The Royal Albert Hall hosted the first of this season's Distant Worlds: Final Fantasy orchestra, a worldwide event celebrating the 25th anniversary of the series. The first game was released in Japan on 18 December 1987 by Square on the Famicom (NES) platform, popularising the RPG genre. Since then, 13 main numbered games within the series has also been released, including various none-numbered spin-offs and sequels. The next game in the numbered series would be Lightning Returns: Final Fantasy XIII and is a further sequel to Final Fantasy XIII.
It was a great evening, and I have always enjoyed concerts at the Royal Albert Hall. The famous Kensington venue, while traditional in architecture, seems apt for a wide range of performance styles and music genres. In fact, the last time we were there was last year for the BBC Radio 3's Big Red Nose Snow and, before that the Cirque Du Solei's Totem (thanks London Midland!) circus!
Showing posts with label Final Fantasy. Show all posts
Showing posts with label Final Fantasy. Show all posts
Monday, November 5, 2012
Sunday, March 14, 2010
Final Fantasy XIII extended impressions
As you know, I wasn't very impressed of Final Fantasy XIII when I first played it. Twenty hours in and things have improved somewhat. I still had to plough through about 15 hours of utter boredom as the story is blighted by petty talk, in-fighting and the lack of cohesive directions, but at least the game is slowly coming together.
The new Role system is similar to the old Job system. This allows the player to somewhat customise the characters through six roles: Commando, Ravager, Sentinel, Synergist, Saboteur and Medic. The actions the characters perform during battle will depend on the roles currently assigned to them, for example a Medic will heal where as a Synergists will buff and a Ravager will focus on using elemental offenses. The role of each character can be switched on the fly via the Paradigm Shifts system.
While the Paradigm System is a dumbed down version of Final Fantasy XII gambits, I am finding myself enjoying the new battle system, which works half way between the fantastic Active Dimension Battle of Final Fantasy XII and the old ATB series staple. Switching A.I. on the fly is still good fun but I do find the battles as a whole much much easier than the previous title - and I haven't even started grinding yet. Crystarium is a rejigged Final Fantasy XII Sphere Grid but in 3D. It is a clusterfuck system and it gives me a headache everytime I use it. It is a pathetic replacement to the more intuitive License Board.
Weapons and accessories can be upgraded using loot (spoils) gained during the course of the game. These can be sold or dismantled to gain new materials to be used as further upgrades. Because there is no traditional levelling up system in place, it is generally more important to spend more time levelling up the weapons and accessories.
Both me and my partner agree. We love the art direction, character design etc. of Final Fantasy XII more. If you are a Final Fantasy X fanboy/girl you will be happy with the art direction here. Visually, the game is disappointing. Frame rate is very consistent during the most important bits - the combat, so nothing to complain about here. But while it does contain more polygons and better textures, it just kinda looks like a 720p Final Fantasy X game, but with the added advantage of a free camera. The pre-rendered cutscenes are stunning, but then so were the ones in the previous titles.
The linearity isn't bothering me as much as I thought it would be. There are some nook and crannies to look for treasures, but that's about it. I like towns, but do not mind the lack of towns in here either. In any case the lack of exploration do annoy me somewhat, but then again the architecture design here is so awful I didn't feel like doing much exploration anyway even if given the chance...
Bar Lighting, all the main playable characters have really forgettable design and are annoying to boot. There are three kind of voice acting in this game: brilliant (Lightning), competent (Fang) and awful (the rest). Shame that Lightning only ever speaks once every millennium. The plot is convoluted mess, especially in the beginning. But the story is slowly and beginning to get a little bit more interesting as my party (spoilers!) found themself ditched on an ancient arc after getting their arse kicked by a pope who I can't even bother remembering his name (end spoilers!).
The composer is the same guy who composed the score for Final Fantasy X and Dirge of Cerberus. That pretty much tells you all you need to know (that the soundtrack is shit). I play mainly with the volume turn all the way down just not to disturb my partner and never miss it. In fact I was seriously tempted to play the soundtrack of Final Fantasy XII (scored by Hitoshi Sakimoto - the same composer to the excellent Valkyria Chronicles and Vagrant Story) whilst playing this. A Jpop mix - seriously? It works for Persona 3 because the tracks fits the game style and location, but not here.
I am beginning to feel that Final Fantasy XIII is last-gen game moonlighting as a current-gen game in that shiny Bluray disc. It just plays and feels like one (just like Final Fantasy X felt like a PSone game), albeit with upgraded graphics. Well historically it is, as development started out as one but it has been more than three years since the PS3 was released (we have had two sublime Uncharted games for goodness sake!).
The new Role system is similar to the old Job system. This allows the player to somewhat customise the characters through six roles: Commando, Ravager, Sentinel, Synergist, Saboteur and Medic. The actions the characters perform during battle will depend on the roles currently assigned to them, for example a Medic will heal where as a Synergists will buff and a Ravager will focus on using elemental offenses. The role of each character can be switched on the fly via the Paradigm Shifts system.
While the Paradigm System is a dumbed down version of Final Fantasy XII gambits, I am finding myself enjoying the new battle system, which works half way between the fantastic Active Dimension Battle of Final Fantasy XII and the old ATB series staple. Switching A.I. on the fly is still good fun but I do find the battles as a whole much much easier than the previous title - and I haven't even started grinding yet. Crystarium is a rejigged Final Fantasy XII Sphere Grid but in 3D. It is a clusterfuck system and it gives me a headache everytime I use it. It is a pathetic replacement to the more intuitive License Board.
Weapons and accessories can be upgraded using loot (spoils) gained during the course of the game. These can be sold or dismantled to gain new materials to be used as further upgrades. Because there is no traditional levelling up system in place, it is generally more important to spend more time levelling up the weapons and accessories.
Both me and my partner agree. We love the art direction, character design etc. of Final Fantasy XII more. If you are a Final Fantasy X fanboy/girl you will be happy with the art direction here. Visually, the game is disappointing. Frame rate is very consistent during the most important bits - the combat, so nothing to complain about here. But while it does contain more polygons and better textures, it just kinda looks like a 720p Final Fantasy X game, but with the added advantage of a free camera. The pre-rendered cutscenes are stunning, but then so were the ones in the previous titles.
The linearity isn't bothering me as much as I thought it would be. There are some nook and crannies to look for treasures, but that's about it. I like towns, but do not mind the lack of towns in here either. In any case the lack of exploration do annoy me somewhat, but then again the architecture design here is so awful I didn't feel like doing much exploration anyway even if given the chance...
Bar Lighting, all the main playable characters have really forgettable design and are annoying to boot. There are three kind of voice acting in this game: brilliant (Lightning), competent (Fang) and awful (the rest). Shame that Lightning only ever speaks once every millennium. The plot is convoluted mess, especially in the beginning. But the story is slowly and beginning to get a little bit more interesting as my party (spoilers!) found themself ditched on an ancient arc after getting their arse kicked by a pope who I can't even bother remembering his name (end spoilers!).
The composer is the same guy who composed the score for Final Fantasy X and Dirge of Cerberus. That pretty much tells you all you need to know (that the soundtrack is shit). I play mainly with the volume turn all the way down just not to disturb my partner and never miss it. In fact I was seriously tempted to play the soundtrack of Final Fantasy XII (scored by Hitoshi Sakimoto - the same composer to the excellent Valkyria Chronicles and Vagrant Story) whilst playing this. A Jpop mix - seriously? It works for Persona 3 because the tracks fits the game style and location, but not here.
I am beginning to feel that Final Fantasy XIII is last-gen game moonlighting as a current-gen game in that shiny Bluray disc. It just plays and feels like one (just like Final Fantasy X felt like a PSone game), albeit with upgraded graphics. Well historically it is, as development started out as one but it has been more than three years since the PS3 was released (we have had two sublime Uncharted games for goodness sake!).
Tuesday, March 9, 2010
Final Fantasy XIII first impressions

