Posted by: nunosousa86 on: October 24, 2009
Okay, so the interview is over and I’m now going to post the integral content onto this thread. I did the proper editing of the interview since there is lots of garbage questions and stuff. Hope you enjoy
Interview:
Jem Alexander:
Hey everyone! This is Jem Alexander from the European PlayStation Blog. I’m very happy to present the first transatlantic PlayStation Blog livechat. We’ve got some of the guys from Bioware with us who are going to answer your questions about Dragon Age: Origins.
I’ll let them introduce themselves and make their special announcement before we get started with the questions.
Ray Muzyka:
Hey everyone! Ray from BioWare here.
Mark Darrah:
Hi all, this is Mark Darrah Executive Producer of Dragon Age: Origins
Ray Muzyka:
We are pleased to announce that the PlayStation 3 version of Dragon Age: Origins will launch November 3rd in North America alongside the Xbox360 and PC versions.
The game is really high quality – I’m incredibly proud of the DA: O team. We’re really happy that our PS3 fans will get to check it out in NA at the same time as 360 and PC fans!
Question:
Cool, when´s the EU release?
Ray Muzyka:
Still working on the EU release timing for PS3 – we’ll have an announcement on that shortly – still planned for some time a bit later in November.
Question:
How was the experience working with the Playstation 3?
Mark Darrah:
We are really happy with the results on the PS3. It was our first experience and we were really impressed with the power of the machine. I think fans will love the end result!
Question:
That’s great news I was wondering if you guys have any plans for Playstation Home?
DoktorZee_BioWare:
Regarding Playstation Home – we’re been exploring it, but don’t have any announcements there right now.
Question:
Hello thanks for your time. I haven’t really been following this game. Can you please describe what kind of game it is and what the game is about? Thank You.
Mark Darrah:
Dragon Age: Origins is a Dark Heroic Fantasy. You play as a Grey Warden a group charged with saving the world from an unspeakable evil called the Blight.
The game has many choices and each choice you make will impact the way the game plays and reacts to you. These choices will have significant impact challenging you to make decisions where your family and friends may have to be sacrificed for the greater good.
Question:
How long will this game be?
Ray Muzyka:
Dragon Age: Origins is incredibly rich and deep – the game is approximately 60-80 hours for the average player, but the critical path could be as short as 40 hours – speaking personally, on one playthrough it took me about 120+ hours to go through about 95% of the game. And it was totally awesome! It actually got better and better the further I progressed, and I couldn’t stop thinking about it. Great news is, the adventure doesn’t end when you finish since we’re planning a ton of high quality post-release downloadable content too!
Question:
Are the trophies for the PS3 the same as the achievements for X360?
Ray Muzyka:
The trophies are indeed the same as Xbox Live achievements. Epic, all
Question:
So is there a HDD install?
Mark Darrah:
Yes, there is an HDD install. I encourage players to do it!
Question:
Will you guys release DLC for the game ?
Mike Laidlaw:
Regarding DLC for the game, absolutely. We have a two-year plan for additional content for Dragon Age: Origins, so you’ll be seeing the game expanding in content for quite a while to come!
In fact, you’ll be seeing the first DLC out on the same day the game launches. Purchasers of new copies of Origins will be able to pull down the Stone Prisoner and get a brand new follower to join their party for the rest of the game, and there will be Warden’s Keep available as well, an expansion to the game that explores the history of the Grey Wardens.
Question:
Will there be an option to tone down the blood or turn it off? I find the blood a little unsettling for me.
Mike Laidlaw:
Yep! There is an option to tone down the gore in the game, yes. You can disable the persistent gore, so that your characters aren’t blood spattered after battle.
Question:
Would you mind speaking about the technical side of the game for a moment. Especially with regards to coding, the language used and the techniques and how they are similar/different from those used for PC games?
Mark Darrah:
All three platforms are written in C++. We also use C# for tools. Additionally we use an internal scripting language for coding work as well.
