The Western Final Fantasy That Wasn’t
- Categories: Games, News
- Date: Jan 18, 2010 02:55 JST
- Tags: Final Fantasy, Production Controversy, RPG, Square Enix, Sweden, Video Gallery
Square Enix’s openness to allowing a non-Japanese studio to develop a Final Fantasy title seems to have been an allusion to a mysterious “Final Fantasy” title provisionally dubbed “Fortress,” cancelled but visible in incomplete form in the technical demo visible below.
Square Enix apparently selected a third-rate developer from Sweden, the now defunct Grin, and canceled their involvement after being unimpressed with what was delivered; however, it is said to still be in development elsewhere:
FORTRESS is the codename of an official, but currently unannounced sequel to FINAL FANTASY XII.
It is an action game set some time after the events of FINAL FANTASY XII: REVENANT WINGS, and is intended for the PlayStation 3, Xbox 360 and Windows platforms.
The project was originally developed by GRIN and supervised by Square Enix, but issues between the two companies led to GRIN going bankrupt and Square Enix reclaiming the project from them.
The project has not been officially announced yet, but its existence is known due to information leaked by former members of the development team and sources in the video game industry.
The Fortress project is still supported by Square Enix and in development at a currently undisclosed studio — possibly Eidos Montreal, Square Enix’s main Western branch.
The tech demo video is reminiscent of a certain popular western RPG:
Supposedly the title was/is based directly on Final Fantasy XII, as this concept art featuring Princess Ashe demonstrates:
Free roaming and non-linear gameplay? No wonder Square Enix was unhappy with the title…










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Change in Gameplay, Yes
Change in Visual Style, No
You are a SHEMALE lover, right?
Cloud, lightening
Snake:you got good sense
Screw this game x.x
Snake and Raiden are Lovers. They had Butt sex many times.
Totally, revise the gameplay, but please keep the japanese visual style.
That gameplay has good potential.
Keep it up SE, then I might play your game again.
LOL, and what did I used to say about FF with western RPG gameplay in the previous FF article?
And, yeah we don't need western visual style. Change it back please.
Btw, FF title in Windows?? Fuck Year!!
The only reason why I play F2P MMO/Tales/[insert random cute looking JRPG] is because of the graphics, I'm dodging Dragon Age by hiding on Grand Fantasia right now =_=
Western free roam (guided but not enforced) + Japanese visuals seems to be the formula for massive pre-orders from the denizens of Sankaku
Chenge in gameplay - YES
Chainge in Visual Style - YES YES YES !!!
Visuals in this tech-demo are sweet :} .
Since FFXII sucked and they've been trolled about it, they're gonna make somebody else develope a sequel of the crap game so we forget about them and blame europeans?
SHAME ON THEM.
I dunno that ain't half bad.
Agreed, and that was supposedly just a techdemo
I would've been on board for that. I loved FFXII, and thought the gameplay style would have been a great change for the series if they only stuck with the fundamentals and fixed some underlying problems.
Let's just hope that SE don't mess this up.
the only problem with FFXII gameplay was the license grid, which made your characters all the same...
the international version has this fixed with the zodiac license grid... unfortunately it's in japanese...
The FFXII license board gives you the freedom to customize your chars as you see fit.
If you want a black mage, pick the black magic licenses. If you want a white mage, pick the white magic licenses. Want a tank? Go heavy in the armor licenses.
Nowhere does it say that you have to pick every single license. It's not Square Enix fault that you can't handle the freedom that they've given you.
Dude, by the time you are lv 60 or maybe lv 50, you have fuly completed the license board on all characters, making them exactly the same.
That's why Itou made the Zodiac version with jobs included, to give some much needed variety to the characters besides the weapon equipped. Too bad it was never released outside Japan.
I see. Your game must be suffering from some sort of bug that automatically learns licenses whenever it has enough license points. Instead of whining, get a new copy that doesn't have that bug.
Must I repeat myself?
The fact that everyone could learn anything was fine... The fact that there was no way to actively choose to be a class something wasn't.
Like say if they made a black mage, or a white mage gambit setup that offered higher level magic/stats than your supposed to have in the game at the time. Would've made things more interesting.
OWND
so if u have 9999 lp free and a lot of licence left, u will not spend ur points because u only want a white mage?
-for me sound boring
If you want a white mage, don't make a red mage. And if you DO make a red mage, don't go QQing about it, because it was your own bloody choise.
It may sound boring to you, but why the fuck would you complain about being able to choose? If you think it's fun to have a full license board, then don't complain when all characters are exact copies of each other.
I can't for the life of me see why this is so hard for people to realize. Your incapability of handling the license board doesn't make the system itself bad. It just means that you're too immature to handle it.
Despite the logic of "if it's breakable, don't break it," it's simple human nature to find purpose in structure. The original License board, simply put, was unfulfilling for this reason alone.
