Schlagwort: square enix

  • Star Ocean Character Illustrator Talks Process, Design, and Updating for the Modern Eye

    Star Ocean Character Illustrator Talks Process, Design, and Updating for the Modern Eye

    Reading Time: 7 minutes

    To all the seasoned ship captains, cruising the stars and exploring the unknown in deep space, and the fresh ensigns looking to make a name for themselves… this is for you.

    Star Ocean First Departure R, the HD remaster of the classic sci-fi RPG and first installment in the Star Ocean series, is coming to PlayStation 4 on December 5. On top of the enhanced graphics and multiple full voiceover options in this version, all of the characters feature new and updated looks, thanks to the prolific Star Ocean series character illustrator Katsumi Enami.

    The Square Enix team sat down with Enami-san to talk about his work on the Star Ocean series, his approach to redesigning some of the series’ most beloved characters, and his background as an illustrator.

    SE: How did you get your start as an illustrator and how did you begin working on the Star Ocean series?

    KE: Originally, I worked at a game company designing graphics, mainly drawing backgrounds/environments. Despite being responsible for backgrounds, I wanted to draw characters and started posting my illustrations to a personal website I had created. At that point, I started to receive several requests to illustrate for “light novels” so I found the courage to leave my job to begin my career as an illustrator. At that time, the work I had done for “Baccano!” served as an impetus for receiving more jobs in the direction of character design. As for the Star Ocean series, it all began when I was given the opportunity to work on the character illustrations for “Star Ocean: The Last Hope.”

    SE: What do you like most about creating artwork for the Star Ocean series?

    KE: The game is set in an expansive world based in outer space where a variety of races and cultures exist. The range of physical appearances and outfits makes it appear as though each one is based on a completely different lore, even within the same title. I consider this — attempting to distinguish them from one another as I draw them — to be both a challenge and a pleasure. Particularly on “Star Ocean: The Last Hope,” the armor with a mechanical feel was something I had never had a chance to draw until then, so there was a bit of personal satisfaction for being able to accomplish drawing something of that nature.

    SE: How did working on Star Ocean: The Last Hope differ from working on Star Ocean First Departure R? How has your method/process of illustration changed over the years?

    KE: There was a moment of regret on my part after taking on “Star Ocean: The Last Hope” as it involved depicting a lot of Sci-Fi armor, and drawing mechanical objects was not my forte. That said, after finishing the illustrations, I felt that the detailed designs gave the mechanical objects a weightiness that gave the finished product a level of quality/texture that goes beyond my own design capabilities.

    “Star Ocean First Departure R” is a port of the original game, so the original designs served as a basis. In order to honor the original designs that fans adore, rather than drastically changing or modernizing them, I was conscious of maintaining parts of the original designs, while updating some aspects so they could be appealing to modern players.

    Compared to “Star Ocean: The Last Hope,” the characters’ outfits are simpler. It didn’t allow any room to cut corners with the help of dense details, so I considered the best way to dress the characters with their outfits in order to generate a good atmosphere.

    As for differences in the production process, the work on “Star Ocean: The Last Hope” was relatively simple as illustrations were generated from available designs. “Star Ocean First Departure R” was similar in that I was drawing available designs, but there was an added element of giving them a sense of atmosphere that would make them relevant for this day and age.

    SE: How did you approach updating the original artwork for Star Ocean First Departure R? Did you collaborate with the original artist?

    KE: I believe key art and character illustrations were everything for many games from the past, where they focused on character images to help supplement and expand on the player’s imagination. For this title, I believe the opportunity was presented to me as the illustrator that worked on “Star Ocean: The Last Hope,” so illustrating in a way that generates the feeling that it is all part of the same series is something I tried to keep in mind during the process. I have not met the artist who worked on the original game, but I am one of many who played the game with those designs, so I’m truly grateful for the opportunity to illustrate them myself.

    SE: Of the three new illustrations released thus far (Roddick, Millie, Dorne), which character was your favorite to draw and why?

    KE: I would have to say Dorne. Regardless of the project, I always love supporting characters. There may be instances where I get over-enthusiastic and run wild with my imagination, giving them too much character. On the contrary, I find it challenging to create the hero or heroine, attempting to depict the handsomest or cutest characters. There have been many instances where they are overshadowed by the personality exuded by supporting characters, so I try to be mindful about avoiding such an outcome.

    SE: Star Ocean as a series has had a fair number of guest artists contribute artwork and designs, including yourself and others like Akiman (Street Fighter) and Kou Yoshinari (Valkyrie Profile). What does it feel like to work on a series that has such a diverse body of aesthetic and design?

    KE: Back when I was a student and I was playing games all the time, Akiman’s “Street Fighter” illustrations were an aspiration. Every time there is a new illustration for Star Ocean by Akiman, I feel a sense of happiness, knowing that I am working on the same series.

    In regards to Kou Yoshinari, I remember looking at Valkyrie Profile and thinking how high level character designs had become. I felt concerned for my future as I started to set out on the same path, and remember his presence being quite stimulating.

    I am extremely happy to be involved in a title with many wonderful designers; at the same time, the pressure is constant as it feels like a competitive field where my current self is being compared against such illustrators.

    SE: Are there any other Star Ocean characters you would like to draw in an official capacity?

    KE: There are many, so there would be no end if I were to draw everything, but perhaps Maria. Generally speaking, I prefer to draw characters that are pretty over cute, and cool over handsome. Given the fact that I have the opportunity to partake in a title with so many characters, if there is an opportunity to do so, I would love to take on all of them.

    SE: Do you have any advice for young artists/illustrators?

    KE: In this day and age, there are so many methods to showcase your artwork, so the competition is greater, making it harder to make a living out of this profession and have people remember your name. In order to make drawing your profession, I feel like success or failure depends on whether you have something to offer that aligns with someone’s objective when they happen to stumble upon your work while looking for an artist. I feel like these opportunities will increase by showcasing pieces that are polished and display the skills required for your target genre and industry.


    Star Ocean First Departure R launches on December 5 on PS4. Pre-order now to immediately receive a commemorative PS4 theme featuring some of the newly drawn illustrations by Enami-san, in addition to a digital mini soundtrack from the Star Ocean Live 2019 concert when the game launches on December 5. Pre-order today.

    About Katsumi Enami

    Katsumi Enami is an illustrator who hails from Hiroshima prefecture. He worked as a graphic artist after joining Compile Co., Ltd., while posting and sharing his illustrations online. His artwork caught people’s attention, which led him to work on providing illustrations for the Baccano! novels. From there, he would go on to illustrate and create character designs for other light novels and video games. For the Star Ocean series, Enami created all the character illustrations for Star Ocean: The Last Hope and Star Ocean First Departure R. He also contributed multiple character illustrations to the smartphone title Star Ocean Anamnesis.

    Website: LINK

  • Star Ocean Character Illustrator Talks Process, Design, and Updating for the Modern Eye

    Star Ocean Character Illustrator Talks Process, Design, and Updating for the Modern Eye

    Reading Time: 7 minutes

    To all the seasoned ship captains, cruising the stars and exploring the unknown in deep space, and the fresh ensigns looking to make a name for themselves… this is for you.

    Star Ocean First Departure R, the HD remaster of the classic sci-fi RPG and first installment in the Star Ocean series, is coming to PlayStation 4 on December 5. On top of the enhanced graphics and multiple full voiceover options in this version, all of the characters feature new and updated looks, thanks to the prolific Star Ocean series character illustrator Katsumi Enami.

    The Square Enix team sat down with Enami-san to talk about his work on the Star Ocean series, his approach to redesigning some of the series’ most beloved characters, and his background as an illustrator.

    SE: How did you get your start as an illustrator and how did you begin working on the Star Ocean series?

    KE: Originally, I worked at a game company designing graphics, mainly drawing backgrounds/environments. Despite being responsible for backgrounds, I wanted to draw characters and started posting my illustrations to a personal website I had created. At that point, I started to receive several requests to illustrate for “light novels” so I found the courage to leave my job to begin my career as an illustrator. At that time, the work I had done for “Baccano!” served as an impetus for receiving more jobs in the direction of character design. As for the Star Ocean series, it all began when I was given the opportunity to work on the character illustrations for “Star Ocean: The Last Hope.”

    SE: What do you like most about creating artwork for the Star Ocean series?

    KE: The game is set in an expansive world based in outer space where a variety of races and cultures exist. The range of physical appearances and outfits makes it appear as though each one is based on a completely different lore, even within the same title. I consider this — attempting to distinguish them from one another as I draw them — to be both a challenge and a pleasure. Particularly on “Star Ocean: The Last Hope,” the armor with a mechanical feel was something I had never had a chance to draw until then, so there was a bit of personal satisfaction for being able to accomplish drawing something of that nature.

    SE: How did working on Star Ocean: The Last Hope differ from working on Star Ocean First Departure R? How has your method/process of illustration changed over the years?

    KE: There was a moment of regret on my part after taking on “Star Ocean: The Last Hope” as it involved depicting a lot of Sci-Fi armor, and drawing mechanical objects was not my forte. That said, after finishing the illustrations, I felt that the detailed designs gave the mechanical objects a weightiness that gave the finished product a level of quality/texture that goes beyond my own design capabilities.

    “Star Ocean First Departure R” is a port of the original game, so the original designs served as a basis. In order to honor the original designs that fans adore, rather than drastically changing or modernizing them, I was conscious of maintaining parts of the original designs, while updating some aspects so they could be appealing to modern players.

    Compared to “Star Ocean: The Last Hope,” the characters’ outfits are simpler. It didn’t allow any room to cut corners with the help of dense details, so I considered the best way to dress the characters with their outfits in order to generate a good atmosphere.

