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On this episode of Ultima Final Fantasy, hosts Kaleb and Joe dive into Final Fantasy VII Remake: Traces of Two Pasts, the 2021 novel by Kazushige Nojima. This official tie-in novel explores the backstories of beloved characters Tifa Lockhart and Aerith Gainsborough. The book delves into their childhoods and reveals personal accounts of their journeys before the events of the Final Fantasy VII Remake. Join the discussion as Kaleb and Joe break down key moments and their personal reactions to the book's deep dive into the Final Fantasy VII universe. Email us: fffanatics123@gmail.com Discord: discord.gg/cFFx4N5 Keywords: Final Fantasy podcast, Final Fantasy VII Remake: Traces of Two Pasts review, Final Fantasy VII tie-in novel, Kazushige Nojima, Tifa and Aerith backstory, FFVII podcast, Final Fantasy lore
We enter Don Corneo's world of Dionysian depravity and threaten to take away his favorite toy. Our heroes get the rug pulled out from under them when he spills the beans about Shinra's secret to plan to destroy Avalanche. Also we discuss the Kazushige Nojima novel "The Kids Are Alright: A Turks Side Story." This episode completes Chapter 9.
Title(s): Final Fantasy VII Remake (ファイナルファンタジーVII リメイク) [Wikipedia] [IMDb] Final Fantasy VII Remake Intergrade (ファイナルファンタジーVII リメイク インターグレード) Developer: Square Enix Business Division 1 Publisher(s): Square Enix Designers: Tetsuya Nomura (director/artist), Naoki Hamaguchi (director), Motomu Toriyama (director), Yoshinori Kitase (producer), Hironobu Sakaguchi (producer/writer), Teruki Endo, Kazushige Nojima (writer) Platform(s): PlayStation 4 PlayStation 5, Microsoft Windows (Intergrade) Release date(s): April 10, 2020 June 10, 2021 (Intergrade: PS5) PROMO: Collateral Cinema Movie Podcast (@CCinemaPodcast) SHOWNOTES: For the second part of our Season Five Premiere, Ash and Beau (Collateral Cinema) are comparing the 2020 remake of Final Fantasy VII to its source material! How does Final Fantasy VII Remake hold up, both as a modern representation of a title considered one of the greatest video games of all time and as a standalone action RPG? Listen to our thoughts, and stay tuned for our next two-part original–remake comparison on Resident Evil 2 for Spooky Month! Collateral Gaming is on Facebook, Instagram, and Twitter, and is on Podbean, Apple Podcasts, Spotify, Google Podcasts, YouTube, iHeartRadio, Chill Lover Radio, and wherever else you get your podcasts! (Collateral Gaming is a Collateral Media Podcast. Intro song is a license-free beat by Quality_Online_Media from Pixabay. All music and game clips are owned by their respective creators and are used for educational purposes only. Please don't sue us; we're poor!)
Title: Final Fantasy VII (ファイナルファンタジーVII) [Wikipedia] [IMDb] Developer: Square Publisher(s): Square (PS1: JP), Sony Computer Entertainment (PS1: WW), Eidos Interactive (PC), Square Enix (iOS/Android/Steam/PS4/XB1) Designers: Yoshinori Kitase (director/writer), Hironobu Sakaguchi (producer/writer), Tetsuya Nomura (writer/artist), Kazushige Nojima (writer), Yusuke Naora (artist) Platforms: PlayStation, Microsoft Windows, iOS, PlayStation 4, Android, Nintendo Switch, Xbox One Release date(s): January 31, 1997 (PS1: JP); September 7, 1997 (PS1: NA) PROMO: Collateral Cinema Movie Podcast (@CCinemaPodcast) SHOWNOTES: Kicking off Season Five of Collateral Gaming Video Game Podcast, and celebrating the 25th anniversary of the North American release of Final Fantasy VII this month, we are beyond excited to discuss the classic PS1 RPG as well as its 2020 remake! In Part 1 of the Season Premiere, Ash, Megan, and recurring guest Beau (from Collateral Cinema) nerd out about the seminal 1997 original video game. If you enjoy this episode, stay tuned for Part 2, where we'll get into Final Fantasy VII Remake, as well as the rest of this season! Collateral Gaming is on Facebook, Instagram, and Twitter, and is on Podbean, Apple Podcasts, Spotify, Google Podcasts, YouTube, iHeartRadio, Chill Lover Radio, and wherever else you get your podcasts! (Collateral Gaming is a Collateral Media Podcast. Intro song is a license-free beat by Quality_Online_Media from Pixabay. All music and game clips are owned by their respective creators and are used for educational purposes only. Please don't sue us; we're poor!)
We're Sora again! Mickey is trying too hard to be cool and sends us to meet with a bunch of lorebooks in a wizard hat and cloak, Yen Sid. We meet the best mook ever, Pete, and Sora gets new clothes, fortunately not inspired by Pete's special threads. Then we visit Hollow Bastion again, get membership cards to a nebulously defined organization that needs a better name, and then another nebulously defined organization shows up to troll us. We also have a fun sidebar discussing the various interests of Kazushige Nojima. Okay, one interest, memories.
On today's episode, we are joined by our dear friend Devon, aka Ms. Blueberri Mary, to discuss one of our favorite video game genres: the humble JRPG! (Japanese Role Playing Game) And more particularly, how the fashion and design sensibilities of games like Final Fantasy X & X-2 have influenced and entire generation of queer designers and drag artists.We get into the character designs and looks that left our young gay brains gagged and inspired, how in practice they aren't too dissimilar from the pop stars and divas that typically evoke idolatry from the gays, and how inhabiting these characters and fantasy worlds add a whole other layer of depth for our queer imaginations. Blueberri Mary is an Ohio-based drag queen, therapist, and fitness instructor (c'mon triple threat!) Follow them on IG: @blueberrimary and Twitter: @MaryBlueberriAnd check out their recent Valentine's Day digital drag performances on YouTube!https://www.youtube.com/watch?v=CumNyqGWwSU https://www.youtube.com/watch?v=AvDR_63GyIo FINAL FASHIONISTA: https://finalfashionista.com/category/who-wore-it-best/========Be Our Friends!!EMAIL US at gayforplaypodcast@gmail.comFOLLOW G4P Twitter: @GayForPlayPodInstagram: @GayForPlayPodTwitch: twitch.tv/gayforplaypodSupport the Show on PATREON========CREDITSIntro and outro music by Connor Marsh (@connorjmarshmallow)Show art by Nick Adams (@nickadams.art)Special thanks to our patrons: Blueberri Mary, Elijah Punzal, Trevor McTavish & Martha Turner
NOJIMA TIME! On this episode, we talk about Square alumni Kazushige Nojima and his many accolades as a writer! Thanks for listening! Alright everyone, let's mosey! --- Support this podcast: https://podcasters.spotify.com/pod/show/the-midgar-minute/support
In this episode of Games I Speak Geo and Josie discuss the recent rumors surrounding the closing of the PS3 digital store. New RPG’s Astria Ascending and Fantasian. A new project featuring Xenoblade composer Kazushige Nojima. The problems with Ninja Gaiden Master Collection. The recent release of Monster Hunter Rise. A new trailer for LOTR Gollum. Bloomberg’s latest report on the Nintendo Switch and the potential purchase of Discord from Microsoft.
