New North American Final Fantasy XIII Advertisement

Released on Square-Enix’s official Final Fantasy XIII Facebook page is a new ad for the American market. It once again features ‘My Hands’ by Leona Lewis over 15 seconds of CG FMV scenes and unlike the previous ad, it shows both PlayStation 3 and Xbox 360 at the end.

With only five days until the western release, it looks like the mass marketing is in full swing!

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A Message from Character Model Supervisor Kimitoshi Tsumura


Are you excited? We’re exactly one week away from the western release of Final Fantasy XIII! Once again, the official website has been updated with a new developer’s message, this time from character model supervisor Kimitoshi Tsumura.

Greetings!

I was in charge of character modelling for the FMV sequences.

There were many factors that I grappled with when creating the character models for FFXIII, but the one I focused the most time and effort on was definitely the realization of realistic-looking textures.
On previous projects I have largely relied on my own instincts and intuition when designing. For example, I would simply select the colour “white” from the palette for an object that is supposed to be white, or fix the lighting level at what I felt to be the appropriate brightness without too much consideration.
For this project, however, I re-evaluated the areas which I had previously entrusted to gut-feeling and created the character models with a fresh awareness of the visual phenomena produced by real-world lighting.
Rather than simply relying on the latest technology, the team went back to basics and re-learnt the fundamentals of designing objects with CG, revisiting all of those subjects that every artist in the field should really know. As a result, I feel that we have arrived at a new and vibrant style of expression which is different to anything that has come before.

It goes without saying that we put in a lot of hard work realising the fine level of detail that is a prerequisite when working in HD, and have spared no effort in making the characters as appealing as possible. I hope that our diligence will help to make the player’s journey through the world of Final Fantasy – alongside Lighting and the team – a genuine delight.

Stay tuned for more updates as the countdown to release date draws near.

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Messages from the Final Fantasy XIII Development Team

Square-Enix continues to update the official Final Fantasy XIII website as we countdown to the western release, this time with a few messages from field planning co-director Hiroaki Hishinuma, battle planner Daisuke Inoue, and battle director Yuge Abe.

HIROAKI HISHINUMA

It has taken an awfully long time, but we have finally completed the latest entry in the Final Fantasy series! I’m pleased to be able to report that the years we have devoted to constructing and setting up the field sections of the game were well spent, and that we believe we have achieved a level of quality that has never been seen before. I am personally very happy to have been involved in bringing this game to life, and hope that as many people as possible get to visit its incredible world.

The game itself is made up of 13 chapters, and I can proudly say that each of the field areas that I have had a hand in creating presents a completely new and different vista to the player.

You will be catapulted from modern high-rise buildings to an ancient world where vast waves stand frozen in time… One moment, you’ll be riding a hi-tech fighter craft, and the next, you’ll find yourself abandoned on a mountain of debris… You’ll travel from a futuristic metropolis, raised into the sky with miraculous technology, to the gates of another dimension! I strongly believe that there have not been many other works – not just in games, but across all genres of entertainment – which deliver such breathtaking changes in setting with such style.

I should add that we did not go all out to throw as many eccentric juxtapositions at the player as possible, but always took great care to maintain the coherence and integrity of design within the game’s two vastly different worlds – the glittering, manufactured world of Cocoon that floats in the heavens, and the untamed natural wilderness of Gran Pulse below it. From the architectural styles to the appearance of the monsters, all factors were tailored to emphasise the character of the respective worlds.
At every stage in the planning and fashioning of the game world, we gave consideration to the battle-orientated gameplay which forms the core of the experience, as well as to the story development which provides the player’s motivation to continue onwards with the game.
This will be a lot clearer when you actually play the game, but there are numerous subtle touches in the game’s design which reinforce the story, such as the way many of the monsters which roam around Cocoon deliberately look as though they were taken from Gran Pulse and remoulded to fit the environment.

In order to realise our vision for this project, we spent a great deal of time and effort getting things just right. Although it may have been more efficient and cost-effective to have used the same designs and structures in multiple places, we knew that the world simply had to look and feel a certain way if it was to truly live up to the expectations of the series, and be considered worthy of the Final Fantasy name. For this reason, we focused exclusively on the actualisation of the world, and decided not to worry about the methods used to achieve the desired results. In short, we individually crafted each and every object in the game, however small, intricately working all the fine details separately.

