Final Fantasy XV Pocket Edition arrives on Windows 10 today
Earlier this year, Square Enix and XPEC Entertainment released Final Fantasy XV Pocket Edition for iOS and Android smartphones that features a touch-based interface and a simpler art style. Today, the title comes to Windows 10, so those who want to play the game from the comfort of their PC chair can also join in.
Options you’ll want check out in the game’s settings are the ability to up the graphics (default isn’t the best,) and the option to toggle 60 frames-per-second.
The first chapter of the game, which ends shortly after the events in Galdin Quay, is free to play. Additional chapters will cost money (see the pricing chart.)
You can watch us play the first hour of the game:
Video(s):
📹 https://www.youtube.com/watch?v=9aFbiwAJclY
Source: http://bit.ly/2Lt7Wpx
Earlier this year, Square Enix and XPEC Entertainment released Final Fantasy XV Pocket Edition for iOS and Android smartphones that features a touch-based interface and a simpler art style. Today, the title comes to Windows 10, so those who want to play the game from the comfort of their PC chair can also join in.
Options you’ll want check out in the game’s settings are the ability to up the graphics (default isn’t the best,) and the option to toggle 60 frames-per-second.
The first chapter of the game, which ends shortly after the events in Galdin Quay, is free to play. Additional chapters will cost money (see the pricing chart.)
You can watch us play the first hour of the game:
Video(s):
📹 https://www.youtube.com/watch?v=9aFbiwAJclY
Source: http://bit.ly/2Lt7Wpx
Dissidia Final Fantasy Opera Omnia celebrates two million downloads
Square Enix revealed last week that Dissidia Final Fantasy Opera Omnia, a role-playing game for mobile devices, has reached over two million downloads.
To celebrate this milestone, players can now access quite a bit of new content and rewards in the latest update; which includes the addition of Lightning, from the Final Fantasy XIII series, as a playable character. Also included in the update is the eighth and newest chapter in the ongoing story, which introduces Papalymo Totolymo from the MMORPG Final Fantasy XIV and Cyan Garamonde from Final Fantasy VI, allowing you to recruit them.
Up until June 15th 2018, all players who log into the game will receive a one time reward of 2,000 Gems, the in-game currency. Doubled Cycle Quests Rewards will also be available during this limited time, allowing players to receive double the amount of normal rewards when clearing daily cycle quests.
Dissidia Final Fantasy Opera Omnia is available now as a free-to-play mobile game, with optional in-game transactions, for iOS and Android devices.
Video(s):
📹 https://www.youtube.com/watch?v=qLjGU7XYmCI
Source: http://bit.ly/2LAOJm6
Square Enix revealed last week that Dissidia Final Fantasy Opera Omnia, a role-playing game for mobile devices, has reached over two million downloads.
To celebrate this milestone, players can now access quite a bit of new content and rewards in the latest update; which includes the addition of Lightning, from the Final Fantasy XIII series, as a playable character. Also included in the update is the eighth and newest chapter in the ongoing story, which introduces Papalymo Totolymo from the MMORPG Final Fantasy XIV and Cyan Garamonde from Final Fantasy VI, allowing you to recruit them.
Up until June 15th 2018, all players who log into the game will receive a one time reward of 2,000 Gems, the in-game currency. Doubled Cycle Quests Rewards will also be available during this limited time, allowing players to receive double the amount of normal rewards when clearing daily cycle quests.
Dissidia Final Fantasy Opera Omnia is available now as a free-to-play mobile game, with optional in-game transactions, for iOS and Android devices.
Video(s):
📹 https://www.youtube.com/watch?v=qLjGU7XYmCI
Source: http://bit.ly/2LAOJm6
A look at Final Fantasy XV's Mod Organizer
Square Enix has taken the first step in releasing their suite of mod tools for Final Fantasy XV with the launch of the Mod Organizer which allows users to create their own mods to add new items into the game, or replace models for existing ones.
Let’s first start by taking a look at the interface.
This is what my editor looks like currently, I have a few weapon mods I’ve been playing around with, one of them which is published which I’ll be going over in this article.
If this looks a little overwhelming to you, there is documentation to describe how to use it over. However, that being said, there are a few bits of information that isn’t specified, as well as some broken English and a few things that just seem misleading or incorrect.
First you’ll need to start off with a model. I asked over on our forums at MognetCentral if anyone had some interesting ideas that weren’t too complicated for a mod. One user suggested a sword that they own in real life which is a replica of the Excalibur.