The gang is joined by fan-favorite Marcus to discuss Final Fantasy 7 Remake. They discuss what makes a remake, their thoughts on the story differences between the remake and the original and their thoughts on gameplay.Final Fantasy VII Remake (2020) Published by: Square EnixDirected by: Tesuya Nomura, Naomi Hamaguchi and Motomu ToriyamaProduced by: Yoshinori KitaseWritten by: Kazushige Nojima, Motomu Toriyama, Hiroaki Iwaki and Sachie HiranoScore by: Nobuo Uematsu, Masashi Hamauzu and Mitsuto SuzukiSocial Media:Email: popoholicscast@gmail.comFacebook: @PopOHolicsTwitter: @PopOHolicsInstagram: @popoholicscast
Sortie en 1997 sur la première Playstation, Final Fantasy 7 fait depuis quelques jours sont grand retour sur Playstation 4. Ce jeu de rôle conçu par le studio Square Enix et plus précisement par Yoshinori Kitase, Tetsuya Nomura, Kazushige Nojima et Yusuke Naora voit, son gameplay, ses graphismes et son scénario totalement chamboulé pour correspondre aux actuels blockbusters vidéoludiques. Lancer Final Fantasy 7 alias FF7 c’est découvrir un scénario complexe où se mêlent éco-terrorisme, manipulation génétique, romance pudique et sauvetage de la planète. Un mercenaire nommé Cloud rejoint un groupe d’activiste souhaitant sauver la ville de Midgar de l’emprise de la Shinra, une entreprise polluante. Véritable madeleine de Proust pour les gamer, ce classique a prouvé qu’il était possible de ressentir des émotions aussi fortes qu’au cinéma et de vivre une épopée haute en couleur proche des grandes sagas de science-fiction. Le journaliste et youtubeur Julien Chieze analyse ce classique.
Square Enix has unleashed a whole load of new information relating to the Final Fantasy 7 Remake and within this episode, we're going to be delving into some of it. Our main focus will be around the developer interviews, as Yoshinori Kitase, Tetsuya Nomura, Kazushige Nojima and Motomu Toriyama each had interesting anecdotes to share with us adoring fans. Music this episode is from Papos!
Someone cast Meteor on Chris's computer and this episode and the associated bonus Patreon content was almost lost. Luckily, his back-up Lifestream kicked in and saved the files, but not without sacrificing the computer itself to do so. Chris's brother Adam joins us as a guest today. Oops! When Paris says "Steel Magnolias" she actually means the movie "Magnolia".
This week, Joe and Schweiss finally close the book on Final Fantasy VII fore...well, until the remake comes out. Join them as they give their final thoughts surrounding the Lateral Biography: Turks - The Kids are Alright as written by Kazushige Nojima. Enjoy all the laughs, and enjoy the question segments to follow. Get ready for some Final Fantasy X-2.5 novella hype!
This time, Kaleb and Joe assemble to discuss the semi-nothingness that occurs in the second section of Lateral Biography: TURKS -The Kids Are Alright, by Kazushige Nojima. They discuss their progress in the soon to be beaten game of Final Fantasy Tactics Advanced 2: Grimoire of the Rift, and dive into a couple of questions/reviews. Enjoy the grind, and make sure to send us your reviews/questions about Final Fantasy Tactics Advance 2: Grimoire of the Rift! The Remix: https://www.youtube.com/watch?v=U9M4Y16iDTE1
NICE! Welcome to our weed-numbered episode of our ongoing Final Fantasy Adventure as we cover a game not called Final Fantasy Adventure, but instead take a deep dive into Spira and the wonders and horrors within. Please join us as we curse our old man, remember a time when everyone was laughing but only we meant it, and answered the age old question: what if Final Fantasy XIII was good?To support our shows, suggest topics, and vote on games, please check out our Patreon. Any amount of support helps a ton!You can find this podcast on iTunes, Stitcher, and Google Play! We're on all the things!Things Discussed: Mario 64, Mario Sunshine, Yono: The Celestial Elephants, Golf Story, The Sonic Forces Discourse, Final Fantasy X, Final Fantasy XIIINext Month's Game Club: Prince of Persia: The Sands of TimeMusic This EpisodeBlown Away by Kevin McLeodOtherworld by Nobuo UematsuTo Zanarkand by Nobuo UematsuSomeday the Dream will End by Nobuo UematsuYuna's Theme by Nobuo UematsuJecht's Theme by Nobuo UematsuSuteki Da Ne by Nobuo Uematsu, Kazushige Nojima, and Rikki
Video Game Movie Anatomy hosts break down Video Game inspired movies to answer the age old question: DO GAMES MAKE GOOD MOVIES?!?! In today's episode, hosts Mark Donica, Stacey Shuttleworth and Patrick Dees discuss Kingsglaive: Final Fantasy XV! Kingsglaive: Final Fantasy XV is a 2016 Japanese computer-animated anime film directed by Takeshi Nozue and scripted by Takashi Hasegawa from a story by Saori Itamuro and Kazushige Nojima. Developed primarily by Square Enix's dedicated CGI studio Visual Works, Kingsglaive is based on the setting and story of the 2016 video game Final Fantasy XV, which is thematically connected to the Fabula Nova Crystallis subseries. Kingsglaive: Final Fantasy XV released theatrically in July 2016 in Japan by Aniplex, and received a limited theatrical run in August in North America by Stage 6 Films. Commercial physical and digital versions released in October 2016. It will also be bundled in different editions of Final Fantasy XV alongside fellow s
Video Game Movie Anatomy hosts break down Video Game inspired movies to answer the age old question: DO GAMES MAKE GOOD MOVIES?!?! In today's episode, hosts Mark Donica, Stacey Shuttleworth and Patrick Dees discuss the Final Fantasy VII: Advent Children! Final Fantasy VII: Advent Children is a 2005 Japanese computer-animated science fantasy film directed by Tetsuya Nomura, written by Kazushige Nojima, and produced by Yoshinori Kitase and Shinji Hashimoto. Developed by Visual Worksand Square Enix, Advent Children is part of the Compilation of Final Fantasy VII series of media, which is based in the world and continuity of the highly successful 1997 role-playing video game Final Fantasy VII. Final Fantasy VII: Advent Children was released on DVD and Universal Media Discs with Japanese voice acting in Japan on September 14, 2005, and on April 25, 2006, with English voice acting in North America and Europe. Advent Children takes place two years after the events of
