1. FFXIV Reset Timers
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  1. #1
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    FFXIV: A Realm Reborn News and Information Thread. NO DISCUSSIONS.

    Teaser Website:
    http://www.finalfantasyxiv.com/


    Alpha Application:
    http://sqex.to/waD (NA)
    http://sqex.to/bew (EU)
    http://entry.ffxiv.com/alpha/index.html (JP)


    Videos
    A New Adventure -

    Limit Break Trailer (Extended) -

    FFXIV: ARR trailer -

    Gamescom 2012 HD -



    Latest Information/Interviews (Gamescom 2012):
    Final Fantasy 25th Anniversary Event:
    New Assistant Director for FFXIV 9/1/2012

    Gamescom 2012:
    RPGSite 8/22/2012
    INCGamers 8/21/2012
    Game WATCH 8/18/2012
    JeuxOnline 8/18/2012
    JPGames 8/17/2012
    4Gamer 8/16/2012


    Screenshots
    Gamescom 2012:
    Spoiler: show












    Concept Art:
    Gamescom 2012:
    Spoiler: show
















    Copied Neogaf's thread and ran with it.

  2. #2
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    Note: This thread is not for discussions. Post links to media interviews, new information etc and take your discussions to the other threads. I'll update the OP with new information whenever we get a new "flood" and spoiler the old images/videos leaving newer ones out. Articles/Interview will be sorted with newest ones on top. Suffice it to say, the thread isn't 56k friendly... but if you're using 56k in 2012 then I don't know what to say. lol

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  4. #4
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    Added Kagari's interview: http://www.rpgsite.net/interviews/40...erview-round-2

    Nova_Crystallis: We're doing a follow-up so if your questions didn't get answered, don't worry. Most of the time slot was for the demo.

  5. #5
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    Added alpha registration to the OP. Forgot there was a limit on images in a single post soooo new screenshots are below:

    Screenshots:











    Concept Art:







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    NEW: Kazuya Niinou (Etrian Odyssey) is now Assistant Director of FFXIV:ARR.

    http://andriasang.com/con2js/niinou_square_enix/

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    The Square Enix Open Conference 2012 event will still be largely focused on the Luminous Studio Engine and its Agni's Philosophy demo. But Square Enix today added a bit more Final Fantasy XIV to the mix.

    It was previously announced that a session titled Final Fantasy XIV Serverside Pathfinding System would be held on the conference's second day. Today, Square Enix added a more general FFXIV session for the second day: Final Fantasy XIV Rebirth: Remaking a Game. This will be hosted by FFXIV producer and director Naoki Yoshida.

    Visit the open conference page for a more specific schedule, including session times.

    Square Enix Open Conference 2012 will be held on November 23 and 24. The conference is free, but open exclusively to developers. Registration at the conference page begins on September 12.
    http://andriasang.com/con2mz/open_conf_ffxiv/
    http://www.square-enix.com/jp/info/open_conference.html

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    Added the choppy trailer to OP and here:


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    Stumbled upon this and figured it might be newsworthy.

    Amazon has listings for both PC and PS3 versions of A Realm Reborn, with release date set for December 31, 2013. Not a typo. (But likely a typo).

    PS3 is 39.99 and PC is 29.99.

    http://www.amazon.com/gp/product/B00...=ATVPDKIKX0DER

  10. #10
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    When retailers know what year games are coming out on, but not the date, they commonly use the end of the year as the date. Don't worry about that.

    Oh snap, I didn't notice we were in the no discussions thread. Oh well, probably better that nobody shits their pants about the release date, so I'm leaving my post here.

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    Information on the PS3 hot bar:

    http://www.novacrystallis.com/?p=3614

    The PlayStation 3 version of Final Fantasy XIV: A Realm Reborn will feature an all-new menu set up specifically tailored for consoles.

    While the name and brief details of what is known as the “Cross Hot Bar” were revealed several weeks ago, Famitsu now has even more information on the PS3 version of the upcoming MMORPG.

    The PlayStation 3 version of the game, which is set to be revealed this month, will allow players to choose commands via the DualShock 3′s d-pad and shoulder buttons. The d-pad corresponds to four horizontal line sets at the bottom of the screen. Commands can be assigned to each direction on the d-pad (ie, up, down, right, left). By pressing L2 and R2, you can swap through your different groups of commands. Up to eight commands can be selected via the d-pad and through the use of L2 and R2.

    Similar to the PC version, you can also set your own macros. By pressing L2+R2 you can cycle through different “palettes.” Eight commands can be assigned to each palette. That number won’t be common for every class, however, each class will have the ability to register sets individually.

    Each command can also be made into an icon with selectable colors. The main commands will be set up in a menu similar to the PS3′s own XMB.

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  17. #17
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  18. #18
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    New video popped up on youtube. Character Creation!


  19. #19
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    Final Fantasy XIV: A Realm Reborn is currently in development, and while it addresses several issues from the game’s critically-panned original release, it will remain subscription-based while most MMOs are going free-to-play. Producer and director Naoki Yoshida has explained to VG247 that his team is keeping the game’s subscription model as it fulfils a promise made to fans. Find out why below.

    As part of an upcoming Final Fantasy XIV: A Realm Reborn interview with Yoshida, we asked the developer why Square-Enix was keeping the game’s subscription model intact when the rest of the world seems to be embracing free-to-play.