Using images for the sword as a reference, I was able to create a rough copy of the sword in Blender, a free 3D modeling suite.
After that, I created a few textures for it using the sword as reference again for some of the detail like the pattern on the blade, or the details on the hilt.
Once you have a model working, you have to prepare it in Blender for export. Here is where some of the issues come into play. The information on the documentation about the sword is somewhat misleading. Without going into full detail, there are some things that just aren’t correct which took a lot of time fussing around with.
After going through the process of getting the model in game, I found that there was one glaring problem, quite literally… The models would glow like the light of a thousand suns in the middle of the night. This has to do with the way that Blender exports the files, and took me editing Blender itself just to get working properly after several hours of tinkering around. Other users (myself included) who tried using a more industry standard tool like 3ds Max had other issues where the weapon would be completely invisible. Issues like these made the whole process a lot more difficult than it needed to be.
However, once I sorted out all my problems after the last few days, I managed to finally get it working! I threw together a quick desert scene for an icon and built the mod once again and low and behold the mod was in the game. When you start the game now, you have an option at the main menu for Mods. You can cycle through menus to enable or disable different mods.
However, there are these blank mods that show up as well which don’t seem to do anything. Yet another strange bug with the Mod Organizer it would seem.
In game, you’ll get your new modded item straight away without needing to find it anywhere or do anything special.
Then you can enjoy your new creation and bask in all its glory (and take some screen shots of course).
Of course, you could create things that are far more terrifying like a “Cursed Thomas the Tank Engine” Ignis replacement mod… (yes that exists, and yes it’s terrifying).
While this is a big new step for Square Enix, it didn’t come without its share of issues on launch. Many users are struggling to put together even the simplest of mods due to the limited nature of the tool itself. While Square Enix describes the tool as easy to use, there are a few areas that go unexplained, and without any way to reach out for official support, many users have come together to share information with one another to help each other with these problems. However, once the problems are worked out, the tool does work effectively and shows the amount of work the team put into making mods a reality.
With all its mistakes and problems, the Mod Organizer is still a really cool tool and when it works right a...
Source: http://bit.ly/2JnstiO
Square Enix has taken the first step in releasing their suite of mod tools for Final Fantasy XV with the launch of the Mod Organizer which allows users to create their own mods to add new items into the game, or replace models for existing ones.
Let’s first start by taking a look at the interface.
This is what my editor looks like currently, I have a few weapon mods I’ve been playing around with, one of them which is published which I’ll be going over in this article.
If this looks a little overwhelming to you, there is documentation to describe how to use it over. However, that being said, there are a few bits of information that isn’t specified, as well as some broken English and a few things that just seem misleading or incorrect.
First you’ll need to start off with a model. I asked over on our forums at MognetCentral if anyone had some interesting ideas that weren’t too complicated for a mod. One user suggested a sword that they own in real life which is a replica of the Excalibur.
Using images for the sword as a reference, I was able to create a rough copy of the sword in Blender, a free 3D modeling suite.
After that, I created a few textures for it using the sword as reference again for some of the detail like the pattern on the blade, or the details on the hilt.
Once you have a model working, you have to prepare it in Blender for export. Here is where some of the issues come into play. The information on the documentation about the sword is somewhat misleading. Without going into full detail, there are some things that just aren’t correct which took a lot of time fussing around with.
After going through the process of getting the model in game, I found that there was one glaring problem, quite literally… The models would glow like the light of a thousand suns in the middle of the night. This has to do with the way that Blender exports the files, and took me editing Blender itself just to get working properly after several hours of tinkering around. Other users (myself included) who tried using a more industry standard tool like 3ds Max had other issues where the weapon would be completely invisible. Issues like these made the whole process a lot more difficult than it needed to be.
However, once I sorted out all my problems after the last few days, I managed to finally get it working! I threw together a quick desert scene for an icon and built the mod once again and low and behold the mod was in the game. When you start the game now, you have an option at the main menu for Mods. You can cycle through menus to enable or disable different mods.
However, there are these blank mods that show up as well which don’t seem to do anything. Yet another strange bug with the Mod Organizer it would seem.
In game, you’ll get your new modded item straight away without needing to find it anywhere or do anything special.
Then you can enjoy your new creation and bask in all its glory (and take some screen shots of course).
