Dec
29th

Final Fantasy 1 and 2 remakes announced for PSP

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Square Enix has announced that ‘Final Fantasy’ and ‘Final Fantasy II’ will both be released in the UK for the PSP on February 8, 2008.

Completely re-mastered exclusively for PSP, the new editions feature redrawn graphics and character art, exclusive all-new dungeons, full 16:9 widescreen visuals and an updated camera view that gives players a new perspective on these two timeless classics that defined the RPG genre.

John Yamamoto, president and chief executive officer of Square Enix Ltd. comments, ‘Final Fantasy’ and ‘Final Fantasy II’ represent the foundations of the Square Enix success story. They are the first two imaginative steps in the long and distinguished history of the ‘Final Fantasy’ franchise. With these beautiful new versions, fans can now experience the origins of ‘Final Fantasy’ wherever they go.”

Dec
26th

Rouge Galaxy Review

Well the most recent game I have bought and played is called Rogue Galaxy. It is sort of a SciFi RPG made by Level-5 which you may know from the Dark Cloud Series and also from Dragon Quest VIII and various upcoming DS Final Fantasy Remakes. It was released originally only in Japan and Hong Kong on December the 8th 2005, but was brought to America then Europe and eventually to my country of Australia in 2007. Alot of changes were made to the actual game from the original Japan release, also known now as the Directors Cut version.

Rogue Galaxy Cover

When I first saw this game in my local EB Games I picked it up and looked at the back cover and thought, “Na” because it just didn’t look any good, but I got it anyway since it was only $50. It has very good graphics, sort of a cartoony look to the scenes and characters, which if I remember is what the Dark Cloud series was also like. The story starts on a planet called Rosa where the main character, Jaster Rogue, dreams of exploring space. One day he was approached by 2 people, 1 being a robot, who mistook him for the legendary hunter Desert Claw, and asked him to accompany him onto their ship because their captain wanted to hire him. He is taken onto the pirate ship, The Dorgenark and leaves his planet Rosa with the pirates.

So basically you control the characters much like you do in the Dark Cloud series in the same sort of way, and you go off with the pirates to different planets, ultimately set on finding a legendary planet which is said to hold all the secrets of a highly advanced civilisation that has enough treasure to let anyone who obtains it, enough wealth to own the galaxy. The battle system is again alot like Dark Cloud, where you can have up to 3 characters in yopur party at one time and you control one of them and basically run around and attack enemies by pressing X button to attack. Also you can bring up a sub menu to use abilities and items. Asides from the main weapon you use, you also have a sub weapon, which in Jasters Case is a Gun, which is fired when the Square button is pressed. You can get all sorts of different guns including fire shooting guns, freeze guns, and lots more.

A Rogue Galaxy Battle

At the bottom of the screen displays your 3 characters and there status including Battle Guage (which is basically telling you how much more action you can take, when it is empty you cant do anything until it is full), the HP and MP details. You can set the different type of attack patterns the characters do, and also you can switch between characters at any time during battle, but only between the 3 in the battle.

Another feature in Rogue Galaxy is the Revelation Menu. It is basically like the Final Fantasy XII License Board in a way, but not exactly. Basically you use Revelation to teach your characters new abilities and skills for use in battle. They learn this by using certain items to fill in the spaces on the Revelation Menu and once a section is complete, that character will learn a new ability or skill.

Rogue Galaxy Revelation

All in all this is a great game with a great storyline and I am thoroughly enjoying it so far. If you weren’t such a big fan of the Dark Cloud series, then you may wanna be careful before buying this, maybe go rent it first, but otherwise it is a great game for RPG fans.

I give it a 8.5 out of 10 and waiting to see whats going to be next for Level-5.


Buy Rogue Galaxy:
PS2 game - Guide - Soundtrack

Dec
24th

Opening of RPGaming Store

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We have just opened our RPGaming store today and are offering bucketloads of things like games, figurines, music, and lots more, which you can now buy from RPGaming through our sponsor, Play-Asia.

We are adding items all the time and will be offering RPG items for you to buy. They are incredibly cheap and great value for money, so have a look at our store and see if there is anything you like.

Dec
23rd

Jump Festa 2008 Report

Bitter December cold. Check. Chance of rain. Check. Over an hour on a train packed with families on their one outing of the season. Check. Thousands of way-too-excited Japanese kids running around with their faces glued to their DS systems and their Blue Dragon cards, bumping into everyone over four feet tall along the way. Check…mate?

Jump Festa 2008 Report

We really should hate attending the Jump Festa videogame and comic show. But the promise of Square Enix titles making their playable debut is way too much to pass up, so every year we take the hour-long train ride out to the Makuhari Messe convention center in Chiba and try our best to keep our manners and refrain from stepping on one of these little tornadoes and/or knocking out their parents for not keeping them on a leash. Ahem.

