging levels. While moment-to-moment gameplay features little out of the ordinary for genre enthusiasts, the various systems around it help Moonlighter stand out. Inventory management features a lot more than just shoving stuff into a bag. Multiple rows can hold items, but only stuff stored in the top row (representing Will’s pockets) will stick with him should he fall in battle. Thus, keeping your most valuable stock up top is highly recommended. Warping out of dungeons requires players to sell a certain amount treasures on the spot. You’re giving up some loot, but the hefty cost of death might make a speedy escape worth the cost, especially if you’re sitting on a good haul. Like a good businessperson, you’ve got to spend money to make money. My favorite menu element are special “cursed” items that come with various effects and create a near meta-game out of inventory. Some stipulations are relatively minor, like object that can only be kept in the bag’s bottom row. Others can be very useful, such as a curse that transforms itself into 10 duplicates of a nearby material. Curses can even work in conjunction with each other. One curse masks an item’s identity until you exit the dungeon. Another curse can dispel the ability of another, adjacent cursed object. When I moved a hidden item near a curse-remover, its identity was revealed, saving me from having to make the trip outside. Not since playing inventory Tetris in the Resident Evil series has dinking around my baggage felt this engaging. After getting my feet wet with combat in the brief prologue, Moonlighter began teaching me the ins and outs of running a storefront. Collected loot can be put up for sale at whatever price you deem appropriate. However, a product’s worth won’t be determined until customers scrutinize your inventory, so determining prices creates an initial guessing game. Cute emoticons express whether customers feel something is too cheap, too expensive, or priced reasonably. My personal favorite emote is a sort of pouty face indicating that an item’s expensive but they’ll begrudgingly buy it anyway. If a patron turns their nose up at something, you’ll need to lower the price. If someone bites the bullet on a big ticket item, you can continue charging that fee since you know people will drop the dough on it. I got a real kick out of seeing patrons open their wallets to my sometimes hilariously lofty prices. Once a sale has been made, a helpful ledger records the values for sold merchandise for future reference, eliminating that early guess work. Additionally, the book orders inventory by price, giving you a clear idea of the values of stock compared with each other. My immediate concern with shop gameplay was that it would eventually grow repetitive once the values of most goods were established, but the developers assured me that Will’s business, as well as consumer demands, evolve over time. As profits increase, the store can expand, allowing for a larger stock of merchandise as well as letting more customers visit. You can even decorate to create an atmosphere of fanciness, which might allow you to charge higher prices (the team cited the presentation of Apple stores as a humorous comparison). As customer tastes change, a once-hot commodity may not fetch a passing glance. Conversely, a cheap material could suddenly skyrocket in demand, justifying a price hike. Furthermore, some customers may even ask Will to carry certain goods, creating sidequests. It remains to be seen if these scenarios occur often enough to shopkeeping interesting in the long run, but it’s reassuring to know the same motions won’t be repeated ad nauseam. Will’s business isn’t the only game in town. The town of Rynoka is home to a blacksmith that sells and improves armor/weapons, as well an “overpriced” item store. A witch’s shop is the only business that remains open at night, selling potions, weapon enchantments, and holds nightly sales. Certain materials are better left off the show floor and used to trade at these stores. The devs stated some players even use the inventory of merchants as a point of comparison when determining how to price your own stock. I was definitely amused by the idea of intentionally undercutting the expensive item shop, for example. After business concluded for the day and I dove back into a dungeon. Moonlighter’s primary loop became clear: explore labyrinths, gather treasure, sell said treasure, purchase better equipment/upgrades, visit tougher levels, repeat. More difficult floors open up after several runs with richer rewards. But you’ll need superior gear to survive, but new equipment generally sports high price tags, providing incentive to maximize profits at the store. I realized Moonlighter’s hooks were digging in when I entered a typical combat room in which clearing its enemies would normally cause treasure to appear. However, nothing did, but instead of feeling slighted, the materials left behind by the slain foes was reward enough. I excitedly thought “Oh cool, I can sell these in my shop!” As a Zelda fan, it doesn’t take much to get me on board with similarly designed experiences. Engaging in the doldrums of managing a business, however, was a different story. When I learned Moonlighter was as about selling goods as it was exploring dungeons, my initial enthusiasm dropped a bit. Setting prices, waiting around for customers–it all sounded rather dull. By the end of my hour-long session, my tune changed. Moonlighter has the potential an engrossing and enjoyable spin on the action/RPG. The shop mechanic is a neat angle that’s backed by solid roguelite gameplay, all wrapped in a charming pixel art presentation. I look forward to opening up shop when Moonlighter arrives later this year for Xbox One, PlayStation 4, PC, and Mac.
