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TCW Podcast Episode 215 - Final Fantasy VII Final Fantasy VII holds a special place in the hearts of many gamers. For some, it was the first time they really connected with a JRPG. For others, it marked the transition from pixel art games to 3D gaming. Final Fantasy VII owes much to the storytelling work of its predecessor, Final Fantasy VI, led by Yoshinori Kitase. Kitase used his love of filmmaking to add an artistic flair to games, improving on the static scenes most games relied on. With Final Fantasy VII, Kitase aimed to overcome hardware limitations in storytelling. This desire to push beyond hardware constraints also led SquareSoft to break ties with Nintendo and join Sony with their new PlayStation. The marketing of FF VII in the West as more than just an RPG helped it become the first Final Fantasy game to sell more in the West than in Japan, thereby cementing JRPGs in the public's mind. TCW 157 - Final Fantasy's Tale: https://podcast.theycreateworlds.com/e/final-fantasy-s-tale/ FFVI - Sand on my boots!: https://www.youtube.com/watch?v=W79EPTyL7Pc FFVI - Opera Scene: https://www.youtube.com/watch?v=WwHrQdC02FY FFVI - Cid's Death and Celes Reaction: https://www.youtube.com/watch?v=dHNcwGol0zo FFVI - Loke and Rachel's Backstory: https://www.youtube.com/watch?v=xl7urWIrQTU FFVI - The Falcon: https://www.youtube.com/watch?v=tZA9om3Ezww The Original Trilogy ILM Special Effects Makers: https://www.youtube.com/watch?v=85MK2GDkoxo Star Wars Intro: https://www.youtube.com/watch?v=oJguy6wSYyI Spaceballs Intro: https://www.youtube.com/watch?v=1dZveoBfiww TCW 053 - This History and Merger of Enix and Square: https://podcast.theycreateworlds.com/e/the-history-and-merger-of-enix-and-square/ TCW 011 - The Genesis of JRPGs: https://podcast.theycreateworlds.com/e/the-genesis-of-jrpgs/ FF IV - Intro: https://www.youtube.com/watch?v=Njl7aBS0Ah4 FF IV - The Giant of Babil: https://www.youtube.com/watch?v=mq6k1gHh_2k FF VI - Coin Toss: https://www.youtube.com/watch?v=C0ZSXwMe678 FF VI - Intro: https://www.youtube.com/watch?v=iAD31P49hsw FF 7 - An Oral History: https://www.polygon.com/a/final-fantasy-7 Polygon - Final Fantasy VI Tech Demo with Kazuyuki Hashimoto: https://www.youtube.com/watch?v=-DTjrY1LXrk FF VI SGI Tech Demo: https://www.youtube.com/watch?v=uHHdODEMD9c FF VII Opening Movie: https://www.youtube.com/watch?v=6CORYpK6_W8 Interview With Hironobu Sakaguchi: https://youtu.be/wucMb3Hcuhc?t=269 Friendly Tap of the Horn: https://www.youtube.com/watch?v=1mYHss0Xmus Following the Blood Trail: https://www.youtube.com/watch?v=SkQq79OZIvE The Midgar Zolom: https://www.youtube.com/watch?v=YfqkWu1Yrj8 Knights of the Round cast: https://www.youtube.com/watch?v=sv9aI5RkoeQ Sephiroth's Ultimate Attack - Super Nova: https://www.youtube.com/watch?v=Ktc022h9Nj8 Final Fantasy VII Commercials: https://www.youtube.com/watch?v=QDz9A4ByHIQ FF7 Promo Art: https://www.mobygames.com/game/858/final-fantasy-vii/promo/ Aerith's Death: https://www.youtube.com/watch?v=FGuohjmGY3Q New episodes are on the 1st and 15th of every month! TCW Email: feedback@theycreateworlds.com Twitter: @tcwpodcast Patreon: https://www.patreon.com/theycreateworlds Alex's Video Game History Blog: http://videogamehistorian.wordpress.com Alex's book, published Dec 2019, is available at CRC Press and at major on-line retailers: http://bit.ly/TCWBOOK1 Intro Music: FF VII Opening ~ Bombing Mission: https://archive.org/details/final_fantasy_vii_soundtrack/02-Opening+~+Bombing+Mission.mp3 Outro Music: RolemMusic - Bacterial Love: http://freemusicarchive.org/music/Rolemusic/Pop_Singles_Compilation_2014/01_rolemusic_-_bacterial_love Copyright: Attribution: http://creativecommons.org/licenses/by/4.0/
