Screenshots of Final Fantasy XII during its prototype phase.
Critics have theorized the combat was changed midway through development to be more "MMO", but it wasn't true.
Katano had said "[...] I was shown the dev docs. It had the Gambit battles and the seamless open world."
The first live footage of FFXII was shown in 2003, with the footage being released to the public in 2004.
It showed footage very similar to the finished game. A lot of elements found its way intact too. It also dispels the narrative that Vaan was added halfway in development.
So what happened? Final Fantasy XII was an overly ambitious game that needed time to complete.
Katano had also worked on FF10, and he recalls FF12 being so much more complicated, due to its open world nature and its novel Gambit system.
In comparison, Xenoblade 1 took four years to be made. Also a very long time that accounts for the ambition put into the game.
While FFXII was originally envisioned as a classic FF crowd-pleaser, the drive of the Ivalice team turned it into the most ambitious project yet.
Katano added that the open world design was a basic principle of FFXII. Its approach of leaving the keys to the player, is also very similar to FFT or Vagrant Story which they had worked on.
They are proponent of letting the players be able to exploit the game how they want.
The narrative that Vaan was focus tested is also unproven. The interview that is being used, actually says that their previous game, Vagrant Story, featured a strong man in his prime (Ashley Riot) but was a commercial failure so they took another route with a teenager this time.
They already had experience writing teenagers, as one of their previous game, Final Fantasy Tactics, featured Ramza Beoulve, who was among the youngest protagonists in the series (16). A teen was also in the vein of every protagonist since FF8 (earlier if you discount Cloud).
So in this sense I don't understand why Vaan is the focus-tested character but every teenager protagonist in other FF is somehow a pure & honest creative decision with no business intent in mind towards demographics whatsoever. It just doesn't track.
Something you never hear of though, is that FFXII was actually supposed to be different in that they wanted to come back to a Super Deformed style like FF7 or FF9, with characters having big heads.
The game wasn't originally supposed to be closer to Vagrant Story in its design.
They say this because they consider FFXII to be Vagrant Story with multiple party members. This is how it ended up being in the end for them.
There was a reason for this, because Vagrant Story was THE reason they were assigned FFXII by Hironobu Sakaguchi himself.
• • •
Missing some Tweet in this thread? You can try to
force a refresh
So, I have something to say about FF12 and the FF series in general, because it came at a very interesting time and it's really indicative of why the series ended up stagnating.
Katano, who worked on FFXII, shared this quote, and it is a sentiment that Sakaguchi echoed too.
Sakaguchi himself wanted variety and diversity in FF because his approach to the series was Disney-like. This is why he wanted different development teams on Final Fantasy.
FF9, FF10, FF11 and FF12 were all made by different development teams.
His ambition was to have a plurality of visions going into the series instead of one. People often chalk up FFXII as a "Square Enix" game derisively, but Sakaguchi was the one who put the FF Tactics and Vagrant Story team on FFXII, years before the merger.
Did you know the popular safe room theme of Resident Evil 4 was used several times across Capcom & Konami games?
This great piece of ambient music called "To Burble & Pine", composed by @torndavid, has been sampled in RE4, Devil May Cry, Silent Hill Origins, and Monster Hunter!
The number of composers that ended up using this sample involve Akira Yamaoka (Silent Hill composer) and Masami Ueda (Resident Evil composer) among the most popular.
There always was a lot of popular ambient albums to sample among JP composers, but this one is the most popular.
Akira Yamaoka in particular used a heavy amount of samples from different albums to craft the sound of the Silent Hill series.
This great video is showcasing some of the original samples that have been found and used through Silent Hill 1 to 4
The recent FFXII remaster managed to highlight the technical prowess of the game even more. Amazing how much a 2006 game still holds up to scrutiny thanks to great art direction by the Ivalice team.
The graphics of Vagrant Story is often touted as the best the PS1 could offer but the visual effects were also an incredible showcase! Spells are still a sight to behold even today!
Not only that, sound effects didn't have any samples. They were created by manipulating waveforms
In regards to sound effects in Vagrant Story created by manipulating waveforms, this means that everything you're listening here in terms of ambient sounds like wind, water, birds chirping were made "by hand". Literally transforming noise into lifelike sounds.
This level of craft and mastery is the work of Tomohiro Yajima, a sound engineer still working at Square-Enix.
He notably worked on FFXII, Dragon Quest XI and NieR Automata as Sound Director and Supervisor.
This review of Paradise Killer is still the hardest case of "when you get it but still didn't get it" I've seen.
To put a purity test on Vaporwave and call it orientalist (??) is really smoking me
you're telling me that an artificial world shaped by religious zealots abducting people to work for them until their assigned time to die comes up might be vain and ostentatious?
The Crimson Shroud upscaling project is advancing nicely! There is still a lot of work to be done but I have reached the end of the game and the vast majority of textures have been touched up.
I still need to go through New Game+, and do a few more passes but it's close!
The bulk of the work happened on the UI, which took a grueling amount of time and trial & error. It's still not done, and I still need to more tinkering but it's getting there
Some concessions will have to be made due to my limited skills. I would like to offer crisp portraits but I simply cannot do this restoration process by myself as I'm neither an artist nor a graphic designer. Thankfully, there are only three portraits in the game so it should do.