In-game visuals isn't as impressive as all the hype has led me to believe. The characters are pretty darn poor, in design and their personality. The voice acting ranges from mediocre to downright cringe worthy. Gameplay wise, can't say I enjoy the separate battle screen but at least it isn't as bad as I thought it would be. It still ain't Final Fantasy XII though. Basically I can only control one party member (others are on auto, Persona 3-like) and so far all I do is press X for attack and occasionally on potions duty. I loved Persona 3, so this isn't a bad thing. It has been an easy first hour though (HP automatically refilled after every battle), such is Square Enix's desire to making it easier for the lowest common denominator.
Rather surprisingly Lightning has been the most likeable character in the game, in terms of her voice acting and character design. The rest are just so... well, unlikeable. Obviously with only one hour under my belt, I am sure that each character's back story will be examined (well, at least I hope so). I just wish their design weren't so... crappy. Sazh is one annoying guy who follows Lightning around, likely to be included as comic relief (he has a Chocobo pet). There's another typical Tetsuya Nomura playable character (called Snow - puke!) and is supported by a Blanka-like monkey, a girl who only wears underpants and is followed by a Jax-like (Naughty God) character (design wise anyway as he is a total coward). Square Enix better make Nomura take a break after this. Perhaps even swallow their pride and throw big money at Yasumi Matsuno whilst taking an ad on a big national paper apologising to the way they treated him.
I was initially reluctant to take much note the complaints regarding linearity. After all there has been plenty of A+ games in the past (Uncharted 2, God of War series, Mirror's Edge) that are linear including Final Fantasy ones. But it has just been a straight line - literally! I do hope things improve quickly, but various online reviews do indicate that I would need to play through about 20 hours of shit before hitting the good stuff. Fingers crossed they are right as I would be mighty pissed.
At any rate, after this unexpected procurement, I'll have to put on hold my plans for God of War III. Killing Zeus and sexing up Aphrodite will just have to wait for next month whilst I see what the fuss the first title in the Fabula Nova Crystallis Final Fantasy XIII world is all about.
Final Fantasy XIII is out today

I absolutely disliked Final Fantasy X and loved my time with XII (one of the best games I've ever played, IMO), and judging by the reviews I have read, XIII has everything I disliked about X, and dispenses of everything (from gameplay to art direction) that made Final Fantasy XII such an epic game. I am aware that I shouldn't prejudge but this is something many people can't help doing.
I still want to play it, and will likely do so in the next couple of months, but with God of War III coming out (and I haven't played the HD remake of I & II yet), Square Enix will just have to wait a bit longer before getting my money. It just isn't a priority any longer.
But if one of the supermarkets have it for cheap I may just get it today. ^_^
Anyway sorry for making you read this shit.
Sunday, August 30, 2009
Dissidia: Final Fantasy review

Dissidia features a total of 22 characters, eleven heroes and eleven villains, one each from Final Fantasy through Final Fantasy X, plus a heroine from Final Fantasy XI and a villain from Final Fantasy XII (screw the haters, it is a great game and one I enjoyed far far more than Final Fantasy X). Quite why there isn't a hero from Final Fantasy XII is puzzling - I was looking forward to shooting bolts from sky pirate Balthier's shotgun (screw the haters - it is a lovely game). Still the line up is impressive with characters that ought to please the majority of Final Fantasy fandom, though I do wish for a bit more.

Two types of attacks are available, one which allows you to 'steal' the opponents BP (brave points). Another is a standard attack, which you use to reduce their HP (health points). There is a catch - you need to have BP to attack and opponent, meaning you will need to chain the different attacks together. Press O to execute the Bravery attack, which steals your opponents BP, then press the square button to execute the HP attack. Before you moan, the game is a bit more complex than that and while button mashing O and square alternatively may get you through the first couple of fights, you will not be winning plenty with that sort of strategy.
One of the more advance gameplay element here is the EX Mode. This works by collecting EX Cores and EX Force to fill it. Once filled, allows the player to enter EX Mode (R + square button). This mode boost your characters stats temporarily - for example Cecil will alternate between his Dark Knight and Paladin form, Sephiroth to his one-winged angel form and Terra to her Esper form. Whilst in this mode, the character can perform EX Burst or 'super moves' as Square Enix aptly puts it (e.g. Limit Break). These are available by pressing the square button when the button appears on screen, allowing you to execute a special attacks by pressing a combination of buttons ala God of War QTE mode.
EXP (for levelling up), AP and Gils (money) can be gained from battles, one of the few Final Fantasy RPG elements that has been made available here. Each characters maintains their own EXP levels, though equipments bought or found can be shared. The equipments, armour and accessories or each characters can also be customised before each battle, though this should be expected in every modern fighting game. Items can be bought and sold via the customization menu, while PP points (gained whether you lose or win) can be used to unlock bonus items such as icons, additional characters and alternative costumes. New moves are unlocked and can be equipped to the character's skillset. These skills can be mastered with AP gained while the abilities are equipped. Completing as many battle is a necessity to unlock more characters, costumes and items, using the points gained in each battle and story mode.