Viajamos de vuelta a Final Fantasy VII con los libros 500 años después y Cómo se hizo Final Fantasy VII X Remake. Analizamos las ideas de Sakaguchi, los textos de Nojima, las aspiraciones de Kitase y los diseños de Nomura en este podcast libre de spoilers sobre uno de los JRPG más mágicos de todos los tiempos. - Estudia online en @UNIR un máster o un grado en videojuegos, diseño gráfico digital, UX o multimedia. Pide más información sin compromiso: https://estudiar.unir.net/es/es-gen-area-ing-formacion-diseno-director-ejecutivo/ - Másters y Grados 100% oficiales; dan acceso a programas de doctorado y a trabajar como profesor univeristario - Formación 100% online; estudia sin cambiar tus rutinas - Pensados para gente que trabaja y quiere convertirse en diseñador de lo que le apasiona - Compra los libros que se mencionan en el podcast: 500 años después: Final Fantasy VII a través de sus creadores: https://amzn.to/3SIZ6Zf Cómo se hizo Final Fantasy VII X Remake: https://amzn.to/3UPJINq -
► Twitter: @GamerswatchPod https://twitter.com/GamersWatchPod ► Youtube: https://www.youtube.com/channel/UClyv3AujHH_iE71oSg7kYaQ ► iTunes: https://podcasts.apple.com/es/podcast/gamerswatch/id1496993120 ► iVoox: https://www.ivoox.com/podcast-gamerswatch_sq_f1481020_1.html ► Spotify: https://open.spotify.com/show/3QpF5SzoEZeGUo8MKEGSzF ► Anchor: https://anchor.fm/gamerswatch De nuevo Yoshida, Nomura y Kitase están muy habladores y nos han dejado nueva información sobre el mundo abierto de Final Fantasy 7 Remake parte 2, o mejor dicho, Final Fantasy 7 Rebirth, nos han explicado más sobre el remake de Crisis Core al que han llamado Reunion sobre la historia de Zack, la jugabilidad y que detalles modifican y cuales mantendrán y de nuevo más detalles y curiosidades sobre Final Fantasy XVI. Hoy hemos juntado todas las declaraciones recientes para contaros que podemos esperar de cada uno de estos juegos, ya que se nos viene un año por delante lleno de Final Fantasy. Esperamos que os guste! --------------------------------------------------------------------------------------------------------------------------- 0:00 Introducción 3:13 Final Fantasy VII Rebirth 11:16 Final Fantasy VII Crisis Core Reunion 16:07 Final Fantasy XVI 28:07 Despedida
Nomura e Kitase parlano a ruota libera di Final Fantasy VII Rebirth, cercando di rassicurare i fan. Diverso ma rispetto so dell'originale, il nuovo capitolo dovrebbe conservare quel senso di libertà che i giocatori provavano fuori da Midgar. Nel frattempo, Xbox Series X/S superano le vendite di One in Giappone: non che ci volesse molto, ma si tratta di un segnale incoraggiante.
Ricordo ancora tutto quanto di quel giorno. Non so perchè e non so come mai una cosa banale come un videogioco possa incidersi così tanto nella testa di un ragazzo di 12 anni ma ricordo tutto.Ricordo lo spacchettamento della scatolina. Ricordo il libretto di istruzione in cinque lingue a colori. Ricordo la cutscene iniziale in computer grafica sul gameboy Advance che mi spaccò la mascella. Ricordo l’introduzione del gioco con le carte, sto Sora con la chiave, un Castello, un bordello. Ricordo che giocavo sul gameboy Advance bianco, regalatomi dalla nonna, sul tavolo sotto alla luce perchè non c’era lo schermo retroilluminato. Ricordo tutto del mio primo giorno con Kingdom Hearts Chain of Memories. Di quel piccolo amore che, nonostante tutto, ancora dimora dentro di me per l’intera saga di Kingdom Hearts.Fine anni ’90, Square osserva il successo di Mario 64 e capisce che ha bisogno anche lei di fare un gioco tridimensionale di quel calibro. Serve però un cast riconoscibile quanto quello di Ninendo.. un cast come quello Disney.Ma figurati se Disney accetterebbe mai una roba del genere… se non fosse che al tempo Square e Disney lavorano nello stesso palazzo e capita un giorno che Shinji Hashimoto, uno dei capi di Square nonché produttore di molti giochi, prende l’ascensore con un dirigente Disney e gli butta lì l’idea di fare un gioco che unisse i mondi Disney a quelli di final fantasy. Tetsuya Nomura viene messo a capo del progetto sotto la produzione di Hashimoto e di Kitase e nel 2002 esce il primo capitolo di Kingdom Hearts… il resto è storia.Sora, Riku e kairi sono 3 ragazzi che vivono alle Isole del destino, un piccolo arcipelago in mezzo al mare dove il tempo viene scandito tra giochi in spiaggia e sogni espressi al cielo finché una notte una violenta tempesta colpisce le isole, Riku viene attratto da una inspiegabile forza oscura, Kairi sparisce da qualche parte e Sora, il nostro protagonista, si ritrova catapultato nella Città di Mezzo, uno strano posto dove