    As for differences in the production process, the work on “Star Ocean: The Last Hope” was relatively simple as illustrations were generated from available designs. “Star Ocean First Departure R” was similar in that I was drawing available designs, but there was an added element of giving them a sense of atmosphere that would make them relevant for this day and age.

    SE: How did you approach updating the original artwork for Star Ocean First Departure R? Did you collaborate with the original artist?

    KE: I believe key art and character illustrations were everything for many games from the past, where they focused on character images to help supplement and expand on the player’s imagination. For this title, I believe the opportunity was presented to me as the illustrator that worked on “Star Ocean: The Last Hope,” so illustrating in a way that generates the feeling that it is all part of the same series is something I tried to keep in mind during the process. I have not met the artist who worked on the original game, but I am one of many who played the game with those designs, so I’m truly grateful for the opportunity to illustrate them myself.

    SE: Of the three new illustrations released thus far (Roddick, Millie, Dorne), which character was your favorite to draw and why?

    KE: I would have to say Dorne. Regardless of the project, I always love supporting characters. There may be instances where I get over-enthusiastic and run wild with my imagination, giving them too much character. On the contrary, I find it challenging to create the hero or heroine, attempting to depict the handsomest or cutest characters. There have been many instances where they are overshadowed by the personality exuded by supporting characters, so I try to be mindful about avoiding such an outcome.

    SE: Star Ocean as a series has had a fair number of guest artists contribute artwork and designs, including yourself and others like Akiman (Street Fighter) and Kou Yoshinari (Valkyrie Profile). What does it feel like to work on a series that has such a diverse body of aesthetic and design?

    KE: Back when I was a student and I was playing games all the time, Akiman’s “Street Fighter” illustrations were an aspiration. Every time there is a new illustration for Star Ocean by Akiman, I feel a sense of happiness, knowing that I am working on the same series.

    In regards to Kou Yoshinari, I remember looking at Valkyrie Profile and thinking how high level character designs had become. I felt concerned for my future as I started to set out on the same path, and remember his presence being quite stimulating.

    I am extremely happy to be involved in a title with many wonderful designers; at the same time, the pressure is constant as it feels like a competitive field where my current self is being compared against such illustrators.

    SE: Are there any other Star Ocean characters you would like to draw in an official capacity?

    KE: There are many, so there would be no end if I were to draw everything, but perhaps Maria. Generally speaking, I prefer to draw characters that are pretty over cute, and cool over handsome. Given the fact that I have the opportunity to partake in a title with so many characters, if there is an opportunity to do so, I would love to take on all of them.

    SE: Do you have any advice for young artists/illustrators?

    KE: In this day and age, there are so many methods to showcase your artwork, so the competition is greater, making it harder to make a living out of this profession and have people remember your name. In order to make drawing your profession, I feel like success or failure depends on whether you have something to offer that aligns with someone’s objective when they happen to stumble upon your work while looking for an artist. I feel like these opportunities will increase by showcasing pieces that are polished and display the skills required for your target genre and industry.


    Star Ocean First Departure R launches on December 5 on PS4. Pre-order now to immediately receive a commemorative PS4 theme featuring some of the newly drawn illustrations by Enami-san, in addition to a digital mini soundtrack from the Star Ocean Live 2019 concert when the game launches on December 5. Pre-order today.

    About Katsumi Enami

    Katsumi Enami is an illustrator who hails from Hiroshima prefecture. He worked as a graphic artist after joining Compile Co., Ltd., while posting and sharing his illustrations online. His artwork caught people’s attention, which led him to work on providing illustrations for the Baccano! novels. From there, he would go on to illustrate and create character designs for other light novels and video games. For the Star Ocean series, Enami created all the character illustrations for Star Ocean: The Last Hope and Star Ocean First Departure R. He also contributed multiple character illustrations to the smartphone title Star Ocean Anamnesis.

    Website: LINK

  • How Trials of Mana Reimagines an RPG Classic You’ve Never Played

    How Trials of Mana Reimagines an RPG Classic You’ve Never Played

    Reading Time: 4 minutes

    Trials of Mana, out on PS4 in 2020, is a remake of an RPG classic you’ve possibly never heard of. That is understandable, as the story behind it is over 20 years old. Let’s get you up to speed with a quick refresher.

    A quick story from 24 years ago…

    The short version is a game named Seiken Densetsu 3 came out in Japan way back in 1995. It retained certain elements of its predecessor, known as Secret of Mana in the West — high fantasy setting, lush visuals, an emphasis on real-time combat — while expanding on others. You still played with a party of three characters, but now you had a cast of six to choose from, with the storyline altering depending on who you selected as your core trio.

    Yet despite Secret of Mana — receiving global critical acclaim on launch, its follow-up never released outside of Japan.

    Fast-forward to June this year and Square Enix made a surprise announcement: it was hard at work on a Seiken Densetsu 3 remake. And with a new version comes a new name: . Same characters, same world, but rebuilding everything else to make it look, sound and play like it had been created for today’s audience.

    How a new game can feel so familiar…

    And the idea works. I was overcome with a strange sense of deja-vu when playing the demo recently, like I was revisiting a classic game I’d loved but inexplicably forgotten. Nostalgia gripped me the moment the game’s gorgeous soundtrack kicked in and those vibrant visuals came into focus. Nostalgia for a game I have never played. Square Enix has achieved something special here. For gamers of a certain era, the experience might be disconcerting. Disconcerting, yet wonderful.

    …and the challenges faced by the studio to achieve just that

    That sensation is something Square Enix is well aware of. “A large part of putting out this remake was to capture the nostalgia for people who’d played it when they were younger,” explains producer Masaru Oymada when I talk to him after my half-hour play session. And even if you haven’t played the original, you should recognise the era this remake evokes.

    The team knew it wanted to keep the general outline the same, but much needed to be rebuilt to make sure the game could “fit with the times.” The question then was this: what would this game be if it was made today?

    Not that answering that was simple. From the start, there were big design concerns, ones without easy fixes. Not only did the studio have to reinterpret the game’s look as it jettisoned the original’s pixel art approach, it had to reinvent the battle system. Both proved challenging.

    “With pixel art there’s a lot of extrapolation and imagination the user puts in to what they think the character looks like,” Oymada explains. ‘Filling those blanks’ for the Unreal Engine-powered adaptation, yet keeping the design consistent with the original was an uphill struggle.

    Similarly, retaining characters’ personalities while removing the more “comical” aspects of their body language proved tough. “It was definitely something we struggled with, to figure out how to keep the characters’ personality and properly express it through their movements.”


    You can switch between your three party members at any time. You can customize what actions your two other party members will perform during battle in a sub menu

    Nor could the battle system remain the same. While an early prototype that mimicked the original had a “good vibe” going to begin with, the team soon “got the feeling that the battle system, with the way it looked, it didn’t really fit.” The decision was made to start afresh. The final system, which adds in modern touches such as evades, jumps and combos, was refined through multiple playtests.

    In comparison, the switch from the traditional top-down view to a third-person perspective was relatively easy. “It really was just to make sure the player felt as immersed in the story as possible.”

    When change is tradition

    Yet change is not unusual for Seiken Densetsu. In fact, it’s tradition. According to Oymada, franchise creator Koichi Ishii was “always very keen to try new things” come every game in the series. A new take on a familiar legend.

    With that philosophy in mind, it’s only fitting that Mana’s return is under a new guise. And from what I’ve played so far, it’s a story whose newer embellishments make it worth revisiting. Even if it’s for the first time.

    Website: LINK

  • 11 Things We Learned About Final Fantasy VII Remake at Gamescom

    11 Things We Learned About Final Fantasy VII Remake at Gamescom

    Reading Time: 6 minutes

    While we took a recent look at Final Fantasy VII Remake , we couldn’t turn down another chance to return to Midgar as the studio brought the game to Gamescom this week

    And we’re glad we did: a replay of the game demo solidified how thrilling the reimagined combat is (you can read more about that right here). Add in an overview of the game by producer Yoshinori Kitase and we have a stack of new observations to share.

    So if you’re anticipating the return of Cloud Strife and co. as much as we are, read on.

    1. The interplay between Cloud and Barrett is glorious

    The original’s opening mission established the fractious relationship between Barret, leader of the Avalanche resistance group and Cloud, a former SOLDIER and now Avalanche’s merc-for-hire via a few lines of dialogue.

    Final Fantasy VII RemakeFinal Fantasy VII Remake

    Remake expands on that friction, making for numerous compelling cutscenes which emphasize Barret’s distrust in this former Shinra employee.

    The exchanges are also surprisingly funny, with Cloud’s cold disinterest playing off Barrett’s bristling anger perfectly. It’s a double-act we’re eager to see more of.

    2. Avalanche is getting an overhaul as well

    Jessie, Biggs and Wedge round out Avalanche’s troops during the bombing mission. They also get more dialogue and exchanges during the infiltration, helping flesh-out their personalities. (Side-note: Incidental, dialogue pops up on the left of the screen if you happen to be out of earshot at the time). Even when chatter was at a minimum, facial expression and body language on the new realistic character models spoke volumes.

    3. You’ll experience unseen moments in the mission for the first time

    Remake’s embellishment of the original take isn’t restricted to story. During his presentation, Kitase-san explained how certain sequences of Avalanche’s mission were implied rather than shown in the original. Those moments – such as the group cutting through a fenced-off area during their infiltration – are now included. It gives more substance to both the mission and adds detail to the city’s layout.

