Tetsuya Nomura and Yusuke Naora Based Episodic Prequel Before Crisis: Final Fantasy Its Humble Mobile Beginnings

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Tetsuya Nomura and Yusuke Naora Based Episodic Prequel Before Crisis: Final Fantasy Its Humble Mobile Beginnings An Unofficial Fan Magazine The History of Developer FFXV Previewed Type-0 Profiles in Detail! The game’s development Learn all about the folk An in-depth look at the deconstructed! behind Class Zero! incoming FFXV demo! Production is non-profit. Do not pay for this! FINAL FANTASY Copyright © SQUARE ENIX CO., LTD. Production not associated with Square Enix. Welcome! Contents The Long Road: Portable Warfare: The Birth of Class Zero On Type-0’s PSP Origins Nine years after its first Without the strong response announcement, Type-0 is and following post-launch, coming West. We analyse Type-0 may never have come every twist and turn in its West. We take a look at the development and journey. response to the PSP release. Page 4-9, 12-13 Page 10-11 he Final Fantasy series is quite a lot like light Tshone through a crystal, a key symbol of the The Nations of Orience / Proud Parents: series. Each beam of light interprets the shape Who Made This of the crystal differently and takes form with Meet Class Zero The People behind Class Zero bold new definitions, cast brightly across what This magazine is a free, joint production from Get to know the world of Learn all about some of the will soon become thirty years of history. several Final Fantasy, Square Enix and JRPG- Type-0 with our spoiler-free visionary creators behind Much like the games we enjoy, FF fans are focused websites & communities who band primer featuring everything Type-0, including profiles on hues in a broad spectrum. Young and old, from together under the moniker SeeD (named after you need to know about the Director, Lead Artist and all walks of life all over the globe, it’s no susprise FFVIII’s Garden academies) to collectively work Orience and Class Zero. Composer of the game. we have passionate and often disparate views to provide better unofficial outlets through on where FF is its best and where it should go which to grow and serve the FF community. in the future - but those passions are also a Page 14-15/16-17 Page 18-21 mark of pride for this community. Thanks to the following for their contributions to this project and SeeD at large: Under the banner of SeeD, representatives Head to Head: Side Quests: from several major FF and JRPG communities • FinalFantasy.net • FFWorld.com assemble regularly to collaborate on group • NovaCrystallis.com • SQEX.info PSP vs HD Visual Face-Off Type-0 in Alternate Media projects and assist each other in bettering the • UFFSite.net • FFandMore.com The artists and developers at As well as the game itself, wider community. • GamerEscape.com • MognetCentral.com Square Enix and HexaDrive Type-0’s world spans For the 25th Anniversary of FF, we produced • RPGamer.com • RPGSite.net have put a lot of effort into content in a variety of media a digital magazine casting its eye over all facets • UFFSite.net • FFRing.com visually upgrading Type-0 - including Manga, Novels and of the series. We’ve done that again here - this • KHInsider.com • ZellFantasy.it see how it compares! Music. Learn all about it! time to put a look at the newest title in the franchise and the long journey it has taken to • FinalFantasyUnion.com • TheLifestream.net reach many of us. Page 22-23 Page 24-25 Final Fantasy Type-0 nearly never made its way to Western FF fans. Almost a decade has elapsed since its original reveal, and it has The Verdicts: At Last - Final Fantasy XV: changed, grown, disappeared, reappeared, but Type-0 HD - What We Thought Duscae Preview that’s over. At last: It has arrived. Some of the contributors Early purchasers of Type-0 Thanks to the many fans who lobbied for years to this magazine weigh in are in for a treat in the form through fan sites, social media and pressure on Type-0 HD after playing of a first hands-on test of campaigns for the game to be released here - LEGAL STUFF: through the final version of FFXV’s gameplay systems. and thanks to Square Enix for listening! Final Fantasy, all associated trademarks & assets used & mentioned in this publication are © and owned by SQUARE ENIX CO. LTD. the game. Here’s what to expect. But just what are we getting? How good is No copyright infringement is intended. This publication is not associated with, authorized by or licensed by SQUARE ENIX CO. it? And how about that development? Turn the LTD. (But we hope they like it.) page - and join us for a history lesson. Page 26-31 Page 32-33 by Tony Garsow @TonyGarsow [Editor, FinalFantasy.net] This publication is a non-profit fan creation and should always be 2 free to download and reproduce in its