    Yoshida replied, “The main reason why we haven’t decided to take the free-to-play option is that, at the game’s original launch, it didn’t live up to expectations and it let down a lot of fans. We lost the trust of fans who had followed us across our 25-year history. We want to regain that trust and to deliver on past promises.

    “One of the promises we originally stated was that we would release the game with a subscription model. Players will be able to play it 24 hours a day, seven days a week, 365 days in the year if they paid a subscription fee.

    “So to regain the trust of our players we must of course fulfil this promise. Right now we believe that to be more important than any kind of business decision.”

    Yoshida also stressed that the pros and cons of both models are yet to be seen, and argued that it’s hard to make a clear judgement between them both.

    “The other thing is that – depending on what kind of game you have – its hard to say which model is better. Is free-to-play better? Are subscriptions better? It just really depends, and it’s hard to say which one is better.

    It’s all rather confusing, but one thing makes sense: that Square-Enix doesn’t want to be running Final Fantasy XIV out of someone else’s pocket, and this is where the need for subscription models makes sense, even if it’s unpalatable to those accustomed to free-to-play.

    “The last thing is that our aim is to make an MMO,” Yoshida continued, “and a lot of companies do their development for MMOs by getting money from investors. Then the investors want their money back, so if the game doesn’t make enough money or doesn’t have enough users, then what do we do?

    “We’d have to pay our investors back, and free-to-play is an option to get that money back to investors quickly. Final Fantasy XIV: A Realm Reborn is a product that is independent to Square-Enix. All of the money’s coming from us, so we had more time to put it into what we wanted to do. We’re not in a rush to pay anyone back.”
    http://www.vg247.com/2012/11/19/fina...says-director/

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    Naoki Yoshida is about as far away from the stereotypical image of a Japanese businessman as you are likely to get. Clad in designer jeans with expertly styled hair and numerous finger rings, he looks more like a rock star than anything else. His business card even features a caricature of himself smoking while relaxing with a cup of coffee. But regardless of what he looks like, he is, at heart, a passionate MMO gamer who wants to turn Final Fantasy XIV from colossal failure into striking success.


    While not a member of the team working on the original version of Final Fantasy XIV, Yoshida feared the game was doomed even before its release. After the bad reaction from players during the Beta test, even the staff thought the game wasn't ready for it to go on sale. "When I heard that it was going to go on sale as planned, I thought, that will probably be a big mistake."

    To Yoshida, the biggest problems with the original Final Fantasy XIV came from how the game itself was envisioned and developed. Final Fantasy XI, Square Enix's other Final Fantasy MMO, was developed as a game where Final Fantasy would meet EverQuest—the top MMORPG of the day. In fact, according to Yoshida, the entire staff played EverQuest for at least a year while developing FFXI, trying to figure out just what exactly made it work so well. "I think it would've been good to do the same thing [for the original FFXIV]."

    In Yoshida's opinion, the reason FFXI was a success is that it took the areas where Final Fantasy was strongest—cutscenes, dramatic scenarios, and story-driven content—and input them into an EverQuest inspired framework.

    However, when the original FFXIV was in development, the goal of the project was simply to make a game that was different from Final Fantasy XI. Yoshida feels that the creators didn't recognize that the global standard of MMOs had been significantly raised in recent years. He would have suggested a different path for the game—one that mirrored FFXI's own creation. "I think it would've been good if they tried seeing what happened if they turned World of Warcraft into Final Fantasy. So, because they tried only to make something that was 'different from FFXI,' they ended up with not much of anything."

    "They should have said, 'Hey you, go play WoW for a year [for inspiration].'"

    Yoshida then talked at some length about the origins and development of MMORPGs. How they developed from tabletop RPGs into games like Ultima and Wizardy—before moving to the online world. What was important in his eyes is how early RPGs borrowed the best elements from and influenced each other. That's how the genre advanced and made new games. "Unless you are a genius, you cannot make something completely new from nothing."

    When it comes to his FFXIV, A Realm Reborn, Yoshida believes they are on the right track. He has the best of the best from inside the company to work on this game and they are adamant the game not be released until it is ready. "We won't make a mistake like FFXIV again—if we did, it would be like at the level of destroying the company."

    That said, Yoshida said his biggest worry while making A Realm Reborn has been the schedule. World class MMOs have so much in them that time is always an issue. There's got to be a lot for players to do. When coding started for A Realm Reborn, Yoshida and his team only had 16 months until the planned relaunch. At times, he had wondered if it was really possible to do all the work in two years. He lamented that he knows players wanted it fixed as quickly as possible, but if it is released before next year, he thinks they won't enjoy it.

    When asked in closing how he would play A Realm Reborn, on PC or PlayStation 3, Yoshida responded, "I became an online gamer 16 or 17 years ago and I've always played on the PC. I played Diablo, Ultima Online, EverQuest, Dark Age of Camelot, and World of Warcraft—all always on the PC." He feels that, personally, if he did things like PvP without his trusty mouse and keyboard, he would definitely lose. But he mentioned that there was more than a little appeal to lying on his couch with the controller.

    Coming out of the interview, I found myself more than a little impressed. Yoshida was upfront and frank about the problems of Final Fantasy XIV and the challenges that await Final Fantasy XIV: A Realm Reborn. But more than that, our short talk left me with faith that if anyone can fix the game, it's him.
    http://kotaku.com/5963155/new-final-...h-the-original

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