A remastered version of Romancing SaGa 3 is making its way to PlayStation Vita and smartphones in Japan, Square Enix announced today. Originally released in 1995, this remaster will sport renewed visuals in the character, menu and background department along with controls optimized for Vita and smartphone operation.
According to series creator Akitoshi Kawazu, an English version of Romancing SaGa 2‘s Vita port is also still in the works.
The Stormblood expansion for Square Enix’s MMORPG will introduce a new continent to the game as well as two new character classes. We knew the first was Red Mage and now we know the second: Samurai.
The crimson-clad, katana-wielding warriors will be a damage-based class aimed at unloading on enemies on the front lines of fights and will favor STR gear. Samurai will not have a base class and will start at level 50. Best of all, the character looks to share at least a passing resemblance to Final Fantasy X’s Auron, unquestionably the series’ most bad ass swordsman.
The news was also accompanied by a trailer for the expansion’s opening cinematic (above) which shows off the look and feel of Othard, one of the game’s three main continents where Stormblood will take place, as well as both a Red Mage and Samurai tearing shit up. The new player hub will be the port town of Kugane, with a new residential area called Shirogane. And of course there will be new dungeons in areas called Yanaxia and The Azim Steppe.
The team behind Stormblood is reportedly also working on a version of Bliztball, the aquatic mini-game from FFX, as well. At one point in the opening cinematic there’s a giant floating sphere filling up with water, only further bolstering the expansion’s spiritual connection to Spira.
Square Enix announced the class and other details about the upcoming expansion at a keynote during the Final Fantasy XIV FanFest being held in Frankfurt this weekend. Among other things, the company said it will double the capacity of estates going forward.
But before the event could conclude, Square Enix brought out Final Fantasy series composer Nobuo Uematsu to introduce the main them for Stormblood which he composed. The song is called “Revolutions” will be sung by the familiar voice of Susan Calloway.
The expansion is due out on PS4 and PC this summer on June 30.
Final Fantasy XIV: A Realm Reborn: The Kotaku Review
Square Enix has shared the latest screenshots for Final Fantasy XIV Patch 3.55a, revealed last week during Frankfurt’s Fan Festival activities to launch on February 28.
These images give us a look at a new PvP map for The Feast, custom deliveries with Zhloe Aliapoh, the final chapter of the Anima weapon quest line and the new 24-man trial featuring Proto Ultima.
As for why this Patch is “3.55a”, Yoshida explained that they had originally planned to include the Diadem’s new Exploratory Missions, but there was a critical bug at the last minute. This content will be released in Patch 3.55b in early March.
Players will also be able to redeem the Tidus and Yuna outfits available from purchasing the Fan Festival live streams, GARO collaboration gear can be reclaimed from the Calamity Salvager, and buffs will be put on the drop rates of the Sophia and Zurvan lanner whistles.
The Nintendo Switch release of I Am Setsuna will see an exclusive player versus player (PvP) mode added to it when it releases on March 3 in Japan. This mode will be available as a piece of free downloadable content.
The “Arena of Time” as it’s called will let you battle against other players and their parties after advancing the main quest to a certain part of the game. The Arena of Time will feature character customization options meant to really push the PvP aspect of I Am Setsuna.
I Am Setsuna is due out for Nintendo Switch on March 3 in Japan and a general March time period for North America and Europe. The game is available now on PlayStation 4 and PC.
Square Enix has shared a new video to celebrate the upcoming release of Final Fantasy XV – Final Fantasy XV: New Legacies – a piece that captures the impact the series has made on the lives of several fans.
In the five-minute video, fans are invited to listen to different stories including that of a young couple who fell in love due over their mutual appreciation for Final Fantasy VIII, professional wrestler Xavier Woods and his admiration of the series, as well as video game developers recounting the lasting effect of several key titles.
Share your own Final Fantasy legacy by using the hashtag #FFLegacies.
We want to see your Final Fantasy legacy as well! Feel free to post in the comments, or check out the dedicated thread over at our forum Mognet Central.
Polygon has gone up with 45 minutes from the latest build of Final Fantasy XV on PlayStation 4. Once again we’re treated to a look at the beginning portion of the game, featuring sidequests, exploration and a general feel for the game’s open spaces. Have a look at the upgraded and likely final visual quality below.
Final Fantasy XV is due out for PlayStation 4 and Xbox One on November 29.
This is not so much a proposal but more of a “fact check” for me because I am not experienced enough to pass a final judgement but I have some perceptions that I would like to have confirmed or corrected.
I have been thinking a lot about the efficiency of the PLD lately.
I have not played WAR extensively yet but from what I understand a paladin’s strength lies in the damage s/he absorbes before it hits her/him, i.e. defense strengthening buffs, shield blocking and the shield’s general added defense stats. The warrior on the other hand seems to be all about regaining hp (and having a huge pool of those) by using buffs that increase the pool’s size further, hp recovery/more efficient received heals and hp absorbtion from enemies.
Now what seems very off to me is that blocking only works on physical damage and furthermore the PLD seems to be very much built around physical opponents in general as they can only decrease physical damage on enemies (whereas WAR can decrease both) and only disable physical weapon skills (due to the fact that the skill that triggers this can only be activated by a physical block).
If you combine the last two points this would mean that one of the three aspects of a paladin’s damage mitigation that is intended to be in balance with WAR’s hp recovery mechanics just falls flat as soon as magical opponents are involved. However if I understand it correctly there is no such a thing for WAR, meaning that their defensive mechanics work against both physical and magical opponents. That obviously sounds like a disadvantage on paper regarding paladin’s viabilty and versatility.
I have made a few experiences where this caused problems but I have not raided end game content yet and am unable to estimate whether this is a variable that greatly impairs a paladin’s efficiency against magic based opponents in end game, so I would like to know if this has ever been detrimental to high end paladins or if it is neglectible.
If it is noticable would you want that a shield can also block magic damage?
From my amateur perspective I tend to be in big favour of this. I don’t feel as if it would overpower PLD but rather even the perceived gap. But maybe my observations are wrong so I would really like to hear some other perspectives.
(Please don’t ask about lore here as to how a shield would block magic damage. How does a warrior regain hp from their enemies. Do they eat them in between attacks? This aside, in a world of magic a good shield could have been crafted with magic components to be effective against such attacks.)