  13. On the eve of the release of the latest story DLC, Episode Prompto, Final Fantasy XV received its June update. Among other things, the update includes the addition of a new vehicle customization the off-roading Regalia Type-D. To get the upgrade for the ol' girl all you'll have to do is take her to Cindy who will propose a "doozy of an idea." The new Regalia stands taller than even Gladio and apparently is a gas guzzler. With the update, all of the guys have new ridiculous things to say and noises as they are jostled around of course. The Type-D was made for off-roading and takes the in-game driving from on-rails to fully manual. There's also a "big jump" function with jumps scored based on distance, landing stability and midair impact. Be warned though, too big of a jump can lead to a game over. Oh, and you're not immune to trees or rocks... The update itself was pretty massive and included compatibility for Episode Prompto. View full article
  14. On the eve of the release of the latest story DLC, Episode Prompto, Final Fantasy XV received its June update. Among other things, the update includes the addition of a new vehicle customization the off-roading Regalia Type-D. To get the upgrade for the ol' girl all you'll have to do is take her to Cindy who will propose a "doozy of an idea." The new Regalia stands taller than even Gladio and apparently is a gas guzzler. With the update, all of the guys have new ridiculous things to say and noises as they are jostled around of course. The Type-D was made for off-roading and takes the in-game driving from on-rails to fully manual. There's also a "big jump" function with jumps scored based on distance, landing stability and midair impact. Be warned though, too big of a jump can lead to a game over. Oh, and you're not immune to trees or rocks... The update itself was pretty massive and included compatibility for Episode Prompto.
  15. Fans and critics of Final Fantasy VII: Advent Children alike have commonly perceived it as lacking a compelling story, complex characters, and purposeful fight scenes. When I decided I wanted to understand why I still loved the film in 2013, I didn’t expect the answer I found. Parts one and two in this series debunked these major criticisms of the film by examining what story Advent Children tells and how it tells that story through action. This leaves the question, why did it take twelve years to notice that this film portrays the opposite of what everyone says about it? If these criticisms don’t have merit, or are at most over-exaggerated, how did they originate? The dominantly negative reviews about Advent Children appear to spawn from its subtle and unconventional storytelling combined with misconceptions that it doesn’t have a meaningful story to begin with. Advent Children frequently uses visual language, thematic imagery, and minimalist storytelling to convey its story and ideas. Movies communicate their stories visually through shot composition, lighting, costuming, video editing, and positioning of props and actors. These elements are called the film’s mise-en-scène. While films can also use verbal, written, and musical language to convey meaning, film theorists claim that as a visual medium, movies should tell their stories visually. Characters should speak less and do more. As a subscriber to this theory, Advent Children doesn’t always tell the audience what’s happening and what it means through dialog; it shows them through its mise-en-scène. Sometimes Advent Children’s scenes seem more representative of the film’s themes and ideas than of what is actually happening. For example, the final scene in the movie where we see Cloud surrounded by orphans, townspeople, and friends, both dead and alive, after crashing through the roof of a church is ridiculous even in the world of Advent Children. This scene, however, represents Cloud’s reunion with his friends, his family, and the world. He has found happiness and is ready to accept life over his memories and thoughts of death. In an earlier scene, Cloud also finds himself in an equally ridiculous scenario. Menacing orphans surround him while Kadaj taunts him. It doesn’t make sense that orphans pose a threat to a super human like Cloud, but they represent his separation from the world and heighten the tone of helplessness in the scene. By isolating himself, Cloud’s made enemies out of the people he cares about in addition to having to fight his actual enemies and demons. In general, Advent Children takes a minimalist approach to storytelling. It doesn’t repeat spoken information often. The film explains Jenova, Sephiroth, and materia only once, for example. It encourages viewing the film multiple times as opposed to spoon feeding an obvious tale that viewers can see once and completely understand. While the film shows us all the information we need to understand the story, it doesn’t always put it together. The characters don’t have extensive conversations to analyze the pieces and find meaning in the outcomes. These storytelling methods as used by Advent Children and other artworks rely to some degree on the viewer’s analytic skills and personal experiences, which has strengths and weaknesses. Advent Children gives the audience the respect and space to put its clues together themselves and incorporate their own experiences with Final Fantasy VII and real life into the film. This allows viewers to create their own powerful