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Fabula Nova Crystallis: Final Fantasy XIII Media and Information Thread

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Nirolak said:
Between the Shiva bike and the extended tentacle scenes I think someone's been watching too much hentai lately.
Since Nomura gets his inspiration from shinigamis, they had to come up with other ideas :p
 
no.... they don't know.


and no, they don't care.



When it comes to hating on Nomura, you might as well be lining them up to drink chocolate milk out of Megan Fox's nipples.
 
Kagari said:
You know, Nomura's involvement in XIII is only the main character's designs... right? :P
I was meaning that he's doing Versus and using the shinigami thing on it, but that for XIII SE had to find out something else. I'm sure the cast from XIII were rejects from other projects...
 
hateradio said:
I was meaning that he's doing Versus and using the shinigami thing on it, but that for XIII SE had to find out something else. I'm sure the cast from XIII were rejects from other projects...

That makes perfect sense. They were like, oh, you're not using those guys? We'll put them here. Hate to let a character go to waste.
 
Hey,

Kind of OT, but does anyone have a link to the trailer music (just the music, no 'in game' sounds)? I found one on Youtube but well, youtube quality is blehhh
 
Now I know what Shivas look like; those Persona demon characters.
 
From SE Klee kuo's twitter:
PTOM FFXIII issue now shipping with insider info directly from Japan!
photoxns.jpg
 
rataven said:
Yipes, that cover is loud. They must have some really great stuff inside to want attention so badly. "Everything revealed!"

They will reveal that Pulse is in fact the planet from FFVII millions of years after the Meteor catastrophe, that Cocoon is situated on the ruins of the old Midgar, and that Lightning is in fact a mercenary genetically-engineered from the DNA of legendary hero Cloud Strife, thereby finally making some sense out of this whole mess.
 
Info from OPM:

fal'Cie- "A fal'Cie is a representative of a Crystal," explains producer Yoshinori Kitase. "There are various types of fal'Cie. For example one that lives inside Cocoon uses the power of the sun and is kind of the protector of the light. There are others out in the field and they're protectors of the green and nature. The fal'Cie aren't exactly 'beings.' Maybe you can call them more like objects of deity. In the setting of FFXIII, there are too many fal'Cie in existence to count. Just a handful of those are related to the story of Lightning, though.

l'Cie- The l'Cie are individuals who've been marked by the fal'Cie to fulfill a particular (and as yet unrevealed) destiny. They gain powers from the fal'Cie. They're seen as enemies, because word on the street is that the l'Cie will destroy Cocoon, and no one wants their home destroyed. And that includes the l'Cie. Lightning and Snow are apparently both l'Cie, as are the rest of their crew, most likely. None of them are necessarily happy about the destiny that's been chosen for them.

PSICOM- This is Cocoon's army. PSICOM is seen as protectors of the people of Cocoon and enemies to the l'Cie. Lightning and Sazh both have military backgrounds. They were probably both members of PSICOM at some point. A resistance group called Team Nora is trying to take down PSICOM.

-Eidolons become available when a person advances as a l'Cie through the story.

-Same attacks may appear different depending on input order of attacks, or whether it is in the air or on land.

-Different variations of enemies such as Behemoth will appear and fight differently depending on the fal'Cie/Crystal in the area. The Behemoth in Cocoon is more mechanical while the Behemoth in Pulse is more wild.

-Forest area where Vanille is shown running is in Cocoon.
 
I'm having flashbacks to Tales of the Abyss.

Interesting that they are naming the summons Eidolons both here and in Final Fantasy IV: The After Years.
 
MrDenny said:
Info from OPM:

-Forest area where Vanille is shown running is in Cocoon.

I think it says something that out of all of that supposed "news", that last bullet is the only one that got my attention. Been assuming for the last three years that Cocoon was basically Esthar, i.e. 100% high tech. Interesting.
 
Regulus Tera said:
I'm having flashbacks to Tales of the Abyss.