This time, we finish up our review of Final Fantasy x-2. We discuss the design, music, and legacy of the game. We also move on to read, and discuss some of our listener reviews, and answer their questions about the game. Enjoy the finale! FFX-2 Final Fantasy X-2 was released for the ps2 on March 13th, 2003 in Japan, on November 18th in america, and February 19th, 2004 in Europe. Later, an HD remaster would come for the Ps3 and finally the Ps4 just last year. It was to be the first ever direct sequel to a main-series final Fantasy game. There was no plans for a sequel, but with the short video called Eternal calm (which was released with a special edition of FFX in Japan) was so well received by fans that they decided to continue X’s story. Although many people in the company were hesitant about doing a sequel to X (especially Kazushige Nojima), Yoshinori Kitase decided that his team was ready for a challenge. Not only was their challenge to do a sequel, but to attempt to make a game centered entirely around female characters. The game was also attempting to go away from the Macho female characters most hollywood action movies star. This created a light-hearted feel for the entire game. A brain-hurting difference from the more somber Final Fantasy X. There was also a purposeful change in theme for the game, FFX was all about gaining independence, while X2 would be about the consequences of independance. The development time for X2 was very short compared to that of most FF games (according to Tetsuya Nomura), taking an estimated year-and-a-half less time than the development of X. This was due to all of the reuse of many character models, it’s not like they had to start from scratch. The music would be composed by Noriko Matsueda and Takahito Eguchi (composers for the much-maligned game “The Bouncer”). The most famous song from the game (one of 2 pop songs) was the ballad “1000 words” sung by sung by Kuni Koda in Japan, and Jade Villalon for the English edition. X2 would go on to sell 1.94 million copies in Japan (the highest selling game of that year) and 1.85 Million in America. It was also well acclaimed (more so in Japan) for it’s departure from the Final Fantasy form, it’s focus on side-quests, it’s political background, and it’s overall uniqueness from anything players had seen before. But I ask you, does unique really mean good? STORY So… The uh story starts out at a fucking terrible pop concert with the “what can I do for you?” song blaring out of our TV speakers. Someone who looks like Yuna is singing terribly and YRP comes to save...Yuna’s garment grid from a disgusting looking woman named Lablanc. What is a garment grid? YRP stands for Yuna, Rikku, and a new smoking hot emo chick named “Paine”, and they make up the Gullwings (y’know, not enough nicknames for the group). They are a group of sphere hunters searching the world for rare spheres… and stealing them from people who they think shouldn’t have them. When Yuna finds a sphere with what looks like Tidus on it, she sphere hunts even harder for the missing pieces. Also on the sphere, a dangerous weapon, the vegnagun, is shown to be hidden somewhere in spira. A weapon powerful enough to destroy Spira, apparently. In the midst of all the sphere hunting and the Leblanc Syndicate (functioning like a lame team rocket) attempting to snatch the spheres from under our heroes noses, are the political factions of the Youth league and New Yevon. The Youth league, young ruffian sphere hunters looking to educate the world about the past; New Yevon, holding onto the teachings of the faith that failed them in FFX. THese two fractions never really do any harm to one another or fight for power in any real world sense, but hey, that’s ffx2. With the new threat of Vegnagun, Nooj (leader of the Youth League), sets off to destroy the Vegnagun, but is possessed by Shuyin (the Tidus-looking dude). Chasing after him, Yuna falls into the farplane where the Spirit of Shuyin reunites with whom he thinks is “Lenne”, apparently a famous popstar Shuyin was unable to save with the power of Vegnagun from the Zanarkand he belongs to… 1000 years in the past. A quick aside, who is this shuyin guy and why does he look like Tidus? (not actually explained in this game, but we can figure it out) The reason Shuyin mistakes Yuna for Lenne is because Yuna is wearing her dress sphere. Soon Yuna begins to relive Lenne’s memories, and eventually uses her singing ability and songwriting skills to bring the people of Spira together for…… a concert. After this, Yuna, The Lablanc syndicate, members of The Youth League, as well as members of New Yevon, team up to finally destroy Vegnagun and the spirit of Shuyin who tries to control it. After all is said and done, Spira is saved, and The Youth League compromises with New Yevon. The end? Taken from neoseeker.com: Good Ending As Yuna is walking in the flower field in the Farplane, press "X" and Yuna will hear a whistle. She looks around to hear where it's coming from. That little Fayth guy will appear and tell you that he's heard your wish to see Tidus again. He will then ask you if you want to see him again and you have to answer. If you really hate Tidus and answer "I'm fine with the way it is," Yuna will tell the Fayth that she doesn't need to see him because he's in her heart. The Fayth will disappear and you'll just get the Normal Ending. Assuming that you chose "I want to be with him" the Fayth will tell you that he'll try to bring him back, but there's no promises. Yuna will walk away and you'll see the cut scene for the Normal Ending. After the credits run through, you'll see the scene at the end of FFX where Tidus is in the water. This time, he'll emerge outside Besaid Island. He whistles and swims towards the shore, at which time the Celsius comes roaring in, and Yuna jumps out and embraces Tidus. Yuna asks if he's the real thing to which he answers, "what do you think?" Yuna nods in agreement. Paine and Rikku look on, smiling for their friend from the Celsius. As they're hugging,Wakka shouts out from the shore. Most of the population of the Island is there witnessing their reunion, including Lulu and the new baby Vidina. Yuna and Tidus agree to go meet them and start running towards the shore. Tidus tells Yuna that she's changed. She responds by saying that a lot of things have happened. Tidus yells out that he wants to hear about it. The camera zooms out to a fade. Explanation? (a guy from reddit) I think it's because the fayth felt indebted to Yuna because she released them from their dreaming at the end of X, and she also saved them at the end of X-2. Because the little boy/Bahamut asks Yuna if she wants to meet someone, and that's how you unlock the "Good" ending. So maybe he and the rest of Yuna's aeon's fayth dreamed up Tidus again? As kind of a thank you and compensation for Yuna's work. I'm not too sure. This is just my theory of it.