Visually, Dissidia is stunning. Characters are modelled with a reasonably high amount polygons. Obviously the lack of geometrical detail of the arena themselves helps a lot, but with the amount of speed going around you will be hard pressed to notice. Character animations are fluid and with great overall detail. It actually looks very much like Kingdom Hearts on the PS2, which I found impressive stylistically and visually. This is easily the best looking portable Final Fantasy game yet, besting Crisis Core, and actually coming close to the fluidity and graphical quality of God of War: Chains of Olympus. My biggest complain is while the environment is destructible, they sometimes 'heal' over time. It is unnerving and I rather they have left it alone. Still the environment can be used to the player's advantage. For example knock your opponents into the war allows you to build up your Bravery points or add-on to the HP attack. Walls can also be scaled which allows for some good sneak attack.

Due to the amount of customisation, available characters, unlockables, multiplayer (local only) and chapters, the replayability of this title is pretty high. I am guessing that there is close to 100 hours of gaming to be had here if you are a completest and wishes to unlock everything. Different characters have different traits, most of the time true to their personality and signature fighting style obtained in their respective canon titles. Firion, the protagonist of Final Fantasy II, works best with strategist and those who love to hide and shoot thanks to his range attacks, where as characters like Cloud or Squell works well as melee fighters. There is a good amount of variation between the different characters allowing for different style of gameplay. As a bonus, Dissidia also has support for local wireless play (ad-hoc), though not having infrastructure meant that I have no way of testing the multiplayer mode sadly (you can actually play online via the PS3 ad-hoc party but I haven't tested this).

Dissidia: Final Fantasy is out now in North America. The European version will be released next week. A special edition version will also be available. Expect to see the title on the PSN store once the PSPgo is released.
Friday, June 5, 2009
Final Fantasy VII on PSN

If you have never played Final Fantasy VII, then you should, even if it isn't the greatest RPG ever (IMO). For £7.99/€9.99/US$9.99 (honestly, I was expecting £12 at least) who cares, as it is still a pretty darn good value considering the amount of gameplay in it. So if you are feeling nostalgic and do not own the original PS1 game, or has yet to start your Final Fantasy adventure, then head off to the PlayStation Store and download it.
Now Square-Enix, when will we see Final Fantasy IX and Xenogears on PSN?
Thursday, October 9, 2008
Dear LittleBigPlanet virgins

With Kratos (God Of War), Nariko (Heavenly Swords) and now Old Snake (MGS4) and Sephiroth (FFVII) making their sackboy cameos, are there really any more excuses you are not playing this yet? Or planning on buying it?
via
Tuesday, September 2, 2008
Final Fantasy IV DS remake review

Now that Nintendo has finally (well almost) abandoned development of the DS in favour of pursuing none-gaming Wii money, DS owners has been looking towards 3rd party developers to pony up to its core audience. One such developer has taken up the task with massive enthusiasm. In fact Final Fantasy IV DS, the game I will be writing about today, is Square-Enix's 17th game on the platform - with many more due within the next six months.
Having said that many of the titles are either ports or remake of old titles - Dragon Quest Roto trilogy, Chrono Trigger etc. While Final Fantasy IV DS isn't exactly a new property that many I am sure would rather have, the fact that the classic title has been redesigned from the ground up meant that it almost felt like a new title. While the plot and gameplay remains almost unchanged, the script has been written, visuals upgraded from sprites to polygons and some new gameplay introduced.

The story begins with the delusional Dark Knight Cecil, leader of the Red Wings of Baron. Through certain circumstances where a bunch of innocent villagers got killed, Cecil eventually turns on his now corrupted kingdom. During his journey to salvation he teams up with what is now easily one of the most memorable cast of Final Fantasy characters assembly, including the Summoner Rydia, twin extraordinary Palom and Porom and Dragoon Kain (who is now more Dark Knight-like than Dark Knight Cecil himself!). Together they aim to defeat the dark lord and restore peace to their surrounding kingdoms.
Final Fantasy IV DS attempts to introduce some form of customisation in the form of Augment System (known as Decant Ability System). Personally I've ignored the new feature so please forgive if my explanation seems rather elementary. Abilities are scattered throughout the game, some hidden and some through event-triggered circumstances (such as when certain members leaves the party). These abilities allows some degree of customisation and gives party members new abilities that were previously unavailable to them in previous iterations of the game. Another new addition to the remake is the New Game+ mode which gives you access other features. I've yet to delve deep into New Game+, but from what I was told that you are limited to three playthrough. In addition to being useful to completists, two bonus bosses are also available in New Game+ mode.

