Final Fantasy Type-0 HD wasn't on the show floor at PAX last weekend, but Square Enix did show off the action RPG behind closed doors.
During our meeting with the publisher, Destructoid touched base with director Hajime Tabata to discuss how different the game is from the rest of the series. We also learned about the Tabata's strong desire to create a MOBA.
Now let me tell you about the part where we delved into title's strange development history.
Final Fantasy Type-0 HD is taking Square Enix's beloved RPG series in a bold new direction. According to director Hajime Tabata, it's "much more mature in comparison with previous titles" and provides "a completely new take on the franchise" for adults.
Destructoid met up with Tabata over the weekend in Seattle to check in on how the remaster of the 2011 PSP game is coming along. Visually speaking, it looks quite good, though that's far from the upcoming PS4 and Xbox One title's most striking quality.
The Super Smash Bros series is one of the few ongoing competitive fighting game series that was designed from the ground up for two-on-two simultaneous play, but you might not know that if you only went by the biggest moments...
Though it was initially seen as "Jaws-in-space," the legacy for Alien is certainly much more pristine than the one with the giant shark. Originally released in 1979, the first Alien would eventually become a much-loved horror film that spawned a major movie franchise. And while the sequels would get more attention and prominence among fans, the original still holds a special place in the hearts of fans.
After the release of some rather disappointing Alien titles, and with the Cameron interpretation of Alien as the de-facto standard for the franchise, the developers at Creative Assembly believed it was about time fans went back to the roots of the series. Just a week before gamescom, Sega invited Destructoid out to get some quality time with Alien: Isolation, and to speak with the game's creative lead, Alistair Hope. During our time, we got to learn just how different horror is when faced off with something out of your league.
Take a moment and think about your dream game. You've probably been thinking about this for awhile. It's always in the back of your mind. Whenever you see new a title promising to do what your dream game does, you wonder if it can possibly reach it. Your dream game, it feels fleeting and impossible, but the joy and wonder it evokes is still real and raw.
Suddenly, you've been given the chance to make you dream game real. Friends look to you and hope you won't screw things up. Now you've got strangers invested in it. With so many people now following you, watching you, wanting you to make your game, it puts an enormous amount of pressure on you.
Sounds nerve wracking, right? This is all too real for Brian Fargo and his development studio inXile Entertainment. Two years after an enormously successful Kickstarter for Wasteland 2, they're quickly approaching the time for its release. We were invited to meet Fargo during his press tour for the game. During our talk, we learned just how much inXile and the creator are putting on the line with this revival of a classic post-apocalyptic adventure.
It doesn't feel like it has been that long since former Destructoid reviews editor Aaron Linde moved on to work in the game industry, but it has been almost six years now. In that time, he has contributed to a number of deve...
Slender: The Arrival is coming to Xbox 360 and PlayStation 3 this year, and it's arriving with some added content (which owners of the game on PC will receive for free). Casey Lynch from Midnight City came by to play through one of the new levels with Max.
The level shown in the above video actually takes place on a VHS tape being viewed by another character from the game. It puts the player in the shoes of CR, who is investigated the disappearance of a child named Charlie Matheson.
Yesterday I wrote an article about why I'd like to have the option to turn on tripping in Smash Bros for the Wii U and 3DS. It upset a lot of people. Sorry, guys.
One part that some people found particularly insulting was ins...
Max hung out with Dave and Daniel of Spry Fox Games to check out their upcoming title, The Road Not Taken. From the makers of Triple Town, this puzzle roguelike puts the player in an adorable world, with dark undercurrents. It's up to you to save the village's children from perilous evils using sheer wit, and the ability to throw things around. Coming this year to Playstation 4, Playstation Vita, PC and Mac (via Steam).
Natural Selection began life in 2002 as a mod that successfully married the first-person shooter and real-time strategy genres. It's since gone on to eat up the last 12 years of developer Unknown Worlds' time as they created a sequel, and even an eSports tournament around it. Now, development of Natural Selection IIis being handed over to the dedicated community around the game as the studio focuses on their next project, Subnautica.
Subnautica, a vast departure for Unknown, is an underwater exploration and survival game that doesn't have an emphasis on combat. It made its worldwide debut at PAX East and, despite hiding the game inside a little booth on the showfloor, I saw people lining up every day of the show just to see what this new title was all about.