Furthermore, in order to provide the sort of experience that only videogames can offer, we paid particular attention to the tempo at which the story and gameplay progresses, and carefully removed elements that would slow down or interrupt the flow. The first half of the game sets a continuous pace for the story and is designed so the player can make progress without any pauses in the action. In contrast, the second half has areas that spread out laterally and allow the player to get the very best out of the battle system that they have now had time to master. When the time came to think about enemy placement, we collaborated closely with other teams and collected numerous ideas, but even with our combined knowledge we continued to tweak and perfect well into the middle phase of the design schedule. There were even occasions when we changed the composition of maps to balance the gaps separating important conversations between characters.

We continuously assessed and evaluated all of the game’s component elements, and while the resultant refinements are far too numerous to mention here, it is clear that the final product benefits from all of these detailed design decisions – its content doing justice to its phenomenal graphical quality. The attention to detail is evident in little things like the way a character lets slip an important piece of information in an innocuous comment; the fact that different types of soldier supervise the various areas of Cocoon; or the presence of different groups of enemies fighting between themselves in certain backgrounds.

It was certainly worth the effort spent making sure that each of these individual factors gave rise to a balanced whole, and sincerely believe that we have created a product that offers genuine entertainment and no shortage of fun.

I believe that Final Fantasy XIII is a work that will speak to any player who takes the time to experience it personally, and that its appeal goes beyond narrow categorisations like genre and nationality.
Whether you are pressing on with the frenetic story, or taking time out to marvel at the gorgeously realised environments, the world of Final Fantasy XIII is one that will draw you in more deeply with every passing minute.

As you interact using your controller, you will really begin to feel the progress you are making, and understand the integral part you have to play in the story. I urge you to make this game of ours truly complete by experiencing every last one of its wonders.

DAISUKE INOUE

Comments regarding the missions:

For this instalment of the series, I stuck to the following rules when assigning the mission monsters their capabilities:

1.  They should never force the player characters to equip any specific accessories.

2.  They should never require the player to use TP abilities to defeat them.

3.  They should never require the player to use healing items to defeat them.

4.  They should never require the player to use shrouds to defeat them.

In short, I made it so that you should be able to defeat any of the mission monsters in FFXIII without equipping specific accessories or using any TP abilities, items or shrouds. Moreover, it is theoretically possible to earn a five star ranking in the battle results, even in the absence of any of those aids. Once players have become confident in their abilities with the battle system, I recommend that they try completing the missions unaided for a real test of skill!

In case this makes the game sound too easy, I can assure you that the mission monsters were designed first and foremost to present players with a real challenge. So much so, in fact, that our producer Mr Kitase even came to us complaining that he could not beat some of them and had no idea what to do, despite fighting with none of the handicaps mentioned above. I sincerely hope that you will have fun pitting your wits against these truly formidable opponents.

YUGE ABE

Dear gamers of the world,

The day of FINAL FANTASY XIII’s international release is drawing near, and I look forward to it reaching all of the series’ eager fans, wherever they may be.

I must say that I am confident that the excitement of the battle system, which I was privileged to oversee, will stimulate the minds and fingertips of gamers across the globe!

It’s my hope that everyone who plays FINAL FANTASY XIII will at some point experience the maddening yet compelling sense of frustration you get when you come so close to victory but fall at the last hurdle!
The fiendish obstacles awaiting the player can only be overcome with awareness and ingenuity, but the incomparable feeling of achievement once you crack it will be well worth the effort.

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A Message from BG Planning Director Yoichi Kubo

With only a short couple weeks until the western release of Final Fantasy XIII, Square-Enix has once again updated their official website with a new message from background planning director Yoichi Kubo.

Welcome to the world of Final Fantasy, reborn for a new age!

Take a step within and what awaits you is a seamless, high-speed, high-tension, adrenaline-fuelled world of unprecedented experience, like a super-blockbuster action movie, smashing aside existing concepts of what an RPG is!

In order to render the backdrop to this world in real time we have constantly been carrying out cautious testing and then making bold and fearless decisions and implementations based on that.