This is why the Zodiac Job system in FFXII International was created in the first place, and why it was such a disappointment to everyone else when it was revealed that Square Enix had no plans to release it overseas. The ability to choose a Job Class and receive a License Board customized for that Class changed the way one approached the game and made each choice much more meaningful.
I'll have to call you on your bluff, a lolicon, and say that the FFXII was a bad system. It did not convincingly represent the process of character growth due to the vague arrangement of Licenses and it removed the value of meaningful choice from within the game structure itself. The License Board system was designed with the naive assumption that complete freedom was better for game design than purposeful limitations. This was an assumption that pen-and-paper RPG systems realized was false years ago. A limitation like a "class" system lets a player intuitively associate a character with a role or purpose. A limitation like a "level" system allows a player to gauge his and other characters' strength at a glance.
While you decry the other Anons for being "too immature" or lacking the self-discipline to play the game with self-imposed limitations, the fact of the matter is that they were working within a system that was illogical, unintuitive, and unsatisfying.
Square Enix realized the truth and that's why they made the Zodiac Job system. They didn't bring it over because, frankly, Square tends not to release any of its "special editions" outside Japan.
Get a load of this guy who thinks inflexibility is a statistically better choice.
Clue it's in the fucking title, character.
Character have characteristics.
different characters -> different characteristics -> variety.
That is one down.
The other, theoretically you do have flexibility but that comes with a catch, unbalanced weapons.
By making some types of weapons superior on almost any regard to others you indirectly affect my choice of gameplay archetype. i.e. i found that swords and spears where superior to every aspect as opposed to fists,bows, rods,guns,hand-bombs and maces. (which are all active types of weapons) So why should i equip my characters with inferior weapons?
That is why balanced gameplay is a decisive rating factor.
What they should have done is instead of creating a new board system just make it so you can only get so many points throughout the game and you wouldn't have enough to put them in everything. That is how most games that are not restricted by class work. That way you can customize your character and have to think about where you are going to use your points.
@chronomaster
Considering that the FFXII system was both unintuitive and amusing in its absurdities, perhaps it's better to say that it's almost impressive that it's worse than inflexibility.
There's a ludological concept that rings true for all games: Keep it simple, stupid. Classes and levels are just complex enough to give definition, but simple enough to be intuitive. The latter is very important for character and role identification in a game (as opposed to, say, a less interactive medium).
FFT had a Job Class system, vanilla FFXII didn't. Both are Ivalice. Which one would you rather play?
There are people that are changing the international version to english. I'm not sure the current status of the project but there is a topic in the psx scene forums for it.
All they had to do was change the menus and subtitles cause the vocals in the international version are the English release voices. And there's a reason I sad "had" :P
That is what they are doing and they are creating a program to do it and working through all of the problems associated with it.
Why does it look so slow?
somehow... it makes me sleepy... -.-
It was a tech demo, not a gameplay demo.
The main character is floating in the air.
He is doing airwalk.
The foot doesn't touch the shadow.
Like in 90% of other titles . Especially japanese .
"a third-rate developer from Sweden, the now defunct Grin"
Too bad, Grin got much talent.
Third rate?
they made the new Bionic Commando game, as well as Ghost Recon Advanced Warfightr 1 and 2 PC version (vastly different from its console siblings)
wouldn't call that third-rate (even though bionic command *could* have been better).
Too bad it doesn`t show.
Grin messed up the PC version of Ghost Recon Advanced Warfighter 2. They made it really buggy and horribly unplayable (a tango pwning you with a submachinegun from miles away realistic?), unlike the more intuitive console version. It's a good thing they went out of business.
if they stayed in business they'd have a chance to learn from mistakes... no game creators are perfect, just as no person is.
Would you wish death upon a person who doesn't live the way you think to be ideal?
I wish death upon anything that doesn't do my videogames right.
Yes, I am that terrible of a person. :(
you are an asshole
There was a person who did something like that. I wonder how that panned out.
I just wish they'd put this Final Fantasy franchise to rest (if at least for a while) and try something new - or at least make a worthy Mana game, the likes of which we haven't seen for at least 15 years.
Or making a sequel for Vagrant Story, or a continuation of Parasite Eve on the console instead of on the PSP.
I want 2d Valkirie Profile. Similar to VP:Leneth.
I don't want a true sequal to VS, but I wouldn't mind another original game taking place in the same time era.
Maybe one to tell how the world changed from the FF12/FFTA era to the VS era.
Maybe a new game that further expands the world/history of Ivalice, with gameplay similar to, or different from FF12 & FFTA?
They really should go with the Ivalice Alliance thing they've got. It seems better than their current ideology behind FF nowadays.
I want a sequel or something to Chrono Cross. Damn I miss that game
"I want a sequel or something to Chrono Trigger. Damn I miss that game"
^Fixed
"I want a new Chrono game and it doesnt have to be a sequel to Cross or Trigger, it just has to be good."
Fixed. And I wouldnt mind 40+ characters again.
Why put it to rest? It's not even a real series. Each iteration is almost a whole different game from the rest with just a few thematic elements in common.
I think they have something good there.
But nobody can`t find where it is?