connections to the work either because it reminds them of personal experiences or because finding meaning in it takes effort and feels rewarding. Minimal storytelling, however, also opens the possibility that viewers will interpret the work in unintended ways. For example, audiences can interpret Advent Children’s narrative as meaningless nonsense. Viewers also may not be able to find intended meanings in the work because they don’t have the required experiences. Someone who’s never played Final Fantasy VII, for example, won’t see the similarity between Kadaj’s relationship with Cloud and Cloud’s relationship with Sephiroth. Someone unfamiliar with mental illness might not see it in Advent Children or might interpret Cloud’s character as clichéd. This doesn’t mean, however, that they can’t find meaning in the work through other experiences and clues from the film. Telling a story in this way can also make it impenetrable for casual viewers. Advent Children has plenty of action and fan service at it surface, but it takes work to see that it’s not just mindless entertainment. Advent Children also has some specific problems that make recognizing that it has meaning difficult. Its purely thematic imagery, for example, creates plot holes that can’t be filled so easily. The director’s cut Final Fantasy VII: Advent Children Complete attempts to explain why the children and townspeople gather at the church at the end of the movie with an event even more ridiculous than the scene itself. Aerith, a dead woman, calls everyone on their cellphones, even the orphans, and tells them to go to the church… Similarly, Cloud’s apparent isolation in the final fight scene continues one of the film’s visual themes but doesn’t make sense in the story’s world, considering that his friends would never leave him to fight a worldwide threat on his own. Sometimes Advent Children withholds too much information as well. To a point, the director’s cut better explains Denzel and how he befriended Cloud, a character that struggles to display and accept affection. Viewers can easily miss this visual and minimalist storytelling, especially if they have preconceptions that the work doesn’t contain meaning. Unfortunately, Advent Children has an association with three types of movies known for poor storytelling: fan service films, photorealistic CGI, and video game movies. Reviewers say that Advent Children is obviously a “fan service film.” This term has two meanings, depending on the reviewer using it. First, these films tell a story that only fans will understand and appreciate. Second, fan service films have a bad story that exists only to show fans what they want to see, most often battles between characters from the base material. This labeling suggests that people who haven’t played Final Fantasy VII before shouldn’t even attempt to find meaning in Advent Children. At the same time, fans of the game claim that Advent Children can’t contain a good story because it sequels an already complete one. It doesn’t have any more story to tell. They also claim that it exists only to sell Final Fantasy VII merchandise such as the Crisis Core and Dirge of Cerberus video games, which came out at about the same time. Therefore, it’s meaningless fan service and merchandising. Critics don’t provide enough evidence that Advent Children is any of these things though, and it’s really not obvious. Some people, like myself, watch the film with little to no experience with Final Fantasy VII or even Final Fantasy and find it enjoyable and understandable. A majority of this review examines a story that has little to do with the game and exists entirely within the film. Fans have as much difficulty decoding the superficial geostigma-Jenova-Sephiroth story as non-fans do, and anyone can understand the parallel story about a guy struggling with his past. In fact, many Final Fantasy VII fans complain that the movie doesn’t contain enough fan service. The film spends more time on Denzel and Kadaj, characters that don’t exist in the game, than it does on the game’s playable characters. Additionally, the short battle with Sephiroth ends rather suddenly for a film that supposedly exists solely to create an excuse for the fight to happen. The film also doesn’t add anything new to the Final Fantasy VII universe. It opens with the message, “To those who loved this world and knew friendly company therein: this Reunion is for you,” but it simultaneously provides evidence that it’s not for fans only. Advent Children seems more like a film that uses Final Fantasy VII as a medium to tell a story than a fan service film. It has elements that only fans can understand, but that doesn’t mean that everything else is incomprehensible. We don’t need Barret, Yuffie, and Cid’s backstory to understand that they’re Cloud’s friends and helped save the world two years ago, for example. The backstories clearly exist because these characters have distinguishing personalities. The movie simply chooses not to present the stories of its side characters and peripheral details like a lot of other movies choose to do. “Fan service” can also mean gratuitous sex and violence. Advent Children features a cast of male characters that fit the pretty, sexy man stereotype found in many Japanese anime and relentless, sword-swinging action. When an anime doesn’t have anything interesting to say, it can resort to large-breasted women and effeminate men with