<![CDATA[Kotaku: fantasy]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: fantasy]]> http://kotaku.com/tag/fantasy http://kotaku.com/tag/fantasy <![CDATA[Square Enix Promise To Be More Timely With Future Western Releases]]> Square Enix are known for two things: Final Fantasy, and massive delays for games released in the West. The former isn't going to be changing anytime soon, but the latter just might be!

In an interview with Ars Technica, Square boss Yoichi "Imperial Hot" Wada has said that in the future, post-FFXIII world, Square games will be much more timely when making the jump from Japan to the West.

"For the last three years, we have worked very hard to close the gap between Japanese release timing and North American and European release timing," he said. "We tried to go for the global, simultaneous release [of FFXIII] but that was something that was inconceivable, in a sense. But we have been able to close that release window gap to three months. For us, it was a very big step forward."

So big that Wada says future Square Enix games will be held back until all versions are ready, unlike the company's current plan which is "launch in Japan first, everyone else later".


A flat world: Ars interviews Square-Enix CEO Yoichi Wada
[Ars Technica]

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<![CDATA[Free Dark Elves In Every Blood Bowl]]> The PC adaptation of the Games Workshop board game that put the fantasy in fantasy football is getting a free dose of hot Dark Elf action next month.

Of the more than 20 races in the Blood Bowl board game, Cyanide Studio only included 8 in the initial PC release, and there were some grievous oversights. Where are the Dark Elves? That's a question that will be answered next month, as the pointy-eared bastards arrive as part of a free update to the game. Not only will the team, which combines the trademark elven agility with sheer brutality, be available as a free download, some stores will be getting a special Blood Bowl Dark Elves Edition that comes with their evil packed right in. From the official description:

"Dark Elves combine Elven agility with a cruel brutality. They are perfectly at ease playing the ball or crushing skulls with their callous fists. Furthermore, their Witch Elves excel in that field, as long as they don't get caught up in the euphoria of battle! Dark Elves are masters of deception and can also call upon deadly Assassins to instill fear (and the cold blade of a dagger!) in their adversaries' heart."

I don't know how the game survived without the Dark Elves in the first place. Not sure how the other teams will survive once they're included.

Visit the official Blood Bowl website for more pics and info on the Dark Elf team.

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<![CDATA[Dressing Up In Pangya PSP]]> Tomy takes us through some of the multifarious ways you can dress up your adorable anime golfers in the upcoming Pangya: Fantasy Golf for the PlayStation Portable.

It might be some sort of horrible disease I contracted while working security at local anime conventions many years ago, but for some reason I enjoy the game of golf so much better when I can dress up my golfer in all sorts of different outfits. They don't even have to be whacky outfits, as long as I have some control over how my golfer looks, and can earn new items of clothing through playing. Perhaps it has something to do with my utter incompetence at playing the actual sport...this way I feel I have some measure of control over an activity that otherwise involves me wildly swinging a stick about and hoping to avoid lawsuits.




























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<![CDATA[Remembering Final Fantasy VIII]]> PopMatters recently posted an extremely in-depth look back at Final Fantasy VIII, exploring the themes, emotions, and insight into human behavior that make one of the most neglected entries in the franchise great.

Final Fantasy VIII was light-years ahead of VII both graphically and in terms of complexity, and perhaps that's the reason the game is one of the most underappreciated games in the Final Fantasy line. I must confess, that before reading Jack Patrick Rodgers' write-up, I considered it one of the weakest entries myself, citing IX as the sweet-spot for PlayStation-era roleplaying games. Now I've got an itch to play through the title once again with a keener eye on the underlying themes, thanks to insightful observations like these:

At one point, Squall's party reaches the site of a recent battle, and one of his traveling companions casually drops a bombshell on everyone else: they're all orphans of the previous world war and grew up at the same orphanage, but their memories of their time together have been erased by the Guardian Forces. The childhood friends that Squall can only dimly recall are in fact his new companions for this mission.

It's a terrific, resonant metaphor: the experience of warfare stole their childhood innocence and is slowly turning them into soldiers who have no purpose except the next battle. More than that, it's a commentary on how the responsibilities and pressures of adulthood can cause us to forget who we once were. Anyone who has ever rediscovered a childhood memento and found old memories flooding back can sympathize with characters who are amazed at how much they've forgotten.

It's a fascinating read, highlighting moments such as the Laguna visions, which while at first strange turn out to be the efforts of a son trying to come to terms with his absent father, or Squall's calling out of Seifer as a bully when the other students are trying to remember him fondly upon news of his apparent execution.

It may not do much to change Final Fantasy VIII's low level of regard amongst fans, but "Remembering the Orphan" will definitely have some looking at the game in a completely new light.

