Quantcast Square Enix | Vagary.TV - Part 2

square enix Archive

1

Square Enix Prepping for the Future of Final Fantasy XIII

With the imminent release of Final Fantasy XIII-2 in Japan and a worldwide release in 2012, Square Enix is already planning ahead with by registering the domain name for Final Fantasy XIII-3. Although that doesn’t mean anything, if FFXIII-2 sales well and people want more, They might continue the story further.

They did say that the world they developed for FFXIII contained a lot more story then they could fit in the original game when they initially discussed FFXIII-2.

To the readers, if you enjoy FFXIII-2 when it releases, would you be up for more of it, in sequel of the sequel or would you be ready for the next story in the series with FFXV?

0

Square Enix Announces Dragon Quest X

In a press conference today, Square Enix announced their new title in the Dragon Quest series entitled Dragon Quest X Mezameshi Itsutsu no Shuzoku. This particular successor will be an online RPG on the Wii and the Wii U.

The game is being developed internally this time around unlike previous titles that were passed off to studios such as, Level-5 and Chunsoft.

Even though you might think that online RPG and Wii don’t relatively mix, you’ll be happy to know that Dragon Quest X is also being developed for the Wii U. The Wii U version won’t just a simple port, it will have updated visuals among other features and will be cross-platform compatible with the Wii version of the game.

Game Designer Yuji Hori, hinted that the game will have some connectivity with the 3DS but didn’t go into detail. He used the example of allowing players to download their characters to the 3DS and use them for Spot Pass data exchanges.

In Japan, they can expect DQX sometime in 2012. They will hold a beta test and there is no word yet on a US release.

0

Pax Prime 2011: Quantum Conundrum

Airtight Games, creators of Dark Void with talent that stems from Portal and Left for Dead, along with publisher Square Enix presented their new IP at Pax, Quantum Conundrum. Quantum Conundrum is a first person platformer puzzle game where you play as a kid dropped off at your uncle’s house for ambiguous reasons and as soon as you arrive, he disappears. Apparently that Uncle is a crazy scientist who figured out how to manipulate various dimensions. Dimensions include realms that makes everything light weight, that slows down time or revert gravity. It’s up to the kid to use his Uncle’s technology to locate him within the house.

You receive an IDS device that allows you to manipulate the various dimensions. On a basic level during the demo the kid had to get up on ledge he couldn’t reach. Noticing a safe nearby he tried to pick up but alas the kid was to small too handle the safe. Using the ‘fluffy’ dimension to turn everything lightweight that allowed the kid to pick up the safe and move it into position. Reverting back to the real realm, he was easily able to climb up and progress through the door completing the level.

I should note here, that you’ll only be able to use certain dimensions per level, with some unlocking later on when you find the powersource that allows you to use that power within the level.

Continuing on they showed off some of the more complicated puzzles where they had to fetch safes that were being burped up by the machine into the pool of mystical liquid below. Using the inverted gravity dimension they were able to extend to distance the safes traveled to where they were. After gaining access to the safes, they activated fluffy mode, picked up the safes and chucked them to were they needed to go, using the inverted gravity dimension again to attend their traveling distance. On the last safe however, when they threw it, they immediately activated the slow-mo realm and jumped on the block they just threw to get to the switches and the other safes on the other side. After safely landing he placed the safes on switches that opened the door to allow him through to the end of the demo.

Another thing that makes Quantum unique is it’s visual design, it’s very stylistic; just look at the header image above. The developers aren’t shy with humor as well. When you activate various dimensions your surroundings change. In the fluffy dimension everything has a white padded texture, giving off a very cutesy flavor. When you slow down time, the screen turns grainy like you’re watching an old movie.

Around the mansion there are self portraits of the Professor and his pets. When you activate the various dimensions, the pictures change. When you activate the fluffy dimension the professor is decked out in a bunny suit instead of his white trench coat. When you activate the slow-mo realm, the cat and the fish both look at their watches. These little details bring life to the house, where you’ll spend all of the game in.