We have finally completed Final Fantasy X-2. Here are our thoughts on the game. FFX-2 Final Fantasy X-2 was released for the ps2 on March 13th, 2003 in Japan, on November 18th in america, and February 19th, 2004 in Europe. Later, an HD remaster would come for the Ps3 and finally the Ps4 just last year. It was to be the first ever direct sequel to a main-series final Fantasy game. There was no plans for a sequel, but with the short video called Eternal calm (which was released with a special edition of FFX in Japan) was so well received by fans that they decided to continue X’s story. Although many people in the company were hesitant about doing a sequel to X (especially Kazushige Nojima), Yoshinori Kitase decided that his team was ready for a challenge. Not only was their challenge to do a sequel, but to attempt to make a game centered entirely around female characters. The game was also attempting to go away from the Macho female characters most hollywood action movies star. This created a light-hearted feel for the entire game. A brain-hurting difference from the more somber Final Fantasy X. There was also a purposeful change in theme for the game, FFX was all about gaining independence, while X2 would be about the consequences of independance. The development time for X2 was very short compared to that of most FF games (according to Tetsuya Nomura), taking an estimated year-and-a-half less time than the development of X. This was due to all of the reuse of many character models, it’s not like they had to start from scratch. The music would be composed by Noriko Matsueda and Takahito Eguchi (composers for the much-maligned game “The Bouncer”). The most famous song from the game (one of 2 pop songs) was the ballad “1000 words” sung by sung by Kuni Koda in Japan, and Jade Villalon for the English edition. X2 would go on to sell 1.94 million copies in Japan (the highest selling game of that year) and 1.85 Million in America. It was also well acclaimed (more so in Japan) for it’s departure from the Final Fantasy form, it’s focus on side-quests, it’s political background, and it’s overall uniqueness from anything players had seen before. But I ask you, does unique really mean good? STORY So… The uh story starts out at a fucking terrible pop concert with the “what can I do for you?” song blaring out of our TV speakers. Someone who looks like Yuna is singing terribly and YRP comes to save...Yuna’s garment grid from a disgusting looking woman named Lablanc. What is a garment grid? YRP stands for Yuna, Rikku, and a new smoking hot emo chick named “Paine”, and they make up the Gullwings (y’know, not enough nicknames for the group). They are a group of sphere hunters searching the world for rare spheres… and stealing them from people who they think shouldn’t have them. When Yuna finds a sphere with what looks like Tidus on it, she sphere hunts even harder for the missing pieces. Also on the sphere, a dangerous weapon, the vegnagun, is shown to be hidden somewhere in spira. A weapon powerful enough to destroy Spira, apparently. In the midst of all the sphere hunting and the Leblanc Syndicate (functioning like a lame team rocket) attempting to snatch the spheres from under our heroes noses, are the political factions of the Youth league and New Yevon. The Youth league, young ruffian sphere hunters looking to educate the world about the past; New Yevon, holding onto the teachings of the faith that failed them in FFX. THese two fractions never really do any harm to one another or fight for power in any real world sense, but hey, that’s ffx2. With the new threat of Vegnagun, Nooj (leader of the Youth League), sets off to destroy the Vegnagun, but is possessed by Shuyin (the Tidus-looking dude). Chasing after him, Yuna falls into the farplane where the Spirit of Shuyin reunites with whom he thinks is “Lenne”, apparently a famous popstar Shuyin was unable to save with the power of Vegnagun from the Zanarkand he belongs to… 1000 years in the past. A quick aside, who is this shuyin guy and why does he look like Tidus? (not actually explained in this game, but we can figure it out) The reason Shuyin mistakes Yuna for Lenne is because Yuna is wearing her dress sphere. Soon Yuna begins to relive Lenne’s memories, and eventually uses her singing ability and songwriting skills to bring the people of Spira together for…… a concert. After this, Yuna, The Lablanc syndicate, members of The Youth League, as well as members of New Yevon, team up to finally destroy Vegnagun and the spirit of Shuyin who tries to control it. After all is said and done, Spira is saved, and The Youth League compromises with New Yevon. The end? Taken from neoseeker.com: Good Ending As Yuna is walking in the flower field in the Farplane, press "X" and Yuna will hear a whistle. She looks around to hear where it's coming from. That little Fayth guy will appear and tell you that he's heard your wish to see Tidus again. He will then ask you if you want to see him again and you have to answer. If you really hate Tidus and answer "I'm fine with the way it is," Yuna will tell the Fayth that she doesn't need to see him because he's in her heart. The Fayth will disappear and you'll just get the Normal Ending. Assuming that you chose "I want to be with him" the Fayth will tell you that he'll try to bring him back, but there's no promises. Yuna will walk away and you'll see the cut scene for the Normal Ending. After the credits run through, you'll see the scene at the end of FFX where Tidus is in the water. This time, he'll emerge outside Besaid Island. He whistles and swims towards the shore, at which time the Celsius comes roaring in, and Yuna jumps out and embraces Tidus. Yuna asks if he's the real thing to which he answers, "what do you think?" Yuna nods in agreement. Paine and Rikku look on, smiling for their friend from the Celsius. As they're hugging,Wakka shouts out from the shore. Most of the population of the Island is there witnessing their reunion, including Lulu and the new baby Vidina. Yuna and Tidus agree to go meet them and start running towards the shore. Tidus tells Yuna that she's changed. She responds by saying that a lot of things have happened. Tidus yells out that he wants to hear about it. The camera zooms out to a fade. Explanation? (a guy from reddit) I think it's because the fayth felt indebted to Yuna because she released them from their dreaming at the end of X, and she also saved them at the end of X-2. Because the little boy/Bahamut asks Yuna if she wants to meet someone, and that's how you unlock the "Good" ending. So maybe he and the rest of Yuna's aeon's fayth dreamed up Tidus again? As kind of a thank you and compensation for Yuna's work. I'm not too sure. This is just my theory of it.
