kouroux
45k posts to finally achieve this tagline
XIII looks ridiculous from the graphics. i've never played FF mind you, but i might start with XIII
Same here, never been a fan of RPGs but I don't know why I'm a bit tempted
XIII looks ridiculous from the graphics. i've never played FF mind you, but i might start with XIII
Same here, never been a fan of RPGs but I don't know why I'm a bit tempted
Just played FFXII for the first time on Wednesday, doesn't have the same appeal that 7, 8, and 9 did. I'll give it a chance however.
Am I alone in thinking XIII is going to be shit?
No not beaten Omega, I don't usually go after the optional bosses except in VII. I might try and beat Ultima Weapon though at the bottom of that research facility, each time I've finished VIII I've drawn Eden from Tiamat just before Ultimacia, so I've never seen that GF at its most powerful so might draw it from Ultima and level it up.
It comes on 3 discs so they must have compromised it a hell of a lot. No surprise, really.
"We were hoping to debut it at E3, but we're not sure now."
The slippage appears to be due to some changes that are being made to the world map system. "For displaying characters on the world map, we were originally planning on using the method used by FF#, with a small Noctus running about on the screen. But that didn't look too great, so we ended up switching to the method used by FF#."
Those "#" signs are presumably meant to be the roman numerals of certain games in the main Final Fantasy series, but Famitsu had to block them out. Both Famitsu and Nomura agreed that the change is a major one.
The whole decision to port this to XB360 and even bork the PS3 version in the process to make them both content equivalent has been a bit of a disaster. Hopefully Nomura stands his ground and refuses to let Versus to be released on the XB360, although this isn't looking too good either.
They're changing it from the XB360, I'm sure of it. Any clue as to what the #s are?
Xbox 360 version will be sound.
They're changing it from the XB360, I'm sure of it. Any clue as to what the #s are?
Square Enix has been very adamant that the Xbox 360 version of Final Fantasy XIII is pretty much the same quality-wise as the PS3 version. The company’s motivation came under a bit of fire recently when Square Enix released a batch of doctored photos of the Xbox 360 version of the game.
Kotaku recently put up a gallery of the photos sent over by Square Enix. The site pointed out that the PS3 and Xbox 360 photos were virtually identical in every aspect. The pictures were clearly the same photo but with the photoshopped 360 and PS3 shoulder buttons.
Didn't the simultaneous development on both the PS3 and the XBOX360 cause difficulties?
KITASE: We have made it our top priority to deliver the same quality on both consoles. It was self-evident that it brought some difficulties with it. Both consoles require a different approach. Especially on the graphics section. We had to build a different engine for both versions. We needed a year of tinkering on each engine in order to get the same level of graphics.
Saying a world map like those games didn't work is bollocks, after replaying VII and VIII recently I reckon a world map system like that would be fine, its fun exploring those kind of maps on foot and vechicles, who cares if the character proportions are odd. I want to be able to fly around the world in an airship damn it!
You know graphics aren't the be all and end all, but when they've had this long on this powerful a console you do expect better.
Borked?
You know graphics aren't the be all and end all, but when they've had this long on this powerful a console you do expect better.
Both PS3 and Xbox 360 have bandwidth issues while handling transparent textures, but the Microsoft hardware contains on-die memory with ultra-fast throughput designed to mitigate the issue. The PS3 doesn't, requiring more ingenious solutions. This raises the possibility that, storage aside, the 360 version could potentially exceed the performance of the PS3 version in alpha-heavy situations.
Perhaps surprisingly, FFXIII in retail form still retains the full-resolution alpha buffers, and it is interesting to note that these still cause the game some issues - but the impact is definitely lower than it was before.
One of the most noticeable compromises seen in the original demo has made it through to the retail version: an effect known as Alpha to Coverage. Rather than render a complete, seethrough texture, A2C utilises an interlacing style effect instead. Exactly why Square has utilised it here remains unknown, but it is safe to say that it is performance-related, and that it all comes back to the notion of those performance-sapping alpha buffers.
Essentially, transparent elements in characters' hair are rendered using A2C, and it's used for all types of facial hair (eyebrows aside) right down to the eye-lashes. It can be a fairly ugly effect, but the implementation in FFXIII allows for the layering of hair, all of which is animated, adding a lot more "life" to the characters.
Facial animation is also exemplary: eyes and mouths are beautifully animated: it would be great to see them in wire-frame as the amount of control points must be quite extraordinary.
One of the most noteworthy elements concerns the overall lighting scheme. In many games there is a jarring inconsistency between the overall scene and the way the characters are lit within it. It leads to a sense that the cast are almost cut-out and overlaid on top of the scene. Not so in Final Fantasy XIII: the lighting scheme combines all elements believably and is gorgeous to boot.
One of the game's strongest elements is the way in which the player feels compelled to see the next level: the overall quality of the artwork is simply sensational and is consistently superb throughout the game. It's also self-evident that the proper HDR lighting really makes a difference. Overall presentation is improved not just through the use of the 2x MSAA, but also from glow and bloom lighting.
However, porting the game across to the 360 must have been a daunting proposition. Taking a look at the structure of the Blu-ray disc, we see an absolutely colossal 32.6GB of what looks to be pre-rendered movies, while the actual gameplay content itself is a more reasonable 6.8GB. Co-incidentally, 6.8GB is also the maximum usable space developers have on the dual-layer DVD (yes, Xbox 360 games theoretically have less storage available than PS2 and Wii titles).