The interesting art style and the genius use of dimensions as a tool will certainly satisfy anyone who loves these types of games, I, myself am looking forward to see how the game evolves as they approach their early 2012 release date.

Quantum Conundrum is currently being developed for XBLA, PSN and Steam.

0

Review: Deus Ex: Human Revolution

Deus Ex: Human Revolution is a great game. Maybe not awe-inspiring, as it really doesn’t push the boundaries of what gaming could be, but it does execute extremely well (save some overly-apparent shortcomings). It’s a slow roll uphill, but the momentum Human Revolution gains with its satisfying progression, immerse narrative and challenging stealth mechanics makes for a one of the greatest gaming experiences this year.

The year is 2027, and humanity is on the edge of an evolutionary brink. In this future penned by Eidos Montreal, humans are the masters of their own evolution, via body enhancements called augmentations. These augmentations or enhancements, as they are called, come in many different forms — from making someone more keen to social queues, all the way to being able to punch through a brick wall or military advancements like the ability to shoot lethal energy in a short radius.

The real trouble in this becomes the ethical dilemma: Should the advancement of humans be a natural process, or should we be allowed to manipulate our destiny as a race? The game does a great job at effectively representing both sides of the issue, much to the point where the player is likely to feel conflicted. Sure, these augmentations could mean the saving of lives, but at what point do they start destroying them?

Players take the role of Adam Jensen, the head of security at the World’s pioneering augmentation firm, Sarif Industries in Detroit, Michigan. After a terrorist attack on Jensen’s employer, he is left to die with a body full of bullet holes. David Sarif, the founder and CEO, makes the call to save Adam’s life by augmenting nearly every part of his body.

Six months later, Adam returns to work, determined to find out just exactly what is going on with Sarif Industries. It’s becoming clearer and clearer that larger things are at play, as radical “naturalists” attack Sarif at every point with at-large gangsters and corporations pulling the strings.

Upon entering the streets of Detroit, it’s clear to see that the World is quickly becoming the dystopian setting of a tragic narrative. Beyond the simple failings of the World’s economy, a new, devastating force is separating the haves from the have-nots — those who’ve spent their life savings on enhancements can no longer afford the anti-rejection medication and are forced to live on the streets, impoverished with dysfunctional augments to remind them of the life they once had.

The setting leaves a brooding, ominous feeling in one’s gut, and brings about darker ruminations of Blade Runner and Mass Effect. The tension and despair are palpable, and the characters truly bring that desperation to life with their dialogue. Life as anything but a criminal just doesn’t hold the societal value it used to; military men, cops, families — they merely maintain their existence.

While the game does a great job at setting, it does a poor job at creating characters that feel real. Many of the characters would be more effective if I simply couldn’t see them. It’s tough to truly appreciate the engrossing narrative while character models looked depressingly antiquated, bobbing their heads and hands around like seizure victims, lip syncing amiss.

Even then, many of the characters’ voices drop the ball completely, whether it’s from poor scripting or even poorer direction. The acting is often overdone, the voices are sometimes mismatched to their body, and the dialogue is uncomfortably laughable at times — to the point where even the game makes fun of itself. At what point will game makers understand that irony about a game’s shortcoming isn’t funny, it’s just sad? (I’m looking at you, Duke)

It certainly doesn’t help that the main character is one of the most unlikable voices in the game, if not the most. He’s a combination between Neo of later Matrix movies and Christian Bale’s Batman — yeah, that bad. When I saw how awesome he looked, I was instantly poised to like him, but then he started talking. His voice didn’t match the character at all, and he just sounded like a tool. Though, he becomes more likable over time.

It’s good that the player has choices to make, because for me, it allowed me to better connect to Adam, as I dictated his moral standing. Not so much a matter of “good and evil”, Adam is presented many choices that help shape his greater character; whether or not planting illegal drugs on a crime lord who enslaves women or simply killing him becomes a bit of a grey area.