Making-of Crisis Core began development as a PSP port of the FInal Fantasy VII Mobile Phone Japan-only game “Before Crisis”. Hajime Tabata, event Director for Monster Rancher 2, and the creator of “Before Crisis” was chosen as director of the port. It would also be produced by Hideki Imaizumi, the score by Takeharu Ishimoto, written by Kazushige Nojima, and art designed by Yoshihiro Imaizumi. Soon into production of the port, however, when it was decided that the port was going to center around the mythical character of Zack, they opted to create a brand-new game instead. They titled this new project “Before Crisis Core” and eventually shortened it to “Crisis Core”, and drew upon the artwork and back story left over from the development of Final Fantasy VII. Despite having plenty of backstory for FF7 filled in with this game, they initially wanted to include more, but were restricted by the size of the PSP’s UMD’s. Much of Cloud’s involvement was cut in order to focus the game on Zack. The game's antagonist, Genesis, was brought over from the development of Dirge of Cerberus, and made the main baddie, in an attempt to cohesively connect the games. That and the Rock Star voice actor, “Gackt”, wanted a bigger role, so Producer Hideki Imaizumi gave him one. The team behind Crisis Core had some hurdles to get over in development. With Zack as the main protagonist, the regular “RPG” style of gameplay wasn’t going to work, and so they opted for a more fluid Action style of gameplay, with little exploration. There was some fear that such a departure from traditional gameplay and leveling would alienate fans, as well as concern over retconning certain elements of Final Fantasy 7. Square, at this time, was receiving a lot of backlash over the Animated short film, Last Order, and were trying to make up for it. Too late into development, the team realized that the player’s inability to skip cutscenes was a huge oversight that they couldn’t fix, and the luck-based leveling, meant to keep gameplay from growing stale, had its problems as well. Despite all this, Crisis Core’s demo was released in 2006 at Jump festa, and in may of 2007 Tabata stated that the game was 90% complete (Tabata loves his percentages). In september of that year, Crisis Core was released to Japanese audiences, and in the spring of 2008 it made its way to western shores. Note that 2007 would have been the 10th anniversary for FF7, and a lot was made of Crisis Core and other projects of Square’s Compilation of Final Fantasy VII, the others being Before Crisis, the shooter Dirge of Cerberus (our next game), and the CGI movie Advent Children. Crisis Core would be released with a bang, well reviewed by most (metacritic has it at 83/100), it ended up being the 6th biggest selling PSP game ever, selling 3.1 million copies worldwide. It’s definitely one of the more successful FInal Fantasy Sequels/Prequels, praised for its focus on the Final Fantasy VII backstory, although faulted sometimes for it’s DMW or “randomized as hell limit break system” RAHLBS, it remains a beloved addition to the FFVII universe, and has been called one of the most tear-inducing game of all time. Story Crisis core takes place 7 years before the events of FFVII, and focuses the story around a Shinra Soldier named Zack Fair, as he explores the dark roots and experiments of Genetically modified Soldiers like himself. It begins with Zack and his mentor Angeal being dispatched to support the Shinra war against the nation of Wutai, during which Angeal disappeared. Later it’s “revealed” that Angeal and another soldier named Genesis, have somehow betrayed shinra, and Zack and Sephiroth are sent to kill him. At this point, Genesis and a dude named Dr. Hollander, throw a clone army Shinra’s way. Sephiroth attacks Genesis, and Zack goes off to find Hollander. Angeal, however, stops Zack from killing Hollander by knocking him into the abyss, as Hollander must be kept alive if they are to have any hope in finding a cure from being turned into a monster, something that happens when potential Soldiers are exposed to too much of Jenova’s genetic Material, an amount had by both Genesis and Angeal, as well as Sephiroth. Zack wakes up, having fallen into Aerith’s church, and they spend some quality time together while Zack heals. When Zack returns to the ever-being-attacked Shinra building, he is convinced to side with his friend Angeal, who has become disillusioned with Genesis. But once again, Angeal disappears, and Zack is ordered somewhere new, Modeoheim, where Genesis was last seen. On route he meets a young Cloud Strife, and their brief friendship begins. Zack does end up fighting Genesis, but Genesis throws himself into a Mako Reactor in the end. On that same trip, Zack finds Angeal is fusing with his own clones, being overtaken by the monster inside of him, and eventually Zack is forced to kill him, inheriting his mentor’s sword in the wake of his death. After all of this, despite the fact that Genesis’s clones still fight Shinra, Angeal’s have become some sort of protector for Zack and Aerith. Still in search of answers ;regarding Genesis’s whereabouts, Zack, Sephiroth, and shinra troops that include Cloud, go to investigate the Nibelheim Reactor. And it’s here that Sephiroth finds out about the experiments that created him, and he goes absolutely fucking nuts, destroys a town, and attempts to take Jenova’s body. Zack fails to stop him, and in a crazy feat of strength, after being stabbed by a huge fucking sword, Cloud throws Sephiroth into the lifestream below the reactor. Later, Zack finds himself and a very weakened Cloud in Hojo’s lab, as part of the Jenova experiments. So he freaks out, takes cloud, and gets the fuck out of there. This causes Shinra to pursue Zack and Cloud ruthlessly (Cloud, because he’s the last experiment to hold Sephiroth’s cells, who is the one who reacted with the most stability with Jenova’s cells). Hollander tries to get Cloud, but Zack makes quick work of him, and aligns himself with Dr. Lazard, who is turning into an Angeal Clone, and sends Zack to go to Banora to defeat Genesis. After a super-monstrous Genesis is killed, Zack returns to Cloud and finds a note from Aerith that revealed a 4 year gap that took place between the incidents at Nibelheim, and him waking in Hojo’s lab. With Shinra in hot pursuit, Zack attempts to flee with cloud, and ends up sacrificing himself for cloud in leigh of hundreds of attacking shinra troops. Shinra leaves without cleaning up the scene, and Zack shares his last moments with Cloud, and like Angeal once gave him the Buster sword, so to does Zack pass the sword to Cloud. REMIXES: https://www.youtube.com/watch?v=CMStv9pOc7o https://www.youtube.com/watch?v=Xj3W03XU-C8 https://www.youtube.com/watch?v=WQtRKaCNfOM https://www.youtube.com/watch?v=k9-fhq2NNuw https://www.youtube.com/watch?v=Bs0unSjG1Fg https://www.youtube.com/watch?v=hPllCemi--w https://www.youtube.com/watch?v=7Hwi3pGylwI https://www.youtube.com/watch?v=XJ2eU218U7M