Interesting that they are naming the summons Eidolons both here and in Final Fantasy IV: The After Years.

that caught my eye too
now that i think it is bout time i played some FFIX!!!:D
 
Do we even have an official Dissidia thread? I've never seen it.

Mitsunori Takahashi blog entry on Kitase's 1up account (lol?), talking a little about how they dealt with balancing issues in making Dissidia, while keeping the characters different:

This is Mitsunori Takahashi, the planning director for DISSIDIA FINAL FANTASY. Now it’s my turn to shed a little light on the process behind putting the battle system together!

My involvement with DISSIDIA FINAL FANTASY began when my team and I approached creative producer Tetsuya Nomura, expressing our desire to create an entire game on our own. He then put us in charge of a concept he had been developing for years: a fighting game that brings all the FINAL FANTASY characters together.

The question, “how do we replicate the original?” was a focal point for us in shaping each character. Our stance was to remain as true to the original character designs as possible, so when we ran into issues realizing anything in action, careful adjustments were made to ensure that the final product would be believable to existing fans. As a result, we were able to maintain the great qualities of the original, while also infusing some innovation to give each character attributes that make them uniquely “DISSIDIA.”

We ran into completely unexpected situations on a daily basis, dealing with one-of-a-kind gameplay elements like the “bravery” system that causes shifts in a character’s strength, or the fact that two characters of completely different levels can engage in battle. It would be pointless if players couldn’t establish a battle with whatever combination of characters they liked, so we tackled the issues one at a time through an endless process of trial and error. Thanks to all this hard work, I think we were able to create a battle system that is rich with possibilities.

I personally recommend all the characters, since I’ve grown attached to each one! In this game, each and every character has a clear-cut concept, guaranteed to give player s a fresh experience with every character they chose to play as. I think every player will be able to find a character that they can relate to. One suggestion: be open to trying a variety of characters. I think it will likely lead to new discoveries and definitely enrich the gameplay experience.

I’m very glad that so many people have responded well to this game, especially considering the new and challenging elements like the bravery system, which make this game very different. For a game, there’s no greater compliment than “it’s fun!” so every time I hear that it fills me with happiness. I hope that North American fans will have as much fun with the game!

http://www.1up.com/do/blogEntry?bId=8998184&publicUserId=6049935

Apparently they have a few other blog entries from various staffers for the kind of work that went into making Dissidia

http://www.1up.com/do/my1Up?publicUserId=6049935
 
Shadow780 said:
There was an import thread.
http://www.neogaf.com/forum/showthread.php?t=345440&page=17

augh, I forgot.

Reading the other blog entry, its interesting that they actually didn't do what they normally do with their character models, which is to have a high and low poly/texture model. According to their first blog post, they actually use the same model for both in-game and cutscenes! O_o Pretty impressive.

Its impressive that it really does look like the KH team that worked on the textures, and it shows.

The face impressions were based on Nomura-san’s designs, as well as Amano-san’s illustrations from the original games. Almost all of the characters had outfits that were asymmetrical, with a lot of decorations, and the fact that they couldn’t simply be flipped and copied was a challenge. The more colorful the character, the more difficult it was to optimize the textures for the game. Normally, we prepare both low and hi-polygon textures for the characters and use the appropriate model for battle and event scenes; however, for this game, the characters have the same texture throughout. Because of this fact, it became necessary to draw in details that could withstand close-ups on the face during event scenes, even though the memory capacity was extremely limited. Thanks to the immense care that went into polishing every last detail, the resulting character data turned out very attractive and unique.
 
When/why did this become a Dissidia thread? I've been waiting for new FFXIII/FNC info for weeks, was happy to see someone finally updated, and it's Dissidia crap. Goddamn it.
 
Muffdraul said:
When/why did this become a Dissidia thread? I've been waiting for new FFXIII/FNC info for weeks, was happy to see someone finally updated, and it's Dissidia crap. Goddamn it.

:lol
Release date at TGS, believe!
 
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