Another big gripe about the presentation is how jaunting the transitions can be. The movement from in-game to cinematics is often quite abrupt and really shows the shortcomings of the in-game engine. Its 2007 announcement seems to suggest that the framework has been around for quite some time, only to be recently finished.

It is also worth mention that the game’s map leaves much to be desired, too. The towns are confusingly complex, and the waypoints aren’t much help. Allowing the player to set their own waypoint would make the navigation function more smoothly. In all, I’ve come to find that a lot of the issues I hold presentation-wise are the kind of things I would have taken for granted in the PS2 days.

After a while, however, these fumbles became far less noticeable as I found myself deep, deep into the game. The game’s art really saves its poorly-executed presentation with a stark contrast of dark and bright colors and Renaissance stylings (an ode to revolution to come). I even ended up not caring how ridiculous the characters sometimes seemed — and even started liking them — as I became enthralled by the wholly satisfying game mechanics.

The gameplay, like the presentation, is often clumsy, but it’s really satisfying once the game picks up. This is largely due to the abilities that Adam has at his disposal, thanks to his fancy, new augmentations. While many augs — people with enhancements — find that they reject their enhancements, Adam’s DNA incorporates them extremely well, and he may not even need the medication. However, to be safe, the enhancements need to be activated one step at a time.

The augmentations sport a lot of cool and innovative abilities, like being able to jump down from any height unharmed and stunning enemies near the land site, to typical upgrades, like extra armor and sprint duration. The upgrades that the player chooses to get largely account for their playstyle.

While it is possible to treat this game like a typical FPS — shooting every possible enemy with upgraded machine and handguns — the game is more rewarding to those that take the stealth approach. Experience bonuses are given to those who aren’t seen and do not kill, much like Metal Gear Solid games.

The game is made even more satisfying in that there are a few ways to be stealthy. For example, upgrades can be purchased to be able to tell where the enemy’s line of sight is, so that the player can use their silent walking upgrade to sneak around a room full of enemies via the FPS/third-person hybrid stealth and cover mechanics (which work flawlessly, by the way).

If that doesn’t suit the player’s fancy, perhaps they want to have the ability to move large objects — like refrigerators — and stack them up to form a set of stairs, in which the high jump augment can help get Adam up onto the rafters. Then, a vent can be taken to the next room for an added experience boost. The possibilities are very open, and it’s up to the player to carefully craft their abilities; not all upgrades can be purchased in a runthrough and respecing is not an option.

One of the best, albeit simple, aspects to the game is the hacking minigame. Now, more often than not, minigames feel like an excuse for the player to feel as though they earned something when they really just went through the motions — this is not the case here. The hacking minigame is fully fleshed-out and intelligently designed. It’s very hard to explain, and the game doesn’t do so well at that either, but trust me in that it’s very satisfying.

The gunplay is probably the most awkwardly clunky part of the game’s mechanics. This is not too much of a worry, as Adam is very “squishy”; the game edges for a bit of realism, in that Adam can barely take a shot. With the exception of boss fights, it’s not necessary to even kill, but should the player choose to, the usual assortments of weaponry is at Adam’s disposal — 10mm pistol, shotgun, machine pistol, combat rifle, etc.

Guns have terrible aim, and enemies are extremely overwhelming. Simply put, it’s just frustrating. The saving grace in all of this is that take-downs can be done via Adam’s strength upgrade — with the choice to knock-out or kill. If the enemy is not exactly close enough to do so, there are a few fun but cumbersome non-lethal weapons — stun guns, tranq rifles, force guns, etc.

What Edios maintains with Human Revolution are the nuances and the attention to detail that many games once had but lost. For those patient enough to look around, there are many stones to turn over; the game is riddled with secret areas, e-mails full of background development, collectibles and Easter eggs. By taking a look at everything in the first room, the game makes light of the old school of thought with an achievement/trophy.