Question:
Will the game make use of the custom soundtrack feature on PS3?
DoktorZee_BioWare:
Earlier – from Adam – custom soundtrack on PS3 is a great feature, but the audio and music experience in Dragon Age: Origins is hand-crafted to drive incredible emotional impact. As a result we didn’t implement custom soundtrack because the entire audio experience in Dragon Age: Origins is so incredible.
Question:
Whats the meaning of the “Origins” subtitle? Is Dragon Age Origins a prequel for a bigger game?
Mike Laidlaw:
“Origins” has two meanings. First, it’s the beginning of our new fantasy franchise, so it seemed to fit. This is where it begins, after all! Perhaps more importantly, though, one of our coolest gameplay features is that we offer players 6 origin stories. Each one launches you into the game with a unique perspective and unique story, meaning the way you start the game is going to change based on which Origin you choose. So, the question you guys will want to start thinking about is this: will you be a Dwarf Noble, Dwarf Commoner, City Elf, Dalish Elf, Human Noble or Mage?
Question:
Do the origins and choices actually change the way the main plot plays out, or do they just change things like side-quests, companions, dialogue and the starting point of the game?
Mike Laidlaw:
Origins do affect the game all the way through. You’ll meet characters from your origins later in the game, you’ll have different reactions, and there are even moments at the VERY END of the game where your origin story changes things.
Mark Darrah:
There are 6 orgins that the player can choose from. Each of these origins spans several hours of gameplay and the choices made in their chosen origin will have impacts that will ripple throughout the rest of the game.
Question:
Is David Gaider planning on writing any more Dragon Age books?
Mark Darrah:
David Gaider is a great author! He has already written two great novels in the Dragon Age universe. This is a rich universe and there are a lot more stories to tell.
Question:
For clarification, will the Blood Dragon armor be available for the PS3 version? If so, is there a possibility that through purchasing the PS3 version you will still be able to unlock the Blood Dragon armor in ME2?
Ray Muzyka:
Blood Dragon armor comes in all new copies of the game on PS3 as well – it kicks ass. The Blood Dragon armor is linked to your online community account so once you register and download it for PS3, it’ll ‘unlock the magic’ of the Blood Dragon armor in Mass Effect 2 on 360 and PC too!
Question:
I’ve heard some people in the media saying this is a successor to Baldur’s Gate, one of my favorites, but the games seem so different. Can you comment on that?
DoktorZee_BioWare:
Right from the beginning of the development of Dragon Age: Origins we tried to capture the magic of the Baldur’s Gate series (one of our first sets of games). Many of the same team members worked on Dragon Age: Origins and Baldur’s Gate, so this gave us a bit of an opportunity to really drive a similar experience.
Things like the expansive world, deep and interactive characters, romance and thoughtful/tactical combat are present and very powerful in both games. Based on our experience playing Dragon Age: Origins we believe we nailed it!
Question:
I’ve never played a Bioware game before, can you explain what the combat system is like to someone whose never played one of your games before?
Mike Laidlaw:
The combat in Origins lets you take control of four different characters, each with their own abilities, spells and the like, and make them work together to fight the hordes of enemies hell bent on your destruction.
You can really play the game a number of ways. We have an advanced AI system called tactics that will let your party members fight intelligently even if you’re not under direct control, so you can focus on a single character. Other players, though, will want to swap between characters, coordinating their spells and attacks manually. All this would be hard to do, except we let you pause and issue orders in the middle of battle, if you wish, meaning you can pull off some pretty sweet advanced maneuvers. Ultimately, how you play the combat is up to you!
Question:
Heys guy, i’m just wondering how the DLC will fit into the game’s story?
Ray Muzyka:
The DLC is integrated right into the game fiction – you can access it through your party camp via a quest giver. Pretty slick in terms of integration and presentation.
