Final Fantasy XIII is an RPG developed and published by Square Enix for the PlayStation 3 and Xbox 360 in 2009 / 2010. First appearing at E3 2006, FF13 runs on the Crystal Tools engine, a seventh generation multiplatform game engine built by Square Enix for its games.
Toriyama, director of FFXIII, commented a bit on the differences between the PS2 and PS3 versions of the game. FFXIII was originally in development for the PS2, but underwent a platform change following May 2005.
There is apparently very little shared between the two versions. The graphical elements that were prepared for the PS2 couldn’t be used, explained Toriyama. “The areas that we kept are the Fabula Nova Crystallis world, the pieces of the mythology related to FFXIII, and the character details. On the other hand, the battle and gameplay systems were restarted from scratch when production moved to the PS3.”
The development staff also underwent some changes. “During development for the PS2, the staff was centered on the Final Fantasy X-2 team. However, in an effort to work with the new PS3 hardware, many new staff members are now taking part.”
As reported by Siliconera and Kotaku, according to art director Isamu Kamikokuryou, many additional areas that were functioning in an unreleased build, from Team Nora’s secret base, to Lightning’s home and even a zoo, were cut from the game owing to concerns about the game’s length and volume. Kamikokuryou additionally remarked that the volume of content cut was, in itself, enough to make another game. [Info from Wikipedia]
Zero7 noticed some beta differences in the early screens released (preserved in the gallery below):
Mock up HUD, completely changed in the final
Fang at one hour in? You cannot meet her so soon in the final
Snow had a slightly different coat
The black-haired girl has a different outfit
If you can notice more differences in the early screens and videos, please let us know!
Thanks to Robert Seddon, Zero7 and Anonymous for the contributions!
Ambrosia Odyssey is a cancelled Action RPG with online multiplayer that was in development for the Playstation 2 in 2003 by Rocket Studio with help from KAI Graphics (for CG movies) and Supersweep (for music), meant to be published by Square Enix. The game had a multiple branching storyline in offline mode, in which you were able to create towns and foster their development to follow different plots, then connect online to share your game world with other players and visit their own towns and stories.
A video of the game was shown at the Tokyo Game Show 2003, but it only has some characters creation footage, blurred combats and a pre-rendered FMV (thanks a lot to CRC for preserving this video!).
An online beta testing was planned for spring 2004 (?), but we are not sure if it really happened before the cancellation. Ambrosia Odyssey was soon removed from Square Enix release list, maybe because of the popularity of their other online game, Final Fantasy XI.
GRIN was a video game developer based in Stockholm, Sweden. Founded by Bo and Ulf Andersson in 1997, that developed many popular games, as Ballistics, Bionic Commando 2009 and a couple of Tom Clancy´s Ghost Recon titles. Sadly on the 12 August 2009 GRIN filed for bankruptcy and the studio had to close down. Before the closure of the company, the developer was working on a mysterious Final Fantasy spinoff title for Square-Enix, that was known with the code-name “Fortress“.
As we can read in GRIN’s official website:
It is with a heavy heart we announce today that GRIN has been forced to close its doors. This as too many publishers have been delaying their payments, causing an unbearable cashflow situation. […] Looking back at twelve years of games, titles such as Ballistics, Bandits, GRAW 1 & 2, Bionic Commando Rearmed, Wanted: Weapons of Fate, Terminator: Salvation, Bionic Commando and our unreleased masterpiece that we weren’t allowed to finish; it has been a great ride.
The game was not originally going to be a Final Fantasy game at all, and was conceived as an original idea designed by Ulf Andersson, one of the founders of Grin. While the Grin team were developing Bionic Commando for Capcom, Yoichi Wada from Square Enix visited Grin and loved what he saw and proposed them to pitch a new game, using the Lord of Vermillion IP. Grin used their original idea to develop a full pitch, and Square Enix seems to have been so impressed that they decided to use the Final Fantasy IP for this new game.
The original version of Fortress was to have a very Nordic art style and many of the enemies were said to be based on Viking tales. After it was decided the game would become a Final Fantasy spin-off, Grin decided to tweak the art style but still keep with an overall Nordic theme in a Final Fantasy world. It was then decided that the game would be set in the world of Ivalice, the world from Final Fantasy Tactics, Final Fantasy XII, and Vagrant Story, after the events of XII.