With the overarching goal of maintaining the levels of tension throughout the game, we started with a data setup that completely removed the need for further reading from the disc after entering a location. From there we repeated and perfected an endless process of trial and error for the graphical composition and game structure using rough models, until we were almost ready to feint from exhaustion! We thoroughly bashed the data into shape until every element on screen, from the backdrop’s colour and contrast to the atmospherics exuded dynamism.

When all the masses of data; the story, battles, events and the backdrops that set the stage for the adventure were tied together and merged, it is safe to say that the finished product exceeded the expectations of us, the creators by a long way and the definitive Final Fantasy for a new generation was born.

The feeling of claustrophobia in amongst a grimy, oil caked morass of machinery, a lush green forest and the tranquility of wild flowers, the warmth of the stars spreading far and wide into the night sky, the feeling of overwhelming freedom in the soaring azure heavens and rolling earthly landscape and the majestic beauty of the setting sun as it illuminates a metropolis of the far future. The colours, atmosphere and change in all of these locations, the rolling movement of their clouds and water and the vast differences in history and culture. We hope that you can feel all these and more when stopping to take in a moment in time in a world of eternally shifting myth and fantasy.

I am overflowing with happiness from the core of my being in knowing that the day is drawing close when the entirety of our vision is delivered, a Final Fantasy world the likes of which has never been seen before!

May all of you eagerly waiting smile with joy when you get your hands on the game.

Please just hold on a little longer! (^▽^)/

Thanking everyone from the bottom of my heart.

Yoichi Kubo

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A Message from Composer Masashi Hamauzu

In addition to director Motomu Toriyama, Final Fantasy XIII composer Masashi Hamauzu posted a message for the fans on the official website today:

I have dreamt about producing the music for Final Fantasy since I was very young, so when I finally received the offer to do so, I was overjoyed – and more than a little daunted by the challenge of living up to the series’ lofty reputation. Thankfully, my anxiety disappeared soon after work on the project had begun. Thanks to the truly inspirational game world and the surpassing quality of the gameplay, I was able to approach the music with hunger, motivation, and just the right amount of tension right up until the very end of development.

This latest instalment of Final Fantasy offers a huge variety of musical genres and sounds, all of which are wholly in-keeping with the game’s unified visual style, and tailored to the unique emotions of each scene.

I have great confidence that you will enjoy what we have created.

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A Message from Director Motomu Toriyama

The official North American and European Final Fantasy XIII websites were updated today with a message from director and scenario writer Motomu Toriyama under a new section titled Developers, suggesting more interviews and comments will follow. Here’s what he had to say:

Hello there everyone.

The Xbox 360 and Playstation 3 editions of FFXIII have finally been fully mastered and we are now eagerly awaiting the countdown to the worldwide release. I have just returned from a three week global media tour where I was interviewed by media people from a huge number of places and sincerely appreciate all the excitement and expectation continuing to build for the release date coming from everyone outside of Japan. I have also truly felt the speed with which information moves these days from talking to all the people who have already picked up on the reception to FFXIII at home.

In particular there have been many who expressed opinions regarding the story driven nature of FFXIII making for a linear gameplay progression so I shall briefly talk about that concept here.

The story of FFXIII plays out across two different worlds; the futuristic world of Cocoon, with its sprawling urban areas built inside a spherical planetoid and the primeval world of Gran Pulse populated by gigantic beasts the size of dinosaurs. The game system itself actually changes between these two worlds, with the first half of the game taking place in Cocoon being a very story driven experience, whereas the second half in Gran Pulse is an open world design with a more free style of gameplay.

In order to allow the player to become absorbed in the drama of the storytelling and the new and exciting world of Cocoon and be drawn to the characters without getting distracted or lost we have deliberately used a linear game design for the introduction sections so they can be enjoyed in the same manner as watching a film. We are aiming for a vibe while playing that is similar to the experience of an FPS style game, where the player rapidly progresses through a series of dramatic events and experiences one after the other on an imposing and atmospheric battlefield. This kind of design is also very beneficial for the player in allowing them to gradually and systematically learn the brand new battle system that this instalment brings to the series. It is set up such that the player will experience and try out each character’s possible roles in battle and naturally internalise the intensely tactical nature of the paradigm shift system.

I make a promise that even if you have never played a Final Fantasy game, or even an RPG before then you will still be able to appreciate FFXIII with no difficulty. I hope that you will pick up and play it and experience the fresh and unique gameplay that is only possible with Final Fantasy!