Visually Final Fantasy IV DS is similar to Final Fantasy III DS. While they look better initially (due to the none-chibi like character designs), on closer inspections I've found that character models in comparison to Final Fantasy III are slightly downgraded. Polygons are clearly rougher and the liberal use of camera close-ups tends to reveal nasty looking textures. While still a technical achievement, I often wonder how much better a remake of Final Fantasy IV would look if it was remade on a more powerful machine like the PSP or Wii, using either the Crisis Core's or Crystal Chronicles's visual engines instead. There are some nice touches like self shadowing and hair flutters but those are limited to cut scenes (Adrian in the comments section brought up a good point about the number of characters on screen will undoubtly cause the developers to reduce visual fidelity). Having said that, the character designs are wonderful even though nowhere as accurate as Yoshitaka Amano's designs. Regardless I expect this title to be the limit on how the DS can be pushed visually, though I hope to be proven wrong with Dragon Quest IX.
Voice acting is the bane of this otherwise enjoyable remake. While I initially looked forward to voice acting, I now wish that they were banished and space saved to be dedicated to better quality textures and bonus dungeons. I did mention that the script has been redone and now features more a ye olde English screenplay. The voice acting on the other hand is mainly littered with atrocious and contradictory American accents, for example Palom and Porom sounds more like the Olsen twins than wizards. I've no qualms against American accents, and the cast is made up of some pretty damn good voice actors - veterans of series like Shin Megami Tensei and other fine franchise including other Final Fantasy titles. But somehow American accent and fantasy storytelling does not seem to gel - just imagine Viggo Mortensen doing a GI Jane accent in Lord of the Rings. Still I am impressed by the way they sync their lips to the voice acting. The re-arranged soundtrack excellent, but you know that already. Tip: wear headphones.

Final Fantasy IV DS is, despite its lukewarm conversion, the definitive version of the game. But somehow it felt that Square-Enix just needed another excuse for people to repurchase Final Fantasy IV for the fourth or fifth time. Perhaps there was nothing wrong with Final Fantasy IV in the first place and the 3D remake did not go far enough, or perhaps I would have loved it more if this was the first time I played it and not the sixth time. Overall, anyone who has never enjoyed the classic title should play this. It is a flawed rework, yes, but it is still a wonderful game that deserves to be appreciated by all.
Final Fantasy IV DS will be released in the UK this Friday.
Monday, August 25, 2008
Final Fantasy Agito XIII PSP looks fantastic

Bleeding hell. It may be difficult to imagine that the above screenshot is from PSP-powered game, but it is. An unnamed character above will be one of the twelve confirmed brooding school characters. Final Fantasy Agito XIII, previously thought to be a Japanese mobile phone exclusive is one of the few confirmed games within the Fabula Nova Crystallis: Final Fantasy XIII series. It will feature a Crisis Core-like and card-based battle system.
More here.
Tuesday, July 29, 2008
Final Fantasy IV DS first impressions
Based on a short playtime (well, watching Jennifer play - I will wait for the weekend trip to Scotland first):
Cecil: Not liking his voice so far. Apparently the voice actor Yuri Lowenthal voiced Seraph from Digital Devil Saga series (and the main protagonists in Nocturne), all of which I enjoyed. I hope for an improvement when he becomes a Paladin.
Kain: So far the best with a gruff and dark voice that matches the new Batman look. According to the ever unreliable Wikipedia, Liam O'Brien is "usually cast in some of the most unusual roles, as such he tends to play characters that show signs of insanity or are complete evil geniuses".
Rosa: An elegant voice, though a bit too Americanised for the setting. I rather enjoyed Karen Strassman's performance in Odin Sphere as the Valkyrie Gwendolyn, but for some reason it isn't right here.
(Young) Rydia: No idea who the voice actress is, but nothing wrong with it. She sounds like a naive kid, which is exactly what she is when she first joins the party. We will see if her voice changes as she matures.
The new translation is an improvement over Final Fantasy IV Advance and the other English versions. The language has been spruced and cleaned up too. You will be glad to know that touch screen controls is optional and you can stick with superior face button controls. I will write more once I get a chance to play it this weekend and get the hang of it.
Oh and Namingway is now called Mappingway but changed his name to Livingway at Kaipo...
You can order the North American version of Final Fantasy IV DS here.
Cecil: Not liking his voice so far. Apparently the voice actor Yuri Lowenthal voiced Seraph from Digital Devil Saga series (and the main protagonists in Nocturne), all of which I enjoyed. I hope for an improvement when he becomes a Paladin.
Kain: So far the best with a gruff and dark voice that matches the new Batman look. According to the ever unreliable Wikipedia, Liam O'Brien is "usually cast in some of the most unusual roles, as such he tends to play characters that show signs of insanity or are complete evil geniuses".
Rosa: An elegant voice, though a bit too Americanised for the setting. I rather enjoyed Karen Strassman's performance in Odin Sphere as the Valkyrie Gwendolyn, but for some reason it isn't right here.
(Young) Rydia: No idea who the voice actress is, but nothing wrong with it. She sounds like a naive kid, which is exactly what she is when she first joins the party. We will see if her voice changes as she matures.
The new translation is an improvement over Final Fantasy IV Advance and the other English versions. The language has been spruced and cleaned up too. You will be glad to know that touch screen controls is optional and you can stick with superior face button controls. I will write more once I get a chance to play it this weekend and get the hang of it.
Oh and Namingway is now called Mappingway but changed his name to Livingway at Kaipo...
You can order the North American version of Final Fantasy IV DS here.
Friday, April 11, 2008
Some Final Fantasy IV DS info
A little late to post this, but fuck it. Here's some intriguing localisation news regarding the DS remake of Final Fantasy IV. These info comes from Tomoya Asano, producer of FF III and FF IV DS remakes as well as Takashi Tokita, lead game designer and scenario writer of the original FF IV as well as co-director of Chrono Trigger and director of this remake.
The story has not been tinkered much, so as not to upset picky fanboys. This despite the original game being only 25% of what they intended. Some of these discarded scripts were reworked into the remake in the form of flashbacks.
FF IV DS will have new story scenes that will flesh out Golbez's character.
Problems that plagued Final Fantasy III DS will be addressed. This includes improved loading, character development, more abilities, elaborate summoning cut scenes etc. I am not too sure whether I would welcome a more elaborate summoning sequences. Hope they are skipable.
In FF III DS, one of the screen is switched off during dungeon crawling and combat, but in FF IV DS, the lower screen will be used to display enemy info, status conditions etc. during battle. Nice.
As I mentioned in my impression of the Japanese version, the lower screen contains a map percentage feature where if you explore 100% of the dungeon you will get a reward.
The Augment Ability System (Decant ability) replaces the system in FF IV Advance where the characters that were temporary in the original version are playable again later on. They didn't like it because it messes with the story.
The Augment system will allow characters to permanently learn new abilities. This was originally meant to allow leaving characters to transfer their skills, but is now expanded out to allow you to learn new abilities by furthering story sub plots.
The weird creature that was with Rydia will be called Whytkin. Which doesn't sound as cute as Pochika...
Some of Edward's abilities which were near useless in the original game will be made more useful. Thank god.
It was acknowledge that they didn't want to lower the difficulty to appease to casual gamers. Makes sense, but I remember even hardcore gamers were complaining about FF III DS's difficulty. Man up people! Stop complaining that we need save points just before boss fights!
This is important. FF IV DS won't be an easytype. Instead difficulty is increased as bosses were rebalanced to stop people from memorising boss strategies from earlier versions. I hope we will get a Hard mode like the none-Japanese version of Crisis Core: Final Fantasy VII, but right now nothing has been confirmed.
Auto battle mode similar to gambit where you assign a single action for each character. In the Japanese version this can be turned off during battle if you wish.
The bonus Lunar Ruins from FF IV Advance won't be making it here. Nothing was mentioned about the new dungeon on Mt. Ruins.
Instead we will getting New Game+. ^_^
Summons are called Eidolons for IX fanboys. I have no idea why they would do that...
Totally ripped-off from GAF
The English version of Final Fantasy IV DS remake will arrive 22nd July this year. Take advantage of the low dollar and import.
The story has not been tinkered much, so as not to upset picky fanboys. This despite the original game being only 25% of what they intended. Some of these discarded scripts were reworked into the remake in the form of flashbacks.
FF IV DS will have new story scenes that will flesh out Golbez's character.
Problems that plagued Final Fantasy III DS will be addressed. This includes improved loading, character development, more abilities, elaborate summoning cut scenes etc. I am not too sure whether I would welcome a more elaborate summoning sequences. Hope they are skipable.
In FF III DS, one of the screen is switched off during dungeon crawling and combat, but in FF IV DS, the lower screen will be used to display enemy info, status conditions etc. during battle. Nice.
As I mentioned in my impression of the Japanese version, the lower screen contains a map percentage feature where if you explore 100% of the dungeon you will get a reward.
The Augment Ability System (Decant ability) replaces the system in FF IV Advance where the characters that were temporary in the original version are playable again later on. They didn't like it because it messes with the story.
The Augment system will allow characters to permanently learn new abilities. This was originally meant to allow leaving characters to transfer their skills, but is now expanded out to allow you to learn new abilities by furthering story sub plots.
The weird creature that was with Rydia will be called Whytkin. Which doesn't sound as cute as Pochika...
Some of Edward's abilities which were near useless in the original game will be made more useful. Thank god.
It was acknowledge that they didn't want to lower the difficulty to appease to casual gamers. Makes sense, but I remember even hardcore gamers were complaining about FF III DS's difficulty. Man up people! Stop complaining that we need save points just before boss fights!
This is important. FF IV DS won't be an easytype. Instead difficulty is increased as bosses were rebalanced to stop people from memorising boss strategies from earlier versions. I hope we will get a Hard mode like the none-Japanese version of Crisis Core: Final Fantasy VII, but right now nothing has been confirmed.
Auto battle mode similar to gambit where you assign a single action for each character. In the Japanese version this can be turned off during battle if you wish.
The bonus Lunar Ruins from FF IV Advance won't be making it here. Nothing was mentioned about the new dungeon on Mt. Ruins.
Instead we will getting New Game+. ^_^
Summons are called Eidolons for IX fanboys. I have no idea why they would do that...
Totally ripped-off from GAF
The English version of Final Fantasy IV DS remake will arrive 22nd July this year. Take advantage of the low dollar and import.
Tuesday, April 8, 2008
Crisis Core: Final Fantasy VII review

