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#1 nightmare_cloud
Member since 2005 • 14184 Posts

Final Fantasy XI for the Xbox 360, Treasures of Aht Urhgan expansion for PCs, PS2s land in US in April.

One of Microsoft's big announcements at E3 2005 was the debut of the Final Fantasy series on a Microsoft console--the Xbox 360 to be exact. What wasn't known was the game's release date--until now. Square Enix today announced that Final Fantasy XI for the Xbox 360 will be available in North America on April 18. Two days later, the game will be available in Japan and Europe.

The massively multiplayer online role-playing game will be an all-in-one package, combining the original game plus the three expansion packs: Rise of the Zilart, Chains of Promathia, and the all-new Treasures of Aht Urhgan.

PlayStation 2 and PC players desperate for the expansion needn't get in an uproar. Treasures of Aht Urhgan is getting a multi-platform release, and will also ship on April 18 for the PS2 and PC.

Included in the new expansion will be new jobs, such as the Blue Mage and Corsair, new monsters and realms to explore, as well as tweaks to gameplay like those found in previous expansions.

Pricing for the expansion and the Xbox 360 version have not yet been announced. For more details, check out GameSpot's hands-on with the beta test of FFXI for the Xbox 360.

Print this StoryBy Tim Surette Posted Jan 26, 2006 3:33 pm PT
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#2 nightmare_cloud
Member since 2005 • 14184 Posts
Grandia fans getting trans-Pacific double-shot

Grandia goes online in Japan as Square-Enix preps Grandia III for in North American Valentine's Day launch.

It's a good news day for fans of Square Enix's Grandia series, regardless of which hemisphere they call home. The role-playing series, which debuted in the late 1990s, is getting an all new edition in Japan, and a localized version of the latest in the series in North America.

Game Arts is currently making Grandia Online, and it's been scheduled for launch within the year. In an interview with Japanese site 4Gamer, Gungho Online Entertainment president Mori$hita Kazuki revealed that the PC massively multiplayer online RPG is scheduled for release before Tokyo Game Show 2006, meaning that gamers in Japan will be able to play it before September 22. Mori$hita hopes to launch Grandia Online simultaneously with Gungho's new portal site "Gungho Mode" for maximum synergy. Because of scheduling conflicts, however, he admits it may be difficult.

Gungho Online Entertainment became the second major shareholder of Game Arts in May 2004 when it acquired 11.9 percent of the company's stock. Last November, it purchased additional shares of Game Arts and raised its stake to 51 percent, turning the studio into a consolidated subsidiary.

Grandia III Watch Yuki and Alfina in the latest trailer for Grandia III
Watch | Download

Though the aforementioned bit of info bodes well for Japanese gamers, American Grandia fans weren't left empty-handed. Square Enix, who took over Grandia's North American publishing duties from Ubisoft, today confirmed that a localized version of Grandia III for the PlayStation 2 will be in stores on February 14.

Grandia III, which was previously released in Japan, follows Yuki, a young boy who longs to become a famous pilot. His path crosses that of Alfina, a special girl who can talk to the world's mystical protectors. Together, they will stand up against Alfina's once righteous brother, who has been filled with hatred and plans to destroy the world.

Grandia III is rated T for Teen and will cost $49.99. For more information on the game, check out GameSpot's previous coverage.

Print this StoryBy Staff Posted Jan 23, 2006 3:46 pm PT
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#3 nightmare_cloud
Member since 2005 • 14184 Posts
i could just imagine this place on Summer holidays
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#4 nightmare_cloud
Member since 2005 • 14184 Posts
ive never played the Grandia games but this one looks really good
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#5 nightmare_cloud
Member since 2005 • 14184 Posts
even on the weekend i got lots of hmwk good thing its easy
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#6 nightmare_cloud
Member since 2005 • 14184 Posts

wonder what it tastes like, lol

Tastes like Tifa, lol jk

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#7 nightmare_cloud
Member since 2005 • 14184 Posts
Details on Suntory's Final Fantasy XII-themed beverage bubble up; limited run includes collector's edition with special bottle, trading card.
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TOKYO--Quaffing potions in role-playing games that boost stamina are nothing new. But why should in-game characters have all the fun? In December, Square Enix and Japanese beverage maker Suntory announced plans to release a new drink inspired by magical mixings from the Final Fantasy series. Suntory today revealed that the drink will be named Final Fantasy XII Potion and will flow into Japanese stores on March 7, nine days before Square Enix's release of the anticipated RPG. The drink will be available for a limited time.

Suntory says that Final Fantasy XII Potion has been developed to deliver a "mythical" taste that captures the essence of the game. To create the distinct flavor, the drink uses 10 herbs, including elder flower, chamomile, rosemary, and lemon balm. It also includes royal jelly and propolis to give the drinker a boost of energy, to keep a spring in the step of cosplayers everywhere.

Collector's will also be able to get their hands on a limited edition of Final Fantasy XII Potion, which will come in a special bottle and will include a FFXII trading card. There are six different designs for the special bottle and 27 varieties for the trading card.