Of course, you could create things that are far more terrifying like a “Cursed Thomas the Tank Engine” Ignis replacement mod… (yes that exists, and yes it’s terrifying).
While this is a big new step for Square Enix, it didn’t come without its share of issues on launch. Many users are struggling to put together even the simplest of mods due to the limited nature of the tool itself. While Square Enix describes the tool as easy to use, there are a few areas that go unexplained, and without any way to reach out for official support, many users have come together to share information with one another to help each other with these problems. However, once the problems are worked out, the tool does work effectively and shows the amount of work the team put into making mods a reality.
With all its mistakes and problems, the Mod Organizer is still a really cool tool and when it works right a...
Source: http://bit.ly/2JnstiO
Entropy claims World First clear of Final Fantasy XIV's newest Ultimate trial
Earlier this week in Patch 4.31, Final Fantasy XIV released a brand-new Ultimate-difficulty trial — The Weapon’s Refrain. A rematch with the Ultima Weapon, this souped-up encounter is currently the most difficult duty in the game which requires a clear of the most difficult version of the current raid tier to complete.
Teams from across the globe race to claim “World First,” and now Entropy, an EU-based free company from the Ragnarok server, has pulled off a clear.
Congratulations!
pic.twitter.com/2vtRMIxTnp
— Zep (@ZeppeMonado) June 10, 2018
Source: http://bit.ly/2sLygnU
Earlier this week in Patch 4.31, Final Fantasy XIV released a brand-new Ultimate-difficulty trial — The Weapon’s Refrain. A rematch with the Ultima Weapon, this souped-up encounter is currently the most difficult duty in the game which requires a clear of the most difficult version of the current raid tier to complete.
Teams from across the globe race to claim “World First,” and now Entropy, an EU-based free company from the Ragnarok server, has pulled off a clear.
Congratulations!
pic.twitter.com/2vtRMIxTnp
— Zep (@ZeppeMonado) June 10, 2018
Source: http://bit.ly/2sLygnU
Final Fantasy XIV x Monster Hunter World crossover event announced
Final Fantasy XIV is getting a new crossover event this Summer. Revealed during Square Enix’s E3 presentation, the game will be teaming up with Capcom’s own Monster Hunter World. Further details are expected as E3 proper gets underway.
Video(s):
📹 https://www.youtube.com/watch?v=dq8CKCQZNMk
Source: http://bit.ly/2LItrmi
Final Fantasy XIV is getting a new crossover event this Summer. Revealed during Square Enix’s E3 presentation, the game will be teaming up with Capcom’s own Monster Hunter World. Further details are expected as E3 proper gets underway.
Video(s):
📹 https://www.youtube.com/watch?v=dq8CKCQZNMk
Source: http://bit.ly/2LItrmi
Dissidia Final Fantasy adds Akademia Fountain Courtyard stage from Final Fantasy Type-0 this summer
In a recent broadcast from Square Enix, the Dissidia Final Fantasy staff revealed that a new stage from Final Fantasy Type-0 will be coming to the Arcade version in a June 14 update and in late August for the console version. The Akademia Fountain Courtyard stage will change over time — from the Militesi invasion to the time of Finis.
Characters Ace (Final Fantasy Type-0) and Ramza (Final Fantasy Tactics) will also be getting story cutscenes of their own, and Lightning (Final Fantasy XIII) and Terra (Final Fantasy VI) will see large revisions in their playstyle.
Video(s):
📹 https://www.youtube.com/watch?v=EQLxACYAeLs
Source: http://bit.ly/2JArxYI
In a recent broadcast from Square Enix, the Dissidia Final Fantasy staff revealed that a new stage from Final Fantasy Type-0 will be coming to the Arcade version in a June 14 update and in late August for the console version. The Akademia Fountain Courtyard stage will change over time — from the Militesi invasion to the time of Finis.
Characters Ace (Final Fantasy Type-0) and Ramza (Final Fantasy Tactics) will also be getting story cutscenes of their own, and Lightning (Final Fantasy XIII) and Terra (Final Fantasy VI) will see large revisions in their playstyle.
Video(s):
📹 https://www.youtube.com/watch?v=EQLxACYAeLs
Source: http://bit.ly/2JArxYI
Final Fantasy VII Remake development is going well according to Tetsuya Nomura
Director Tetsuya Nomura had the chance to speak briefly on the progress for Final Fantasy VII Remake in the latest issue of Weekly Famitsu, shedding just a little bit of light on the subject of development and providing a tiny bit of information on diving deeper into character stories.