    Final Fantasy VII RemakeFinal Fantasy VII Remake

    4. Midgar looks and feels like a living, breathing city

    Midgar’s PS4 makeover is something to behold. Be it jaw-dropping vistas like the sprawling, towering cityscape reflected in a train platform window, or the small stuff, such as the bright yellow hazard tape marking out floored cabling in construction sites: the level of detail is stunning. Every exposed brick and piece of scaffolding tells of the city’s history.

    Final Fantasy VII RemakeFinal Fantasy VII Remake

    5. This is how you PR in Midgar

    Prior to our hands-on we sit through a video primer, built specifically to familiarize us with the new combat mechanics. The decision to make this play out in-world is cute, especially as it allows us a glimpse at Shinra’s marketing, with the company’s video promo showcasing a Midgar with clean streets and blue skies – before it’s taken over by Avalanche’s hacker Jessie,who feeds you the tutorial while Shinra tries to shut down her hijack of their feed.

    Final Fantasy VII RemakeFinal Fantasy VII RemakeFinal Fantasy VII RemakeFinal Fantasy VII Remake

    Final Fantasy VII RemakeFinal Fantasy VII RemakeFinal Fantasy VII RemakeFinal Fantasy VII Remake

    6. Not all Mako Reactors are built the same

    One would assume uniformity in Shinra Reactor interior design, given Midgar powered by the eight stations of equal size and shape which ring the city. Not so, as one new nugget of world-building is introduced in Remake. Responding to Barret’s exasperation at not knowing his way around – given it was one reason why he was hired by Avalanche – Cloud comments that every reactor has a different build. At least he’s earning his pay with a strong sword arm.

    7. Cloud’s got two versions of his standard slash…

    Attacking enemies with the Square button speeds up your ATB charge meter. It’s a race to fill the bar quickly to get access to your special abilities. But there’s also a more powerful version of the standard sword attack, which grants a bigger boost to your ATB if it lands, by holding the Square button for a few seconds.

    8. …and a unique Ability that deals out more damage

    On top of normal abilities and magic, every character has a unique ability, selectable with Triangle. With Cloud for example, it switches him from Operator to Punisher mode, a more aggressive, more powerful attack style with a longer reach. The trade-off? You’re much slower.

    Final Fantasy VII RemakeFinal Fantasy VII Remake

    9. Cloud smash, Cloud get reward

    Yes, treasure chests remain, though they’ve been redesigned to keep more in line with Midgar’s unique aesthetic. But there are also Shinra crates and barrels dotted around most areas. Reap a reward for such carelessness by smashing them with your Buster Sword. Most contain items.

    10. Your Materia, so shiny

    In Final Fantasy VII, holes in clothing and weapons are a design decision, not a sign of poor craftmanship. These slots allow you to equip Materia, mystic stones that grant you magical abilities. Every type has a different color, and these are no longer relegated to a menu: you’ll notice a prick of color on your character where the Materia is placed. Look close enough and you’ll see them glow with an inner light.

    Final Fantasy VII RemakeFinal Fantasy VII Remake

    11. The glow of battle

    As we said, it’s the small touches that really hammer home the level of polish Square Enix is putting into Remake. Barret’s attacks are all long-ranged and built around his gun-arm. Hold Square for a continuous unloading of ordnance at whatever enemy he’s targeting. If you look closely at the tip of his gun barrel when you cease, you’ll note an orange glow that’ll diminish as his gun cools down.

    Final Fantasy VII RemakeFinal Fantasy VII Remake

    Final Fantasy VII RemakeFinal Fantasy VII RemakeFinal Fantasy VII RemakeFinal Fantasy VII RemakeFinal Fantasy VII RemakeFinal Fantasy VII Remake

    Website: LINK

  • Editors’ Choice: FFXIV Shadowbringers Takes the MMO to New Heights

    Editors’ Choice: FFXIV Shadowbringers Takes the MMO to New Heights

    Reading Time: 5 minutes

    Hi, I’m Justin Massongill, and I love Final Fantasy XIV.

    I started playing five years ago and was instantly hooked by Square Enix’s innovative approach to controller-based MMO combat, Masayoshi Soken’s intoxicating soundtrack, the fact that I could level up every class and job on the same character, and the far-reaching — yet surprisingly friendly and welcoming — community.

    But you’ve probably already heard the tale of the game’s metamorphosis into one of the most respected MMOs on the market, so I won’t get into that here. What I will get into is why FFXIV’s newest expansion, Shadowbringers, catapults this fourteenth mainline entry into the upper echelons of Final Fantasy history. Put plainly: Shadowbringers is one of the best Final Fantasy games ever. Yeah, I said it.

    [youtube https://www.youtube.com/watch?v=mYtrNcPszFU&w=560&h=315]

    Try to watch any FFXIV opening cinematic without getting goosebumps, I dare you.

    The story of Shadowbringers sees your hero teleported to a new dimension (a Shard, in the game’s parlance) called the First. It seems their version of the Warriors of Light did perhaps too good a job eradicating the forces of darkness, and their world has been all but consumed by a torrent of unceasing, deadly light.

    This premise sets some interesting narrative stakes: while you’ve built a reputation as a god-slaying, regime-toppling hero back home, this new dimension’s citizens have never heard of you. This is a refreshing change of pace from the borderline deistic reverence with which NPCs usually treat you, and it lets the story play out at a more personal level. Instead of simply nodding along as the story happens around you, your character’s own desires and motivations finally come into play.

    A few shots I snapped using FFXIV’s robust photo mode

    Your longtime comrades — the Scions of the Seventh Dawn — have been summoned to the First, too, and they have their own challenges to overcome. One seeks to uncover the sordid secrets of a too-good-to-be-true utopian city. Another finds himself at odds with the opposing ideas of living up to the responsibilities of fatherhood and ensuring his the girl he’s sworn to protect is able to fulfill her destiny.

    The story of Shadowbringers plays out over around 50 or 60 hours, and is punctuated by appearances from some of the most “Final Fantasy”-ish villains the series has seen since the silver-haired Sephiroth graced our CRTs. One in particular — no spoilers — is written so effectively that it’s hard not to feel a sense of empathy for them by the time things comes to a head… I still feel a tinge of regret that we couldn’t have ended our time together on more amicable terms. Sigh.

    While the story is what impressed me most about Shadowbringers, the core systems at play continue to provide a solid foundation that can support the dozens (hundreds (thousands?)?) of hours you’ll spend experiencing these stories. Many of the playable jobs have been changed, ranging from small tweaks to full-on overhauls, and they have generally been received well by the FFXIV community (especially after the recent 5.05 patch, which addressed some balance issues between the three available Healer jobs). The new Dancer and Gunbreaker jobs are highlights, providing the game’s most support-based job yet and a surprisingly active tank role, respectively. I main Black Mage and I’m over the moon with my level 80 rotation — it’s not a huge departure from the level 70 kit, but it’s been smoothed out and optimized in enough ways that it feels substantially more powerful. Explosions everywhere!

    A legendary Guardian Force from Final Fantasy VIII makes an impressive return in FFXIV’s newest raid.

    Two weeks after Shadowbringers launched, the new “Eden’s Gate” raid was unleashed upon players who had finished the expansion’s main story quest. I won’t get into the story details of this raid here, but there is one particularly breathtaking sequence in its first fight that I wrote about , if you don’t mind being spoiled on it. The loot system for this raid has been adjusted, too: long story short, drops are more plentiful so it’s far easier to get your hands on the specific piece of gear you’re chasing. There’s also a new 24-player raid on the way, which is based on the world of NieR and NieR Automata, and is being developed in collaboration with Yoko Taro and Yosuke Saito. It’s gonna be weird.

    Shadowbringers’ soundtrack is, as always, a highlight. The drastically different setting for this expansion gave Soken an opportunity to branch out and take the game’s soundtrack in some interesting new directions, masterfully invoking myriad genres that fit their respective areas and encounters like a glove (or, more appropriately, a really comfy pair of headphones). He also continues to expertly harness the emotional power of leitmotif, aiming to jerk a tear from all but the driest eyes.

    Semi-related note: Square Enix recently made a ton of their soundtracks available on streaming services, including Spotify. The OST for Shadowbringers isn’t out yet, but you can listen to hundreds of earlier FFXIV tracks there right now.

    I grew up with this series. It’s been a part of my life for nearly 30 years, introducing me to the concept of role-playing games for the first time. Never did I imagine that the story of any MMO would stand toe-to-toe with those of FF’s 16/32-bit golden era. But Naoki Yoshida and team are not content to build merely the best MMO on the market. As far as I’m concerned, Shadowbringers is the new final word in fantasy.

    Website: LINK

  • Editors’ Choice: FFXIV Shadowbringers Takes the MMO to New Heights

    Editors’ Choice: FFXIV Shadowbringers Takes the MMO to New Heights

    Reading Time: 5 minutes

    Hi, I’m Justin Massongill, and I love Final Fantasy XIV.

    I started playing five years ago and was instantly hooked by Square Enix’s innovative approach to controller-based MMO combat, Masayoshi Soken’s intoxicating soundtrack, the fact that I could level up every class and job on the same character, and the far-reaching — yet surprisingly friendly and welcoming — community.

    But you’ve probably already heard the tale of the game’s metamorphosis into one of the most respected MMOs on the market, so I won’t get into that here. What I will get into is why FFXIV’s newest expansion, Shadowbringers, catapults this fourteenth mainline entry into the upper echelons of Final Fantasy history. Put plainly: Shadowbringers is one of the best Final Fantasy games ever. Yeah, I said it.

    [youtube https://www.youtube.com/watch?v=mYtrNcPszFU&w=560&h=315]

    Try to watch any FFXIV opening cinematic without getting goosebumps, I dare you.