Despite its frustrating combat and tired presentation, the Deus Ex: Human Revolution is truly an amazing game. Its artstyle and well-developed narrative paints a hauntingly beautiful canvas of dystopian society amidst a revolution in humanity. The nuances of the game largely make up for the game’s many clumsy mistakes that developers should have learned from by now. Deus Ex: Human Revolution is something that both Square Enix — the game’s publisher — and Eidos Montreal can be proud of.

4.5 out of 5

3

Gamestop / Deus Ex: Human Revolution Scandal

Update: All of this transpired throughout the day of August 24.

Game retailer, Gamestop, has officially responded to an act that has caused an uproar in the gaming community. Early this morning, news began circulating that Gamestop management had been opening new copies of the PC version of Deus Ex: Human Revolution and removing the promotional codes that granted purchasers a copy of the game via OnLive (a game streaming service).

According to Gamespy, they had received a photo from an unnamed source that was a printed copy of the email sent around to Gamestop employees. Per the picture below, they were ordered to open the packages, and discard the code that was for the OnLive version of the game.

“Square Enix packed the competitor’s coupon with our DXHR product without our prior knowledge and we did pull and discard these coupons,” Beth Sharum, a Gamestop public relations representative, told Gamespy.

For those that don’t remember, Gamestop is in the process of rolling out a streaming service, much like OnLive, next year.

In response to harsh accusations from consumers, Gamestop responded with a post on Facebook:

Regarding the Deus Ex: Human Revolution OnLive Codes: We don’t make a habit of promoting competitive services without a formal partnership. Square Enix packed the competitor’s coupon with our DXHR product without our prior knowledge and we did pull these coupons. While the new products may be opened, we fully guarantee the condition of the discs to be new. If you find this to not be the case, please contact the store where the game was purchased and they will further assist.

On a personal note, which I never add to news; I spent most of the afternoon reading comments on Twitter about how unethical it was, and how they should have just pulled the product from the shelf.


Per the below image, an email was sent out to Gamestop employees the evening of the 24th, saying to remove the product from the store shelves and put them in the backroom, for a later recall to Square-Enix. Now, unopened or opened, Gamestop will not be selling Deus Ex: Human Revolution for PC unless you have a preorder on the game.
Image Source: Gamespy and Giantbomb

0

Why the Next Dissidia Game Will be Great

Dissidia Final Fantasy is easily my favorite fighting game. With a deep character development system, more equipment than you can shake a stick at, and an easy-to-grasp fighting system, it’s hard for RPG geeks and fighting game advocates to not find at least some enjoyment out of Square-Enix’s fighting game endeavor.

The first game featured a generic story, but moving around the “battle board” and deciding who to fight and who not to fight kept the story mode entertaining enough to keep playing. Of course, that and leveling up your character. My favorite part of an RPG is character progression. I want options. I want to see my stats go up, and learn new abilities. And the way you pick and choose what limited abilities you can take into battle made you really sit back and think, also allowing you to get the most out of your personal fighting style.

The second game added a second layer to the the story mode, and remade the original story; adding more hours to sink your teeth into. The world map feature was a very nice touch, and the added characters gave players of the first game more to tinker with. But it still lacked a story mode for the villians. Two separate campaigns would of been ideal in the sequel (erm, prequel technically); a light and dark path to take.

If another Dissidia game is announced, it is bound to be better. Why, you ask? Quite simply, the Playstation Vita. Or Playstation 3. Either route they choose, it’s a winning situation. The differences are scarce; either a portable game, or a game that you can enjoy on your 50″ HD TV.

The PSV adds everything wrong with the PSP, and then some. For the sake of this article, I will only mention the perks pertaining to this particular series. First and foremost, two analog sticks. The camera was my biggest problem with the Dissidia games. Certain levels were worse about it, but if you got in a tight spot, the camera would fidget around, freak out, and figure out which direction to face; often making me get taken advantage of by my opponent. With a second analog stick, you would be able to rotate the camera around with the right thumb, like most 3D perspective games. I was hoping for the second Dissidia game to be announced for the Playstation 3, to remedy this, but I obviously didn’t get my wish.