This week, we read part four of Joe's Epic Enjoy! History of Square-Enix - Part 4: The Golden age of the 2D RPG Enix could have floated on Dragon Quest V mega-release for the next 10 years, but they were well on their way with publishing multiple I.P.’s for the rest of the early 90’s., although this wasn’t without a few setbacks. Enix released “The 7th Saga” in 1992, which had both mediocre reviews, as well as middling sales, and King Arthur and the Knights of Justice was apparently a hunk of Junk. And in 1993, Enix released E.V.O: Search for Eden (A prehistoric RPG filled with dinosaurs) to similar results as the 7th Saga. Square, however, was on top of the world. Secret of Mana in 1992 would go on to sell 1.83 million copies worldwide. It was praised as for it’s gameplay, music, and graphics, and would later be called “one of the high points of the 16 bit era” by Edge Magazine, as well as one of the greatest games of all time by famitsu, Nintendo Power, and IGN. Although not nearly as well regarded, Square released Romancing Saga 2 to similar commercial results. These games would kick off the golden age of 2 Dimensional JRPG’s. Enix, in this SNES era, released a slew of games from ‘93 to ‘95, mostly in Japan due to the middling sales of Dragon Quest. One of these was puzzle filled action RPG called “Brain Lord”, which was well reviewed, though didn’t exactly set the world on fire. “Robotrek” would follow: a sci-fi precursor to pokemon in a sci-fi universe, that unfortunately tanked on released. “Terranigma”, which told the story of a boy named “Ark” trying to resurrect Earth, would later be hailed as a forgotten classic, but went nowhere near Square’s sales at 200,000 copies. An RPG/Sim/War game called Ogre Battle (one of Enix’s most important games) was released to rave reviews, and would set the stage for it’s more famous sequel: Tactics Ogre. Little is known about Enix’s game “Jyutei Senki”, except that it was only ever released in Japan, and that it’s a science fiction RPG game. “Mystic Ark” was another little-known RPG game put out by Enix, although it was successful enough to spawn a playstation sequel in 1999. The biggest game of 1995 (Sorry Square) was Dragon Quest 6. It sold a whopping 3.2 Million copies, and this was only in Japan! By this time Enix had given up on selling games outside of Japan, and before 1996’s game “Star Ocean” was released, they had closed their offices in North America. The game did alright for itself, selling about as much as “Terranigma” did before it, but as with a couple of these games it’s now looked upon as a forgotten gem in the west, Nintendo Life eventually praising it as one of the best-looking games on the Super Nintendo. In contrast, Square was doing quite well in North America, while still doing good business in Japan. For Square, almost everything they touched turned to gold. In 1994, Square would release one of it’s most well known RPG classics, “Breath of Fire” to good reviews and financial success. But that was nothing compared to Final Fantasy VI, now seen as one of the greatest games of all time by most sources, eventually selling almost 4 million copies worldwide. That game is f--king awesome. Last in ‘94, the forgotten game “Live a Live” would also be followed by another big success in early ‘95: “Front Mission” a sci-fi tacticle RPG game would sell half a million copies in the first week of release. That same year we would see what some have called “The greatest RPG game of all time”, Chrono Trigger, a ground-breaking (I think, I haven't played it) RPG praised for it’s gameplay and non-linear story filled with optional endings that have kept people coming back to the game over and over for the last 20 years. Square would round of 1995 with hits that included the 3rd mana game, Secret of Evermore, and Romancing Saga 3. Square was on a role. Kazushige Nojima would direct a game called “Bahamut Lagoon” in 1996, and they’d follow that up with the famous and well-regarded Super Mario RPG. By the end of 1996 Square was setting it’s sights on the 3rd dimension, and it’s last 2 games on the SNES: “Treasure of the Rudras” and “Treasure Hunter G”, would be overshadowed by the new consoles that were gaining some steam: Sony’s Playstation and the Nintendo 64. REMIX - https://www.youtube.com/watch?v=Dgw1mfvBI8I
Join us for an even bigger, girthier part two! As we know, Final Fantasy XIII is the start of the Fabula Nova Crystallis collection of Final Fantasy games, and was the first game Square used their internally developed Crystal Tools game engine with. This tool was created to further unify the game’s development, and bring the originally PlayStation 3 exclusive to the Xbox 360 and Wii consoles. This system was conceived by the success of the Final Fantasy VII Tech Demo, which also spurred Square Enix to release Final Fantasy XIII on the PlayStation 3, instead of the originally planned release on Playstation 2. The game received received mostly positive reviews from video game publications, praising the graphics, presentation, and battle system. The story received mixed reviews, but the linearity would be the centerpiece of most criticisms for Final Fantasy XIII, especially when compared to the rest of the series. Development for Final Fantasy XIII began in 2004, just after the Release of Final Fantasy X-2 International + Last Mission in Japan. Director Motomu Toriyama and Kazushige Nojima conceived ideas for the stories plotline over the first year. It was Nojima that thought up the crystal mythology that is the basis of the series, and the roles of the fal’Cie and l’Cie. Toriyama then created the story around the mythology. His goal was to show the characters at the mercy of a predetermined, unjust fate. He also wanted to create a group who belonged together, but clashed heavily. To go about this, they designed each of the sory’s thirteen chapters to focus on different members of the party. The structure of the narrative started to come together in 2006, when Daisuke Watanabe joined the team. Watanabe, as you may recall, filled in for Matsuno left the Final Fantasy XII development team due to sickness. Watanabe was given a rough outline of the first eight chapters, including necessary scenes that had to stay, and was told to strengthen Toriyama’s script. An example of what this entailed, is he would get a document that simply said “Snow and Hope reconcile”, and would decide how the scene would play out, and write his scenario accordingly. Watanabe also did some adjusting for characters. He felt that Lightning shouldn’t be a reliable and calm leader, and went with the more irritable, enraged Lightning we know. This was done to capture the confusion and unease that the characters no doubt would feel in light of their situations. Toriyama felt that the Sazh suicide scene was too dark, so elements such as the Chocobo chick helped maintain a good balance within the games overall scope. The developers of Final Fantasy XIII were divided into multiple teams, where each team would be assigned with a specific area of the game. XIII’s staff included many members who worked on previous entries in the series. The games Director, Motomu Toriyama worked on X and X-2, Kitase, as we know, worked on V through VIII, and Nomura was back as the main character designer. Since XIII was the first Final Fantasy game for the PlayStation 3, the crew wanted the game to have the same impact that VII and X