    The story of Shadowbringers sees your hero teleported to a new dimension (a Shard, in the game’s parlance) called the First. It seems their version of the Warriors of Light did perhaps too good a job eradicating the forces of darkness, and their world has been all but consumed by a torrent of unceasing, deadly light.

    This premise sets some interesting narrative stakes: while you’ve built a reputation as a god-slaying, regime-toppling hero back home, this new dimension’s citizens have never heard of you. This is a refreshing change of pace from the borderline deistic reverence with which NPCs usually treat you, and it lets the story play out at a more personal level. Instead of simply nodding along as the story happens around you, your character’s own desires and motivations finally come into play.

    A few shots I snapped using FFXIV’s robust photo mode

    Your longtime comrades — the Scions of the Seventh Dawn — have been summoned to the First, too, and they have their own challenges to overcome. One seeks to uncover the sordid secrets of a too-good-to-be-true utopian city. Another finds himself at odds with the opposing ideas of living up to the responsibilities of fatherhood and ensuring his the girl he’s sworn to protect is able to fulfill her destiny.

    The story of Shadowbringers plays out over around 50 or 60 hours, and is punctuated by appearances from some of the most “Final Fantasy”-ish villains the series has seen since the silver-haired Sephiroth graced our CRTs. One in particular — no spoilers — is written so effectively that it’s hard not to feel a sense of empathy for them by the time things comes to a head… I still feel a tinge of regret that we couldn’t have ended our time together on more amicable terms. Sigh.

    While the story is what impressed me most about Shadowbringers, the core systems at play continue to provide a solid foundation that can support the dozens (hundreds (thousands?)?) of hours you’ll spend experiencing these stories. Many of the playable jobs have been changed, ranging from small tweaks to full-on overhauls, and they have generally been received well by the FFXIV community (especially after the recent 5.05 patch, which addressed some balance issues between the three available Healer jobs). The new Dancer and Gunbreaker jobs are highlights, providing the game’s most support-based job yet and a surprisingly active tank role, respectively. I main Black Mage and I’m over the moon with my level 80 rotation — it’s not a huge departure from the level 70 kit, but it’s been smoothed out and optimized in enough ways that it feels substantially more powerful. Explosions everywhere!

    A legendary Guardian Force from Final Fantasy VIII makes an impressive return in FFXIV’s newest raid.

    Two weeks after Shadowbringers launched, the new “Eden’s Gate” raid was unleashed upon players who had finished the expansion’s main story quest. I won’t get into the story details of this raid here, but there is one particularly breathtaking sequence in its first fight that I wrote about , if you don’t mind being spoiled on it. The loot system for this raid has been adjusted, too: long story short, drops are more plentiful so it’s far easier to get your hands on the specific piece of gear you’re chasing. There’s also a new 24-player raid on the way, which is based on the world of NieR and NieR Automata, and is being developed in collaboration with Yoko Taro and Yosuke Saito. It’s gonna be weird.

    Shadowbringers’ soundtrack is, as always, a highlight. The drastically different setting for this expansion gave Soken an opportunity to branch out and take the game’s soundtrack in some interesting new directions, masterfully invoking myriad genres that fit their respective areas and encounters like a glove (or, more appropriately, a really comfy pair of headphones). He also continues to expertly harness the emotional power of leitmotif, aiming to jerk a tear from all but the driest eyes.

    Semi-related note: Square Enix recently made a ton of their soundtracks available on streaming services, including Spotify. The OST for Shadowbringers isn’t out yet, but you can listen to hundreds of earlier FFXIV tracks there right now.

    I grew up with this series. It’s been a part of my life for nearly 30 years, introducing me to the concept of role-playing games for the first time. Never did I imagine that the story of any MMO would stand toe-to-toe with those of FF’s 16/32-bit golden era. But Naoki Yoshida and team are not content to build merely the best MMO on the market. As far as I’m concerned, Shadowbringers is the new final word in fantasy.

    Website: LINK

  • Oninaki Out August 22, New Concept Art Gallery

    Oninaki Out August 22, New Concept Art Gallery

    Reading Time: 5 minutes

    , the third game by the team at Square Enix’s Tokyo RPG Factory, releases on PS4 August 22. Following up JRPG tributes I Am Setsuna and Lost Sphear, Oninaki features a bold, anime-influenced art style with expressive characters and gorgeous lands to explore.

    We reached out to Square Enix to get a closer look at the concept art behind some of Oninaki’s vibrant locales, objects, and enemies. The captions below are written by producer Ryutaro Sasaki, and you can click through on each image for a higher resolution version.

    Great Plain
    Drawn by Background Designer Oga Takeshi
    “This image board is for a place that we called the “Great Plain” during the early stages of development, and it was very useful for solidifying the visual image of the world of the dead, Beyond the Veil. We have created a setting that is not just a dark and cold land of the dead, but also has a mysterious and fantastical atmosphere, with interesting features such as the pale lights that appear to shine up from the ground and the uniquely shaped trees that are reminiscent of Eastern designs and traditional Japanese aesthetics.”
    Drawn by Background Designer Oga Takeshi
    “In order to create the unique setting for this title, we deliberately utilized a variety of Eastern design influences. This image board is for the capital city of Szaka, which has a particularly strong central Asian flavor. Special care was taken when depicting the cityscape, centered on the sovereign’s palace that symbolizes the precept of reincarnation itself, as well as the uniquely expressive sky, possessed of a character that is at once the glow of dawn and the haze of sunset.”
    Ehir Palace
    Drawn by Background Designer Oga Takeshi
    “This image board depicts the throne in Ehir Palace, residence of the sovereign who rules over the capital Szaka, and by extension the Inner Kingdom where the story of Oninaki is set. Steeped in an aura of dread majesty, this throne has been the seat for generations of sovereigns who embodied of the precept of reincarnation. The current incumbent is Lady Lobelia.”
    World Pillars
    Drawn by Background Designer Oga Takeshi
    “This is a design for one of the objects known as the World Pillars that can occasionally be seen in the world of Oninaki. Nobody knows who built these artefacts or for what purpose, and their true age is unknown, yet they project a solemn sense of gravitas and the passing of the ages.”
    Objects of the Inner Kingdom
    Drawn by Background Designer Oga Takeshi
    “The objects shown in these designs offer a window into the lives of the regular people who live in the Inner Kingdom. Many Asian influences have been incorporated into the designs for the cityscape and the pillars, such as objects resembling Shinto shrines and Buddhist jizo statues. However, when combined on the streets of Szaka, it results in a unique visual atmosphere that appears neither wholly Eastern nor Western.”
    Research Room
    Drawn by Background Designer Oga Takeshi
    “This is a design drawing for a certain research facility that exists somewhere in the world. As for who works here and what kind of research they are doing in this dark, windowless room… you will just have to find that out yourself!”
    Fallen Souls
    Fallen Soul 1
    Drawn by Monster Designer Morinaga Koji
    “The design for this Fallen Soul is based on one of the monsters that appears in all Tokyo RPG Factory games. In the world of Oninaki, when people who have become estranged from the wheel of reincarnation eventually perish, they will transform into the Fallen, and the particle like pattern on its body is based on this concept. I think that the gently flickering flame on its head is quite charming.”
    Fallen Soul 2
    Drawn by Monster Designer Morinaga Koji
    “This is a design for a Fallen Soul with a fungoid aspect. You can see how it attacks by billowing spores from its head, an attack that will cause no end of grief for Kagachi in the game.”
    Fallen Soul 3
    Drawn by Monster Designer Morinaga Koji
    “This Fallen Soul is an airborne type. The distinctive design features translucent wings and a single strong leg, and reminds you that the fallen in the world of Oninaki were all originally human. It gives a sense of the fleeting beauty in all living things.”

    Website: LINK

  • FFXIV’s New Raid Recreates One of Final Fantasy VIII’s Most Legendary Summons

    FFXIV’s New Raid Recreates One of Final Fantasy VIII’s Most Legendary Summons

    Reading Time: 2 minutes

    Heads up — this post features a really cool scene from the new raid just added to Final Fantasy XIV Shadowbringers. If you’re planning to play it but haven’t yet, go do that before reading any further!

    For weeks, the FFXIV community has been scratching its collective head about the premise of the game’s newest 8-player raid, titled simply “Eden.” Of course, there’s a summon Guardian Force players can use in Final Fantasy 8 with the same name, but is that what the team is referencing here? If so, how the heck will that work?

    Last week, the new raid finally dropped and players got to see firsthand what exactly is going on here. And yep — they went for it. I won’t detail the story developments that put you up against the most ridiculous, overpowered Guardian Force from FF8, but it’s a thing that happens and it’s glorious. The moment you drop into the first fight of the new raid, a newly orchestrated arrangement of Final Fantasy VIII’s excellent boss theme kicks in and you find yourself face-to-face with an entity called “Eden Prime.” It’s an engaging fight with plenty of fun mechanics and attacks for players to work around, but the coup de grace kicks in about halfway through the encounter: A nearly shot-for-shot recreation, in FFXIV’s engine, of the “Eternal Breath” attack from Final Fantasy VIII. Behold:

    In case it wasn’t obvious — Left: Final Fantasy VIII // Right: Final Fantasy XIV

    I won’t talk about where the raid goes after you finish this particular fight — but it’s good. If you went ahead and spoiled yourself on this despite my warning at the top of the post, just know that this is but one of many ridiculous things that happen over the course of Shadowbringers — and Final Fantasy XIV as a whole, which you can sign up for right now.