More characters. Yes, more. More is always better, and the list of viable characters that are worthy of battle in a Final Fantasy battle royale are near-endless. Instead of one or two good guys and one villian, you could stack three or more heroes against at least two villians. For symmetry’s sake, add three of each. And maybe add one or two from each game for “support”. The cast, as is, is overwhelming, sure, but there are still some potentially amazing characters that haven’t seen the battlefield.

And of course, you can’t talk about a PSP series’ PSV/PS3 transition without mentioning trophies. The game has in-game trophies, but for one, I want to see what my friends have done, and two, I want to add to my trophy count while I am at it. Make them all achievable without some crazy antics, and we’re golden, Square-Enix.

A nice brush of HD-paint never hurt a game either. The cut-scenes in the first two games are some of the best on the PSP, just think of what they are going to be capable of if they have the proper hardware to work with.

The possibilities for the touch panels are endless, and honestly, during battle, they could do without. But it would make navigating the vast menus in the game much more convenient with the touch panels at your fingertips.

All in all, if we see another Dissidia game, it’s really going to be hard to screw up. Say what you want about Square-Enix; yes, they may have severed the heart of their Final Fantasy franchise by making the games more linear, but Dissidia is a must-own game for the underrated PSP. And if they make the transition to consoles, we are looking at the possibilities of a richer story, a better fielded roster, and easier to access multiplayer. If they decide to go the handheld route, the same things hold true, but on the go.

0

Final Fantasy XIII-2 Confirmed January 2012 Release for North America

When Square Enix announced Final Fantasy XIII-2, the most we ever knew about the Western release was that it was planned for “next winter.” In their Comic-Con Press Release, they confirmed a January 2012 ship date for Final Fantasy XIII-2 in North America.

It’s narrowing down, and we can only hope for the exact dates at the big conventions — Preferably at Tokyo Game Show, maybe even Gamescon. Looks like the wait won’t be long to see what Square-Enix has learned after the luke warm-reception of Final Fantasy III. Don’t forget to check out our E3 Preview and Video Interview of the game.

3

PC Review: Dungeon Siege III

After the monstrous success that was Diablo II a horde of copycats materialized in an effort to catch a fraction of its success. One of the more successful attempts was the Gas Powered Games developed Dungeon Siege. Dungeon Siege carved out a solid niche for itself but over the last ten years the gaming industry has drifted further and further away from dungeon crawling adventures and the series has been on hiatus for the last half decade. The gaming industry is cyclical though and the release of Torchlight a couple of years ago reignited interest in the genre.

This year has seen the release of the aforementioned Torchlight as an XBOX Live Arcade title, Dungeons & Dragons: Daggerdale and now Dungeon Siege III. Developed by Obsidian Entertainment with oversight by Gas Powered Games, Dungeon Siege III transports players back to the Kingdom of Ehb for another grand adventure.

Historically the dungeon crawling genre has not been a haven for strong storytelling. Dungeon Siege III attempts to break this mold by delivering a far-reaching story in the same vein as Dragon Age: Origins. And for the most part it succeeds.

While the ties to the original Dungeon Siege games are cursory at best, Obsidian has filled the game with a ton of intricate backstory, including a plot to assassinate a king, a decimated legion of elite warriors looking for redemption and a terrible civil war that has engulfed Ehb for decades. All of this is delivered via narration in static cutscenes as well as in-game conversations. Unfortunately that is the first of many failings the game has.

The cutscenes, while filled with interesting plot points, are dull and uninspiring. This presentation would have been considered dated a decade ago and even today Diablo II puts this game to shame. The cutscenes can be quickly forgotten as they only happen at the end of an act in the game however exposition via in-game conversations happens far more frequently and is doubly egregious due to the atrocious voice acting. Dialog is delivered without any sense of emotion, often times sounding like automatons are delivering the lines instead of real life voice actors.

