Final Fantasy 15 it may not be the best game in the series, but it certainly has its merits. Flashy fights and likable characters were enough to make it happen Final Fantasy Entering as a minor cult classic, despite some shallow combat mechanics, a clunky story, and a lackluster open world, even by 2016 standards.
But everything people love and hate Final Fantasy 15 it almost never came about because Noctis' urban fantasy adventure was once completely different. Originally called Final Fantasy Vs 13early days Final Fantasy 15Development envisioned the final product as a PlayStation 3 exclusive action RPG headed by The heart of the kingdom puppeteer Tetsuya Nomura. But the rapid passage of technology, combined with significant internal upheaval and all-too-common development woes, results in dramatic mutation. Indeed, while Final Fantasy 15 is a fairly interesting game, its development story is downright fascinating, and diving into it reveals useful insights into the intricacies of game development, especially on the scale of a franchise like Final Fantasy.
Final Fantasy Versus 13 and Fabula Nova Crystallis
Fabula Nova Crystallis
Final Fantasy Vs 13 it should have been part of a wider one Fabula Nova Crystallis a mythology that is described as a kind of loose connective tissue between the games as Final Fantasy 13, Final Fantasy 13-2and Final Fantasy Agito. According to Final Fantasy 13 director Motomu Toriyama, Fabula Nova Crystallis the plays can be thought of as a kind of epic tale: they share the same myths and deities, but their plots are at best tangentially connected.
In this original draft, Noctis was still written as the prince of Lucis, the enemy state of Niflheim, but the magic crystal in the first possession was said to be more closely tied to the crystal lore. Final Fantasy 13. Epic political intrigue and warfare seem to have been a major part Final Fantasy 15's story from the very beginning, although his days as Final Fantasy Vs 13 would see a very different plot, and significant characters and locations would eventually be reworked for the final game. For example, the role of Luna was originally intended for a character named Stella in which she appeared Compared to 13first trailers revealed.
Final Fantasy Versus 13 was in development until 2011
Although it was first revealed in 2006 with a movie trailer, it is not clear exactly when it will be developed Final Fantasy Vs 13 he began in earnest. Due to his relationship to Final Fantasy 13it is widely believed that full-scale development on Compared to 13 started after the initial launch in 2009. Whatever the case, 2009 was the year Square Enix first showed footage of the game, although then-director Tetsuya Nomura said it was more of a proof of concept, a snippet that was purposely created for presentation and not intended for the final build of the game.
AGAINSTersus 13 gameplay footage shared in 2011 shows an action RPG in spirit The heart of the kingdom and Final Fantasy 7: Crisis Core: Enemies are presented in scripted encounters and combat is via a command menu on the left side of the screen. Interestingly, it appears that players would be able to switch between party members during combat and each would have a different fighting style. Prompto, for example, would be controllable, able to use a gun to shoot enemies' weak spots and even trigger environmental hazards.
Looking for Tetsuya Nomura Compared to 13 being a fluid open world despite being its companion Final Fantasy 13. To this end, the Luminous Studio engine was created, later renamed simply Luminous Engine, presented at E3 2012. As it happened, it was just at the time when another major technological milestone redefined Final Fantasy Vs 13development.
Luminous Studio marked a significant technological leap forward for Square Enix and Final Fantasyallowing for much more detailed environments and especially detailed character models.
PlayStation 4 played a major role in the creation of Final Fantasy 15
In 2011, Square Enix management would be introduced to the PlayStation 4 for the first time, prompting them to reconsider Final Fantasy Vs 13which was still planned for a PS3-only release. Additionally, even though the game had been in the works since 2006, progress on the game was slow, and even Nomura herself often seemed uncertain about the release horizon. A combination of Sony's new hardware, a sporadic development timeline, and an ambitious Luminous Engine led to the decision to sever the link between Final Fantasy Vs 13 and Final Fantasy 13transforming former v Final Fantasy 15the definitive, major entry in the wider series.
During this process Final Fantasy 7: Crisis Core Director Hajime Tabata took on the role of co-director alongside Nomura, who eventually left full control of the project to the former. Tabata reportedly worked closely with Nomura to ensure essential elements like the main cast remained intact before embarking on a ruthless editing campaign. A lot of Compared to 13The story and its connection with the other have fundamentally changed Fabula Nova Crystallis games were severely limited. The scope of the game would further inform its identity as a standalone main series FF release.
Whether all this back and forth was worth it in the end is debatable, but it certainly makes for an interesting development story. One particularly revealing insight offered by Tabata concerns the problems with revealing the game too early. The director said he thought it was a mistake to reveal it Compared to 13 in 2006, as this led to it being burdened by audience expectations, leading to a more complex development process. It really is fascinating to watch the lengthy creature FF15 all the way back to 2006 because it shows how factors like communication, clarity and leadership can have a far greater impact on game development than financial resources, which have never been among Compared to 13by all accounts the biggest problems.