    Anybody else playing through the new Shadowbringers content right now? What do you think? Let’s chat in the comments! (But let’s stay away from talking endgame spoilers.)

    Website: LINK

  • FFXIV’s New Raid Recreates One of Final Fantasy VIII’s Most Legendary Summons

    FFXIV’s New Raid Recreates One of Final Fantasy VIII’s Most Legendary Summons

    Reading Time: 2 minutes

    Heads up — this post features a really cool scene from the new raid just added to Final Fantasy XIV Shadowbringers. If you’re planning to play it but haven’t yet, go do that before reading any further!

    For weeks, the FFXIV community has been scratching its collective head about the premise of the game’s newest 8-player raid, titled simply “Eden.” Of course, there’s a summon Guardian Force players can use in Final Fantasy 8 with the same name, but is that what the team is referencing here? If so, how the heck will that work?

    Last week, the new raid finally dropped and players got to see firsthand what exactly is going on here. And yep — they went for it. I won’t detail the story developments that put you up against the most ridiculous, overpowered Guardian Force from FF8, but it’s a thing that happens and it’s glorious. The moment you drop into the first fight of the new raid, a newly orchestrated arrangement of Final Fantasy VIII’s excellent boss theme kicks in and you find yourself face-to-face with an entity called “Eden Prime.” It’s an engaging fight with plenty of fun mechanics and attacks for players to work around, but the coup de grace kicks in about halfway through the encounter: A nearly shot-for-shot recreation, in FFXIV’s engine, of the “Eternal Breath” attack from Final Fantasy VIII. Behold:

    In case it wasn’t obvious — Left: Final Fantasy VIII // Right: Final Fantasy XIV

    I won’t talk about where the raid goes after you finish this particular fight — but it’s good. If you went ahead and spoiled yourself on this despite my warning at the top of the post, just know that this is but one of many ridiculous things that happen over the course of Shadowbringers — and Final Fantasy XIV as a whole, which you can sign up for right now.

    Anybody else playing through the new Shadowbringers content right now? What do you think? Let’s chat in the comments! (But let’s stay away from talking endgame spoilers.)

    Website: LINK

  • Celebrate the Launch of Final Fantasy XIV: Shadowbringers with Art, Wallpapers

    Celebrate the Launch of Final Fantasy XIV: Shadowbringers with Art, Wallpapers

    Reading Time: 3 minutes

    Greetings, everyone! Matt “Bayohne” Hilton here from the Final Fantasy XIV community team to wish everybody a happy Final Fantasy XIV: Shadowbringers launch day!

    I think last time on PS.Blog we talked with our development team about the infamous Omega, and this time we have something special as well. The team in Japan has so many amazing artists who help paint the world (and now worlds!) we call our home.

    Over the past few weeks, we have been getting ready for Shadowbringers on our social channels with some great countdown art featuring art from many of these artists, and we brought them all together here for your to enjoy.

    We hope you enjoyed all of the different art — each of the artists have their own unique style, which helps bring Final Fantasy XIV to life! However, in celebration of today’s launch, we wanted to show a little something extra. We were able to get one additional, and never-before-seen, piece of art to share with you!

    This drawing comes from the amazing Ayumi Namae, character concept artist for Final Fantasy XIV who you might have seen if you caught the Paris Fan Festival art panel this year. As we are celebrating the launch of Shadowbringers we felt there was no better way than to showcase one of the new jobs coming with the expansion — dancer!

    The attention to detail in the dancer equipment is amazing — I don’t know about you but I’m ready to start leveling dancer right now after seeing this!

    To wrap things up, we’re happy to present this brand-new art as wallpapers for you to enjoy on your PC or smartphone! Head on over to the PlayStation Wallpapers page to download it now. We hope you enjoyed all of these wonderful pieces, and see you in the First!

    Website: LINK

  • How Combat in Final Fantasy VII Remake Blends the Best of Both Worlds

    How Combat in Final Fantasy VII Remake Blends the Best of Both Worlds

    Reading Time: 5 minutes

    Alright friends, let’s get one thing straight: the combat in Final Fantasy VII Remake feels fantastic.

    There’s been a lot of chatter online since FF7R’s initial reveal from die-hard fans who are skeptical of the remake’s transition to a more action-oriented battle system. It’s good to be skeptical — it’s a big shift for one of the most revered games of all time — but I am both thrilled and relieved to report that while combat looks fast-paced and action-heavy, in practice there’s far more of that traditional turn-based DNA embedded here than you might think.

    In the hours following my hands-on time with the game, I found myself describing it to friends as a modernized approach to the original’s turn-based combat. Remember how much time was spent waiting for ATB gauges to fill in the original? Remake basically just gives you fun stuff to do while you’re waiting. Sure, your ATB gauges will fill up slowly on their own, but hammering enemies with standard attacks will accelerate the process. During gameplay this means more exciting combat that still feels faithful (perhaps even reverential) to the spirit of the original game.

    Allow me to elaborate. There’s a “standard attack” you can execute by hammering the Square button, and you can block with R1 or dodge with Circle. Sure, this all looks flashy and feels fun, but leaning on these skills isn’t going to get you through battles very quickly. The meat of the combat in Remake is Tactical Mode, which you can enter at any time by pressing X. When you go Tactical, time slows nearly to a stop and you gain access to a menu with options for Abilities, Spells, and Items. You have plenty of time to plan a course of action here — think of this more like a cinematic version of the turn-based combat from the original game.

    Equipping Materia to a character’s gear still grants access to various spells, and elemental weaknesses seem to play a significant part Remake’s combat. When battling the iconic Scorpion Sentinel boss, I was watching Barret’s ATB bars like a hawk since I knew he could cast Thunder — an attack the Scorpion definitely did not enjoy getting hit by. I found myself swapping between Cloud and Barret a bunch, getting up close with Cloud’s standard attacks to fill up ATB bars and slinging hard-hitting physical Abilities, then swapping to Barret to hit the boss with Thunder and keeping the party healed up with the Cure spell (and every so often tossing out a potion or ether, which also consumes one ATB gauge). Side note: Barret’s arm-mounted machine gun opens up interesting ranged combat options in this battle and in the moment-to-moment scraps against weaker foes.

    Another gauge I kept an eye on during this boss fight was the Stagger gauge, displayed just below the boss’s health bar. Dealing enough damage to max it out staggered the boss, stopping its assault temporarily and increasing damage from all other attacks for a short time.

    [youtube https://www.youtube.com/watch?v=Z3xSGv3Hfio&w=1032&h=581]

    Sometimes one of your characters can get pinned down or otherwise restrained by an enemy, forcing you to swap to another team member to try and dish out enough damage to free your friend. This serves as a good reminder that you should swap between characters frequently, since they each have their own ATB gauges and powerful abilities to go with ‘em.

    And, of course, the Limit Break returns. Taking damage fills up your Limit gauge, and once that’s full your Tactical menu gains a new option: that beautiful, animated, rainbow-tinted “LIMIT BREAK” option. Let ‘em have it!

    A few other tidbits I noticed while playing Final Fantasy VII Remake (man, it still feels crazy to type that):

    • The music. My goodness, the music. I heard a few tracks during my short time with Remake, each a fully orchestrated arrangement of the original’s timeless tunes. Listen to the music in the , then imagine that treatment applied to some of the game’s other songs. Yeah.
    • Speaking of the music, it swaps seamlessly and dynamically between different versions of the song as you enter and exit combat. Such a cool touch!
    • Major QoL upgrade: You can slide down ladders by holding R2 or clicking the left analog stick.
    • Those same controls also let you sprint as long as you’re not in combat.
    • You can assign commands to other characters during combat by selecting them with L2 or R2 and navigating their Tactical menus.
    • After I killed an enemy with a multi-hit ability, Cloud automatically redirected the remaining hits of his attack to another nearby foe, ensuring the attack wasn’t wasted.
    • The Scorpion Sentinel boss fight had some really rad phase transitions — basically mini-cutscenes that played out completely seamlessly during the encounter. Even though I’ve destroyed this thing plenty of times in the past two decades, I was glued to the screen as I took it on this time.

    That’s it for now! But stay tuned — I’m sure we’ll have plenty more to talk about as we draw nearer to Final Fantasy VII Remake’s March 3, 2020 release date.

    Website: LINK

  • Marvel’s Avengers Revealed at Square Enix Live E3 2019

    Marvel’s Avengers Revealed at Square Enix Live E3 2019

    Reading Time: 2 minutes

    Today was momentous for the global team working hard to bring Earth’s Mightiest Heroes to your homes. Marvel’s Avengers represents a worldwide collaboration across Marvel Games, Square Enix, Crystal Dynamics, Eidos-Montréal, Nixxes Software, and Crystal Northwest. After several years of top-secret development, the Marvel’s Avengers team is thrilled to celebrate our unveiling alongside fans and fellow True Believers.

    Closing out Square Enix Live E3 2019 last night, viewers worldwide got a first look at the highly anticipated Marvel’s Avengers in action. The entirely in-engine “A-Day” trailer set the tone for an original Avengers adventure that combines cinematic storytelling with single-player and co-operative gameplay.

    Marvel’s Avengers begins at A-Day, where Captain America, Iron Man, the Hulk, Black Widow, and Thor are unveiling a hi-tech Avengers Headquarters in San Francisco — including the reveal of their own Helicarrier powered by an experimental energy source. The celebration turns deadly when a catastrophic accident results in massive devastation. Blamed for the tragedy, the Avengers disband. Five years later, with all Super Heroes outlawed and the world in peril, the only hope is to reassemble Earth’s Mightiest Heroes.