full, unedited form. 3 May 8th, 2006: The Long Road A Mobile Vision icture the scene at E3 2006 - Square Enix is about The Birth of Class Zero Pto reveal not just one new Final Fantasy, but three. The last time they did this the end result was Final Fantasy IX, X and XI - much-loved games all A single CG trailer offered a glimpse at a world that at this point released to the public within a little over two years looks very familiar - with slight differences. After almost a decade, we investigate: just how did Type-0 come to be? of their joint announcement. It’s at this point we have to give credit to Tabata After the reveal of Final Fantasy XIII, director and those who developed the initial concept for Hajime Tabata stepped up to explain his project. Agito, as in hindsight it now seems “Accessible any time, “Agito - Latin for ‘to an incredibly forward-thinking anywhere, it will prove put into motion’ - is the concept. o say Final Fantasy Type-0 has taken a the most universal theme of this online RPG, Announced a year before people long journey to reach this point is really as well as the overall would get their hands on the first T Final Fantasy to date.” development concept,” iPhone, Tabata’s early comments something of an understatement. Originally he announced. “Agito XIII revealed in 2006 as Final Fantasy Agito XIII, it - Hajime Tabata on Agito XIII, 2006 about an always-on, accessible, is being developed for the mobile RPG for 4G devices bear began life a forward-thinking mobile game in next generation of mobile a pre-iPhone world. a striking resemblance to many phone handsets.” modern mobile games, including Eight years later and after a string of delays, None of this sounds FF creator Hironobu Sakaguchi’s several platform changes and a Japanese-only familiar to what we have The original logo for the game that’d become Type-0 recent game Terra Battle. PSP release, Type-0 is finally making its way now of course, but those that would become the Agito wasn’t the first mobile FF, of course - West as a high definition title for the latest key players were in place. Tabata had been tapped Tabata’s team had just finished work on the phone- generation of consoles - quite the change from to direct, while Tetsuya Nomura and Yusuke Naora based episodic prequel Before Crisis: Final Fantasy its humble mobile beginnings. were in place to handle character and artistic VII, and off the back of that began discussing It’s been the best part of a decade in the design respectively. Also promised to the project concepts for Agito in 2005. was composer Takeharu Ishimoto. making - but what are the key points of this Before Crisis was published directly via Japanese journey, and how did it shape the game we The E3 showing offered little - a title, some vague service providers for ‘Keitai’, exclusive Japanese- now get to play? Join us as we take a look at synopsis information and some concept art - but only phones that had tech nerds the world over the long and winding road Type-0 has taken to later showings offered us a first glimpse at Type-0’s drooling. Nobody had any idea of the revolution reach us. iconic red-caped uniforms and the title’s cast. Apple was crafting in California, but Agito’s ideas by Jérémie Kermarrec [Owner, FFWorld.com] In its original form, were impressively on the right track, if early. Editing: Alex Donaldson @APZonerunner [RPGSite.net] Final Fantasy Agito Despite this, Tabata admitted in 2006 that XIII was envisioned Square was yet to enter discussions with mobile as a full-3D mobile providers. Instead of developing for a specific RPG where the player upcoming handset, it was instead birthed on chose from among the PC with simulated technical and network twelve characters - specifications based on guesswork. the same cast we have today minus Machina This ultimately proved a grave mistake. The 4G and Rem - to go on an hardware envisioned wasn’t materializing, and The only footage released of the original current devices weren’t going to support the adventure in a vast, Agito featured mobile-friendly visuals accessible world. and command-based combat. team’s vision. Square had taken an impressive step ahead, but then found it was a step too far. Its mobile basis was key - Tabata intended it to be a ‘universal’ FF that could be accessed anywhere. In September 2007 - just three months after Wireless features would allow the player to the launch of the first iPhone, which was still a 3G recruit nearby strangers to join their game, and a device and months from major Japanese success command style battle system meant slower-paced - Tabata informed Japanese gaming magazine gameplay easier for both players and always-on Famitsu magazine that major news was coming in game servers to handle on the go.
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