Despite the millions of gamers who adores it, I have always found Final Fantasy VII to be a decent but ultimately average title. But for many, Final Fantasy VII was the first Japanese RPG they ever played. And for many others, the only! It is difficult to dismiss the title's significance in introducing a once obscure genre to the mainstream, and for that alone I tip my hat to Final Fantasy VII.

Crisis Core: Final Fantasy VII is the latest instalment in the Compilation of Final Fantasy VII series of Square-Enix quick cash-in of taking advantage of desperate buyers. Surprisingly and more importantly, luckily, it is one of the better spin-off titles in Square-Enix's Final Fantasy VII portfolio (Advent Children being an incredibly forgetful experience, and Dirge of Cerberus apparently a turd - I haven't tried it but YouTube videos advised me not to). One reason being is that Crisis Core isn't really a spin-off, but a direct prequel to Final Fantasy VII, which explains among other things why Cloud is so mind fucked in Final Fantasy VII. So shocking as it is, you do get a glimpse of a happier laughing Cloud before he started brooding 99.99% of the time. Spoilers ahoy throughout!

Crisis Core evolves around Zack Fair, a 2nd class SOLDIER under the employment of the Shinra Electric Power Company, a multi-conglomerate dictator. Cocky as he usually is, his ambition is to become a 1st class SOLDIER and to be a hero of Midgar - to live his dreams so to speak. The game begins with Zack and his mentor Angeal sent to infiltrate and destroy enemies in Wutai., only to be attacked by clones of a missing 1st class SOLDIER Genesis. Saved by Sephiroth, Zack later learns that Angeal has gone renegade joining ranks with Genesis. Throughout the game (which spans a couple of years), Zack retains his belief to guide Angeal back to the right path. We also get to see Zack's first meeting Aerith, as well as their eventual romancing; and becoming best friends with Shinra infantryman Cloud. There are a couple of story arcs in Crisis Core, one that surrounds the main antagonist Genesis, as well as the infamous Nibelheim incident where Sephiroth went insane.

A couple of supporting characters from the previous (sequel) game is here, all connected through Zack's interaction with them. The human side of Sephiroth is of particular interest here as he showed himself to be a kind and funny fellow, and of someone who once recognised friendship above all. It is interesting as I've always thought him of a two dimensional villain, so I was thankful that we finally get to visit a side of him when he was sane and smiling before his mental breakdown. Yuffie also makes an appearance, constantly stalking Zack via e-mail; as well as Tifa, who appears as a guide to Zack and Sephiroth while in Nibelheim. There are quite a number of boss battles to be dealt with, but none were particularly difficult or memorable, especially those 'mid-bosses'. Sadly, the final boss was a joke, but this is Genesis we are talking about. His constant citing of LOVELESS poetries is truly video gaming irritation on a huge scale.