Courtesy of gematsu, are comments Nomura had:
“We’re trying to figure out when we will put out the next news release.”
“The direction was pretty much decided upon before we changed to internal development, and production is going well.”
“While preserving the atmosphere of the original, the scenario will dig deeper into the characters, including members of Avalanche.”
“Development is moving along more than expected, so please wait for the next news release with peace of mind.”
Final Fantasy VII Remake is in development for PlayStation 4
Source: Gematsu
Source: http://bit.ly/2JYi1Pc
Director Tetsuya Nomura had the chance to speak briefly on the progress for Final Fantasy VII Remake in the latest issue of Weekly Famitsu, shedding just a little bit of light on the subject of development and providing a tiny bit of information on diving deeper into character stories.
Courtesy of gematsu, are comments Nomura had:
“We’re trying to figure out when we will put out the next news release.”
“The direction was pretty much decided upon before we changed to internal development, and production is going well.”
“While preserving the atmosphere of the original, the scenario will dig deeper into the characters, including members of Avalanche.”
“Development is moving along more than expected, so please wait for the next news release with peace of mind.”
Final Fantasy VII Remake is in development for PlayStation 4
Source: Gematsu
Source: http://bit.ly/2JYi1Pc
Final Fantasy VI's Locke Cole arrives in Dissidia Final Fantasy NT today
For those that purchased the Dissidia Final Fantasy NT season pass, the second of six characters arrives today. Locke Cole is the third character to enter the Dissidia-verse from Final Fantasy VI. An Assassin-type character, Locke moves about the battlefield quickly and can snatch items from his foes and use them for buffs as he wills.
Additional DLC for Locke can be bought in the PlayStation Store, including a “Devoted Returner” outfit (2.99 USD) that resembles his Final Fantasy VI sprite and a fourth weapon skin called the “Valiant Knife” (0.99 USD).
The game also updated to Version 1.12 as of today, and Square Enix has provided a list of notes highlighting what’s new:
PATCH 1.12
– Fixed various minor bugs.
PATCH 1.11
– Added a new character. [Locke Cole from Final Fantasy VI]
– Added new items. [DLC items for Locke]
– Added new cutscenes to story mode. [Cutscenes for Ramza Beoulve (Final Fantasy Tactics) and Ace (Final Fantasy Type-0)]
– Added the ability to change player name during customization.
– Added the event lobby function to custom matches.
– Made various quality-of-life improvements.
– Fixed various minor bugs.
You can check out some of those additions in the video:
Video(s):
📹 https://www.youtube.com/watch?v=VLJVgfMO6ik
Source: http://bit.ly/2JZNU9Z
For those that purchased the Dissidia Final Fantasy NT season pass, the second of six characters arrives today. Locke Cole is the third character to enter the Dissidia-verse from Final Fantasy VI. An Assassin-type character, Locke moves about the battlefield quickly and can snatch items from his foes and use them for buffs as he wills.
Additional DLC for Locke can be bought in the PlayStation Store, including a “Devoted Returner” outfit (2.99 USD) that resembles his Final Fantasy VI sprite and a fourth weapon skin called the “Valiant Knife” (0.99 USD).
The game also updated to Version 1.12 as of today, and Square Enix has provided a list of notes highlighting what’s new:
PATCH 1.12
– Fixed various minor bugs.
PATCH 1.11
– Added a new character. [Locke Cole from Final Fantasy VI]
– Added new items. [DLC items for Locke]
– Added new cutscenes to story mode. [Cutscenes for Ramza Beoulve (Final Fantasy Tactics) and Ace (Final Fantasy Type-0)]
– Added the ability to change player name during customization.
– Added the event lobby function to custom matches.
– Made various quality-of-life improvements.
– Fixed various minor bugs.
You can check out some of those additions in the video:
Video(s):
📹 https://www.youtube.com/watch?v=VLJVgfMO6ik
Source: http://bit.ly/2JZNU9Z
Final Fantasy XIV 4.35 arrives on July 3rd with the return of the Deep Dungeon and Hildibrand
Final Fantasy XIV Stormblood‘s next intermediary content patch will drop on Tuesday, July 3rd, and will feature the return of the Deep Dungeon and the Inspector Extraordinaire: Hildibrand.