partially open jackets and large swords to find an audience. Movies with these elements, however, can still have great stories and ideas to share. Hollywood has many pretty faces, but we don’t condemn all its movies as bad simply because the actors aren’t hideous. Fight Club isn’t critically acclaimed because it features Brad Pitt and two hours of men punching each other in the face. It tells an excellent story with an interesting commentary about life. Advent Children’s creators made the characters aesthetically pleasing (Who wants to look at butt ugly artwork?) but not radically different from their basic designs in the game. The film has a story and messages applicable to real life told through the action, pretty men, and Final Fantasy VII elements at its surface. Reviewers have also classified Advent Children as photorealistic despite no one in the film looking like a real person. In the wake of Final Fantasy: The Spirits Within and The Polar Express, critics labeled Advent Children as yet another attempt at photorealism with a poor story. Unsurprisingly, critics complained that it didn’t look realistic enough. Characters don’t follow the real-world laws of physics, they don’t bleed, and the movie never tricks the audience into thinking that it’s live-action. No evidence suggests that Advent Children is or ever was meant to be photorealistic. The anime-influenced characters look too perfect and alien to be real. Like cutscenes in Final Fantasy games, Advent Children only presents the illusion of realism. The creators even state in The Making Of featurette that they didn’t want to make a photorealistic film. As co-director Takeshi Nozue says, “If it looked too real, then we might as well shoot it live.” Ignoring the laws of physics and not showing blood are stylistic and thematic choices that don’t affect the quality of the story. If we don’t expect Pixar films or video games to trick us into thinking that we’re watching real people, then we shouldn’t hold Advent Children to this standard either. Finally, critics make claims about Advent Children simply because of its association with a video game. Video game movies generally don’t have great stories, but they can break this stereotype. Reviewers describe Advent Children as one long cutscene, which suggests that it doesn’t contain enough information on its own to tell a story. Everything about its story, its themes, and its characters except a few details in this analysis comes from the movie. Other reviewers have called Advent Children a series of cutscenes. This description just applies a video game term, cutscenes, to the elements that make up all movies, scenes. This metaphor doesn’t contain any information about whether the movie is good or bad. Some argue that the film can’t engage the audience because it’s not a video game. Depending on the gamer, cutscenes in games are either a reward or an annoyance, and Advent Children shows an hour and a half of beautiful visuals without requiring the player/viewer to do anything. It’s true, movies don’t reward strategic button pressing. The reward lies in finding meaning in their visuals and audio. Advent Children defies all these descriptions and criticisms because it’s unlike anything ever created. Beowulf defines technology porn, a photorealistic spectacle brimming with graphic sex, gore, and violence. A series of cutscenes accurately describes .hack//G.U. Trilogy, a film obviously missing crucial explanation and character development that would usually occur during gameplay. Similarly, a long cutscene describes Kingsglaive: Final Fantasy XV, a film that doesn’t even explain what problem its characters must solve because it’s in the game. Tekken: Blood Vengeance, a film that contains a ridiculous plot that ties together apparently pointless fight scenes between characters from the game, is one type of fan service film. .hack//Beyond the World, a film that loses itself in .hack lore without explaining why it matters to the protagonist, demonstrates another. Elysium (2003) shows what terrible but brief dialog combined with a terrible story looks like. Want to know what Advent Children would sound like had it explained everything in excruciating detail? Watch Ark (2005). Kaena: The Prophecy makes a sincere but novice attempt at using a video game world to tell a story, what Advent Children near perfects. While Advent Children takes inspiration from Japanese anime and live-action films, it uses CGI to its full potential to tell a story in its own way. It doesn’t use cell shading to mimic hand-drawn 2D animation like Appleseed, nor does it try to mimic live-action like The Polar Express. It avoids the uncanny valley without severely deforming its heroes like A Christmas Carol does. It retains the illusion of realism and humanity even when the characters defy the laws of physics. It entertains without resorting to excessive sex or violence like Starship Troopers: Invasion or Sausage Party do. It’s an art film and drama disguised as an action movie. It tells a thoughtful and universal story through elements from a video game. It uses CGI’s strengths to create choreography, characters, environments, and camera work that would be extremely difficult to recreate in any other medium, but it doesn’t discard basic filmmaking and narrative techniques. It creates a visual spectacle but never forgets that first and foremost it must tell a story. In a fledgling art form that