    We also revealed Marvel’s Avengers’ world-class cast through exclusive behind-the-scenes footage, and offered a glimpse of how the story will continue long past launch. Featuring regular content updates, the game will take players on an epic journey delivered over multiple years. You’ll assemble into teams of up to four players online, master extraordinary abilities, customize a growing roster of Heroes, and defend the Earth from escalating threats.

    As a community manager and major Marvel fan myself, I could not be more excited about the future of Marvel’s Avengers. Like the Avengers, you and your friends are stronger together. As such, our promise to the community is that we will not have loot boxes or pay-to-win scenarios. Every new Super Hero, which will include additional hours of gameplay, as well as every new region will be delivered to players at no additional cost if you own the core game. Launch is just the beginning!

    We can’t wait for players around the world to begin their journey in Marvel’s Avengers. We’re thrilled to be partnering with PlayStation and will be bring some future surprises to PlayStation players at another time. For now, great news for PlayStation fans, you’ll be able to play the Beta First on PS4™.

    Marvel’s Avengers will release for the PlayStation 4 on May 15, 2020.

    Website: LINK

  • Marvel’s Avengers Revealed at Square Enix Live E3 2019

    Marvel’s Avengers Revealed at Square Enix Live E3 2019

    Reading Time: 2 minutes

    Today was momentous for the global team working hard to bring Earth’s Mightiest Heroes to your homes. Marvel’s Avengers represents a worldwide collaboration across Marvel Games, Square Enix, Crystal Dynamics, Eidos-Montréal, Nixxes Software, and Crystal Northwest. After several years of top-secret development, the Marvel’s Avengers team is thrilled to celebrate our unveiling alongside fans and fellow True Believers.

    Closing out Square Enix Live E3 2019 last night, viewers worldwide got a first look at the highly anticipated Marvel’s Avengers in action. The entirely in-engine “A-Day” trailer set the tone for an original Avengers adventure that combines cinematic storytelling with single-player and co-operative gameplay.

    Marvel’s Avengers begins at A-Day, where Captain America, Iron Man, the Hulk, Black Widow, and Thor are unveiling a hi-tech Avengers Headquarters in San Francisco — including the reveal of their own Helicarrier powered by an experimental energy source. The celebration turns deadly when a catastrophic accident results in massive devastation. Blamed for the tragedy, the Avengers disband. Five years later, with all Super Heroes outlawed and the world in peril, the only hope is to reassemble Earth’s Mightiest Heroes.

    We also revealed Marvel’s Avengers’ world-class cast through exclusive behind-the-scenes footage, and offered a glimpse of how the story will continue long past launch. Featuring regular content updates, the game will take players on an epic journey delivered over multiple years. You’ll assemble into teams of up to four players online, master extraordinary abilities, customize a growing roster of Heroes, and defend the Earth from escalating threats.

    As a community manager and major Marvel fan myself, I could not be more excited about the future of Marvel’s Avengers. Like the Avengers, you and your friends are stronger together. As such, our promise to the community is that we will not have loot boxes or pay-to-win scenarios. Every new Super Hero, which will include additional hours of gameplay, as well as every new region will be delivered to players at no additional cost if you own the core game. Launch is just the beginning!

    We can’t wait for players around the world to begin their journey in Marvel’s Avengers. We’re thrilled to be partnering with PlayStation and will be bring some future surprises to PlayStation players at another time. For now, great news for PlayStation fans, you’ll be able to play the Beta First on PS4™.

    Marvel’s Avengers will release for the PlayStation 4 on May 15, 2020.

    Website: LINK

  • Marvel’s Avengers Revealed at Square Enix Live E3 2019

    Marvel’s Avengers Revealed at Square Enix Live E3 2019

    Reading Time: 2 minutes

    Today was momentous for the global team working hard to bring Earth’s Mightiest Heroes to your homes. Marvel’s Avengers represents a worldwide collaboration across Marvel Games, Square Enix, Crystal Dynamics, Eidos-Montréal, Nixxes Software, and Crystal Northwest. After several years of top-secret development, the Marvel’s Avengers team is thrilled to celebrate our unveiling alongside fans and fellow True Believers.

    Closing out Square Enix Live E3 2019 last night, viewers worldwide got a first look at the highly anticipated Marvel’s Avengers in action. The entirely in-engine “A-Day” trailer set the tone for an original Avengers adventure that combines cinematic storytelling with single-player and co-operative gameplay.

    Marvel’s Avengers begins at A-Day, where Captain America, Iron Man, the Hulk, Black Widow, and Thor are unveiling a hi-tech Avengers Headquarters in San Francisco — including the reveal of their own Helicarrier powered by an experimental energy source. The celebration turns deadly when a catastrophic accident results in massive devastation. Blamed for the tragedy, the Avengers disband. Five years later, with all Super Heroes outlawed and the world in peril, the only hope is to reassemble Earth’s Mightiest Heroes.

    We also revealed Marvel’s Avengers’ world-class cast through exclusive behind-the-scenes footage, and offered a glimpse of how the story will continue long past launch. Featuring regular content updates, the game will take players on an epic journey delivered over multiple years. You’ll assemble into teams of up to four players online, master extraordinary abilities, customize a growing roster of Heroes, and defend the Earth from escalating threats.

    As a community manager and major Marvel fan myself, I could not be more excited about the future of Marvel’s Avengers. Like the Avengers, you and your friends are stronger together. As such, our promise to the community is that we will not have loot boxes or pay-to-win scenarios. Every new Super Hero, which will include additional hours of gameplay, as well as every new region will be delivered to players at no additional cost if you own the core game. Launch is just the beginning!

    We can’t wait for players around the world to begin their journey in Marvel’s Avengers. We’re thrilled to be partnering with PlayStation and will be bring some future surprises to PlayStation players at another time. For now, great news for PlayStation fans, you’ll be able to play the Beta First on PS4™.

    Marvel’s Avengers will release for the PlayStation 4 on May 15, 2020.

    Website: LINK

  • Co-op Sci-Fi Shooter Outriders Launches on PS4 Summer 2020

    Co-op Sci-Fi Shooter Outriders Launches on PS4 Summer 2020

    Reading Time: 3 minutes

    Hello everyone, Toby from the Square Enix Community Team here! The Square Enix E3 Live show has just concluded and we have now officially announced our brand-new IP, Outriders, which is being developed by People Can Fly. In case you missed the show, you can watch the Outriders Announce trailer above. Outriders will release in Summer 2020 on PlayStation 4.

    While the trailer will give you a small insight into what to expect from this title, you can look forward to a full reveal of the game this winter.

    That being said, here’s what we’re ready to share so far: Outriders is a 1 to 3 player, drop-in-drop-out co-op shooter set in an original dark and desperate sci-fi universe.

    We appreciate that our story, just like the signal that features in the announce trailer, is a major mystery right now, but we’ve left some clues and breadcrumbs to the lore in our social pages which will reward you with some more information before we present more details later this winter. We have tremendously enjoyed watching the growing Outriders community already start piecing elements of the story together and we’re really looking forward to seeing how much they’ll be able to uncover.

    People Can Fly has a vast wealth of experience with the shooter genre, and Outriders combines all those years of knowledge and passion and rolls it into their most ambitious project to date. We’ve barely shown you the tip of the iceberg so far, though, and can’t wait to show you more of this dark, brutal world, and the Outriders journey through it.

    Outriders will launch on PlayStation 4 Summer 2020.

    Website: LINK

  • Co-op Sci-Fi Shooter Outriders Launches on PS4 Summer 2020

    Co-op Sci-Fi Shooter Outriders Launches on PS4 Summer 2020

    Reading Time: 3 minutes

    Hello everyone, Toby from the Square Enix Community Team here! The Square Enix E3 Live show has just concluded and we have now officially announced our brand-new IP, Outriders, which is being developed by People Can Fly. In case you missed the show, you can watch the Outriders Announce trailer above. Outriders will release in Summer 2020 on PlayStation 4.

    While the trailer will give you a small insight into what to expect from this title, you can look forward to a full reveal of the game this winter.

    That being said, here’s what we’re ready to share so far: Outriders is a 1 to 3 player, drop-in-drop-out co-op shooter set in an original dark and desperate sci-fi universe.

    We appreciate that our story, just like the signal that features in the announce trailer, is a major mystery right now, but we’ve left some clues and breadcrumbs to the lore in our social pages which will reward you with some more information before we present more details later this winter. We have tremendously enjoyed watching the growing Outriders community already start piecing elements of the story together and we’re really looking forward to seeing how much they’ll be able to uncover.

    People Can Fly has a vast wealth of experience with the shooter genre, and Outriders combines all those years of knowledge and passion and rolls it into their most ambitious project to date. We’ve barely shown you the tip of the iceberg so far, though, and can’t wait to show you more of this dark, brutal world, and the Outriders journey through it.

    Outriders will launch on PlayStation 4 Summer 2020.

    Website: LINK

  • Square Enix Dives Deep Into Final Fantasy VII Remake Gameplay

    Square Enix Dives Deep Into Final Fantasy VII Remake Gameplay

    Reading Time: 3 minutes

    Hey folks – tonight, Square Enix’s E3 2019 Live Event gave the world an up-close and personal look at Final Fantasy VII Remake. The game will also be playable starting tomorrow at Square Enix’s E3 booth.

    Tonight’s presentation kicks off with gorgeous recreated scenes from the original game’s iconic opening, featuring fan favorite Aerith Gainsborough and stoic mercenary Cloud Strife.

    During the show, producer Yoshinori Kitase revealed that the first game in this project is expected to ship on two Blu-ray discs, and will greatly expand on the story of Midgar. Kitase also pointed out that the game would serve as a perfect starting point for newcomers to the world of Final Fantasy VII.

