Being named director of a mainline Final Fantasy game is a highly coveted position that very few people have been able to hold. With the reveal of Final Fantasy XVI, a new man joined this small group: Hiroshi Takai.
Although he has been at Square for almost thirty years, he is certainly not as well-known as the likes of Yoshinori Kitase or Tetsuya Nomura - not to mention Naoki Yoshida, who happens to be this new game’s producer. Takai is certainly more renowned in Japan, thanks to his contribution to the cult SaGa series and to FFXIV’s successful rebirth. But, unless Yoshida steals the show, Takai will most likely find himself in the spotlight in the coming months.
While gamers are waiting for new details about FFXVI, now is the right time to learn more about the person helming the project.
Vapourware can end up being the stuff of legend, like Rockstar's Agent, Star Wars 1313, or StarCraft: Ghost. Without ever seeing the light of day, these games never risked the possibility of being played and forgotten, and instead live on forever as the subjects of lengthy YouTube essays.
Still, Molyneux's most notable lost game (or tech demo, depending on who you asked at the time) was arguably Project Milo.
I can see the potential of the kinect hardware... its rather impressive tech, but it was just not meant to be for gaming. If anything, MS had a huge missed opportunity to have used it for the AR/VR projects.
"Unfortunately, as we were developing Milo, so the Kinect device was being developed. And they realised that the device that Alex Kipman first showed off would cost $5,000 for consumers to buy.
"So they cost-reduced that device down to such a point, where the field-of-view...I think it was a minuscule field-of-view. In other words, it could only just see what's straight in front of you."
Hmm, exactly what tech was in it, that was cut, affected the development? It was only ever interpreting visual and audio inputs right? The xbox was processing those inputs.
Nor do I see how the field of view thing is relevant to the discussion.
Star Wars Battlefront 3 was in development at Pandemic Studios, but LucasArts wanted the team to make the game in just one year.
Sounds about right. They were rushed while making the second game. Not hard to imagine that trend continued with it's ill fated follow-up.
I actually really liked the first Battlefront. Its charm was that it was so simple and basic. It felt like a really well made modernised old school shooter. Ignoring all the COD style BS that took over all other games.
I absolutely loved Battlefront 2 as well but I enjoyed Battlefront 1 for its simplicity.
The director of InZOI claims that major viral glitches like kidnapping are very problematic but they're the cause of freedom.
Long history of working alongside other FF developers.
I don't know but the FF looks shallow as a kiddie pool
People actually like Tetsuya Nomura as director? That's news to me. He is a great artist but I'd prefer my FF games to actually have an edge rather than emo tween status. Dude has ruined the Franchise this decade if you ask me.
Anyone else notice how the combat in this looks similar to using “Gotterdammerung“ in FFVII Remake. Which was super satisfying and if the entire game is going to feel that way in combat we’re in for a real treat
Mr and Mrs. Takai's kid.