struggles to tell any kind of meaningful story outside of children’s entertainment, Advent Children is one of the most important CGI movies ever made. Even with its uniqueness, Advent Children can still be judged and analyzed as a movie. It contains a story with characters, conflicts, and themes. It has spectacular battles as an action movie should, but it also conveys a meaningful narrative through its mise-en-scène both inside and outside the action scenes. While it has flaws, they don’t immediately discredit the film as a pointless visual spectacle. Advent Children has never been treated as a work of art or even as a movie though. It’s viewed through the lens of fan service, visual spectacle, and video game bonus material. It’s judged as a bad movie because it doesn’t contain enough fan service, isn’t realistic enough, and is based on a video game. None of these complaints address whether Advent Children tells a thoughtful story that connects with viewers, uses filmmaking techniques effectively to convey meaning, or doesn’t do either. And that’s a shame. From what I’ve seen, Advent Children makes the best use of known filmmaking, storytelling, and animation techniques to tell a fantastic, mature, and human story through CGI out of all films in its class. That’s why people love this movie. That’s why it never fails to make me smile. I no longer ask, “Why do I like Advent Children?” Now I ask, “Why shouldn’t I like it?” I hope you’ll ask these questions, too. The film could mean something different to you as a Final Fantasy VII fan or as a person than it does to me. If you don’t like Advent Children, I hope you, too, will ask yourself why. Is it genuinely a terrible movie, or does it just defy the expectations of some Final Fantasy VII fans and moviegoers? And, of course, if you’ve never seen it, watch it. Playing the game first is optional. Advent Children isn’t perfect, but it’s worthy of criticism and analysis. It has so much to say, and filmmakers have so much to learn from it. What does Final Fantasy VII: Advent Children mean to you?
  16. Back in November of last year there were murmurs of a partnership between Square Enix and Machine Zone Inc. (now MZ) to create an MMO mobile game within the Final Fantasy XV universe. In March, there was a soft launch for players in New Zealand. At that point, we learned the title of the game: Final Fantasy XV: A New Empire. Without clear guidance from Square, fans were left a little confused about the game. For one thing, it looks like another team (possibly within the MZ family), Epic Action LLC, is working on the empire building game. Epic Action only has A New Empire in their Google Play and App Store catalog and it at least appears that a trademark for the company was filed for on March 31. And then there's that timeframe. March 31 and shortly after isn't really the prime time to announce new video games. All of that being said, the game appears to be legit with pre-registration open now. There does appear to be at least two official links to pre-register though... To cement the legitimacy of the game, a tweet from the Final Fantasy XV Twitter page was sent out on today. The "introduction" tweet is below and is accompanied by a link to the Twitter page for the game, and the official webpage for the game which is in Japanese. Square Enix did indeed retweet the message in question. Speaking of the game itself, its description in the mobile stores describes it as the "largest open-world MMO in the series." Also, "Final Fantasy XV: A New Empire is a mobile adventure that lets you rewrite a favorite classic to fulfill your unique destiny." What do you think of A New Empire? How do you think Square Enix is handling its expansion of the FFXV universe? View full article
  17. Back in November of last year there were murmurs of a partnership between Square Enix and Machine Zone Inc. (now MZ) to create an MMO mobile game within the Final Fantasy XV universe. In March, there was a soft launch for players in New Zealand. At that point, we learned the title of the game: Final Fantasy XV: A New Empire. Without clear guidance from Square, fans were left a little confused about the game. For one thing, it looks like another team (possibly within the MZ family), Epic Action LLC, is working on the empire building game. Epic Action only has A New Empire in their Google Play and App Store catalog and it at least appears that a trademark for the company was filed for on March 31. And then there's that timeframe. March 31 and shortly after isn't really the prime time to announce new video games. All of that being said, the game appears to be legit with pre-registration open now. There does appear to be at least two official links to pre-register though... To cement the legitimacy of the game, a tweet from the Final Fantasy XV Twitter page was sent out on today. The "introduction" tweet is below and is accompanied by a link to the Twitter page for the game, and the official webpage for the game which is in Japanese. Square Enix did indeed retweet the message in question. Speaking of the game itself, its description in the mobile stores describes it as the "largest open-world MMO in the series." Also, "Final Fantasy XV: A New Empire is a mobile adventure that lets you rewrite a favorite classic to fulfill your unique destiny." What do you think of A New Empire? How do you think Square Enix is handling its expansion of the FFXV universe?