confluiscono le persone che si sono perse. Ha così inizio uno dei viaggi più intricato, a volte raffazzonato, spesso tirato per i capelli, diverse volte emozionante ma soprattutto dotato di un fascino pericoloso, ammaliante.Da questo punto si sviluppano le vicende di Sora e del Keyblade, di Kairi e delle 7 principesse, di Riku e del fascino dell’oscurità, di Ansem il cercatore dell’oscurità e della misteriosa organizzazione 13. Un viaggio composto da 12 videogiochi sparpagliati su tutte le piattaforme possibili e immaginabili, con 3 titoli numerati e 9 spin off, che di spin off però non hanno proprio nulla. Un viaggio che ha accompagnato una intera generazione, la mia, dal 2002 fino ad ora e che risulta ancora lontana dall’essere conclusa. Un’epopea che presenta una colonna sonora forse senza paragoni capace di sfondare i muri del videogioco come mai nessuno prima d’ora e che ha emozionato migliaia e migliaia di giocatori in tutto il mondo.Con oltre 30 milioni di titoli venduti in tutto il mondo, una serie sconfinata di manga, cd musicali, merchandise e chi più ne ha più ne metta. Con una fan base esagerata e numerosissima, un apprezzamento globale da parte della critica ed uno dei director più scellerato di sempre in perenne bilico tra il genio ed il ridicolo.Benvenuti o bentornati su mangianastri, io sono Jonathan, e oggi parliamo di una prima parte della colonna sonora della saga di Kingdom Hearts.SITOGRAFIAKingdom HeartsMusica di Kingdom HeartsYoko ShimomuraKingdom Hearts (videogioco)Kingdom Hearts: Chain of MemoriesKingdom Hearts 358/2 DaysKingdom Hearts HD 1.5 RemixIntervista a Yoko Shimomura e Tetsuya Nomura KINGDOM HEARTS: Memories of Dearly Beloved with Yoko ShimomuraYoko Shimomura talks Kingdom Hearts MusicFamitsu Interview with Yoko Shimomura, Takeharu Ishimoto and Tsuyoshi Sekito on KH3's soundtrackYoko Shimomura compositriceYoko Shimomura siteQuesto episodio non è a fini di lucroI diritti dei brani musicali di questo brano non appartengono al sottoscritto.Ogni episodio di LATO A è una lettera d'amore all'industria videoludica, ai suoi produttori, direttori, sviluppatori, ma sopratutto ai suoi compositori. Per questo ogni episodio di LATO A è a scopo divulgativo e informativo.JonathanGrazie per leggere e ascoltare Mangianastri! Iscriviti per non perdere nessun contenuto e per sostenere questo piccolo podcast :) This is a public episode. If you would like to discuss this with other subscribers or get access to bonus episodes, visit mangianastripodcast.substack.com
- Sony compra Bungie por 3.600 millones de dólares. El estudio responsable de títulos como Destiny o Halo, pasa a ser estudio subsidiario de Sony Interactive Entertainment. En principio y según Sony, Bungie seguirá teniendo la opción de «autopublicarse y alcanzar a jugadores allá donde elijan jugar». - La segunda parte de Final Fantasy VII Remake se mostraría este año, según adelanta su productor Yoshinori Kitase. Ayer se cumplió el 25 aniversario del lanzamiento de Final Fantasy VII, publicado el 31 de enero de 1997 a nivel mundial, y es por esto que algunos responsables de la saga han estado concediendo entrevistas, asistiendo a eventos, o simplemente, publicando algún tipo de comunicado. Kitase, productor y director del FFVII original, asistió a un evento en el que afirmó que «habrá más información este año, si podemos». Dependerán aquí de lo avanzado que esté Final Fantasy XVI, entre otras cosas. - Cyberpunk para PS5 podría estar a la vuelta de la esquina. La cuenta de Twitter «Playstation Game Size», que ha ido últimamente ganando popularidad por anticipar los tamaños de los juegos antes de que se publiquen, han dejado caer que ya tienen localizada la versión de PS5 de Cyberpunk. Hablan además de que no se trata de un parche, sino de una versión nativa para las nuevas consolas, y que probablemente saldrá a mediados de febrero o principios de marzo. - La Epic Games Store ha alcanzado los 194 millones de usuarios en 2021, incrementándose desde el año pasado en 31 millones. Epic Games ha publicado un informe repasando diferentes cifras sobre su crecimiento y hay algunos detalles interesantes. Por ejemplo, el gasto de sus usuarios ha aumentado un 