While the story begins excruciatingly slowly, the plot eventually did gradually built up. To be honest, I found the multiple story arcs here far more enjoyable than the one in Final Fantasy VII. It must have something to do with playing with what seems to be a very likeable and funny protagonist, unlike what Cloud came to be in Final Fantasy VII and its subsequent sequel Advent Children. Seriously, Zack is now one of my favourite Final Fantasy characters next to Balthier (Final Fantasy XII) and Rydia & Kain (Final Fantasy IV), though it did take a couple of chapters before his do-gooder personality rises. It is sad that the manner of his death was so tragic, but if you are really into Final Fantasy VII lore, you would have known of it by now (I did, but not the manner). Basically, Zack Fair is a genuine Mr. Nice Guy whose optimism is a rarity among modern Final Fantasy characters these days. For all intent and purpose, I believe that Square-Enix succeeded in creating an extremely likeable centre character.

Unlike most Final Fantasy games, there is no world map for the player to traverse. Instead the player is automatically transported to each location through cut scenes. It does suit the portable nature of the game so I won't complain of the lack of airships and Chocobo riding, though it does make the main mission a very linear experience. Even side missions are only accessible through the menu when Zack is standing on a save spot, which I found to be extremely weird but useful for quick missions. Later on when Zack is escaping the Shinra forces, you can still access missions of Zack working for Shinra, which I found to be rather silly.

Unlike its predecessor, Crisis Core is an Action RPG title featuring a real time combat system not too dissimilar to those found in tri-Ace's Star Ocean and Level-5's Rogue Galaxy. Battles are still random (annoyingly sometimes every 3-5 seconds) but only in open areas, and though there is no transition to a new battle screen you will still have to wait as Zack readies his sword. When in combat mode, the bottom left displays the HP, MP and AP stats and the top left features a slot machine-like spinning reel. This is called the Digital Mind Wave that randomly giving the player helpful boost (such as the limit break-like Power Surge!), levelling up equipped Materias. The DMW also sometimes shows unseen cut scenes revolving around Zack, which is fortunately skip able (it does repeat these cut scenes rather a lot). Summons are also evoked through the DMW.

The player controls Zack using the analogue pad and cycles through the equipped commands using the shoulder 'L' and 'R' trigger. Pressing 'X' will confirm Zack's action, though you can also evade and defend using the other face buttons. If you can run or dodge around to the back of the enemy and attack, you will earn a critical hit. Bizarrely the EXP counter is not visible in any portion of the game, and you will only level-up if the DMW reel shows 7-7-7. Personally while I feel that the DMW is a welcomed addition to the game, it does become monotonous after a while - particularly when you can't skip the Power Surge attack animations. But it was used brilliantly in Zack's final battle. The learning curve is easy.

Visually Crisis Core is a very pretty PSP game. But it isn't as close to the new high benchmark set by God of War: Chains of Olympus game. Environments aren't as detailed as it could have been and the geometries are very simple. Pathways are wide to accommodate the real time gameplay, giving the player room to manoeuvre, but are unsightly. Some locations are downright awful with constant grey walls or brown deserts. It gets boring awfully quickly, which is why I tend to skip most side missions. Texture quality is good and the cut scenes are told in both pre-rendered videos of varying quality and in-game cut scene engine. Facial animations (in both pre-rendered and real time cut scenes) are excellent - far better than most games I have seen and equal to that of Final Fantasy XII on the PS2. Loading is quick too, though no where near as seamless as Chains of Olympus. Overall, environments are a bit meh, but character and enemy models were brilliant.

The soundtrack mainly consists of 'remixed' versions of those in Final Fantasy VII, which consists of tracks that I enjoyed and hated. The "heavy metal" piece during certain fights were bloody annoying back then, and is equally annoying here. I am normally a fan of all sorts of heavy metal (bar nu), but the pseudo-metal soundtrack does not suit the game at all. Having said that, the majority of the soundtrack was particularly memorable, especially the western-style string. Voice acting was okay. When I first listed my pros and cons for this review, I did dislike the English voice acting at first, but towards the end I found that I eventually did warmed up to them. Sound quality is excellent.

Crisis Core is rather light on its content. The main campaign I reckon could be completed in around 15-20 hours. I myself took around 23 hours to complete the main game with around 20% of the side quests done, most of which were done during my daily tube commutes. Most of the hundreds of available side missions are pretty standard repetitive fillers with no plot sense, though they do give the player an opportunity to harvest rare Materia. Grinding isn't a requirement though, as the game is pretty easy. Some enemies are capable of instantly killing you, though if you have the status Raise (you can get it for free in the Shinra lobby or from a dash of Phoenix Down) you will automatically be revived. Not all side missions are fillers though, as some do advance the back story of certain characters like Yuffie. There are also optional quests like building Aerith better flower wagons and helping out a hapless 3rd class SOLDIER.

The Materia Fusion mentioned earlier is similar to Alchemy in Dragon Quest VIII and Skill Binding in Jeanne d'Arc, where you can combine different Materias to either attach stat boosts to it or to create new Materias. The amount of Materia that can be equipped is limited. For example, rather than wasting two slots by equipping Firaga and a HP boost Materia, you can combine both to create Firaga + (HP+). Playing around with the Materia allows you to achieve very high stats earlier in the game instead of relying on levelling-up. By the time I reached the quarter of the game, my Zack already had his HP boosted from 3000 to 9999, even when his level was around 30. The same applies to boosting MP and AP, as well as boosting Zack's attributes like his physical attacks and magic defence.