At this year’s event, open to the public on Saturday and Sunday, Square Enix was once again the main attraction for the videogame crowd. With the promise of playable debuts for the Final Fantasy fighting game for PSP, Final Fantasy: Dissidia, the new DS Kingdom Hearts, Kingdom Hearts: 358/2 Days, and the new mobile Final Fantasy IV spinoff, Final Fantasy IV: The After, we were expecting to spend the whole day waiting in line at the one booth — but thankfully the company implemented a ticket system guaranteeing players a spot to play games later in the day with no need to wait. Sadly, Dissidia and Kingdom Hearts tickets disappeared within an hour of the show’s start, leaving many without a chance to try out the two biggest titles of the show.

Dec
23rd

Hands On: Final Fantasy IV The After

With Final Fantasy X-2, the Final Fantasy series ventured into previously uncharted territory of direct sequels. The Compilation of Final Fantasy VII series took this idea to the extreme, completing the FFVII experience through a number of prequels and sequels.

Sequelitis is hitting the franchise again, this time with Final Fantasy IV. Coinciding with the Japanese release of the DS remake of the Super Famicom classic, Square Enix announced earlier this week that Final Fantasy IV: The After is coming exclusively to mobile platforms in Japan.

The After is meant to give gamers who pick up the DS version of FFIV a chance to see what happens to the characters after the events of that game. The game’s development staff, headed up by Tokita Takashi, have chosen for their new hero Ceodore, the son of FFIV hero and heroine Cecil and Rosa. Players will get to see the after events of the FFIV story through Ceodore’s eyes, and visit a number of old characters, including Cid, Kain, Rydia, Edge, and Yang.

We got to try out the game briefly at the Jump Festa comic/game convention at the Makhari Messe just outside Tokyo on Saturday. Playable on the latest 905i phone sets (the final will be compatible with 903i and up, as well as EZweb Win Brew sets), the demo started off with Ceodore in a castle with his parents. Monsters attack, and Cecil and Ceodore team up to do some expelling.

While the DS remake updates FFIV’s 2D visuals to full 3D, The After offers a classic old-school Final Fantasy look, with 2D sprites and backgrounds. It looks like an SNES game, although the scrolling has that unfortunate choppiness that’s characteristic of mobile titles.

The real technical marvel, though, is the sound. The quality of the classic Final Fantasy tunes is high, and we presume the aural experience will be even better once Square Enix adds sound effects (the demo was, as you can guess, a bit on the early side). This is definitely one mobile title that you’ll want to play with headphones.

Gameplay has been updated to use the series’ well-known ATB (Active Time Battle) system. As always, the ATB system keeps enemies inputting their attacks as you input your own commands, adding a bit of realtime flare to the menu-based battles. Aside from this, though, the battle system feels like classic Final Fantasy, with a side view of the action.

More notable than the gameplay changes, though, is the distribution model Square Enix is using for the game. FFIV The After will be distributed as a series of short adventures rather than as a single giant RPG. Best of all, the first download, a prologue section, will be free!

With the DS version of FFIV already a success, it seems like a no-brainer that hundreds of thousands of gamers will want to see what happens next to the characters. The free prologue download is a given, but we wouldn’t be surprised to see a good portion of FFIV players downloading subsequent chapters in The After series once paid downloads begin early next year.

Source: IGN

Dec
22nd

Final Fantasy Dissidia Rules Tokyo

The phrase “they’ve done it again” seems to apply perfectly to this situation. I go the Jump Festa event today at the Makuhari Messe convention hall just outside of Tokyo, I line up to play a PSP game that everyone pretty much assumed would suck from the start, and I’m totally blown away.

Last time this happened, I got to share with everyone the sheer awesomeness of Final Fantasy VII Crisis Core. This time, the game at hand is Final Fantasy Dissidia. It goes against what everyone was expecting, but the Final Fantasy fighting game is way up on my most wanted list after I sampled it for 20 minutes today.

Calling Dissidia a fighting game may have people picturing a one-on-one fighter viewed from the side. Dissidia is actually more of a fusion of one-on-one fighting and 3D combat. The camera doesn’t stay fixed to the side of your character, nor does it remain behind your character’s back. Your opponent may not always be in view.

The game has all the control options required for both free-roaming 3D combat and fixed one-on-one fighting style combat. You can lock on to your enemy with a press of the L trigger, jump and double jump with X, and guard and evade with the R trigger. Camera controls are up on the D-pad, making it a bit unrealistic for use during a fight, but I didn’t have too many problems with camera angles once I was locked into my opponent

There’s a major twist in how you go about actually damaging your opponent. You have two attack buttons. Pressing circle in combination with the analogue stick unleashes one form of attack. But rather than draining your opponent’s HP, it drains your opponent’s “Brave,” which is just Squenix-speak for attack power. To deal actual damage to your opponent’s HP, you use the square button, again in combination with analogue stick motions. The resulting physical attacks eat up the Brave that you’ve just stolen.