20% con respecto al año pasado, superando los 840 millones de dólares; y el récord de jugadores activos mensuales alcanzó este diciembre los 62 millones de jugadores, un aumento interanual del 11%. Os dejo el enlace por si queréis profundizar en las cifras. - Star Wars Eclipse tomaría inspiraciones de The Last of Us. Este título de Quantic Dream, en el que se alejarán un poquito del modus operandi habitual de la desarrolladora, vuelve a salir a la palestra tras una recapitulación de todo lo conocido por parte del insider que más información está dando al respecto. La novedad aquí es que el desarrollo está complicándose hasta el punto de que tuvieron que modificar su motor gráfico, y también están encontrando dificultades a la hora de contratar. Si queréis recibir un correo diario con las noticias y el enlace al podcast, podéis suscribiros a la newsletter. Puedes encontrarme en Twitter como @nachocerrato.
En este caso el programa se centra en comentar varias noticias de interés que pudimos ver ayer, como el State of Play dedicado a Gran Turismo 7, la fecha para la esperada serie de Halo, Nomura y Kitase felicitando el 25 aniversario de Final Fantasy 7, Troy Baker (actor de Joel en The Last of Us) retirando su apoyo a los NFTs o SNK lanzado un nuevo tráiler de KOFXV. Pero sin duda la bomba del día ha sido la compra de Bungie (creadores de la saga Destiny y de Halo) por parte de Sony, incorporando al equipo a los Playstation Studios. Esperamos que os haya gustado este AllGamers Talk. Recordar seguir nuestros canales de podcast y nuestras redes sociales para descubrir más episodios en los próximos días, compartirlos si os gustan y dejarnos vuestra opinión y vuestras críticas para que podamos seguir mejorando.
Puedes comprar Final Fantasy VII Remake con este enlace: https://amzn.to/3hPfYtS Además, si quieres apoyarnos económicamente sin que te cuesta nada, utiliza este enlace para tus compras en Amazon: https://amzn.to/39rX6fs Final Fantasy VII: El remake imposible. Así titulaban en Meristation un artículo que firmaba Pablo González, conocido youtuber que publica sus videos bajo el pseudónimo Caith_Sith, y, dicho sea de paso, de cuyo canal me he nutrido bastante para elaborar este programa. Tengo que admitir que leí ese artículo resignado allá por el 2012, cuando este título era sólo una quimera de nuestra imaginación y la industria coqueteaba con nosotros usándolo como un reclamo que nunca parecía llegar. Y me convenció, estaba claro, FF7 remake no se haría nunca, o peor aún, si alguna vez alguna publicación ostentase este título en su carátula sería poco menos que una profanación, un insulto a la memoria de los millones de jugadores (9 millones y medio de copias vendidas) para los que este juego fue un punto clave en nuestra afición a los videojuegos. Afortunadamente, tanto Pablo González como el abajo firmante no podíamos estar más equivocados. El E3 del 2015 nos levantó a más de dos de la silla, FF7 Remake era una realidad. Aquel video que vimos conectaba con la idea que teníamos sobre lo que debía ser un remake, aunque todos teníamos una vocecilla interior que nos decía: "combate por turnos, jugabilidad... todo eso es imposible, va a ser una decepción". Además varias informaciones como el formato episódico y la ampliación de contenido se fueron sucediendo que hacían que mirásemos a esta publicación cada vez con más recelo. Ilusionados, por supuesto, pero con pies de plomo hasta que por fín, en medio de una pandemia global y con un esfuerzo considerable en lo que a distribución se refiere para que todo el mundo pudiera tener su copia el 10 de abril del 2020 pudimos volver a esa pantalla con la espada mortal de Cloud en pantalla, un par de opciones y las notas de Nobuo Uematsu deleitándonos el oído. A partir de ahí todas las dudas, recelos y sospechas se disiparon. Contra todo pronóstico, estábamos ante EL REMAKE, no era lo que pedíamos, no era lo que decíamos que tenía que ser, pero sin duda alguna era lo que queríamos sin saberlo. Con sus defectos, la visión global de esta obra deja una sensación de satisfacción plena al notar que has jugado a un título que respeta la obra original y la abraza con cariño, te respeta a tí