Overall I am surprised to have found myself genuinely enjoying Crisis Core. I avoided the hype, and at the end my expectations were more or less met. It doesn't matter if you, like me, didn't like Final Fantasy VII or Advent Children; Crisis Core is still worthy of a title in its own right. So forget about your love or hatred about the original sourced title, Crisis Core deserved to be played despite its well documented short comings.
Things I like about Crisis Core:
- Story is engrossing.
- Portable friendly bite-sized missions, with well spaced save points.
- Character model are detailed, with good facial and body animations.
- Real time combat with menu based element is intuitive, though not as polished as Final Fantasy XII's.
- High production value and polished presentation.
- Quick loading.
- Plenty of side quests, some which provides back story.
- Random battles happens without transition screen.
- Material Fusion.
- New Game+ (finally!), and hard mode included.
- Zack is a likeable protagonist.
- LOVELESS.
- Hidden EXP counter.
- Normal mode is too easy.
- I don't mind random battles, but having one every 3-5 seconds is taking the cake.
- Very linear storyline, no world map.
- Lack of challenging puzzles.
- DMW gets too repetitive.
- Dull environments.
- "Heavy metal" battle theme.
You can preorder the Euro exclusive special edition from Amazon UK. Or get them from Amazon.com.
Friday, December 28, 2007
Final Fantasy IV DS remake impressions

I had the chance to play an import copy of Final Fantasy IV remake whilst everyone was off away in London burdening their credit cards further. Played for 2-3 hours before turning it off just after I saved Rosa. I will wait for the localised version and I suggest everyone else to do so too. Here are my impressions from my limited play through:
- Game is on top screen.
- Didn't like the new logo. Seriously prefer Kain.
- Dungeon maps has percentage value, like in Star Ocean 3. Getting 100% will produce bonus goods.
- Battle frame rates are lower than FF III DS due to increased amount of characters on screen. Polygon counts are lowered because of this.
- You can't zoom in the camera like in FF III DS.
- Fixed side perspective for battle with nice pre-rendered background.
- Intro FMV is encoded in a much lower bitrate with huge macro blocks so visible. I don't care for them so it isn't a huge loss. Might as well scrap it from the Westernised version and use the extra space for better textures or increased sound quality.
- Cut scenes are rendered in real time using polygonal models and are very nice.
- Speaking of cut scenes, these are very well directed. On par with Final Fantasy XII. This isn't surprising as the storyboard cut scenes were done by Yoshinori Kanada, key animator in such fine anime films like Mononoke-Hime and Nausicaa: Valley of the Wind.
- Voice acting is superb though are restricted to 'important scenes'.
- There is an Auto-battle mode with one gambit(?).
- Difficulty seems higher than the last version I played (FF IV Advance), no doubt compounded by my lack of Japanese reading skills handicap as well as increased enemy stats.
- Enemies are far more aggressive, picking on low-level Rydia. Could this really be a remake of the fabled original Super Famicom version (none EasyType)?
- Loading time of 2-3 seconds FTL.
- Rydia doesn't start with level 1. Instead she joins in with a calculated level based on Cecil's. She was level 7 on mine with some white and black magic and two summons (Chocobo and Pochika).
- I have no idea what Pochika is or does, but it costs a bucket load of MPs to summon and so far isn't terribly useful. It looks like a Kodama from Mononoke-Hime.
- The soundtrack seems to have been re-arranged. The Red Wings theme is majestic.
- The original generic towns from previous versions are replaced with themed towns. Desert town Kaipo for example has middle-eastern architecture.
- Rosa is hot.
- Kain looks like Batman. And sounds like Batman too.
- Boss fights are harder. Expect plenty of grinding. >.<
- The game has three save slots and one quick save slot for quick gaming in the bus.
- Thought bubbles materialised above a character's head when accessing the menu. If only I understood what they are...
- You can change your avatar. So I use Rydia instead of Cecil, at least until I got Rosa.
- There is a new Decant Ability System where party members can use an ability from previous party members who has left, but I have no idea yet how.
- Like FF III DS, touch screen controls are *optional*. A huge plus in my books as I still prefer face buttons. Learn from that Nintendo.
- Graphics aren't that amazing with minimal polygons, but there are subtle improvements such as shadows on character's body during cut scenes and better quality textures.
- Facial expressions are amazing. Eyes blink, mouth moves etc.
- Cecil still sleeps with his armour and helmet on...
- The dancers strips into bikinis and are more provocative here. Huzzah!
Anyway sucks that I have to leave the game and return it to its original owner. But giant Mechs in S-E's tactical-RPG title Front Mission 1st should keep me occupied for now.
Saturday, December 15, 2007
Two extended Final Fantasy XIII and Versus XIII trailers
I wasn't really looking forward to Final Fantasy XIII. Mainly because it will be directed by Motomu Toriyama of Final Fantasy X-2. But Toriyama did an excellent job on Revenant Wings. Then there is that brooding protagonist, Lightning, whose designed reminds me of another brooding Final Fantasy character. Now to me that is not a good thing, but it is still early days. But how about some facial variations for once Nomura?

Lightning demonsrates the real time battle system

Shiva morphs
Anyway the new extended trailer of XIII and Versus XIII are hot. XIII more so than Versus XIII (super moody characters FTL). I am digging the real time battle scenes of XIII, though it remains to be seen if Toshiro Tsuchida can match or surpass the Active Dimension Battle system from Final Fantasy XII. Not sure about a Shiva capable of turning her goddess (twin) self into a motorcycle though... If the final game matches the target render seen in the trailer then I have no idea how long it will be for me to be able to resist the PS3.

