It is soon going to be six months since the reveal trailer of Final Fantasy XVI. I'd like to think they have something new to show soon but I've realized that it takes at least six months for games to have enough vertical slices to have something new to show so what do I know
Did you know Square paused development of FF13 for six months to make the FF7 technical demo for the PS3. Six whole ass months wasted for a graphical demo just to have people begging them for a remake for 15 years. Imagine what FF13 would have been with six more months.
And now, funnily enough, Final Fantasy XVI will have to against FF7 Remake. One new game against 20+ million of nostalgia-starved players. Talk about a fair fight.
Final Fantasy VII is one of the most incredible game I have ever played and I dearly hope that FF16 annihilates it out of relevance.

The shadow of this game has been too overwhelming for the series and it can only thrive when it is put to rest.
When you reach a point where the philosophy behind your main character of a brand new Final Fantasy is "Cloud but woman", you have to leave something behind and jump ship. and i LIKE lightning
Everyone can tell me it doesn't matter and they should just deliver what fans want, but when a series is failing to bring new players for a decade, it is time for change. They can't keep catering to us, there needs to be a new game that brings people in just like it brought us in
This is why even though I believe FF7R is far better than I expected, it's just delivering on what people wanted out of nostalgia.

People have to realize they weren't excited for FF8, 9, 10 and onwards because they were nostalgic but because it was something NEW.
But now the cycle of fans' need isn't about something new but being validated about what they played before. I am also a part of this

So now I feel like we are much less interested in the new than we are the old. FFXVI being a new game is barely something to talk about now
I'm concerned about the future of the series even more now than I was back then because we are at a point where FF16 could very well be an excellent game. Amazing mechanics, story, music, and world.

And people could still be like "ok cool, where's FF7R part 2? Where's FF10-3?"
How do you recover from this as a series? Do you just accept becoming the nostalgia dispenser? It's worrying

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More from @Dreamboum

16 Mar
Final Fantasy XII is 15 years old today! Let's take a look into this crowning artistic and technical achievement of the PS2 era!

Its legacy still endures today, inspiring games like Dragon Age, Pillars of Eternity, but especially FF14! ⬇️⬇️⬇️
First of all, Final Fantasy XII itself comes from a very different lineage from the FF series!

While FF10 and FF13 were made by the people who worked on FF7 and 8. FF12 was made by the team behind Final Fantasy Tactics and Vagrant Story! Two Squaresoft classics by Matsuno! Image
FFXII itself happened thanks to Hironobu Sakaguchi, the creator of the series. He had played Vagrant Story and was emotionally moved to tears to the point that he assigned the next game in the series to Yasumi Matsuno

You can check out more in my thread!

Read 45 tweets
15 Mar
Here it is, a priest of the Light of Kiltia in FFXII making the sign of the Blood-Sin from Vagrant Story.
The Light of Kiltia is the biggest religion spanning all of Ivalice. They believe in the god of light, Faram.

It originated in Ordalia, which was to the east of the Ivalice (the kingdom in FFT). This is probably why it stuck out but morphed into "Farlem" milennia later in FFT.
It is interesting that a religion based on the god of light is making the prayer sign of the tattoo that gives its user control of "The Dark".

This could also mean that the Dark always existed as a form of negative energy as the opposite of the Mist in FFXII being everywhere.
Read 9 tweets
15 Mar
Do you sometimes think about how amazing Yakuza 0 turned out to be? To this day I still can't believe what spirit possessed the writers to just go super saiyan on the plot and writing. Unfathomably good.
It's even more surprising considering the game before 0 was Yakuza 5. We went from the most massive clusterfuck in Yakuza history to the tightest narrative in the series. I was constantly amazed how everything fell into place and I haven't told myself "here we go again" ONCE
Look, I'm not the smartest tool in the shed, but I think going from five (5) characters to 2 might have had something to do with it.
Read 5 tweets
15 Mar
The FF12/Ivalice book is an excellent book.

I hope it gets translated in English because you learn about things like how Hironobu Sakaguchi was driven to tears at how amazing Vagrant Story was to the point Matsuno was given the Final Fantasy XII project as a result.
mATSUNO got the idea of making Vagrant Story a full 3D game because it was the future and his team didn't have experience in 3D. To think they ended up making what is arguably the most beautiful game on the PS1.
Vagrant Story was the first game from Matsuno at Square where he was director, game designer, and writer whereas he mostly stuck to writing in FFT.

Matsuno would say Vagrant Story is the only game he made at Square as a kind of "gentle dictatorship" instead of democratically.
Read 11 tweets
25 Jan
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.
Read 38 tweets
25 Jan
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.
Read 10 tweets

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