had upon their release. Their sales goal was to hit 5 million copies sold, and Toriyami wanted the game to be the “ultimate single player RPG.” Although I can’t say that XIII is the Ultimate………..single palyer RPG, It did meet, and exceed, their sales goal. As of now, Final Fantasy XIII has sold 6.71 million copies between the Ps3 and Xbox 360, making it the fourth biggest game in the series. It sold 1.7 Million copies in Japan, making it the fastest selling game in the franchise. The games budget would top out at Number 22 on the most expensive games to make list at 65+ million. Final Fantasy XIII was released in December 2009 in Japan, and March of 2010 for the rest of the world. The game includes a very quick paced battle system, and an upgrading system similar to the Sphere Grid called Crystalarium. Players also customize paradigms, a sort of class assignment for your three person party, and the outcome of the battles heavily rely on the player “staggering” their opponents. This is essentially finding out what weakens them, and getting them into a critical state where more damage is dealt. The character is controlled via a third person perspective. The character is also given a 360 degree camera movement. The entirety of the game is scaled relative to the characters, rather than a massive version of the character roaming a miniature terrain. Square brought back the Bestiary from Final Fatnasy XII, and also provided a way to level up ones weapons through components obtained, or bought at a save kiosk. Interestingly enough, the Final Fantasy XIII Ultimate Hits International version of the game, released in Japan, has an easy mode. This is interesting, because the company has talked about being concerned that their games are too difficult for us North Americans. The battle system is similar to Final Fantasy XII in some ways. Most noticeably in that the character can approach or avoid enemies in the field. When the player touches an enemy, the screen transitions from the map to a battle screen similar to ones from previous entries in the series. XIII also only allows the use of three characters in battle, and uses a variant of Active Time Battle that we’ve all become accustomed to. The part where this game differs the most, is with the secondary characters. The player only controls the party leader, and the other two characters are controlled by AI. There is an extremely useful Autobattle function, where the game will automatically select actions to perform. The game also fully heals characters after a battle is complete. This makes the game sound super easy, right? No. You’re wrong. SO FUCKING WRONG!!!!!!!!!!!!!!! Every enemy has a chain counter. This counter starts at 100, and each enemy has different effects on creatures. Generally, black magic spells will make the chain counter jump very quickly, but the bar will quickly reset if not supplemented with a physical attack, or debuff. Once the meter is filled, the enemy will enter a Stagger state. This form is generally quite susceptible to physical damage, and the player can even launch most enemies into the air, rendering them attackless. These stagger states can be manipulated by assigning Paradigms to your party. Paradigms are used to assign different roles to different characters. The six paradigms are Commando, Ravager, Medic, Saboteur, Sentinel, and Synergist. The Commando deals physical damage, Ravager is designated for black magic, Medics perform healing spells, Saboteurs attack enemies with various debuff spells, such as slow or deprotect, Sentinels raise a parties defence, and Synergists are used to assign buffs to your characters such as protect and haste. These classes can, and in many cases, must be quickly changed throughout battles to quickly defeat enemies. This gives Final Fantasy XIII a refreshingly fast battle system, and also leads to many game overs on non boss enemies. Each character has a specific Eidolon that they can summon in battle. Only the party leader can select this skill, however, so the summoned creature depends on the leader. You can trigger a Gestalt mode for the Eidelons, and they will transform into a vehicle that the player then rides on during battle….. REMIXES: https://www.youtube.com/watch?v=PUtJJLcQigw Born Anew Throwaway #2 Remix - TWE SHELLSHOCKR https://www.youtube.com/watch?v=pDOv_Ko3_IY Final Fantasy XIII Lightnings Theme Hip Hop Remix - L Rello Beats https://www.youtube.com/watch?v=VWa5yr_xI6g "M" FFXIII Yaschas Massif FF 13 ヤシャス山 lonlonjp https://www.youtube.com/watch?v=hwzw0cTBb34 Final Fantasy XIII "Ragnarok" Organ version - Jakah016 https://www.youtube.com/watch?v=EYtT1ilGlJs The Promise (Final Fantasy XIII) -Violen & Piano - Patti Rudisill https://www.youtube.com/watch?v=q-MPoWrMHN0 Final Fantasy XIII Eden Under Siege 8-Bit - 8BITTS https://www.youtube.com/watch?v=jmyIcz7vLTw FFXIII Battle Theme Remix (Trance) - Beto Ceba
This week, Kaleb and Joe begin their review of Final Fantasy XIII. Enjoy! As we know, Final Fantasy XIII is the start of the Fabula Nova Crystallis collection of Final Fantasy games, and was the first game Square used their internally developed Crystal Tools game engine with. This tool was created to further unify the game’s development, and bring the originally PlayStation 3 exclusive to the Xbox 360 and Wii consoles. This system was conceived by the success of the Final Fantasy VII Tech Demo, which also spurred Square Enix to release Final Fantasy XIII on the PlayStation 3, instead of the originally planned release on Playstation 2. The game received received mostly positive reviews from video game publications, praising the graphics, presentation, and battle system. The story received mixed reviews, but the linearity would be the centerpiece of most criticisms for Final Fantasy XIII, especially when compared to the rest of the series. Development for Final Fantasy XIII began in 2004, just after the Release of Final Fantasy X-2 International + Last Mission in Japan. Director Motomu Toriyama and Kazushige Nojima conceived ideas for the stories plotline over the first year. It was Nojima that thought up the crystal mythology that is the basis of the series, and the roles of the fal’Cie and l’Cie. Toriyama then created the story around the mythology. His goal was to show the characters at the mercy of a predetermined, unjust fate. He also wanted to create a group who belonged together, but clashed heavily. To go about this, they designed each of the sory’s thirteen chapters to focus on different members of the party. The structure of the narrative started to come together in 2006, when Daisuke Watanabe joined the team. Watanabe, as you may recall, filled in for Matsuno left the Final Fantasy XII development team due to sickness. Watanabe was given a rough outline of the first eight chapters, including necessary scenes that had to stay, and was told to strengthen Toriyama’s script. An example of what this entailed, is he would get a document that simply said “Snow and Hope reconcile”, and would decide how the scene would play out, and write his scenario accordingly. Watanabe also did some adjusting for characters. He felt that Lightning shouldn’t be a reliable and calm leader, and went with the more