como jugador y te invita a disfrutar, y lo que nadie nos esperábamos, invita a jugadores que no disfrutaron el disco de 1997 a disfrutar de este. Un juego que sin duda alguna ha sabido conquistar a puretas quisquillosos entre los que me incluyo y a los que demandaban algo más nuevo y fresco. Si bien es cierto que no está carente de ciertas polémicas, todas ellas se basan en conjeturas sobre el devenir de las siguientes entregas. Y creo que de momento el equipo de Nomura, Kitase y compañía se han ganado el beneficio de la duda. Esperamos que disfrutéis el podcast tanto como nosotros grabándolo y jugando a esta maravilla. Puedes encontrar este podcast en iVoox, Spotify, iTunes y en casi cualquier plataforma de podcast.
Kitase, Nomura and Nojima had a lot to say in their Ultimania interview. Join us as we break it down and discuss it. You can find the translation here - https://aitaikimochi.tumblr.com/post/616804865416527872 --- Support this podcast: https://podcasters.spotify.com/pod/show/the-midgar-minute/support
Sony figured out who leaked the Last of Us Part II plot details, Square Enix offers some spoiler-free hints about where Final Fantasy VII Remake’s story is going, Microsoft will be sharing Xbox Series X gameplay next week, Geoff Keighley announced Summer Game Fest, and GDC is going digital for the summer.Links:The Last of Us Part 2 leaked online (gamesindustry.biz)@Neil_Druckmann’s tweet about the leak confirmationFinal Fantasy 7 Remake Ultimania Book Interview with Nomura, Kitase, and Nojima (aitaikimochi.tumblr.com)@Xbox’s Inside Xbox tweetNew Xbox on schedule but game production may be slowed by coronavirus, Microsoft exec says (cnbc.com)@geoffkeighley’s tweet about Summer Game Fest @geoffkeighley’s phase 1 tweet@geoffkeighley’s Xbox tweet GDC Summer is going fully digital (gdconf.com)Assassin's Creed Valhalla reshapes the series' RPG storytelling by giving you a Viking settlement (Eurogamer)
NEWS: TF2/CSGO Source Code Leak- 00:52 Animal Crossing breaks records as fastest selling digital game in a single month- 5:23 160k Nintendo accounts breached- 7:46 Japan Retro Gaming Association loaning out Super Famicom amid quarantine- 8:16 Nintendo shutting down Wii U and 3DS E-shop across 42 countries- 11:10 Travis Scott concert in Fortnite pulls 12.3M concurrent players- 16:00 Ghost of Tsushima and Last of Us 2 get release dates, Last of Us 2 plot leaks, be warned- 21:17 Tetsuya Nomura suggests in FF7R interviews that they may shoot for shorter parts releasing more often- 25:56 Kitase says FF7R will not depart from FF7 story in Part 2- 30:21 Stadia Connect reveals Octopath, PUBG, and Jedi: Fallen Order among other EA games coming to the platform- 32:04 TOPICS: Playing League of Legends as a new player and solo- 34:21 Predator: Hunting Grounds first impressions- 41:57 Pokemon Gen 1 source code leaks, Helix Chamber leaks, Spaceworld 1999 demo leaks- 45:27 Fangames and relationships to major companies- 51:54 Pretentious Game Design- 1:03:10 Japanese/Western dealing with dark themes in games and heroic characters- 1:10:54 Upcoming Reviews/Projects/Gambling Games- 1:16:10
Welcome back to The Reunion: An FFVIIR Podcast! In this episode, Ky and Vyzz discuss their FFVIIR Demo impressions, including some of their gripes with the demo! During the first segment, they also talk about various recently released FFVIIR news articles featuring interviews from Kitase and Nomura (spoilers NOT included!). During the second segment, Ky talks about his experience at the KupoCon FFVIIR Launch Party, and what it was like meeting Barret's voice actor John Bentley! It also features an exclusive interview with FFVII cosplayers Lady Serenity, Daru Chai Cosplay, and Natalah! At the end of the episode, Ky talks about his birthday experience at the FFVII focused Distant Worlds Orchestra performance in Montreal, PAX East, and Candy Bar FFVIIR DLC! As always, thanks so much for listening and sticking with us to the end! Don't forget to enter for the Physical Deluxe Edition GIVEAWAY!! Best of luck, kupo!! Special thanks to Mono Memory for the music in this episode! Featured track: Final Fantasy VII Remake OST - Mako Reactor [Mono Memory Cover] Song Link: https://www.youtube.com/watch?v=hURti4bozd4 YouTube Channel: https://www.youtube.com/monomemory Facebook: https://www.facebook.com/monomemorymusic/ Twitter: https://twitter.com/monomemory85 FFVIIR Physical Deluxe Edition GIVEAWAY details: To place your entry into the giveaway you must: 1. Subscribe to The Reunion: An FFVIIR Podcast 2. Give a 5 star rating on any podcast app or service/website that you use for listening to podcasts. 