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Posted May 17, 2007 at 12:31AM by Ian C. Listed in: Interviews, Games, Final Fantasy XII Revenant Wings, Final Fantasy Tactics A2: Grimoire of the Rift Tags: Motomu Toriyama, GBA, Akitoshi Kawazu, Eisuke Yokoyama
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Ivalice Alliance - Image 1 


Motomu Toriyama, writer and director of FFXII: Revenant Wings, and Eisuke Yokoyama, producer of the said game, spoke to 1UP and mentioned several tidbits on why there is a delay when it comes to releasing Final Fantasy XII: Revenant Wings to North America.

Aside from the obvious localization, Motomu Toriyama noted that they still have to tweak the interface a bit, and make the game slightly more complex. Toriyama reasons that since the Japanese market isn't too familiar with RTS styled games, FFXII: Revenant Wings was designed more for beginners. They'll change that for the US version.

And no, Revenant Wings does not use the same engine as Heroes of Mana for the DS. Eisuke Yokoyama says: "It's not at all related."

As for the story of Revenant Wings, Toriyama notes that since it's set after the events in FFXII, it'll deal more with showing how things came about in that particular version of Ivalice. Hopefully, it'll give us a better idea where all of the Occuria - Esper - Magicite plot-bunnies in XII came from.

In related news, regarding another game set in "Ivalice", Final Fantasy Tactics A2 Director Yuicihi Murasawa and Ivalice Alliance Executive Producer Akitoshi Kawazu talked about how their sequel to the GBA title is shaping up.

When it comes to gameplay, Murasawa says that while they kept the Law Card system, they changed the features of it a bit just to be fresh. Also while it follows the same basic system of FF Tactics Advance for the GBA, they added in a lot of new details like mini-games and missions.

Other noted gameplay additions include the removal of "bones" (dead characters) that litter the battle field, the ability to revive KO'd characters anywhere in the stage, and a more balanced character progression - every single clan member gets experience points after a party clears a battle.

Murasawa also noted that now that they've got two screens, managing your characters, and doing all the usual upkeep things like checking skill progression and equipment should be a lot easier.

For the complete interviews, feel free to head to the 1UP report via our Read link below.

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Posted May 13, 2007 at 10:27AM by Karl B. Listed in: Interviews, Final Fantasy Crystal Chronicles: Ring of Fates Tags: Wiimote, GameCube, GBA, Mitsuru Kamiyama, Akitoshi Kawazu
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FFCC - Image 1Gaming news website GamesRadar recently had the chance to pump Final Fantasy Crystal Chronicles: Crystal Bearers Executive Producer Akitoshi Kawazu and Director Toshiyuki Itahana as well as Final Fantasy Crystal Chronicles: Ring of Fates Director Mitsuru Kamiyama for some info on their upcoming games. Here are a few snippets of what they learned.

DS and Wii connectivity for both games is a no go at this point, unlike the original which had GBA and GameCube connectivity. According to Kawazu, though, once the Wii gets into more and more households, then the team behind the games would definitely "start contemplating these concepts."

As for controls, Final Fantasy Crystal Chronicles: Crystal Bearers will use the Wiimote for movement and attacking. The game will also utilize the nunchuck for "different purposes in different scenes," although Itahana notes that as a team, they made sure that the gameplay will not be "taken over by a feature in the hardware".

For the full interview, click on the "read" link below.

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