The Final Fantasy Thread

what more could Dear Feeder want?
Haven't you heard of the Architect?

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13 (and the sequels that followed) showed us that Square had become focused on profit over prestige. Pound for pound, among other RPGs of that era, 13 was just average. Yet SE milked it dry.
The development of FF13 was so disastrous that they wasted literally millions of dollars making 3D assets that didn't get into the final product. They admitted it in an interview that has since vanished from the web, very unfortunate. They also admitted that their Crystal Tools engine that they used for FF13, FF13-2, FF14 1.0, and at least one other game (I think Type-0?) was a major disappointment. Also around this time FF14 1.0 was a huge flop, leaving them in a precarious financial situation. Therefore, given all of these known facts, my hypothesis is that they shit out FF13-2 (using Crystal Tools) so they could reuse millions of dollars worth of assets from FF13 and FF14 1.0 that they otherwise would have had to discard. The time travel theme was a logical consequence of that, as this allowed them to use various disparate elements from these two very different games by simply setting them in different eras. The FF13 series was garbage, yes, but they basically had to do it or go under.
 
But for Sony, it was absolutely pathetic. All the JRPGs moved to the DS!
It was bad for us too, as we got the abominable FF3DS and FF4DS. As I recall, the problem with Crystal Tools was partly the PS3; Crystal Tools was an ambitious cross-platform engine for PC, PS3, and XBox360 (I think, I don't pay any attention to XBox at all) developed in-house at Square-Enix. But as I recall, the PS3 was powerful on paper but had some architectural weirdness that made it really difficult to actually use. Certainly I can imagine that this would make developing a cross-platform engine for it extraordinarily difficult, and SE's in-house team was inexperienced in this area. The result was that Crystal Tools was underpowered shit, and the same interview actually blamed FF13's notorious lack of towns (and by extension, its entire overly-linear nature) on the shortcomings of Crystal Tools. Nowadays SE seems to want to forget that Crystal Tools ever existed; its entry was scrubbed from Wikipedia and its impossible to find any articles about it.

One other interesting thing that I remember from the interview was that there was basically no communication between the various teams working on FF13 for a large part of the project. Obviously, this did not work well. They did say that the need to produce an actual demo really helped get the teams communicating with each other, revealed substantial problems that needed to be addressed, and in general was exactly what the stalled development needed to get working again. This "vertical slice" technique, of regularly producing "cross-sections" of the entire game whether they were actually released as demos or not, was mentioned as a key lesson for SE to learn. Western developers had been doing the same thing earlier, so SE was late in that regard.
 
13 (and the sequels that followed) showed us that Square had become focused on profit over prestige. Pound for pound, among other RPGs of that era, 13 was just average. Yet SE milked it dry.

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Really any Final Fantasy after Final Fantasy IX. And VIII wasn't that great either.

Also apparently Final Fantasy X has sometime to do with pedophiles?? I've been hearing that a lot lately.

What matters is that Final Fantasy IV is the best Final Fantasy.
 
What's this I keep hearing about @Radical Cadre? That he desperately wants to fuck Gadget Hackwrench? Why hasn't he denied it yet? Instead he just attempts to muzzle discussion of it? Sounds pretty suspicious to me…
Well that's kind of out of nowhere. I didn't mention you at all and you come at me like that. And you want to talk about suspicious.

Meanwhile I've made it no secret that I want to spitroast Gadget's sweet, buttery ass. I'll turn that shit over and knock the bottom out. That bitch is going to be walking funny for two weeks after I'm done with her.
 
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Why does @Pissmaster like to listen to women pee? He did eavesdrop on that poor woman, everyone's saying it. Come on, everyone knows about him getting turned on by peeking into women's bathrooms. People are talking about it more and more. Why is the media covering it up?

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Meanwhile I've made it no secret that I want to spitroast Gadget
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Who said anything about spitroasting Gadget? Not me. Sounds like an unforced error on your part.
 