3. Write a text review on any podcast app or service/website that you use for listening to podcasts. If you cannot leave a rating or a text review on the podcast app that you use, please subscribe to our YT channel, like one of our videos, and write a comment on any of our videos to enter for the giveaway! Limit to one entry per review. Prize will be drawn one week before the game releases. Contact Us: Questions, ideas, inquiries? Send an email! Or join our Discord! E-mail: thereunionpodcast@gmail.com Discord: https://discord.gg/d7X7UBw7UV YouTube: https://www.youtube.com/channel/UCOZRQWIXXHKHvEt6WZYH2cA Twitter: https://www.twitter.com/Reunion_Podcast Facebook: https://www.facebook.com/ReunionPodcast Twitch: http://www.twitch.tv/thereunionpodcast Check out Vyzz and the Cosmo Canyon Observatory community here: Discord: https://discordapp.com/invite/EyjHzbZ YouTube: https://www.youtube.com/Vyzzuvazzadth/ Twitter: https://twitter.com/CC_Observatory Twitch: http://www.twitch.tv/cosmocanyonobservatory Check out Lady Serenity, Daru Chai Cosplay, and Natalah here: Lady Serenity Instagram: https://www.instagram.com/lady.serenity Facebook: https://www.facebook.com/theladyserenity/ Twitter: https://www.twitter.com/BritLynstar Twitch: https://www.twitch.tv/brittlynstar Ko-Fi: https://ko-fi.com/ladyserenity Natalah: Instagram: https://www.instagram.com/natalah_/ Twitter: https://twitter.com/natalah_ Ko-Fi: https://ko-fi.com/natalah Daru Chai Cosplay: Facebook: https://www.facebook.com/Daru-Chai-Cosplay-926219550759290/
Puntata del 06/03/2020- Anteprima di Final Fantasy VII Remake con Jgor Masera- Intervista a Kitase e Hamaguchi- Gli annunci improbabili- Le news della settimana da Spaziogames.it- La bomba della settimana e la Resident Evil curiosity
Puntata del 06/03/2020 - Anteprima di Final Fantasy VII Remake con Jgor Masera - Intervista a Kitase e Hamaguchi - Gli annunci improbabili - Le news della settimana da Spaziogames.it - La bomba della settimana e la Resident Evil curiosity
Our Media Partner - RPGFan: http://www.rpgfan.com/index.html Check out our Discord: https://discord.gg/C3zAnQu Twitter: https://twitter.com/PhoenixEdgeRPG YouTube Version: https://youtu.be/9_w87RZp0qo?t=4 Crisis Core Discussion: https://youtu.be/3ixpAGuAXNk?t=4 Topics: Pokemon Home 03:18 RPGFan shout out/Dark Crystal Review 33:20 Quick news Updates 38:05 Kitase on FF rumors 51:34 What have we been playing 1:28:34 Discord Question 1:41:22
Guests Announcement (01:50) New Information on Suikoden II Development (07:28) What We've Been Playing? (10:28) PS5 Details Released (28:07) Kitase Brings Up Possible FF8 Remake (01:09:45) Sega Genesis Mini (and other mini consoles) (01:23:57) What game do we want to see a drastic change of style in a spin-off? (01:47:04) YouTube Version: https://youtu.be/ZqFbKg0s_uc?t=4 Lane's Channel: https://www.youtube.com/channel/UCu3j... BioPhoenix Channel: https://www.youtube.com/user/BioPheonix Our Media Partner - RPGFan: http://www.rpgfan.com/index.html Check out our Discord: https://discord.gg/C3zAnQu Twitter: https://twitter.com/PhoenixEdgeRPG YouTube Version: https://youtu.be/ZqFbKg0s_uc?t=4 Lane's Channel: https://www.youtube.com/channel/UCu3j... BioPhoenix Channel: https://www.youtube.com/user/BioPheonix Our Media Partner - RPGFan: http://www.rpgfan.com/index.html Check out our Discord: https://discord.gg/C3zAnQu Twitter: https://twitter.com/PhoenixEdgeRPG
This week on Ultima Final Fantasy, Joe finally does his duty as a host by not only watching the Square Enix E3 presentation on the Final Fantasy VII remake, but he also commentates on it. Join us for a discussion about the trailer, gameplay, and even the interview with Kitase, and of course, that breast reduction. Enjoy the episode!