  18. Noclip, a YouTube channel focusing on crowd-funded video game documentaries, has produced an in-depth series looking at the development history Final Fantasy XIV. This first of three installments gives a great look at the MMORPG's early history, particularly development on the 1.0 version of the game. Interviews with key designers speak about how Final Fantasy XI's design served as a blueprint, and how the development team responded to Final Fantasy XIV's initial backlash, leading to a new team coming in to completely overhaul the game into A Realm Reborn. In the past, Noclip has produced fascinating videos detailing the development of titles such as the new Doom, Rocket League, and The Witness. If you're interested in learning not just how games are made, but the personal stories behind the designers who craft them, the channel is well worth checking out. If you're interested in other gaming documentaries Gameumentary's Torchlight retrospective, Us and the Game Industry, and KAZ: Pushing the Virtual Divide are all very much worth watching. View full article
  19. Noclip, a YouTube channel focusing on crowd-funded video game documentaries, has produced an in-depth series looking at the development history Final Fantasy XIV. This first of three installments gives a great look at the MMORPG's early history, particularly development on the 1.0 version of the game. Interviews with key designers speak about how Final Fantasy XI's design served as a blueprint, and how the development team responded to Final Fantasy XIV's initial backlash, leading to a new team coming in to completely overhaul the game into A Realm Reborn. In the past, Noclip has produced fascinating videos detailing the development of titles such as the new Doom, Rocket League, and The Witness. If you're interested in learning not just how games are made, but the personal stories behind the designers who craft them, the channel is well worth checking out. If you're interested in other gaming documentaries Gameumentary's Torchlight retrospective, Us and the Game Industry, and KAZ: Pushing the Virtual Divide are all very much worth watching.
  20. Final Fantasy XIV: A Realm Reborn received its latest expansion June 20 with the release of Stormblood. A journey and the warrior of light are the focal points in Stormblood story. New features include additional jobs such as the red mage and samurai, a level cap increase, new enemies, new areas to explore and more content additions. In true Square Enix fashion, there's no skimping on the epic high-fantasy vibes of the expansion's trailer. Reportedly, there were a plethora of issues for any players trying to play the game during the early access period that began on June 16. Gamers were stuck with long wait times to log into the game and still had issues while in the game. Early access will end this Friday, June 23. FFXIV: A Realm Reborn itself is a MMORPG that launched in August 2013 to Windows and PlayStation 3. Currently, it is available on PlayStation 4 and Mac. A Realm Reborn acts as a remake of the original FFXIV which was released in 2010 but was plagued with many issues. Are you playing FFXIV? Are you excited for Stormblood? View full article
  21. Final Fantasy XIV: A Realm Reborn received its latest expansion June 20 with the release of Stormblood. A journey and the warrior of light are the focal points in Stormblood story. New features include additional jobs such as the red mage and samurai, a level cap increase, new enemies, new areas to explore and more content additions. In true Square Enix fashion, there's no skimping on the epic high-fantasy vibes of the expansion's trailer. Reportedly, there were a plethora of issues for any players trying to play the game during the early access period that began on June 16. Gamers were stuck with long wait times to log into the game and still had issues while in the game. Early access will end this Friday, June 23. FFXIV: A Realm Reborn itself is a MMORPG that launched in August 2013 to Windows and PlayStation 3. Currently, it is available on PlayStation 4 and Mac. A Realm Reborn acts as a remake of the original FFXIV which was released in 2010 but was plagued with many issues. Are you playing FFXIV? Are you excited for Stormblood?
  22. Square Enix unveiled the first full trailer for its next piece of Final Fantasy XV story DLC. Prompto follows in the steps of Gladiolus with his own episode that places the pistol-toting goofball under a far less jovial light. Episode Prompto follows the titular character as he uncovers the truth surrounding his origins. Combat focuses heavily on gunplay, with explosive over-the-shoulder-style firefights. Check out the trailer below, although players who have yet to play or complete Final Fantasy XV will see spoilers for one of the game's murkier subplots. Just a heads up. Episode Prompto becomes available for download June 27. For more on Final Fantasy XV, read about Square Enix's upcoming updates. View full article
  23. Square Enix unveiled the first full trailer for its next piece of Final Fantasy XV story DLC. Prompto follows in the steps of Gladiolus with his own episode that places the pistol-toting goofball under a far less jovial light. Episode Prompto follows the titular character as he uncovers the truth surrounding his origins. Combat focuses heavily on gunplay, with explosive over-the-shoulder-style firefights. Check out the trailer below, although players who have yet to play or complete Final Fantasy XV will see spoilers for one of the game's murkier subplots. Just a heads up. Episode Prompto becomes available for download June 27. For more on Final Fantasy XV, read about Square Enix's upcoming updates.