Lead character artist Bjorn Albihn described Fortress as “a game with epic scale in both story and production values.” There have been many screenshots and even an early tech demo video released of the game, and there is no denying it looked beautiful, with a rich, yet incomplete open world to explore. There was also a character model created for an early boss which would be a giant Malboro, a popular Final Fantasy enemy. The player would have to scale the seaweed on the creature’s back to be able to drop bombs on its weak points. Some concept art can also be seen of this boss.
After Bionic Commando I got to work one month on this final project at Grin
The core game was about you and a small group of loyal soldiersdefending the fortress against a army invading from the sea. They had ships and monsters in endless supply and you had to keep your troops morale high and move around the fortress and defend key areas of it as the enemy attacked. Between attacks you could travel inland and explore some form of ancient temples or something.
My task was to create a system that would support a huge amount of characters fighting in and around the fortress. Besides the need for the player to be able to jump in and affect all battles a system to script events in the combat was also needed. All without making them look like bad background actors in a movie. The goal for the game was to keep around 2200 characters in the combat, 2000 attackers and 200 defenders.
It was reported that there was a deal in place with Square for them to pay $16.5 million for the production of the game, to be paid with increments when the project would hit a set of milestones within its development. This is where the trouble started for Grin, though. In an interview on Swedish site Nojes Bladet, Bo and Ulf Andersson, the founders of Grin, said, “they starved us to death.” No money came in from Square for months. They kept up development on the game anyway, which cost the company a fortune and months later, still without any payment from Square, Grin were forced to close all other offices except the base office in Stockholm. What happened between Square and Grin?
In 2009 Grin released two games that they had been developing: Terminator Salvation and Bionic Commando. Both of these games came out to very negative reviews and low sales, a fact that made Square nervous about the upcoming Fortress game. Ulf Andersson even stated in the same interview that Square were then demanding constant updates and all of the games assets such as code, artwork and music files. These requests took away time and resources from development, making it very stressful for Grin to keep working. According to Square, though, Grin were not meeting any of the milestones that were promised and this is why they had made no payments. The Andersson brothers also stated that Square were now not happy with the Nordic art style of Fortress and wanted them to change it to make it more like a classic Final Fantasy game. Grin then tried to change the game but Square was reportedly still not happy with the way it looked. Ulf says that he wanted to test Square, and so he sent them an image from Final Fantasy XII, but they still said that even this image was not in the Final Fantasy style.
The relationship between the two companies was on the verge of breaking down. In late August 2009, Square officially announced to Grin that no payments would be made to the company. A few days later, Grin was forced to declare bankruptcy as Sweden has very strict laws on a company operating under a heavy debt load.
Some early assets, details and concept arts for this unreleased project were found thanks to Hey Hey, Kotaku, NeoGAF and Gamespot, so at least some documents of its existence can still be preserved. It’s currently unknown if Square-Enix could try to fund the project with a different developer, but as they have written on Destructoid, it seems that S-E still have few millions of debts with GRIN for their work.
Although the Andersson brothers’ first company Grin had to be shut down, this did not keep them from game development, and they went on to create a new development studio called Overkill Software. This studio has released the very popular Payday: The Heist and Payday 2 both of which have sold extremely well.
Thanks to Sam Batten, Dominarul Cel Elf, Brad and Robert Seddon for the contributions!
In the 90s the SNES produced some of gaming’s finest RPGS. Great classics such as Final Fantasy 4 and 6 kept American audiences entertained, while Japanese gamers had greats such as the original Star Ocean. Entertaining both audiences was the timeless classic Chrono Trigger. Now years later the rise of the internet has put fans together and given those interested the ability to search for in game beta. Notable finds have been made, such as the music from the fabled “Singing Mountain,” and the demo rom. Now thanks to gamers/fans/translators Glitterberri and Gekkahiro we can read in good ole English a translation of this video that has been floating around the web for some time now.
Play the vid and you can follow along with the following translation.
When it was first announced, Dragon Quest 9 was meant to have real-time action battles, but later (maybe for the critics of die-hard fans of the saga), SquarEnix decided to retain the traditional turn-based system. It’s possible that there are even more differences in these old screens & videos, so if you notice some beta stuff, please let us know!
Also, Yosh93 found these debug items (and a debug mode with the original name of the profect : Xenelon) in the final game:
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