Lightning demonsrates the real time battle system

Shiva morphs
Anyway the new extended trailer of XIII and Versus XIII are hot. XIII more so than Versus XIII (super moody characters FTL). I am digging the real time battle scenes of XIII, though it remains to be seen if Toshiro Tsuchida can match or surpass the Active Dimension Battle system from Final Fantasy XII. Not sure about a Shiva capable of turning her goddess (twin) self into a motorcycle though... If the final game matches the target render seen in the trailer then I have no idea how long it will be for me to be able to resist the PS3.
Thursday, December 13, 2007
Six fictional female RPG characters
So here is another blog filler for December! Why six? I honestly have no clue. Probably just got too lazy to continue typing after six and I had to make time to write my review for Devil Summoner as well as other useless December fillers. But any who here is my personal list of the top six fictional female characters in role playing video games.
Ashelia B'nargin Dalmasca
Appearances: Final Fantasy XII, Final Fantasy XII: Revenant Wings
Until her boy husband gets himself killed in battle, Ashe was the princess of Dalmasca. Thought dead she founded an underground resistance group aimed at liberating her nation from the Archadian empire. At first seeking revenge, she ultimately rejected vengeance and the lure of power of the Nethicite and instead aligned herself with Larsa, the younger brother of the leader of the Archadian empire to seek peace between the warring nations of Ivalice. Personally I find Ashe, not only the most beautiful of all fictional female characters, but also the most powerful. Why else did I make her the party leader of my all-female main party? She wields a powerful sword, is agile, a good healer and her stats are well rounded. Basically a good all rounder and makes for a good tank mage hybrid. The fact that she has the miniest of all mini skirts makes her even more adorable, but beyond that never once did the developers attempted to sexualised her. All hail Queen Ashe.
Etna
Appearances: Disgaea: Hour of Darkness, Disgaea 2: Cursed Memories, Disgaea: Afternoon of Darkness
Etna is a super skinny flat chested 1400 year old cute demon class female. She becomes immediately likeable after the first scene where we are treated with her gross method of waking up the slumbering prince of darkness, Laharl. Untrustworthy, Etna is a devious vassal who reveres the late king and her schemes brings much humour to the game. In one of the endings she murders Laharl and snatch the seat to become the new overlord or the Netherworld. Because there are various endings this may not be true for some, but I like to think of this as canonical. The beauty queen also leads the Prinny squad, an army of penguins with bat like wings, whose jobs includes being used as suicide bombers and slaves. A bonus mode based on what if Etna killed Laharl instead of waking him scenario is present in the PSP port of Disgaea, so make sure you buy Afternoon of Darkness.
Hrist Valkyrie
Appearances: Valkyrie Profile: Lenneth, Valkyrie Profile 2: Silmeria

One of the three Valkyries chooser of the slain, Hrist is the elder sister of Lenneth and Silmeria. She isn't a playable character in both games, but she is ruthless and therefore memorable. Her hatred for humans is matched by her demented actions. Loyal to Odin, part of her deeds includes destroying Dipan at Midgard after the events of Valkyrie Profile 2: Silmeria and before Valkyrie Profile: Lenneth. Her schemes in trapping the fugitive Silmeria is downright cunning. Hrist also happens to appear in both games as a boss, and while not the strongest her appearances are both important to the mythology and storyline. It would be interesting if tri-Ace and Square Enix would eventually develop a third Valkyrie Profile game which allows us to play as the most mysterious of the goddess of fate.
Jessica Albert
Appearances: Dragon Quest VIII: The Journey of the Cursed King
She may not be the best female character from the Dragon Quest series, but Jessica certainly is the most memorable. Part of this is no doubt due to the 3D nature of the game which allows more creative freedom for character development. While short tempered and have a lot of deal with after the death of her brother, Jessica proves very valuable to core gameplay and plot of Dragon Quest VIII, especially when she was briefly possessed. She is primarily a sorcerer although her whip does come in handy. Players can also change the clothings which includes 'Bunny's Costume' and 'Dangerous Bustier'. Her charm attack such as 'Puff Puff' and 'Hip Drop' also works well in lightening the mood as well as proving that the 360 is not the only console that can uhm, render jiggles.
Rydia
Appearances: Final Fantasy IV
As a child Rydia was made an orphaned when Kain and Cecil of Baron gallivanted around and destroyed her village Mist and killed her mother (indirectly). Even at such a young age she has already shown potential by summoning Titan in anger, causing an earthquake that separates Cecil and Kain. She eventually agrees to join a repented Cecil to fight Baron. For a child she has the maturity of an adult as seen in her conversation with a wimpy Gilbert, the spoony bard. However it wasn't long until she was separated from the party when the group was attacked by Leviathan. Fortunately for her she was taken in to the land of summons where due to the different in time flow she aged differently, eventually re-emerging as a healthy, happy and hot adult Rydia. Though she lost her abilities to conjure white magic she has learnt to become the greatest summoner in Final Fantasy lore. The new render of her for Final Fantasy IV DS is hawt!
Princess Nadia
Appearances: Chrono Trigger
Marle is a tomboy princess of the Kingdom of Guardia, whose bored life was the catalyst for the event surrounding Chrono Trigger when she uses Lucca's teleporting machine and accidentally herself back in time to 600 A.D., creating a ripple in the space time continuum. Marle is pretty independent and strong for a princess as proven by her weapon of choice: the crossbow (yeah!). In one of the many alternate ending she eventually marries Chrono, the hero and main protagonist of the game. I like her because her character reminds me so much of Bulma (Dragon Ball), whose penchant for adventure is similar to that of Marle's. Obviously Marle is far more independent than the technology reliant and whiny Bulma.
So which female (or male) RPG characters rock your boat? Please no Tifa or Aerith.
Ashelia B'nargin Dalmasca
Appearances: Final Fantasy XII, Final Fantasy XII: Revenant Wings

Etna
Appearances: Disgaea: Hour of Darkness, Disgaea 2: Cursed Memories, Disgaea: Afternoon of Darkness

Hrist Valkyrie
Appearances: Valkyrie Profile: Lenneth, Valkyrie Profile 2: Silmeria

One of the three Valkyries chooser of the slain, Hrist is the elder sister of Lenneth and Silmeria. She isn't a playable character in both games, but she is ruthless and therefore memorable. Her hatred for humans is matched by her demented actions. Loyal to Odin, part of her deeds includes destroying Dipan at Midgard after the events of Valkyrie Profile 2: Silmeria and before Valkyrie Profile: Lenneth. Her schemes in trapping the fugitive Silmeria is downright cunning. Hrist also happens to appear in both games as a boss, and while not the strongest her appearances are both important to the mythology and storyline. It would be interesting if tri-Ace and Square Enix would eventually develop a third Valkyrie Profile game which allows us to play as the most mysterious of the goddess of fate.
Jessica Albert
Appearances: Dragon Quest VIII: The Journey of the Cursed King

Rydia
Appearances: Final Fantasy IV

Princess Nadia
Appearances: Chrono Trigger

So which female (or male) RPG characters rock your boat? Please no Tifa or Aerith.
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