Lightning Strikes Thrice has awoken from it's crystal sleep to save all our souls! Or perhaps just to discuss, like, battle mechanics and stuff for Lightning Returns: Final Fantasy XIII. Either way, pretty good. Interview with Kitase and Toriyama about developement (in French) (https://community.eu.playstation.com/t5/Final-Fantasy/Interview-avec-les-cr%C3%A9ateurs-de-Final-Fantasy-X-X-2-HD-Remaster/m-p/19324416/highlight/true#M3079) Square Enix's FFXIII & FFXIII-2 16-bit plot synopsis (https://www.youtube.com/watch?v=fQrBSO74DzA) The Royal Teens - "Who Wears Short Shorts" (https://www.youtube.com/watch?v=UcvjXAtzaMU) Neil Cicierega - "Orgonon Gurlz" (https://www.youtube.com/watch?v=KSae82WZCA8) Kotaku - Twitch Streamer Dies During 24-Hour Marathon Stream (https://kotaku.com/twitch-streamer-dies-during-24-hour-marathon-stream-1792592821) www.magmar.sucks www.hellscaper.net
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, Kaleb and Joe discuss the long awaited Final Fantasy VII Remake announced at this years E3 conference. We discuss our concerns about the upcoming remake, and delve in to the hilt on what we feel will happen with the games direction. We talk about the involvement of the original development team, including Yoshinori Kitase, Nojima, and of couse, Tetsuya Nomura. We rain on everyones parade a bit in terms of the remake, but also hold out hope that this will be a solid entry in the series. We do a few reaction videos to the FFVII Remake trailer, as well as the announcement of World of Final Fantasy. We discuss the few articles of news involving Kingdom Hearts 3. We also announced a Twitch based contest, where I will ask a trivia question, and the winner will either win a copy of FF VII on PSN or Steam, or a one month gift card for Final Fantasy XIV. This will be up for vote on our site. Enjoy the episode!