Remembering the Orphan: Final Fantasy VIII [PopMatters]

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<![CDATA[Square-Enix Brings Toys, Not Games, To NYCC]]> While the rest of the other video game publishers at the NYCC brought video games for fans to check out, Square-Enix brought lots and lots of toys. No playable demos. No trailers. Just toys.

At least these were new toys. On display were action figures and statues from Final Fantasy VII, Crisis Core, Star Ocean, and of course, Kingdom Hearts. Although, I bet most of these are already available in Japan. You don't even want to know how many times I heard "Oh My God! Final Fantasy!" while standing there.

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<![CDATA[I'm So Sorry - If Oblivion Was a Music Video]]> I tried my best to avoid ever sharing this epic creation by Chris Dane Owens, but someone at Bethesda thinks it's a good representation of what Oblivion would look like as a music video.

Mr. Ashcraft passed this video to us a good week and a half ago, and upon watching it the first time I was determined never to watch it again. Then Bethesda had to go and post it on their blog. This is the sort of music video that D&D players used to dream of back before high-definition gaming existed, filled with gorgeous women, random explosions, out-of-place electric lights in the sinking boat stock footage, and plenty of dorks in armor.

This is nothing like Oblivion...though god help me I cannot tell if it is better or worse.

If Oblivion was a music video… [Bethesda Blog]

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<![CDATA[The Making of Dwarf Fortress]]> dwarffortress.PNG Gamasutra has a lengthy (10 page) but interesting interview up with Tarn Adams, the programmer behind Dwarf Fortress. The interview touches on a lot of issues: the history of Dwarf Fortress and how it came to be, game mechanics, the follow that's sprung up in the game's wake ...

What's left to answer is why'd we be so into doing a fantasy game. That's probably the same as everybody else: Tolkien, D&D, myths, and of course, the movie Beastmaster. (We like the part where the evil priest is like, "You'll be sacrificed to 'The God of AAaa,'" like they didn't even bother thinking of a name, just powering through on the power of their badassedness.) But there were all kinds of things like that. In the movies, books, the arcade, PC, consoles, we were surrounded by that sort of thing.

It's an interesting, if lengthy, interview and worth a read through. The community that's sprung up around the game is almost as interesting as the game itself, especially the bits and pieces that have become popular outside the Dwarf Fortress community.

The Making Of Dwarf Fortress [Gamasutra]

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<![CDATA[FF I & II PSP Dated For Europe]]> If you really wanted them, you'd have already bought them. Square Enix has announced the European release date for the PSP remakes of the first two Final Fantasy games. Previous slated for a general Q1 2008 release, they've narrowed it down to the 24 hour period the calendar likes to call February 8th. The remake of the first game is probably the best time I've had playing it since the original on the NES, with the updated graphics and snazzy wide screen presentation adding a protective layer of freshness that keeps the antiquated gamelpay from going stale. As I mentioned previously, the beauty of the region-free PSP pretty much steals the wind from this announcement's sails. As I discovered when the Europe-only version of Tales of Eternia was released, importers are your friends, and I'm sure the English-speaking Europeans already jumped on these. Good news for those who don't read English perhaps, but then they wouldn't understand this post anyway.

RELIVE THE BIRTH OF A PHENOMENON WITH FINAL FANTASY & FINAL FANTASY II

London (19th December 2007) - Square Enix Ltd., the publisher of Square Enix® interactive entertainment products in Europe and other PAL territories, today announces that FINAL FANTASY® and FINAL FANTASY II will both be released in the UK and across all PAL territories on 8th February, 2008 on the PSP® (PlayStation® Portable) system.

Experience the classic gameplay, captivating storylines and unforgettable characters that gave birth to the FINAL FANTASY phenomenon. Completely re-mastered exclusively for PSP, FINAL FANTASY and FINAL FANTASY II are the definitive versions of the epic games that established the biggest RPG brand in the world.

These new editions feature redrawn graphics and character art, exclusive all-new dungeons, full 16:9 widescreen visuals and an updated camera view that gives players a new perspective on these two timeless classics that defined the RPG genre.

John Yamamoto, president and chief executive officer of Square Enix Ltd. comments, "FINAL FANTASY and FINAL FANTASY II represent the foundations of the Square Enix success story. They are the first two imaginative steps in the long and distinguished history of the FINAL FANTASY franchise. With these beautiful new versions, fans can now experience the origins of FINAL FANTASY wherever they go."

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<![CDATA[Garriott's New Playhouse]]> While the majority of last night's Tabula Rasa event took place at Britannia Manor MK II, the festivities came to an end at the site of Britainnia Manor MK III, Richard Garriott's new Texas castle, 10 years in the making. During a gap in the presentation, Garriott took some time to explain why his new house is going to be an 8 year-old's wet dream. First off is the tower, which is pictured here. Excuse the darkness of the shot, but it was taken at nearly 1AM by a large sweaty man wearing a hard hat. The five story tower will form the central point in the sprawling manor, and will consist of an observatory at the top, planetarium underneath it, and a giant room-sized elevator that travels the bottom three floors.