Question:
Who composed the soundtrack? Give him my congratulations if all the music in the game is as good like in the trailers
Mike Laidlaw:
Inon Zur was the composer for Dragon Age: Origins. He flew up, met with the team and really dug into the world before he started scoring the game.
Question:
Who is your favorite character in the game?
Mark Darrah:
For me its Sten. I love him, his humour matches mine exactly!
Mike Laidlaw:
Favorite character? Leliana. A cute redhead, a deadly archer, a devastating accent and there’s a very good chance that she’s clinically insane. Somehow I find that adorable!
Ray Muzyka:
My favorite character in the game is Morrigan – tough choice though since there are a lot of great personalities. I like mages though (playing with three is awesome since you can animate 3 undead if you choose that spell progression path), and Morrigan’s super powerful as a shapeshifting mage – and pretty hot too
DoktorZee_BioWare:
My favorite is the dog, and not because he’s a dog, but because he’s super-tough as the ultimate tank! And he’s house trained.
Question:
Will there be non magical explosions and usuable area effect weapons (like flame and acid and such) that are not related to magic?
DoktorZee_BioWare:
From Emery – there are tons of both magical and non-magical effects in the game. There’s the usual magic effects like Fireballs and Ice Storms, but there are also a bunch of non-magical effects like poisons you can put on your weapons, and a variety of “flasks” of things like acid and other tools to help you win battles. There are a myriad of tactical options you can access to win your battles…
Question:
Can player always see the subtitles on the screen?
Mike Laidlaw:
Subtibles can be turned on or off as you prefer.
Question:
Hello! I’d like to know what percentage, approximately, of enemies in DA level scale? Do all of them scale? (I know it’s just within a certain range.)
Mark Darrah:
All creatures scale. Some creatures will always be tough though dragons.
Question:
How was it working with Tim Curry and the other voice actors of the game?
Mike Laidlaw:
We had an awesome cast, 144 voice actors in total spread between the US and U.K. Working with folks like Tim Curry and Kate Mulgrew is always a blast. They’re consummate professionals, and it was really encouraging when they dug into their character and starting asking for more motivation and details on the history of the world.
Question:
What are your favourite classes guys?
Mark Darrah:
I love a Bloodmage / Spirithealer combo! Both for its irony and its power.
Mike Laidlaw:
I’m a rogue player. I love opening chests, picking locks, sneaking and, of course, unleashing backstabs.
Ray Muzyka:
My favorite class is definitely a mage. I like the battle mage (Arcane Warrior) and Blood Mage specializations – your character is a death machine. Walking bomb and Animate Dead spells are also highly recommended
Question:
How many hours of recorded dialogue is there in Dragon Age?
Mark Darrah:
There are 800,000 words of recorded dialog. So in hours… A lot.
Question:
Hello! I have a question. How much does the Playstation 3 version differ compared to other competiting platforms? What was it like working with the PS3 for the first time?
Mike Laidlaw:
The PS3 version is identical to the Xbox 360 version in content, and the two control the same. Working with the PS3 was a blast. It was nice to go hands on with the hardware and flex our programming muscles to make sure that Dragon Age was the same great experience on all three platforms.
Question:
About how far into the game can we expect to see the stone prisoner, or wardens keep? (DLC’s)
Mark Darrah:
Once you become a Grey Warden you are basically at the point where you can access this content. In both cases you can choose to leave them until later.
Question:
Are there any more items players can unlock for the game before release, other than pre-order bonuses, and through Journeys?
DoktorZee_BioWare:
We’ve always got a lot of tricks up our sleeves regarding unlocks. If you pre-order there are a bunch of different unlocks, And, as you note, playing Dragon Age Journeys (at the ingeniously named Dragon Age Journeys) will get you more unlocks (I got my first one last night – it’s a really cool game we did in collaboration with EA2D). Check out Dragon Age Origins – Home for more info.