Print this StoryBy Hirohiko Niizumi Posted Jan 19, 2006 12:22 pm PTFFXII Pops Cap on FFXII Energy Drnnk
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#8 nightmare_cloud
Member since 2005 • 14184 Posts

Grandia III 1UP Preview

Grandia III
Platform: PS2
Publisher: Square Enix  Developer: Square Enix

ESRB Rating: Rating Pending  Genre: RPG

by Jane Pinckard 01/19/2006

I know that I am not alone in feeling a certain ennui when it comes to Japanese RPGs. I may have loved the genre whole-heartedly at one time, staying up until the wee hours to delight in the Final Fantasys, the Chrono Triggers, the Mana series; but it's become hard over the last few years to get excited about yet another expertly produced, good-looking game with random battles, turn-based combat, an overlong and entirely cliched story, and characters cut out of the back of a cereal box. After a while, it hurts to care because you end up being disappointed.

So it was with this wariness that I began Grandia III, steeling myself against the cheesy voice acting that was sure to come. But Grandia III opens...well, grandly, superbly, with a breathtaking wordless cinema that is part dream and part vision, part flashback and part prophecy, and which rivals anything that Final Fantasy has done. The world, too, pushes the PS2 to the limit, with autumnal leaves cascading to the forest floor, and the morning sun filtering through the mist, every scene evincing a depth of detail that really brings to life the visionary art direction and stands as perhaps the pinnacle of the aesthetic possibilities of this generation's consoles.

But it takes more than fancy graphics to seduce me anymore. I waited until the main characters were introduced. A boy with a dream, a will to see it through, and spiky hair -- check. A spunky, no-nonsense young woman who bosses him around -- check. An innocent girl fleeing some nasty-looking soldiers because she's fated to have a power no one really understands -- oh, how often have we seen this before? But hold on -- the young woman treating our hero like a kid is, in fact, his mother. That's new -- I've never played a videogame that explored so deeply the relationship between mother and son before. And indeed the scene in which she realizes she can't protect him anymore and must let him go is genuinely moving, in a much more real way than the manufactured, manipulative death of Aeris. (I still maintain that Aeris's death seemed like something you should be able to prevent, and it was supremely frustrating that there was nothing you could do.) By contrast, Miranda can't prevent her son from growing up, and that's a universal truth.

Ludologists and narratologists may debate until the end of time whether storytelling belongs in games or not; and as much as I have railed against the overuse of in-game cinematics to shove the plot forward, Grandia III manages to fold its many, many cinemas into the game so gracefully that each cut-scene is a treat, not a torture. True, the voice acting is a bit stretched thin, but once again the sheer high quality of the CG serves to highlight key important and emotional moments, rather than to interrupt the game.

 

[click the image to check out all Grandia III screens]

After the initial burst of character-driven plot, however, the storyline does fall into place as a more standard quest tale, with orbs to collect and boss fights to endure, and a girl with a mysterious power to protect. But because of the initial investment in the plight of those involved, I found myself continuing to care about every one of the playable characters, even when wince-inducing wooden humor was painfully extracted from them. Much is made of the fact, for example, that Alfina can't cook; as royalty, she's never had to. The scene is embarrassingly long. Another moment that is meant to express a high point in the slowly blossoming romance between Alfina and Yuki is a straight-up rip off of Titanic. And still, in spite of all that, the care with which each character is drawn, animated, and given life in the game grew on me.

Another feature of RPGs that feeds my need to obsess over every detail is of course the character customization possibilities, which, after playing twenty-three hours of the game, I feel I've only begun to explore. In addition to the usual weapons, armors, and accessories, there are skills and magic abilities to distribute, as well as mana eggs that enhance magical abilities. Fusing various mana eggs together will generate more powerful eggs with upgraded properties. If you have spare eggs, you can also decide to extract spells from them, in which case the eggs will be used up. (Fuse the eggs first to generate even more powerful, rare spells.) Skills are another set of possibilities, and skill books are sort of the equivalent of mana eggs. You can extract special skills from books you find during the course of your adventures, or you can carry them as accessories to enhance the skills you already have.

I also found the battles -- yes, even those mundane leveling-up battles -- to be consistently fun and exciting, thanks to the much-vaunted combat system that the series has been able to perfect. The "command wheel" at first may seem like an over-complication of combat, but it turns out to be a clever way of pacing turn-based combat to make it as action-packed as it is real-time fighting; strategy develops quite differently from battle to battle depending on who's got the faster initiative and speed. Moreover, the player is encouraged to refine combat style to achieve massive multi-hit combos, including the aerial combo in which you knock an opponent into the air and let the other characters smack him around while he's on his way down. Finishing off an enemy like that will increase the chance of them dropping a rare item. The game will advise you during combat if you wish, in a way that doesn't break the fiction -- the characters will shout things like, "Quick! Alfina's being targeted! Stop him now, Yuki!" But to increase the challenge for yourself, you can turn this advice off.