Why a giant elevator? Well it figures in to the design of the attached main hall. It will be a massive, ,three-story structure comprised of a dining area on the second floor and a balcony on the third floor, overlooking said dining area. Not content to have just two stories for dining, the second floor will be able to transform itself into a balcony overlooking the first floor for maximum dining occupancy. The attached elevator will be used for entertainment. He could use the first floor for a dressing area for performers, having them rise to the second floor via the elevator to surprise guests. When the dining hall is opened up for all three floors, the elevator room could house the main dining table, allowing the host to visit any of the three levels as he entertains guests.

Underground passageways also figure big into Garriott's plan. The house will eventually consist of three separate buildings, connected via a network of underground passages. Then the swimming pool will also have passages you can swim through to come up in any area of the house. The manor's air-conditioning system runs underground as well, and Garriott had it built with 3-and-a-half-foot cement ducts, so the entire thing is crawlable.

Many other surprises will lie in wait for visitors to Britainnia Manor MK 3 when it is finished. Guests rooms will have swiveling walls to allow beds to move from room to room in the middle of the night. Secret doors will contain elaborate lock mechanisms that require you to reach into a hole to fiddle with the lock, with a pneumatic clamp snatching your arm until the lock is properly open. He's dug a 100 foot pit on the property to make a tunnel that leads to the river bordering the property.

Garriott is an 8-year old with no parents and a ton of cash to throw around, and I think it is just fantastic. He creates these places some would call silly and others would call magical, purely out the passion for adventure that drives him. When we get our own Kotaku castle built, we are totally going to war with him.

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<![CDATA[Clip: Final Fantasy XII Revenant Wings Gameplay Trailer]]>

Here we have #9 in a series of FF XII Revenant Wings gameplay trailers. The game looks like it will fall right in line with all the other excellent FF titles we've had thus far. Being new to the whole Final Fantasy milieu, I'm finding that I enjoy the handheld titles better than their console counterparts. Especially Final Fantasy X2. God, I hated that game...

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<![CDATA[The Masters of Fantasy Art Exhibition]]>

If you've ever played a pen and paper RPG or read a D&D based fantasy novel, odds are you've seen Keith Parkinson's work. One of the greatest fantasy artists of our times, Parkinson also did covers for many computer games, including Everquest and its first three expansions, and was a founding member of Vanguard creator Sigil Games. Sadly Keith passed away in 2005 due to Acute Myelogenous Leukemia. In his honor, Sony Online Entertainment has now announced "The Masters of Fantasy Art - A Tribute to Keith Parkinson", an exhibition that will be featured at Art Institutes in five major U.S. cities between now and the end of July, starting in San Francisco.

"Our goal for 'The Masters of Fantasy Art' tour is to highlight the artistry that is integral to the creation of video games, as well as the influences of classical art on the industry as a whole," said Laura Naviaux, Senior Brand Manager, at Sony Online Entertainment. "By showcasing Keith Parkinson's work on the new 'Vanguard: Saga of Heroes' online videogame and joining up with The Art Institute, we hope to raise the public's awareness of computer and graphical arts as a discipline."

Being a big fan of Mr. Parkinson's work, I truly believe he deserves to be honored. The cynic in me, however, thinks it is highly suspect that this tour kicks off days after the launch of Vanguard: Saga of Heroes. Probably just a coincidence. Tour details follow.

"The Masters Of Fantasy Art - A Tribute To Keith Parkinson" Art Tour Set To Travel To The Art Institute Galleries Across The Country

Tribute to Renowned Fantasy Artist Keith Parkinson to Demonstrate Classical Influence on Computer and Video Game Art

Sony Online Entertainment LLC (SOE), a global leader in the online games industry, and Sigil Games Online announced today an exhibition with The Art Institutes to bring "The Masters of Fantasy Art - A Tribute to Keith Parkinson" to five major cities across America. The tour will showcase the artwork of seminal artist Keith Parkinson as well as "Vanguard: Saga of HeroesTM," his posthumous masterpiece. Beginning this month in San Francisco, the tour is scheduled to be on display at The Art Institutes galleries across the country.

The Masters of Fantasy Art elegantly displays the convergence of fine art and technology in today's interactive entertainment industry. The late Keith Parkinson continues to act as art director in memorandum for Sigil Games Online. His artwork has directly influenced the artistic vision for "Vanguard: Saga of Heroes," a massively multiplayer online role-playing game that launched on January 30, 2007.