irritable, enraged Lightning we know. This was done to capture the confusion and unease that the characters no doubt would feel in light of their situations. Toriyama felt that the Sazh suicide scene was too dark, so elements such as the Chocobo chick helped maintain a good balance within the games overall scope. The developers of Final Fantasy XIII were divided into multiple teams, where each team would be assigned with a specific area of the game. XIII’s staff included many members who worked on previous entries in the series. The games Director, Motomu Toriyama worked on X and X-2, Kitase, as we know, worked on V through VIII, and Nomura was back as the main character designer. Since XIII was the first Final Fantasy game for the PlayStation 3, the crew wanted the game to have the same impact that VII and X had upon their release. Their sales goal was to hit 5 million copies sold, and Toriyami wanted the game to be the “ultimate single player RPG.” Although I can’t say that XIII is the Ultimate………..single palyer RPG, It did meet, and exceed, their sales goal. As of now, Final Fantasy XIII has sold 6.71 million copies between the Ps3 and Xbox 360, making it the fourth biggest game in the series. It sold 1.7 Million copies in Japan, making it the fastest selling game in the franchise. The games budget would top out at Number 22 on the most expensive games to make list at 65+ million. Final Fantasy XIII was released in December 2009 in Japan, and March of 2010 for the rest of the world. The game includes a very quick paced battle system, and an upgrading system similar to the Sphere Grid called Crystalarium. Players also customize paradigms, a sort of class assignment for your three person party, and the outcome of the battles heavily rely on the player “staggering” their opponents. This is essentially finding out what weakens them, and getting them into a critical state where more damage is dealt. The character is controlled via a third person perspective. The character is also given a 360 degree camera movement. The entirety of the game is scaled relative to the characters, rather than a massive version of the character roaming a miniature terrain. Square brought back the Bestiary from Final Fatnasy XII, and also provided a way to level up ones weapons through components obtained, or bought at a save kiosk. Interestingly enough, the Final Fantasy XIII Ultimate Hits International version of the game, released in Japan, has an easy mode. This is interesting, because the company has talked about being concerned that their games are too difficult for us North Americans. The battle system is similar to Final Fantasy XII in some ways. Most noticeably in that the character can approach or avoid enemies in the field. When the player touches an enemy, the screen transitions from the map to a battle screen similar to ones from previous entries in the series. XIII also only allows the use of three characters in battle, and uses a variant of Active Time Battle that we’ve all become accustomed to. The part where this game differs the most, is with the secondary characters. The player only controls the party leader, and the other two characters are controlled by AI. There is an extremely useful Autobattle function, where the game will automatically select actions to perform. The game also fully heals characters after a battle is complete. This makes the game sound super easy, right? No. You’re wrong. SO FUCKING WRONG!!!!!!!!!!!!!!! Every enemy has a chain counter. This counter starts at 100, and each enemy has different effects on creatures. Generally, black magic spells will make the chain counter jump very quickly, but the bar will quickly reset if not supplemented with a physical attack, or debuff. Once the meter is filled, the enemy will enter a Stagger state. This form is generally quite susceptible to physical damage, and the player can even launch most enemies into the air, rendering them attackless. These stagger states can be manipulated by assigning Paradigms to your party. Paradigms are used to assign different roles to different characters. The six paradigms are Commando, Ravager, Medic, Saboteur, Sentinel, and Synergist. The Commando deals physical damage, Ravager is designated for black magic, Medics perform healing spells, Saboteurs attack enemies with various debuff spells, such as slow or deprotect, Sentinels raise a parties defence, and Synergists are used to assign buffs to your characters such as protect and haste. These classes can, and in many cases, must be quickly changed throughout battles to quickly defeat enemies. This gives Final Fantasy XIII a refreshingly fast battle system, and also leads to many game overs on non boss enemies. Each character has a specific Eidolon that they can summon in battle. Only the party leader can select this skill, however, so the summoned creature depends on the leader. You can trigger a Gestalt mode for the Eidelons, and they will transform into a vehicle that the player then rides on during battle….. REMIXES: https://www.youtube.com/watch?v=PUtJJLcQigw Born Anew Throwaway #2 Remix - TWE SHELLSHOCKR https://www.youtube.com/watch?v=pDOv_Ko3_IY Final Fantasy XIII Lightnings Theme Hip Hop Remix - L Rello Beats https://www.youtube.com/watch?v=VWa5yr_xI6g "M" FFXIII Yaschas Massif FF 13 ヤシャス山 lonlonjp https://www.youtube.com/watch?v=hwzw0cTBb34 Final Fantasy XIII "Ragnarok" Organ version - Jakah016 https://www.youtube.com/watch?v=EYtT1ilGlJs The Promise (Final Fantasy XIII) -Violen & Piano - Patti Rudisill https://www.youtube.com/watch?v=q-MPoWrMHN0 Final Fantasy XIII Eden Under Siege 8-Bit - 8BITTS https://www.youtube.com/watch?v=jmyIcz7vLTw FFXIII Battle Theme Remix (Trance) - Beto Ceba
This week, we cover the career of Kazushige Nojima. We discuss his involvement with the Final Fantasy series, and discuss his most important involvments in the series. We also discuss his influence on some of the most popular Final Fantasy games in tlhe series. We take this week to do some catch up on news, and discuss the addition of Final Fantasy XIII to mobile phones, and discuss the arcade Dissidia game, along with the possibility of it becoming available on PlayStation 4 in the future. We also discuss the furure of our playthrough of Final Fantasy XI Enjoy!
We invite you to join us in celebrating the music from one of the greatest RPGs of all time. Final Fantasy VII. Directed by: Yoshinori Kitase Written and Produced by:Kazushige Nojima, Yoshinori Kitase, Hironobu Sakaguchi, Tetsuya Nomura Composed by: Nobuo Uematsu Art by: Tetsuya Nomura and Yusuke Naora Songs played in order: PRELUDE MAIN THEME OPENING BOMBING MISSION STILL MORE FIGHTING ANXIOUS HEART AREITH’S THEME RED XIII’S THEME CAIT SITH’S THEME FIGHTING MAIN THEME OPENING BOMBING MISSION STILL MORE FIGHTING ANXIOUS HEART AREITH’S THEME RED XIII’S THEME CAIT SITH’S THEME FIGHTING SENDING A DREAM INTO OFF THE EDGE OF DESPAIR YOU CAN HEAR THE CRY OF THE PLANET THOSE CHOSEN BY THE PLANET THE BIRTH OF A GOD JENOVA Please let us know what you think of the new series and don't forget to send us in your requests for game soundtracks for us to feature. We hope you enjoy this weeks Musicast. You can also subscribe to the podcast via iTunes