Ray Muzyka:
Journeys (the browser game recently launched) was indeed very well done by the EA2D team – nice work by Mark Spenner and the Journeys team!
Question
Is the game going to have a special edition? If so, what does it include?
Mark Darrah:
The PlayStation 3 has a special edition.
It contains:
A special disk with a featurette and other content
Cloth map
Tin Case
3 exclusive in Game items
And More!
Question:
Some people with review copies have spoken about the difficulty of the game? Are we talking Demon’s Souls difficult or Neverwinter difficult? I love both games, just wondering.
Mike Laidlaw:
The difficulty scales based on how hard you want it to be. The nightmare mode is in the same realm as Demon’s Souls, while you can crank the difficulty right down to easy. The best part is that you can adjust on the fly. Feeling like the game is too easy? Go ahead and set it harder.
The best thing about Origins’s combat, I think, is that it rewards you for player smarter. You learn how to use your party and their abilities as a coordinated strike team, and it’s not long before you’re demolishing your opponents.
Question:
How are you looking to get the non-RPG playing crowd into Dragon Age?
DoktorZee_BioWare:
Dragon Age: Origins is a really great story. We think that will go a long way to engaging people that haven’t played a RPG before. Additionally, we’ve gone through and done a super-thorough overhaul on the PS3 interface to make sure that you’ve got all the power from the PC version, but in a much more accessible package. We think that anyone that loves a great story will love Dragon Age: Origins.
Question:
Are the writers of the main game also working on the scripts of the DLC quests/stories?
Mike Laidlaw:
The same team of designers are working on our downloadable content that worked on the main game, yes.
Question:
Are the combat mechanics and game balance different than on the PC or has only the UI been changed?
Ray Muzyka:
DA: O has awesome tactical combat too, great exploration…rich deep fantasy world, and it’s fantasy with a bit of an edge, a bite to it.
DoktorZee_BioWare:
we’ve completely reworked the overall interface and lovingly re-tweaked the entire game on the PS3. The PC feels like an awesome tactical combat game, while the PS3 has more of an action feel. This was something that we discovered during the development of the PS3, but we certainly went with it and tried to make sure each platform felt right. One of our goals at BioWare is to make sure that each version of any game we release feels absolutely designed for that platform.
Question:
Do you have a favorite origin in the game? One that speaks to you in particular?
Mark Darrah:
My favorite origin is Dwarf Nobel. A bit of a contradiction with my class choice, I know. The Dwarf have such interesting undertones.
Mike Laidlaw:
I love the City Elf origin. Seeing how the elves live, practically in squalor and under human rule, will give you a really unique idea of how Origins is a dark fantasy.
Are all items characer specific or can you interchange itmes between characters, like having mages who wield bows for example.
Question:
Are all items characer specific or can you interchange itmes between characters, like having mages who wield bows for example.
Mike Laidlaw:
You can move items between characters. Weapons and armor have requirements, like being strong or dexterous enough, but if your character meets the requirements, they can weild and wear everything in the game. There’s a few items that are unique to certain characters, but those are in the minority.
Question:
How demanding is the pacing of this game? Is it the kind of game you can sit down and play for a few short quests in a burst, and pick it up later and not feel a lack of immersion? Or is it something that you’ll have to sit down and play for some time before finding a natural breaking point?
Ray Muzyka:
The pacing in Dragon Age accomodates a number of different play styles – there’s a really solid journal and map system, and a “story thus far” feature whenever you load a save game – and there are a lot of short quests available if you feel like playing a half-hour or hour or so. But sometimes you’ll start playing and realize you can’t stop…groggy at 0500 the next day realizing you need to go to sleep before work the next day
Question:
What diffrences are there in the Origins if you play as a male or female?
Mark Darrah:
People will definately react to you differently based upon your gender. Some origins, in fact, will play out VERY differently. I won’t reveal more now.
Question from me
Considering the epic level of stories you’ve created in games like Neverwinter Nights, Jade Empire and Knights of the Old Republic. What can we expect from the story in Dragon Age?