I visited the team at Unknown Worlds and talked to co-founder Charlie Cleveland to see what the public reception was like, and got some new details on what they hope to achieve with Subnautica.
Daisuke "Pixel" Amaya (Cave Story, Kero Blaster, Ikachan, Guxt) has a unique style that would be hard for anyone to convincingly counterfeit. His music, visuals, stories, and designs complement each other in ways that allow t...
Cave Story is one of the most influential games to see release in the past ten years. It showed the world that one person can make a videogame that is as good if not better than works from major studios, and without asking for a dime. That's a tough act to follow for the game's creator, especially seeing how long Cave Story was in development. Daisuke "Pixel" Amaya had put years of work into the game before it was released. There was even a completely different version of Cave Story, now known as the Cave Story Beta, that had to be almost entirely reworked before it became the classic that it is today.
A similar thing happened with Kero Blaster, Pixel's latest game. It was originally called Gero Blaster, and had a completely different story, premise, level design, music, enemy design, items, and just about everything else. After months of production, Pixel had doubts about what Gero Blaster had become, so he scrapped nearly every aspect of it, despite being very close to wrapping development. Instead, he took "cat and frog" premise of Gero Blaster in a whole new direction for a whole new game called Kero Blaster (and its semi-prequel Pink Hour), which was released on Playism and iTunes earlier this month.
In this first entry in a two-part mini-interview, we asked Pixel about what it took to remake Cave Story and Gero/Kero Blaster, and if he'd ever want to work with Sony or Nintendo. His answers may surprise you.
As much as Jen Zee's mood paintings and art catalyzed what would become Transistor early on, so too did Darren Korb's music. The soundtrack is an important part of Transistor and while I'd like to be able to yell at you to go freely listen to it right now, there are some meaningful compositions that should first be experience in-game.
Making music is, "different at different stages of the process," Korb said. "At the beginning, there aren't a lot of other assets happening. There's not a lot of other stuff that defines the tone of the game so I'll kind of go off and try some things. I'll come back like, 'here's a thing and it feels this way,' and try to develop a center for the identity of music and the feel.
"As the process goes on, I can look at the art and look at the gameplay. That will affect and change the direction a little bit. Or I can regroup and go in a different direction. Once it's in and once we get a better sense of where the game is going story-wise, well here's a scene we need a specific thing for. It won't be blind, throwing darts and it hits something." That's when you get tracks that should be enjoyed in-game, but, like with Bastion, the early music helps set a tone.
Parts I and II of this series have touched on various elements of Transistor's design, but not one of its most striking facets, the artistry that immediately arrested many of us when Transistor was announced. We also sat down with Jen Zee at Supergiant, the artist behind this indelible style, and talked a bit about artistic influences, design process, refusing cyberpunk, and briefcases.
"We came off Bastion and Bastion is such a bright and colorful world that we kind of wanted to try something different. It was reactionary," Zee explained. "We did a fantasy world already, what can Supergiant do in the sci-fi world? What would that look like? We attempted to go for a more pallet-controlled world that would just feel a little more dark than Bastion.
"The difference between Bastion and Transistor for me, the big difference, is that I wasn't on board at the very start of Bastion -- pre-production. But I definitely got to scratch an itch where I kind of wanted to in a sense write a love letter to classical artists that I grew up really liking, like William Waterhouse or [Gustav] Klimt, or Alphonse Mucha. I wanted to inject that somehow into the art we made for Transistor because there's no other opportunity like the one that's right in front of you to express yourself the best you can. So I think that it's a combination of reactionary to Bastion, things that we wanted to do on Bastion that we never got to do, and also things that I wanted to do my whole life."
Guys, Taro Yoko is adorable. At least, I think he is. I know he's not actually a cute little puppet, but this interview regarding Drakengard 3 is adorable and informative. This may be one of my favorite interviews yet, simpl...
Make sure to read Part I in this series. It deals with development crunch time, getting a game ready to launch, and the genesis of Transistor post Bastion. Now we're continuing the abrupt, jerky carnival ride through time and getting to the middle bits, to Transistor's design philosophy as it came together and the games that the people who made it love.
Come sit with us on Amir's dad's old, burgundy couch and learn about furniture utility with Supergiant's Amir Rao (co-founder), Greg Kasavin (writer), and Darren Korb (composer).