A good story with a bad delivery is easily overlooked if the gameplay succeeds in delivering a solid experience. Sadly this is not to be. For Dungeon Siege III, Obsidian has taken the formula that has long worked in dungeon crawlers, including past Dungeon Siege games, and tossed it out the window.  While the game sticks to the standard character classes, (fighter, mage, and ranged)  Instead of utilizing the universally accepted control scheme for dungeon crawlers, Dungeon Siege III utilizes its own new control system and it fails, miserably. The game was obviously designed for play on a console with a controller as mouse and keyboard handles awkwardly and makes the game near unplayable.

At first glance the combat is not  very strategic in nature but when looked at over the course of many battles there is quite a bit of strategy that goes into taking on the large quantities of enemies that the game throws the players way. The combat in Dungeon Siege III forces players to rely heavily on the dodge mechanic. Rolling and repositioning to better counterattack are the name of the game and once mastered combat becomes almost rhythmic in nature. The combat is a far cry from the constant click fest that the genre is known for and it can be quite fun, once understood.

Something else that will take some getting used to is the way in which the game deals with health. Dungeon Siege III has no Health or Mana potions, replaced instead with regeneration orbs that are randomly dropped from defeated enemies. Players can also heal themselves by using skills but these skills require quite a bit of energy and are not the fail safe that potions are in standard dungeon crawlers. This change in formula takes a lot of getting used to, especially when factoring in the save system.

If the awkward control system was not enough to convince someone that Dungeon Siege III was designed for consoles then the save system surely will. PC gamers have long come to expect the ability to save the state of their game anytime and anywhere, Dungeon Siege III forces saves to only be performed at save points scattered throughout the world. These points are generously spaced in the environment but even so it alters how one approaches battles.

Aside from the control issues, which Obsidian has publicly addressed, none of these changes drastically hurt the game instead altering how players approach the game. There is nothing wrong with mixing things up as long as the basic tenants of the genre remain. Obsidian gets the dungeon crawling mostly right, although at times it can seem far too linear with a lack of actual exploring. Unfortunately they get the other primary tenant wrong.

A strong variety of treasure (loot) is what keeps players coming back time and time again to adventure in the dungeons. Dungeon Siege III has a terrible loot system; aside from the random treasure drops being rather unexciting, the simple fact is that no matter what loot is acquired it never drastically alters the players appearance. What good is having a Dwarven Helm of Dragon Bone if the character on-screen still looks exactly the same wearing the Cloth Hat of Fail? In some ways it actually beneficial to the game that it has a hard end after defeating the final boss because there is no reason to explore Ehb further with the way the loot system works. Without a good loot system the only reason to play the game is the poorly delivered storytelling and that goes against the very nature of dungeon crawling.

The lack of customization extends to the multiplayer aspects of the game. Forgoing any sort of persistence, multiplayer in Dungeon Siege III is drop-in / drop-out co-op. Joining another players game forces players to select one of the four character classes that are not currently being used. Experience, loot, and progress are all tied to the host game, so joining a friend’s game will not help one in their own game. Considering multiplayer and the ability to keep your character throughout different games is such a strong aspect of this genre it is surprising that Obsidian got it so very, very wrong.

If Dungeon Siege III were called something else the flaws might be more easily overlooked, it wouldn’t necessarily make it a better game but it would allow it to work on its own merits outside of the Dungeon Siege legacy. That legacy was built on the PC and the utter disregard shown for the platform in the game is tragic. Worse still original series developer Gas Powered Games oversaw Obsidian’s development of the project making it an even harder slap in the face. That said Dungeon Siege III has some fun in it and if one has burned through all the other recently available dungeon crawlers then it might be worth a go.

3 out of 5.

1

E3 Interview: Producer and Director of Final Fantasy XIII-2