The tug of war between Brave appears to be central to combat. The game rewards you with massive amounts of Brave when you manage to make your opponent’s Brave meter drain down to zero, an event called a “Brave Break.” The more Brave you have, the more damage your attacks do.

You also have an EX gauge which fills up as you battle. When this reaches max, you can perform a wild special move that fills the screen with colors and lights and deals massive damage to your opponent.

In addition to dealing blows to your opponent, you also have to figure out how to best use the stages to your advantage. The battle fields aren’t like those of your typical fighting game. Instead, they feel more like the stages of a 3D platformer, with multiple surfaces over which to fight, all at different heights. Some stages have bottomless pits between fighting planes; fall into these, and you incur damage.

The environments are semi-destructible. Do a particularly strong move, and you’ll end up knocking down columns and platforms. They regenerate after a brief period of time, building up gradually into their original form.

Navigating such varied and variable terrain may seem tough, and it will be if your triangle button happens to be broken. When you traverse key areas of the battle field, usually near walls, the triangle button icon will flash on the screen. This flashing is called a “map hint.” The game is telling you that by pressing the triangle button, your character will perform some acrobatic maneuver that’s straight out of Final Fantasy VII Advent Children.

If you’re in the vicinity of a wall, pressing triangle will make your character run up the wall. He’ll keep on running up the wall as long as you hold the triangle button down. I also got my character to perform a brief air glide in some situations.

You can use these special map maneuvers in various ways. If you fall off a ledge and into a bottomless pit of death, you can recover by doing a midair jump towards the wall then climbing up with triangle. You can also climb up seemingly impossibly high cliffs to reach new fighting platforms.

The similarities to Advent Children’s acrobatic, gravity-defying combat are unmistakable. A trailer shown separately from the demo had a pre-rendered CG sequence in which FFX’s Tidus and FF7’s Sephiroth raced up a cliff, exchanging blows, just like in the film. I couldn’t confirm if the characters in Dissidia can exchange blows while climbing up walls, as I was unable to get my character into a parallel wall climb with an opponent.

With all these formula twists, I was left questioning if there was ever an actual pre-existing formula for Dissidia’s gameplay. Rather than trying to adapt the Final Fantasy characters into some existing fighting game formula, the designers of Dissidia seem to have attempted to create an original fighting engine around the Final Fantasy characters — at least the characters as they’d probably combat one-another in a Tetsuya Nomura movie.

Does it work, or is it a confusing mess? That’s a bit hard to determine after just 20 minutes of play. However, I did feel myself getting the hang of things the more I played.

Square Enix had the game’s demonstration set up exclusively for single player play, with access to four fighters: FF1’s Warrior of Light, FF8’s Squall, FF9’s Zidane, and a character from FF2. Artwork outside the booth hinted that the Judge character from the Ivalice series of titles (FFXII, Tactics, etc ) will appear in the game. And, as mentioned above, the CG footage shown in the trailer had Tidus and Sephiroth doing combat. This isn’t official confirmation, but it seems to be a strong hint.

The demo had a few elements that I couldn’t properly try out due to my limited play time. When first starting off, you’re able to select between “normal” and “hard” combat modes. Hard seems to add completely new moves depending on the character. Strangely, in multiplayer mode, these combat modes are referred to as “standard” and “technical,” even though the move sheet handed out by Square Enix suggests that they’re the same move sets as in single player play.

While the demo consisted of four isolated one-on-one fights, there are some hints of a more progressive experience. After a battle, as the classic Final Fantasy fanfare rolls, you’re rewarded with gill and “AP” points. When selecting your character from the select screen, the character description lists the required experience for your character reaching a next level. Obviously a hint at character customization.

On top of what appears to be a complex combat experience for single and multiple players, Dissidia also manages to push the PSP to new visual heights. The game is a visual feast, with detailed combatant models, and plenty of lighting effects. Definitely a step above Crisis Core, which already had some thinking that the PSP really was a portable PS2.

If you, like me, were expecting a quick cash-in with Dissidia to take advantage of the popularity of the Final Fantasy characters and all that work Square Enix clearly put into developing its Crisis Core engine, you, like me, were wrong. Dissidia has the potential to be a rare breath of fresh air in the fighting genre, Final Fantasy characters or not. I’ve only played it for 20 minutes, but I can’t wait to sample the full Final Fantasy fighting experience.