"Our goal for 'The Masters of Fantasy Art' tour is to highlight the artistry that is integral to the creation of video games, as well as the influences of classical art on the industry as a whole," said Laura Naviaux, Senior Brand Manager, at Sony Online Entertainment. "By showcasing Keith Parkinson's work on the new 'Vanguard: Saga of Heroes' online videogame and joining up with The Art Institute, we hope to raise the public's awareness of computer and graphical arts as a discipline."

"When we were approached to participate in this tribute to the late Keith Parkinson, we were thrilled at the idea of bringing the unique world of online video game art to a more mainstream audience," said John Mazzoni, President, The Art Institutes. "We are staunch supporters of artists in all genres and understand the importance of increasing public awareness and interest of art, and being able to do that while paying tribute to a renowned fantasy artist is an honor for us."

"Commercial fantasy artwork, be it on book covers or in video games is often overlooked as an art form. I am excited to help, through my father's art, shine the spotlight on not only his works but the teams of hardworking and immensely talented artists who make these worlds truly come alive," said Nick Parkinson, son of Keith Parkinson, and Community Manager for "Vanguard: Saga of Heroes."

"The Masters of Fantasy Art - A Tribute to Keith Parkinson" is scheduled to be on exhibition at the following locations and dates:

February 2 - 26
The Art Institute of California - San Francisco
1170 Market St. (at U.N. Plaza)
San Francisco, CA 94102
888- 493-3261
http://www.artinstitutes.edu/sanfrancisco/

March 6- April 2
The Art Institute of Las Vegas
2350 Corporate Circle
Henderson, Nevada 89074-7737
702-369-9944
http://www.artinstitutes.edu/arlington/

April 9- April 27
The Art Institute of Washington
1820 North Fort Myer Dr.
Arlington, VA 22209-1802
877-303-3771
http://www.artinstitutes.edu/arlington/

May 8 - May 25
The Art Institute of New York City
11-17 Beach Street
New York, NY 10013
(in TriBeCa, near corner of Varick)
800.654.2433
http://www.artinstitutes.edu/newyork/

June 4 - July 31
The Art Institute of California - San Diego
7650 Mission Valley Road
San Diego, CA 92108
800-591-2422
http://www.artinstitutes.edu/sandiego/

About Keith Parkinson
Trained as a classical artist, Keith Parkinson created well-known fantasy art images and book covers serving as the hallmark art style for the fantasy genre. His early work included book covers for the top-selling "Dragonlance," "Forgotten Realms," and "Gamma World." He also painted covers for best-selling fantasy writers Terry Goodkind, Margaret Weis, and Terry Brooks. Turning toward technology, Keith began work in the video games industry creating artwork for the original "EverQuest," an incredibly successful and genre-defining online role-playing game. He later joined Sigil Games Online working as art director to create the artistic vision behind "Vanguard: Saga of Heroes" before his death in 2005. For more information about Keith Parkinson, or to preview his paintings, log on to www.keithparkinson.com

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<![CDATA[Interview With Akitoshi Kawazu, Final Fantasy XII Producer]]>

Want to know about the guy who produced the game you're going to lose 60 hours of your life to? Head on over to Eurogamer, where they've got an interview with Akitoshi Kawazu, whose last FF game was FF II on the NES. He explains the change to the battle system:

The design concept of the game was to have the player very much be exploring and walking around the world itself," Kawazu explains. "The decision to move to a system where the monsters were also already present in the world, in the same way that NPCs and towns were, and then the player would walk around among them in a similar fashion, made the switch to a real-time system a very natural one.

In addition, instead of the sphere grid in FFX, they have a system that's more "do whatever you want" in terms of what characters can specialize in.

Speaking of localisation, there's a strong feeling throughout the game that Final Fantasy XII marks a return to an almost European martial theme; one which, perhaps, will be more accessible to many gamers in the West than the Gaia-philosophy of previous games. Is this a conscious decision, given the growing success of the series in the West? Does Square Enix now take care to make games for the world, rather than just for Japan?

Our only question is does FFXII have one or two female characters "endowed" enough to be featured in various cosplay and ecchi magazines?

This Great Fantasy [Eurogamer]

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<![CDATA[Gandalf Vs. Darth Vader]]> gandalf.jpg

It's really not so sinister as the white wizard clashing with the Dark Lord of the Sith, but Terra Nova is trying to figure out why so many virtual worlds feature magic. The best hypotheticals in the snippet: "But still, why magic rather than technology or the supernatural or even history? All of them can easily separate the real from the imagined without distracting the player. Why magic?"

These fantastic settings take place in alternate time periods, so couldn't magic be the technology of the time? Or, when you consider the profound relationships people have with their faith (whatever it may be), humans look for explanations beyond the scientific (creation vs. evolution jumps to mind). Magic in fantasy worlds may be the extension of that search for something beyond the cold truths science offers.

Magic [Terra Nova]

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