Since Nomura gets his inspiration from shinigamis, they had to come up with other ideasNirolak said:Between the Shiva bike and the extended tentacle scenes I think someone's been watching too much hentai lately.
hateradio said:Since Nomura gets his inspiration from shinigamis, they had to come up with other ideas![]()
Surely he'd have some input to make some sort of unified art directionKagari said:You know, Nomura's involvement in XIII is only the main character's designs... right?![]()
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...Kagari said:You know, Nomura's involvement in XIII is only the main character's designs... right?![]()
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...
PTOM FFXIII issue now shipping with insider info directly from Japan!
/nosebleedMrDenny said:From SE Klee kuo's twitter:
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hateradio said:She looks completely disproportional, her leg and arm are like beams.
rataven said:Yipes, that cover is loud. They must have some really great stuff inside to want attention so badly. "Everything revealed!"
Seems that way. Didn't they hype up their story with "New news not even Japan knows" or something, too?Rahxephon91 said:So really no new info.
MrDenny said:Info from OPM:
-Forest area where Vanille is shown running is in Cocoon.
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.
Something looks wrong with her design. Its just off.MrDenny said:From SE Klee kuo's twitter:
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Septimus said::lol :lol :lol That looks very frageely.
Mr. Wonderful said:Just saw this on the Square-Enix Store.
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Shadow780 said:Minor news?
http://ameblo.jp/yukari-hukui/entry-10287639954.html
XIII's after-recording (VA) is done, took them one year.
This is Mitsunori Takahashi, the planning director for DISSIDIA FINAL FANTASY. Now its 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 characters strength, or the fact that two characters of completely different levels can engage in battle. It would be pointless if players couldnt 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 Ive 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.
Im 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, theres no greater compliment than its 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.neogaf.com/forum/showthread.php?t=345440&page=17Shadow780 said:There was an import thread.
The face impressions were based on Nomura-sans designs, as well as Amano-sans 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 couldnt 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.
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.
Shadow780 said:March 2010 Japan!
Summer 2010 NA/Europe!