Source: IGN

Dec
20th

Final Fantasy I and II PSP Remakes Scheduled for Europe

London (19th December 2007) - Square Enix Ltd., the publisher of Square Enix® interactive entertainment products in Europe and other PAL territories, today announces that FINAL FANTASY® and FINAL FANTASY II will both be released in the UK and across all PAL territories on 8th February, 2008 on the PSP® (PlayStation® Portable) system.

Experience the classic gameplay, captivating storylines and unforgettable characters that gave birth to the FINAL FANTASY phenomenon. Completely re-mastered exclusively for PSP, FINAL FANTASY and FINAL FANTASY II are the definitive versions of the epic games that established the biggest RPG brand in the world.

These new editions feature redrawn graphics and character art, exclusive all-new dungeons, full 16:9 widescreen visuals and an updated camera view that gives players a new perspective on these two timeless classics that defined the RPG genre.

John Yamamoto, president and chief executive officer of Square Enix Ltd. comments, “FINAL FANTASY and FINAL FANTASY II represent the foundations of the Square Enix success story. They are the first two imaginative steps in the long and distinguished history of the FINAL FANTASY franchise. With these beautiful new versions, fans can now experience the origins of FINAL FANTASY wherever they go.”

Dec
19th

Dragon Quest V DS Remake

The first images of the DS remake of Super NES classic Dragon Quest V has surfaced on the net, and it’s looking pretty sweet.

Dragon Quest V DS Remake Magazine Scan

Hardcore RPG fans will know the Dragon Quest games as one of the most popular RPG series’ of all time in Japan, and a favourite among importers.

Developer ArtePiazza only released its re-cooked DS edition of DQIV in Japan last month, but their dual-screen remake of the sequel is already looking good - probably because it reuses many of the same assets.

DQV, originally 2D on the Super NES, was re-released on PS2 in 2004 (in US only, where it’s known as Dragon Warrior V) in 3D, but is returning to its 2D roots on DS, albeit with a significant facelift.

Source Computer and Videogames

Dec
18th

“The World Ends With You” Confirmed for US

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We found out recently that Subarashiki Kono Sekai, a Japanese RPG for the DS developed by Square Enix, was being localized for PAL territories under the name The World Ends With You. Today, Square Enix confirmed that the title will indeed make its way to the United States, sometime in the spring.

Square Enix describes The World Ends With You as an action RPG that “fully utilizes the capabilities of the Nintendo DS, and takes major influence from Japan’s modern day culture including its people, music, clothes, food and design.”

Set in modern day Tokyo, The World Ends With You tells the story of a boy named Neku who receives a text message informing him he only has seven days to live. By rounding up clothes and friends, however, he may be able to save himself.

The game uses the DS touch screen and microphone, and Neku can trade items with other players using the system’s Wi-Fi Connection service.

Source: IGN

Dec
17th

Square Enix roll the dice on a new franchise

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The most influential games in the role-playing genre are tied to Square Enix. Whether it’s “Final Fantasy,” “Dragon Quest” or “Kingdom Hearts,” the publisher/developer has a stable of franchises with legions of loyal fans. Even so, it isn’t enough to lean entirely on established series. That’s where “The Last Remnant” comes in: It represents Square Enix’s attempt to create a new property to stand alongside the established names.

In order to ensure this new adventure finds its audience, a handful of unconventional steps are being taken with the development of “The Last Remnant.” It will release simultaneously in the United States and Japan, be multiplatform from Day One, and utilize Epic’s “Unreal Engine 3″ - all of which are deviations from standard practice for RPGs. Then again, a different kind of game necessitates a different approach.

Instead of using a traditional, individual-based battle system, “The Last Remnant” will have conflicts that occur on a larger scale. Players will issue commands to groups rather than individual characters as armies clash on battlefields with up to 70 units. “The player needs to have a grasp of how each union will function in such a large-scale battle,” the development team tells us. “For that reason, the battle commands are simple enough for the player to get a hang of immediately.”

When one union engages another, you will enter commands in a turn-based format, but the kinds of orders vary depending on the context. According to the team: “The abilities of a union are comprised of the abilities of each individual unit in that union, making a unit’s abilities a very important factor in battle.”

Fighting isn’t limited to passively inputting commands, though. Once you’ve given orders, special situations can arise that require you to respond to onscreen prompts. These sequences keep the player involved in combat on the unit level while still allowing them to keep the big picture in focus.

One of the important factors that influence the battle on both sides is morale. Your choices and those of your foes will affect which side has the most morale, which will in turn affect other available actions. As morale increases, units become more useful during battle. As morale decreases, certain units can even become a burden.

While it’s great to know more about how the game will play, most of the plot is still being closely guarded. What exactly are the Remnants, and what makes them so powerful? When asked why people are willing to go to war to control the Remnants, one member of the dev team laughed, “You will have to wait and play the game to find out!” It looks like we won’t have the answers we want until late 2008.

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