    Then, the presentation shifted to a detailed walkthrough of the game’s combat mechanics, including a revamped ATB system and an all-new Tactical Mode, which slows time during battle and lets players perform actions by selecting options from a command menu.

    These are noteworthy details; from what we saw, it seems Remake will empower players to choose between a strategic, methodical play style (Tactical Mode) or fast-paced combat with spells and abilities executed through hot keys.

    The gameplay demo transitioned to an action-packed battle, where the player switched between controlling Cloud and Barret in order to take down the massive Scorpion Sentinel — an impressive re-imagining of an iconic boss battle from the original game.

    Scorpion Sentinel battle completed, Remake Director Tetsuya Nomura walked onto the stage and thanked fans for their patience. He then ended the Final Fantasy VII Remake presentation with a trailer showing a first glimpse of fan-favorite martial artist, Tifa Lockhart, and an announcement that the game is available to pre-order now.

    Final Fantasy VII Remake is coming to PS4 worldwide on March 3, 2020. Pre-order from the PS Store to receive the Cloud & Sephiroth Dynamic theme today, along with the Chocobo Chick Summon Materia DLC when the game launches.

    Website: LINK

  • Final Fantasy VII Remake Arrives on PS4 March 3, 2020

    Final Fantasy VII Remake Arrives on PS4 March 3, 2020

    Reading Time: < 1 minute

    Tetsuya Nomura (Director, FFVII Remake) and Yoshinori Kitase (Producer, FFVII Remake) delighted fans in person at the Final Fantasy VII: A Symphonic Reunion concert this evening when they announced Final Fantasy VII Remake will be coming to PS4 worldwide on March 3, 2020. In addition to this exciting news, they revealed a new teaser trailer featuring never-before-seen footage.

    A striking new piece of artwork that places the infamous villain Sephiroth amidst a flaming cityscape of Midgar.

    Square Enix has more exciting reveals planned for Final Fantasy VII Remake during their live event on June 10, 2019, at 6pm PDT, so be sure to tune in!

    Website: LINK

  • FFXIV Shadowbringers: Q&A With Naoki Yoshida, Mini-Gallery

    FFXIV Shadowbringers: Q&A With Naoki Yoshida, Mini-Gallery

    Reading Time: 9 minutes

    It’s that time again! Every couple years, the development team behind Final Fantasy XIV unleashes a new, JRPG-length expansion to their hugely successful MMORPG. This year’s new release, Shadowbringers, launches July 2, with early access beginning June 28 for players who pre-order. In it, the Warrior of Light (that’s you) will travel to “The First,” a world that has been all but consumed by light and is on the brink of catastrophe. To restore balance and save the realm, players must cast aside the light and become what they must: Warriors of Darkness. (Heck yeah.)

    A recent event hosted by Square Enix and held in San Francisco gave media a chance to go hands-on with some of Shadowbringers’ new content, including a new dungeon, two new jobs (Dancer, a ranged DPS job focused on buffs / support; and Gunbreaker, a new tank job who wields a Gunblade as their main weapon), two new playable races, and more. Attendees also got some facetime with Naoki Yoshida, the director and producer of Final Fantasy XIV and the man most famously associated with turning the game around after its rocky 1.0 launch.

    Read on for a series of highlights from my interview with Yoshida-san (shared with a couple fellow FFXIV devotees from Gamer Escape and Easy Allies), and a selection of images and clips captured during my time with a pre-release build of the game running on a PC in a pre-release state.

    The title screen for Final Fantasy XIV: Shadowbringers. Click to enable sound!

    On guiding principle Yoshida-san wanted the dev team to keep in mind while creating content for Shadowbringers:

    “Heavensward was our first expansion, in Stormblood we went to the Far East, and now in Shadowbringers we’re going to a completely new world to save that realm. One rule was we didn’t want any extreme humor or gags. Of course, we didn’t want to completely eliminate it, but we didn’t want anything that was extremely humorous.

    “In terms of direction that I gave to all the teams, including the battle team, people that work on cutscenes, people who work on the lighting… we have these characters we’ve been with since A Realm Reborn — the Scions of the Seventh Dawn. We’re going to be delving deeply into their backgrounds and motivations, so we wanted to make sure they’re depicted in an appealing way, that there’s some charm to wanting to find out what these Scions are and what they’re thinking, so we wanted to make sure their emotions are tied into the gameplay experience.”

    A few /gpose photos of the Viera I created. Ain’t she cute?

    On simplifying the Tank role in Shadowbringers:

    “Players who use Tank jobs have provided a lot of feedback about how they want them to play, so a great deal of focus was placed on how do we respond to that and how much of that can we address?

    “I think a lot of people who play the Tank role have a fundamental desire to deal a lot of damage and unleash the maximum amount of DPS they can, and they don’t like that when they switch into a tank stance their DPS is lower because they’re in a defensive stance. I don’t think players dislike the fact that by turning on the Tank stance they’re generating more enmity; it’s more that by turning on a Tank stance you’re lowering your DPS. So people hesitate to try and actively generate enmity because they’re worried about their DPS dropping. So one of the first ideas was to remove that penalty, so to speak, of lower DPS when switching to a Tank stance.

    “The initial thinking of having both offensive and defensive stances was strategic: we wanted players to go into different encounters and determine when is a good time to switch to an offensive stance or activate your Tank stance and generate enmity, but looking at how players dislike the Tank stance, it might as well have one single stance. By reducing it down to one stance and toggling on and off, we’re hoping that will address that player feedback. With the update, it will be a matter of simply switching the Tank stance on or off; you no longer need to worry about turning on your tank stance to generate more enmity, you just have to worry about generating DPS and utilizing your skill rotations. If there are certain types of content with specific mechanics you’ll have to deal with those.

    “With the system becoming so simple, I think that allows it to become easier to grasp for newer or less experienced players.”

    Final Fantasy XIV Director and Producer Naoki Yoshida

    On whether we can expect any new PvP modes in Shadowbringers:

    “It’s actually deliberate that we don’t have any new PvP modes at the launch of Shadowbringers. We have the data to back up this claim — when an expansion first launches almost 100% of players are concentrating on getting through the main scenario, or enjoying the battle content, leveling their jobs, leveling their Disciples of the Hand / Land, et cetera, so there’s almost nobody in the PvP content (or the Gold Saucer content, for that matter). We do have plans to update it, it just won’t come until patch 5.1.”

    On the recently announced 24-player YoRHa Dark Apocalypse raid and the first meeting with Yoko Taro and Yosuke Saito:

    “It’s a very simple reason that we decided to utilize the NieR series: we had so much player feedback and requests to add gear based on NieR Automata. Of course, it would have been easy to just bring in the gear designs and have them available as a reward, but I don’t think that would be as interesting as having Yoko Taro actually participating and coming up with content for us to play. Then, by clearing that content, players can obtain the gear as a reward. That’s the reason we had initially thought about bringing them on.

    “In terms of that first meeting, it was Yoko Taro, Yosuke Saito, XIV’s assistant producer, and the project manager, so it was five people. We went to dinner together. Saito-san is an avid MMO player — he loves World of Warcraft as well — so I was sure this would be an appealing idea for him, but Yoko-san… we approached Yoko-san and asked if he’d be interested in doing something like this. Yoko-san laughed hysterically: “Are you for real?! Are you trying to end Final Fantasy? But it sounds very interesting, so I’d love to do it.” The decision was made very quickly, but they were very humble about it: “Are you sure you’re okay with it being a collaboration with NieR?” They were very happy to be on board.”

    A couple /gpose photos of the Hrothgar I created. Ain’t he cute?

    On the huge new changes coming to the Machinist job:

    “When redesigning the fundamentals of the Machinist job, one of the major things we looked at was the Heat gauge. It’s hard to tell whether it’s a good thing to increase that gauge, how much is too much, whether or not it’s good to overheat… it was a difficult mechanic to understand, especially when trying to deal optimal DPS.

    “In terms of the Job gauges — not just for Machinist, but for all jobs — the dev team wanted to change the thinking of how these gauges function. We want to make it a good thing to fill up your gauge. We wanted to remove the idea of having to maintain a certain level or decrease your gauge at certain points, because that’s not very easy to grasp. This problem was especially prevalent with Machinist and the Heat gauge.

    “We also received feedback that Machinist was simply not fun or interesting to play. Throughout 3.0 and 4.0, the development team was torn on how to position Machinist. We thought it was about utilizing [Machinist’s primary weapon] the gun and they had strong positioning as a gunner, so we made sure they had actions that stylishly utilize their guns to execute their different attacks.

    “But we’ve drastically redesigned it for Shadowbringers. We wanted to skew back towards the name “Machinist,” and bring out that element of using different machines and weapons — like a mecha, which you might have seen in our Job Actions video — and have that visual representation of how the Machinist can use different machines and weapons in their arsenal. The gun is now just one of the many weapons that the Machinist can handle. It might feel like a completely new job at this point! We’re hoping with these revisions you’ll enjoy it more, and the job will be more fun to play.”

    On whether the dev team has considered making changes to FFXIV’s endgame progression cycle:

    “If we feel there is a need to deviate or make changes, we would consider it. Right now, we feel like we have a good set of content for after you reach the level cap. But that being said, we have made adjustments and revisions to items that drop in that content. In terms of Savage drops, they aren’t going to be a direct form of a drop, per se — of course, Turn 4 of Savage content (where you get the weapons) might not apply to this — but whenever you open that coffer and obtain the item it should correspond to whichever job you are when you open it, so you won’t have to worry about item drops that are for someone else’s job.