Final Fantasy VIII Final Fantasy VIII was released for the PlayStation in 1999; February 11th in Japan, September 9th for North America, and October 27th for Europe.The game arrived on PC for Windows in 2000. It has also been available in the PlayStation Network since 2009. The game was developed and published by Square. Final Fantasy VIII’s development began in 1997, while Square was working on the English localization of Final Fantasy VII. The beloved and treasured Hironobu “The Gutch” Sakaguchi served as the games executive producer, while primarily working on his own demise; which takes the form of 2001’s Final Fantasy: The Spirits Within. This lent the position of director for the game to Yoshinori Kitase. The battle system for Final Fantasy VIII was designed by Kitase and none other than Hiroyuki Ito. For the visual design, Kitase knew he wanted a combination of fantasy and realism. He aimed to create a cast of characters who appeared to be ordinary people. Tetsuya Nomura and art director Yusuke Naora worked tirelessly to achieve this feel by creating realistically proportioned characters. Naora also attempted to enhance realism by bright lighting effects while creating appropriate shadows. They also used motion capture technology to give the games characters more lifelike movements in the FMV sequences. The designers felt compelled to invert the atmosphere of the previous games, which were themed as light emerging from darkness. This decision was easy for the team, since they almost all worked on Final Fantasy VII, and felt a new direction was a good idea. The world designs were improved from the last title, due to the experience the team had working within their graphical boundaries. Another part of the “realism” theme that Kitase so desired, was noted with the realistically inspired architecture for the areas. This is noted with the Ancient Egyptian and Greek architecture. We also see a nod to Paris, while throwing a super high tech city in the mix to give it a different, futuristic feeling as well. In an attempt to maintain a foreign atmosphere, the characters designs were predominantly European in appearance. The first Final Fantasy VIII character to be developed was Squall. Nomura gave squall a fur jacket as a challenge to the games FMV designers. Thankfully, they accepted the challenge, and the jacket looks super realistic. Even if it seems slightly out of place… Nomura also found a place for some previously designed characters, such as Edea, Fujin, and Raijin. Nomura designed Edea based on the style of Yoshitaka Amano. Final Fantasy VIII also featured the series’ first lyrics based song. This took the form of Eyes on Me, by Faye Wong. The game received positive reviews, and was also commercially successful. In just two days after the North American release, Final Fantasy VIII became the top selling video game in the US, and would remain in that spot for over two weeks. As of March 31, 2003 the game had shipped 8.15 million copies worldwide. This was the fastest selling Final Fantasy title at the time. Remix: BENZYH - Find Your Way (Final Fantasy VIII) (Nobuo Uematsu) REMIX https://www.youtube.com/watch?v=J4X8BUtPK3g
This episode, we continue right where we left off last week. We discuss the design of the game, and important aspect considering the switch of character designer from Yoshitaka Amano to Tetsuya Nomura. We then discussed the amazing music composed by the legendary Nobou Uematsu, and also discussed doing optional quests in the game. Among these were getting knights of the round, defeating the weapons, the Wutai side quest etc. We ended the review segment with our final, overall thoughts on the game as a whole, and then moved on to our increasingly popular questions segment, where we answer anything you ask us! Enjoy!
This episode, we discuss the amazing video game known as Final Fantasy VII. We discussed the incredible story of Final Fantasy VII, both it's strong points and a couple of weak points. We also discussed the production of the game, and talked about how big of a risk Square was taking on this game. We discussed a new way to support the show, through our new Patreon account! Check it out, and enjoy this long awaited episode all about Final Fantasy VII! Also, this music track was used in the episode, so kudos for the sweet song! Final Fantasy VII "Aeris Theme" - Acoustic Guitar http://www.youtube.com/watch?v=vqW0iKLTre8
In this beefcake of an episode, we discuss the greatness that is Final Fantasy VI. We discuss the intricate relationships between certain characters, such as the love story between Celes and Locke, the story of Cyan and his family, the intricacies of Terra being the "main" character, the relationship between the two royal brothers Sabin and Edgar. We also discuss Shadow's stories, both the one where he doesnt die when the world gets destroyed as well as his intended ending. We discuss the soundtrack of the game, referring to it as Nobou Uematsu's masterpiece work. We also discuss how the game took the Super Nintendo to it's limits, and how it still looks good today. We talk about getting the Espers, and also delve into whether or not you should get Ragnarok the Esper, or Ragnarok the sword. We also discuss a little bit of news regarding Final Fantasy XIV and XV, where now in XIV you can fight Ultros and his friend Typhon. Enjoy our thoughts on this excellent Rpg!
This episode, we discuss the immense importance of Final Fantasy Director Yoshinori Kitase, and his role on the progression of the Final Fantasy series into what we experience today. We discuss Kitase's film origins and the effect they had on the Final Fantasy series' evolution. We also have our question segment where we decide on our Ultimate....Final fantasy Party, as well as discussing our favorite Final Fantasy artwork styles. We also discuss how Xenogears was initially submitted as a storyline for Final Fantasy VII, and how we're glad they were split up, thus creating two excellent games rather than one.
With E3 having come to a close, a plethora of info about FF 13-2 has come out. If you want to hear about what’s been going on, then go no further. Darryl, Lauren, and Colin are back from their adventures in Los Angeles and sit down to talk about all things Final Fantasy. They give their news from a interview with Kitase about Type-0 and then they move into their impressions on 13-2. After playing the demo, they talk about gameplay, graphics, combat system, characters, basic story (what we know so far) and much much more. They go into their burning question and then answer a few of your questions before rounding out the show with a gorgeous FF13 remix from OCR. It time for you to get your Final Fantasy on, playa!