Heaven-on-High is Stormblood’s iteration of the deep dungeon introduced in the Heavensward patch series. Set in the Ruby Sea, it’s a massive Jenga-like tower that adventurers will climb, encountering increasingly difficult challenges within. We’ve got details revealed in a previous live letter.
“Rising high above the Ruby Sea from the island of Onokoro, Heaven-on-High is said to be the stairway traversed by kami descending from their empyrean home. Following the discovery of a secret entrance, the Confederate leader Rasho asks you to investigate the tower and brave the hordes of vile fiends that lurk within.” — Under the Moonlight special site
In “Even Further Hildibrand Adventures,” the Inspector and friends return for even more bedlam in the newest chapter “The Blade Mislaid.” See you Inspector…
“Just how long was I frozen in time, a statuesque vision of gentlemanly grace…? Bah, no matter! For I, Hildibrand, agent of enquiry, inspector extraordinaire, am back in the game! And what a game it is, my friends, for in a Far Eastern town replete with intrigue, a dastardly Wolf Burglar preys upon the wealthy and powerful! Just deserts, some might say, but crime is crime, no matter the victim! Yea, injustice is a cancer, and I am the barber’s blade!” — Under the Moonlight special site
Source: http://bit.ly/2Mbb2z0
Final Fantasy XIV Stormblood‘s next intermediary content patch will drop on Tuesday, July 3rd, and will feature the return of the Deep Dungeon and the Inspector Extraordinaire: Hildibrand.
Heaven-on-High is Stormblood’s iteration of the deep dungeon introduced in the Heavensward patch series. Set in the Ruby Sea, it’s a massive Jenga-like tower that adventurers will climb, encountering increasingly difficult challenges within. We’ve got details revealed in a previous live letter.
“Rising high above the Ruby Sea from the island of Onokoro, Heaven-on-High is said to be the stairway traversed by kami descending from their empyrean home. Following the discovery of a secret entrance, the Confederate leader Rasho asks you to investigate the tower and brave the hordes of vile fiends that lurk within.” — Under the Moonlight special site
In “Even Further Hildibrand Adventures,” the Inspector and friends return for even more bedlam in the newest chapter “The Blade Mislaid.” See you Inspector…
“Just how long was I frozen in time, a statuesque vision of gentlemanly grace…? Bah, no matter! For I, Hildibrand, agent of enquiry, inspector extraordinaire, am back in the game! And what a game it is, my friends, for in a Far Eastern town replete with intrigue, a dastardly Wolf Burglar preys upon the wealthy and powerful! Just deserts, some might say, but crime is crime, no matter the victim! Yea, injustice is a cancer, and I am the barber’s blade!” — Under the Moonlight special site
Source: http://bit.ly/2Mbb2z0
Nomura talks Kingdom Hearts III development processes, surprises and Final Fantasy characters in Gamespot interview
E3 was a big event for all things Kingdom Hearts III this year, with trailers dropping and news spreading quickly throughout social media platforms. Now with E3 2018 concluded, interviews for the long awaited title are starting to pop up gradually across the internet, and popular gaming news site Gamespot had gotten the chance to sit down with Tetsuya Nomura, director of the Kingdom Hearts series, to ask him some questions regarding the three new trailers, among other things.
Nomura shared his experiences working on Kingdom Hearts III and the entire series as a whole, revealing some of the struggles the team faced early on in development upon switching to the Unreal Engine. When asked if he felt any pressure from high fan expectations, especially since the game has been in development for a while, Nomura expressed he was nervous, if only for a little bit.
“I just naturally don’t really feel pressured and that’s always been fortunate for me. That’s been leading me to successes, but at least for Kingdom Hearts 3 the fan excitement was a lot more than I had expected. So [for] the first time in my life I did feel some kind of pressure from it. But when I thought about why I didn’t really feel pressure until now, I realized that it was because I always had the confidence that my game is going to be good and fun. Because I have confidence that Kingdom Hearts 3 will be great as well I think that’s probably why I don’t feel too pressured or I don’t feel too scared about fan expectations or meeting expectations.”
“I also have experience working on Final Fantasy titles as well, but Kingdom Hearts is a very unique one where a lot of people that are on the title really love Kingdom Hearts 3. They’re overflowing with love. They’re just like our fans as well. So because their love towards the title is so high, they’ve been creating the game with that much love and so I think that we are able to push out a game that meets expectations or even more than what you might expect.”
When asked if any Final Fantasy characters would appear in Kingdom Hearts III, Nomura admitted that it was somewhat difficult to find ways to include them in the game.