For preview purposes Square Enix sent us only the first disc of what will ship as two discs. It's not an exaggeration to say that the first disc restored my faith and love of Japanese RPGs.

Download or Stream Videos
Check out the intro. and gameplay footage from the U.S. version!

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#9 nightmare_cloud
Member since 2005 • 14184 Posts

school ruins everybody's life lol. Unless you enjoy being pounded with homework and watched 8 hours a day by teachers. Inuyoukai12

so true, today i finally got some time on GS, no hmwk, for once O_O, lol but still didnt get to come by here T_T

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#10 nightmare_cloud
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Grandia III (PS2)Publisher:  Square Enix Developer:  Game Arts Genre:  Turn-Based RPG Release Date:  March 1, 2006 ESRB:  TeenMore Info on this Game

By Benjamin Turner | Jan. 19, 2006
Game Arts' popular RPG series hits number three, and looks to stick to its strengths.

Spiffy

Great battle system; likeable characters and story; good graphics and sound.

Iffy

Outside of battle it's slightly generic feeling. Just a bit.

It's a little tricky finding a common thread between the different Grandia games. The original Saturn Grandia was called the system's "Final Fantasy VII killer"; though it didn't actually kill anything, it was still whimsical and had a great, innovative battle system. Grandia II enhanced that battle system but had a much darker tone to its story, which kind of threw off expectations. Grandia Xtreme was a story-light dungeon hack with great battles. So, what can you expect from Grandia III? So far it seems like a good mix of the first two games. It goes without saying that the unique battle system is back, but the plot seems to strike a balance between the hyper-kiddy cuteness of the first game and the seriousness of the second.

It starts off on the kiddy side as you catch up with Yuki, a young man from a small village who's obsessed with building an airplane to fly across the ocean. After he and his friend Rots complete the contraption, he takes off on an evening test flight, much to the chagrin of his oddly youthful-looking mother, Miranda. Unbeknownst to him she's stowed away in the back, and the extra weight causes them to crash in the middle of some heated action. A cute elfin girl is being chased by evil-looking RPG villain types, so Yuki and Miranda spring to her defense. (Mom is surprisingly good with daggers.) It turns out the girl is a Communicator, one of the few who can talk to the gods, and certain people would do anything to get her back...

Strategic Chaos

Grandia III has a beautiful world and its story has promise, but it would appear that the excellent battle system is once again the star of the show. As before, there are no random encounters. You can see all monsters running around the field, and though they do rush you, they're fairly easy to avoid. Still, you've gotta fight to power-up, so you might as well jump into the fray. You can tilt the odds a bit in your favor by smacking the enemies with Yuki's sword before engaging; this stuns them and gives your party the opening moves.


What sets Grandia III's battles apart is their dynamic, pseudo real-time nature. An icon representing each enemy and hero travels around a "command wheel" in the corner. Once they hit a certain point on it they can take a command; once their icon travels a little further they actually execute it. Since you're privy to the enemies' places on the command wheel, you can time your attacks to counter theirs. The most obvious strategy is to hit them with "critical" strikes before they attack, which will send their icons sliding way back on the wheel and greatly delay their actions. Time your attacks correctly and you can sometimes prevent the enemies from taking a single swing.

Another key element comes in the aerial combos. Certain attacks can send enemies soaring (complete with a helpful altitude readout), and hitting them while they're airborne leads to massive damage. Finish them off in this state and you'll get bonus money and even a shot at rare items.

Perhaps the coolest thing about the battles is how free-flowing and chaotic they feel, with characters running all over the place to strike at enemies, defend, and all that other fighty stuff. (This is particularly true if you make use of the optional AI feature, which controls your characters according to certain rules that you set beforehand.) It's a far cry from the structured good guy / bad guy columns of a Final Fantasy, and along with all the other elements helps keep the battles fresh, fast, and most importantly, fun.

...And the Rest Ain't Bad, Either

Grandia III looks about as good as you'd expect a high-budget PS2 RPG to look toward the end of the system's lifespan, which is to say rather pretty. The graphics are colorful and attractive; though they run at 30 frames per second, the level of detail is quite good. Battle scenes run at 60 frames per second with just a little slowdown during heated bits of action. The load times are impressively short. In fact, the field/battle transitions are more or less instantaneous, which is good news for a game that is packed to its gills with combat. As for the audio, the music is nice enough so far... typical Grandia stuff, with the electric guitar and slight 70's flair that fans have come to expect. (You'll hear hints of a few classic themes and fanfares, too.) Voices are fine as well. They're maybe B-level anime quality, which is typical for an English-dubbed RPG.

All told, Grandia III is shaping up to be another very good, if not over-achieving, entry in Game Arts' slightly eclectic RPG series. The battle system should provide plenty of entertainment, backed up by good technical aspects and a somewhat light-hearted story. It's due to hit stores just five weeks from now, on March 1st, so wrap up that Dragon Quest VIII adventure while you can.