  24. Final Fantasy XV isn't at its first year anniversary yet, and yet Square Enix has already been working to fulfill its promise to continue expanding on the lore of the game. Creating a media-rich universe for its latest major Final Fantasy title has been a strong suit for Square. It's cohesiveness, however, has been a little lacking. E3 2017 saw the release of a few trailers within the FFXV Eos. First up, it was announced during the Microsoft conference that the game would get a free 4K enhancement per the Xbox One Enhance Program. Sony followed suit during its conference by announcing PS4 Pro updates. Sony also announced a VR component with PSVR spin-off Monster of the Deep. The game focuses on the fishing feature of the game, putting players behind the eyes (and rod) of Noctis. Monster of the Deep has the release date of September 2017. On June 13, aka the first official day of E3, Square released additional trailers outlining old content alongside new. The new includes a mobile game that Noctis and Co. are obsessed with called King's Knight, with its full title being King's Knight - Wrath of the Dark Dragon. The stage was pretty much set for this game to be made eventually, as it is referenced several times throughout the core gameplay of FFXV. It will be available on both Android and iOS in 2017. The FFXV Universe E3 trailer does exactly what its name implies. During the first half (roughly), viewers get a recap of all of the expanded media released so far, from the core game to the Brotherhood anime series and Kingsglaive movie. On the other end, we get the King's Knight news, E3 info, and updates including a new Regalia model, the Regalia Type-D with the June update. There, of course, was also some information on the upcoming Prompto DLC as well. During the "Universe" trailer viewers get a brief glimpse (see 1:15 on that trailer) of some sort of combat system. And June 13 also saw the release of a new video for the DLC. In the trailer, Naoshi Mizuta talks about his time composing the music for the game. There isn't much in-game content released in its runtime, but new artwork for Episode Prompto does appear at the conclusion. The third episode, centering around Ignis, didn't receive any mention. What do you think of Square Enix's efforts to create media for the FFXV universe? What do you think of the DLC content so far? View full article
  25. Final Fantasy XV isn't at its first year anniversary yet, and yet Square Enix has already been working to fulfill its promise to continue expanding on the lore of the game. Creating a media-rich universe for its latest major Final Fantasy title has been a strong suit for Square. It's cohesiveness, however, has been a little lacking. E3 2017 saw the release of a few trailers within the FFXV Eos. First up, it was announced during the Microsoft conference that the game would get a free 4K enhancement per the Xbox One Enhance Program. Sony followed suit during its conference by announcing PS4 Pro updates. Sony also announced a VR component with PSVR spin-off Monster of the Deep. The game focuses on the fishing feature of the game, putting players behind the eyes (and rod) of Noctis. Monster of the Deep has the release date of September 2017. On June 13, aka the first official day of E3, Square released additional trailers outlining old content alongside new. The new includes a mobile game that Noctis and Co. are obsessed with called King's Knight, with its full title being King's Knight - Wrath of the Dark Dragon. The stage was pretty much set for this game to be made eventually, as it is referenced several times throughout the core gameplay of FFXV. It will be available on both Android and iOS in 2017. The FFXV Universe E3 trailer does exactly what its name implies. During the first half (roughly), viewers get a recap of all of the expanded media released so far, from the core game to the Brotherhood anime series and Kingsglaive movie. On the other end, we get the King's Knight news, E3 info, and updates including a new Regalia model, the Regalia Type-D with the June update. There, of course, was also some information on the upcoming Prompto DLC as well. During the "Universe" trailer viewers get a brief glimpse (see 1:15 on that trailer) of some sort of combat system. And June 13 also saw the release of a new video for the DLC. In the trailer, Naoshi Mizuta talks about his time composing the music for the game. There isn't much in-game content released in its runtime, but new artwork for Episode Prompto does appear at the conclusion. The third episode, centering around Ignis, didn't receive any mention. What do you think of Square Enix's efforts to create media for the FFXV universe? What do you think of the DLC content so far?