    “The overall endgame cycle will not undergo any significant changes, but we have identified stress points for players and tried to apply tweaks so we’re alleviating those frustration points. We’re hoping players will notice that while playing.”

    Plus… you can do this. What’s not to love?

    On FFXIV’s music and the evolution of Soken-san’s (FFXIV’s sound director) growth and the evolution of his work:

    “In terms of how Soken-san approaches the composition of his music, he’s been taking one stance and hasn’t changed that concept. He’s instead been trying to raise the quality with each song he creates. His work thus far in FFXIV culminates in [Stormblood final boss] Shinryu’s theme. That single stance he’s been pursuing this whole time is that in a video game, the gameplay experience is of utmost importance — it’s the highest priority that we place. So going into the player experience is the graphical element, the battle content, the music that accompanies it… no single element is the main focus. We want these to be tools where they all come together to bring excitement to the players.

    “Of course, Soken-san is continually pursuing that concept. There is one moment in Shadowbringers — it’s not battle content, but the theme that plays at this particular timing is so memorable that I’ve replayed that scene over and over just to experience it again and again. It’s such a wonderful moment in Shadowbringers where that song plays, it just grabs the heart. Soken has put a lot of effort into his creation of sound, so we hope you get to experience that scene and enjoy it as well.”


    All content discussed and assets shown in this article are based on a pre-release build that has not undergone final adjustments. All content is subject to significant change.

    Website: LINK

  • Die GAME CITY 2018 öffnet morgen ihre Pforten!

    Die GAME CITY 2018 öffnet morgen ihre Pforten!

    Reading Time: 4 minutes

    Die Gamer kommen: Die GAME CITY 2018 öffnet ihre Pforten

    Die GAME CITY 2018 ist da und zieht von 19. bis 21. Oktober Gamer_innen aus ganz
    Österreich ins Wiener Rathaus.

    Der dreitägige Mega-Event steht dieses Jahr ganz im Zeichen des eSport. Top-Branchen Player wie A1, Microsoft Xbox, Nintendo, OMEN by HP und Sony PlayStation präsentieren jede Menge neuer Games und Hardware, die teils noch vor Release-Datum vorgestellt werden. Ernstere Töne werden auf der Fachtagung F.R.O.G. angeschlagen: Unter dem Motto „SaveGame“ wird unter anderem über das Thema Diskriminierung von Frauen in der Gaming-Szene diskutiert.

    Morgen am Freitag, den 19. Oktober um 9 Uhr öffnet die GAME CITY 2018 ihre Pforten.

    Der Event zählt zu den größten Gaming-Ereignissen im deutschsprachigen Raum. Rund 80.000
    Besucher_innen erwarten wienXtra und die Eventmarketing-Agentur MICE & Men, die hinter
    der Veranstaltung stehen. Das prunkvolle Wiener Rathaus und der Rathausplatz werden in
    den kommenden drei Tagen auf rund 10.000 m² Fläche viel Platz zum Zocken, Staunen und
    Diskutieren bieten.

     

    Natürlich ist der Eintritt, wie auch in den vergangenen Jahren, frei.

    Die GAME CITY 2018 auf einen Blick:

    – Wann: 19. – 21. Oktober 2018
    – Öffnungszeiten: Fr 9 – 18 Uhr, Sa und So 10 – 19 Uhr
    Lange Nacht der GAME CITY: Fr von 19 – 24 Uhr, Eintritt ab 16

    – Wo: Wiener Rathaus, Eingang über Rathausplatz
    Außer für die Lange Nacht der GAME CITY ist keine Anmeldung
    erforderlich.

    Eintritt frei!

    weitere Infos über die Veranstaltung und Videos findet ihr weiter unten, wir sehen uns im Rathaus 🙂


    Programm 2018: eSport, Cosplay und Bildung

    Der Event startet am Freitag mit der offiziellen Eröffnung und der langen Nacht der GAME
    CITY, die heuer unter dem Motto „die lange nacht: durchgezockt mit fritz“ stattfindet. Mit dem
    League of Legends Finale der A1 eSports League Austria sowie dem Start des größten
    Fortnite Battle Royale im Rahmen eines drei-tägigen offline eSport Turniers wartet der erste

    Tag der GAME CITY gleich mit zwei großen eSport Highlights auf. Die Schulmeisterschaft
    findet am Freitag ihren Höhepunkt.

    Die Cosplay-Parade wird am Samstag für farbenfrohe Momente sorgen.

    © David Pan / www.goodlifecrew.at

    Begeisterte Gamer_innen lassen ihre Lieblingscharaktere aus Anime, Manga, Comic oder Videospiel Realität werden und ziehen ab 13 Uhr vom Museumsquartier über den Ring bis zum
    Rathausplatz. Am OMEN by HP Stand kommen LoL-Fans auch am zweiten Tag voll auf ihre
    Kosten und können sich mit eSport-Ass Andreas „Elijah“ Brandl in epischen Gefechten
    duellieren. Im Rahmen von zwei Workshop-Terminen gibt es außerdem Tipps vom Profi. Bei
    der A1 eSports League Austria wird am Samstag das Finale von Project CARS 2 gespielt.
    Gleichzeitig finden die Qualifikationsrunden für die Splatoon 2 Europameisterschaft,
    organisiert von der Area52 und Nintendo, in der eSport Arena am Rathausplatz statt.
    Im Rahmen der Fachtagung F.R.O.G. (Future and Reality of Gaming) wird Gaming von Freitag
    bis Sonntag auf der GAME CITY 2018 wissenschaftlich „behandelt“. Mit steigender Relevanz
    von Gaming in der Gesellschaft steigt auch die Sensibilität für konfliktbehaftete Themen wie
    „Hate Speech und Diskriminierung“, „Match-Making“ sowie „Einfluss von Computerspielen auf
    Lernprozesse“. Ein Schwerpunkt wird dieses Jahr auf dem Thema „Frauen und Gaming“
    liegen. In mehreren Vorträgen wird an der Fachtagung über gängige Vorurteile, Hürden und
    Diskriminierung gesprochen, denen viele Frauen tagtäglich sowohl im Profi-, als auch im
    Hobby-Gaming-Bereich begegnen.

    Der Pädagogik-Schwerpunkt wird im Rahmen des Schultages am Freitag und der

    wienXtraKinderzone 
    von Freitag bis Sonntag gesetzt. Der Schultag ermöglicht es Klassen, einen
    ganzen Tag lang in die Welt des Gamings einzutauchen. Neben dem Fun-Part setzen sich die
    Schüler_innen intensiv mit dem eigenen Spielverhalten aber auch mit Themen wie OnlineSicherheit
    und Games Design auseinander. Dass Videospiele auch pädagogisch wertvoll sein
    können, erleben Eltern und deren Kinder im Alter zwischen vier und zwölf Jahren in der

    Am Sonntag findet schließlich das „Grande Finale“ der eSport Meisterschaften statt: Auf der
    A1 eSport Stage werden sich Gamer_innen im Mobile-Game Clash Royale batteln. Insgesamt
    wird im Zuge der A1 eSport League an den drei GAME CITY Tagen um einen Preispool von
    insgesamt 32.000 Euro gezockt. Im Splatoon 2 Finale am Sonntag qualifiziert sich das
    Siegerteam für die Europameisterschaft. Auch das dreitägige offline eSport Turnier, organisiert
    von wienXtra und dem eSport Verband Österreich, findet mit der Kür des Fortnite Battle Royale
    Champions seinen Höhepunkt. Die Siegerehrungen um 18 Uhr auf der Hauptbühne vor dem

    Rathaus läuten schließlich das feierliche Ende der GAME CITY 2018 ein.

    Weitere Informationen auf game-city.at und facebook.com/GameCityVienna

  • Million Arthur VR: Character Command RPG Launches for HTC Vive

    Million Arthur VR: Character Command RPG Launches for HTC Vive

    Reading Time: 2 minutes

    Vive Studios and Square Enix’s Popular Card Battle RPG is Now Available in Four English Speaking Territories

    Today, Vive Studios and Square Enix have launched the English version of Million Arthur VR: Character Command RPG for HTC Vive. Made available in Japan and China earlier this year, now Vive owners in the US, UK, Canada and Australia can begin the quest to become the one true King Arthur in this flashy card battle game.

    In this single-player experience, four heroes – a mercenary, a thief, a merchant, and a diva – have all drawn King Arthur’s Excalibur from the stone (among a million others) and are vying to rule Camelot. However, an outside invading force soon derails their plans of sitting on the throne as the four heroes must face these threatening and otherworldly adversaries.

    With ten chapters to complete, Million Arthur VR offers players hours of gameplay in their quest to defend Britain. Optimized for HTC Vive, Million Arthur VR can be played seated or standing and takes advantage of Vive’s room-scale technology throughout the game.

    Million Arthur VR: Character Command RPG is now available in English on Steam for $39.99.


    Website: LINK

  • FINAL FANTASY XIV Patch 4.1 – The Legend Returns

    FINAL FANTASY XIV Patch 4.1 – The Legend Returns

    Reading Time: < 1 minute

    FINAL FANTASY XIV Patch 4.1

    Patch 4.1 brings a multitude of additions and refinements to the realm. Band together with your friends in search of the legendary land of Ivalice, explore the ancient city of Skalla, or face an old foe in a reimagining of your battle with the legendary dragon Shinryu.

    Whether you’re relaxing in the new residential area, Shirogane, or testing your mettle in PvP, there’s something for everyone in this exciting new update!

    FULL PATCH DETAILS: LINK

    Website: LINK