“They obviously appeared from [the first] Kingdom Hearts, but at least for Kingdom Hearts 3, there’s going to be a lot of [original] Kingdom Hearts. So most of the main characters from the Kingdom Hearts titles will appear and they will all have their problems that they need to resolve in the game. Because of that, Final Fantasy characters that actually do not have problems of their own … it’s just a little bit difficult for them to appear in the game. But, obviously, the trailers that we have been showing until now is not everything. So all I can really say to that is just wait for a little more update to that.”
“Actually, in interviews throughout E3, I think every single interviewee has asked me about Final Fantasy characters and so I realize that that probably means that everyone’s actually looking forward to them. There weren’t that many titles out in the world that had all these Final Fantasy [characters] comes together in one [place], but nowadays there’s just so many games out there that incorporates all these different Final Fantasy characters together, so I actually felt that it might not even be necessary to have another one of those in my game. But now that I’ve been talking with everyone, I’ve realized that maybe it is necessary, so I’m a little surprised by that.”
One of the biggest surprises in the E3 trailers was the reveal of Aqua’s current predicament in KHIII, which had shocked and excited fans. Gamespot was curious to know if any other surprises like Aqua’s fall to darkness should be expected in the upcoming title.
“It’s not to say that there will be similar situations for other cha...
Source: http://bit.ly/2yO8PYw
E3 was a big event for all things Kingdom Hearts III this year, with trailers dropping and news spreading quickly throughout social media platforms. Now with E3 2018 concluded, interviews for the long awaited title are starting to pop up gradually across the internet, and popular gaming news site Gamespot had gotten the chance to sit down with Tetsuya Nomura, director of the Kingdom Hearts series, to ask him some questions regarding the three new trailers, among other things.
Nomura shared his experiences working on Kingdom Hearts III and the entire series as a whole, revealing some of the struggles the team faced early on in development upon switching to the Unreal Engine. When asked if he felt any pressure from high fan expectations, especially since the game has been in development for a while, Nomura expressed he was nervous, if only for a little bit.
“I just naturally don’t really feel pressured and that’s always been fortunate for me. That’s been leading me to successes, but at least for Kingdom Hearts 3 the fan excitement was a lot more than I had expected. So [for] the first time in my life I did feel some kind of pressure from it. But when I thought about why I didn’t really feel pressure until now, I realized that it was because I always had the confidence that my game is going to be good and fun. Because I have confidence that Kingdom Hearts 3 will be great as well I think that’s probably why I don’t feel too pressured or I don’t feel too scared about fan expectations or meeting expectations.”
“I also have experience working on Final Fantasy titles as well, but Kingdom Hearts is a very unique one where a lot of people that are on the title really love Kingdom Hearts 3. They’re overflowing with love. They’re just like our fans as well. So because their love towards the title is so high, they’ve been creating the game with that much love and so I think that we are able to push out a game that meets expectations or even more than what you might expect.”
When asked if any Final Fantasy characters would appear in Kingdom Hearts III, Nomura admitted that it was somewhat difficult to find ways to include them in the game.
“They obviously appeared from [the first] Kingdom Hearts, but at least for Kingdom Hearts 3, there’s going to be a lot of [original] Kingdom Hearts. So most of the main characters from the Kingdom Hearts titles will appear and they will all have their problems that they need to resolve in the game. Because of that, Final Fantasy characters that actually do not have problems of their own … it’s just a little bit difficult for them to appear in the game. But, obviously, the trailers that we have been showing until now is not everything. So all I can really say to that is just wait for a little more update to that.”
“Actually, in interviews throughout E3, I think every single interviewee has asked me about Final Fantasy characters and so I realize that that probably means that everyone’s actually looking forward to them. There weren’t that many titles out in the world that had all these Final Fantasy [characters] comes together in one [place], but nowadays there’s just so many games out there that incorporates all these different Final Fantasy characters together, so I actually felt that it might not even be necessary to have another one of those in my game. But now that I’ve been talking with everyone, I’ve realized that maybe it is necessary, so I’m a little surprised by that.”
One of the biggest surprises in the E3 trailers was the reveal of Aqua’s current predicament in KHIII, which had shocked and excited fans. Gamespot was curious to know if any other surprises like Aqua’s fall to darkness should be expected in the upcoming title.
“It’s not to say that there will be similar situations for other cha...
Source: http://bit.ly/2yO8PYw