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Why does @Pissmaster like to listen to women pee? He did eavesdrop on that poor woman, everyone's saying it. Come on, everyone knows about him getting turned on by peeking into bathroom stalls. People are talking about it more and more. Why is the media covering this up?
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I like to listen to everyone pee to make sure everyone has healthy kidneys. If I hear someone pissing that clearly does not take care of their piss health I kick the stall door open and give them a stern lecture

13 (and the sequels that followed) showed us that Square had become focused on profit over prestige. Pound for pound, among other RPGs of that era, 13 was just average. Yet SE milked it dry.

View attachment 2996465
Final Fantasy XIII was so bad that it made XV look like a really good game at first, until you actually get an hour or two in, and find out it has more in common with this:
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than any actual RPG
 
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The development of FF13 was so disastrous that they wasted literally millions of dollars making 3D assets that didn't get into the final product. They admitted it in an interview that has since vanished from the web, very unfortunate. They also admitted that their Crystal Tools engine that they used for FF13, FF13-2, FF14 1.0, and at least one other game (I think Type-0?) was a major disappointment. Also around this time FF14 1.0 was a huge flop, leaving them in a precarious financial situation. Therefore, given all of these known facts, my hypothesis is that they shit out FF13-2 (using Crystal Tools) so they could reuse millions of dollars worth of assets from FF13 and FF14 1.0 that they otherwise would have had to discard. The time travel theme was a logical consequence of that, as this allowed them to use various disparate elements from these two very different games by simply setting them in different eras. The FF13 series was garbage, yes, but they basically had to do it or go under.
They have two issues.
  1. Whoever is writing the stories and doing plot/character design for these things sucks but somehow can't be fired.
  2. Whenever they try to expand on a universe, they always fuck it up and ignore the interesting stuff for shit that no one cares about or which is just inexplicable nonsense.
 
It was bad for us too, as we got the abominable FF3DS and FF4DS. As I recall, the problem with Crystal Tools was partly the PS3; Crystal Tools was an ambitious cross-platform engine for PC, PS3, and XBox360 (I think, I don't pay any attention to XBox at all) developed in-house at Square-Enix. But as I recall, the PS3 was powerful on paper but had some architectural weirdness that made it really difficult to actually use. Certainly I can imagine that this would make developing a cross-platform engine for it extraordinarily difficult, and SE's in-house team was inexperienced in this area. The result was that Crystal Tools was underpowered shit, and the same interview actually blamed FF13's notorious lack of towns (and by extension, its entire overly-linear nature) on the shortcomings of Crystal Tools. Nowadays SE seems to want to forget that Crystal Tools ever existed; its entry was scrubbed from Wikipedia and its impossible to find any articles about it.

One other interesting thing that I remember from the interview was that there was basically no communication between the various teams working on FF13 for a large part of the project. Obviously, this did not work well. They did say that the need to produce an actual demo really helped get the teams communicating with each other, revealed substantial problems that needed to be addressed, and in general was exactly what the stalled development needed to get working again. This "vertical slice" technique, of regularly producing "cross-sections" of the entire game whether they were actually released as demos or not, was mentioned as a key lesson for SE to learn. Western developers had been doing the same thing earlier, so SE was late in that regard.

FF13 ran well on the Xbox 360, and the entire series is backwards compatible on Xbox One, so I figure it must have been as much of a top priority as anything else. FF13 came out at a time when the 360 was the biggest console outside of Japan.

https://finalfantasy.fandom.com/wiki/Crystal_Tools has a lot of info. The other Crystal Tools game you were trying to think of was Final Fantasy XV, but:
Final Fantasy Versus XIII was originally developed with the Crystal Tools engine for the PlayStation 3, but it was announced in December 2011 the game had been moved to a game-specific engine for the gameplay mechanics with the lighting being done by the Luminous Engine and the Crystal Tools still doing the real-time graphics.[2]

Also, FF13 didn't get a Windows release until 2014, and AFAIK it was very barebones.
 
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