Mike Laidlaw:
Nuno –
The story is a sweeping epic. From your origin story, you’ll join the Grey Wardens and be tasked with forging an army able to defeat the blight. Along the way you’ll be changing the face of Ferelden, making choices, necessary sacrifices and ultimately leading a force against the Archdemon that commands the teeming hordes of the blight. At the end, my hope is that you feel that you’ve played a game that you really helped shape. I want it to feel like it’s your game, not ours.
Question:
What was you guys’ inspiration for the combat? If you had an exact source or if it was mainly from mixed sources such as movies or books?
Mark Darrah:
We draw inspiration from a variety of sources. From the combat side, we draw upon the tactical richness of Baldur’s Gate. Additionally, the action wheel from Mass Effect is a great influence.
From a lore perspective, we have drawn from books like the Goeage R. R. Martin series.
Question:
What kinds of side quests will we be available?
Mike Laidlaw:
The game has hours of sidequests for you to explore. You’ll be working with rogue mages, hunting down fugitives, exploring lost ruins and more.
Question:
Why did you guys stray from the dialogue model in ME?
DoktorZee_BioWare:
One of our goals at BioWare is to explore different narrative structures, and one of our goals is to have our games be substantially different from each other. Specifically, we believe there are two main approaches to dialogue, first person and third person. Dragon Age: Origins uses a first person dialog model, where you truly are the character and hear the answer in your own voice. In Mass Effect we use a third person model, where you provide general guidance to Commander Shepard, but he (or she) decides how to resolve your instructions (and frankly can really suprise you at times). Both systems, when implemented well, are very effective, and we believe both dialog models work very well.
Question:
Do you see yourself working with PS3 in the future?
Mark Darrah:
Yes, we look forward to more PS3 work in the future.
Ray Muzyka:
Thanks for your support everyone and for joining us today – we’re dedicated to always delivering high quality games for our fans. Hope you have as much fun playing DA: O as our team did crafting it for you!
And that’s it folks… Hope you enjoyed the read
I know I now feel even more fired up for Dragon Age: Origins.
Posted by: nunosousa86 on: September 30, 2009
In the second installment of my series of articles, I’ve decided to tackle something a little more different, the PSP Homebrew Scene. This was motivated by the surgence of a thread here at MfM during the day. This is an analysis of the scene in the past and now. Don’t expect an history lesson Also, this article will not be as good as the last one, it’s just something I had to get out of my system.
Introduction:
Subject to a lot of love and hatred, the most controversial thing about the PSP isn’t its marketing or its games, or even the way Sony has neglected it’s own portable platform in the past. It’s the Homebrew Scene.
Still, one cannot talk about the Homebrew Scene without first explaining what homebrew is. According to Wikipedia:
Homebrew is a term frequently applied to video games or other software produced by consumers to target proprietary hardware platforms not typically user-programmable or that use proprietary storage methods. This might include games developed with official development kits, such as Net Yaroze or Linux for PlayStation 2. Some more frequently used labels, such as freeware, are often applied as well.
When it comes to the PSP, Homebrew has been developed in the form of games and applications, but I’ll get into that later. Now it’s time for a history lesson.
A Brief History of the PSP Homebrew Scene
With the release of the PSP, is wasn’t too long before fans recognized all the untapped potential of the small handheld powerhouse and quickly found that the console could run unsigned code on it (only on firmware 1.00) and a SDK for homebrew development purposes.
But Sony quickly striked back with the release of FW 1.50 and so homebrew developers quickly had to find new ways to crack the firmwares so they could keep on having homebrew on the PSP and this is still going on nowadays, but others intentions and a more advanced SDK.
The usefulness of Homebrew in the past
Soon after the PSP’s launch it seemed like Sony wasn’t going to support the system as well as it could. Efforts were put more into supporting the PS2 and the creation of the PS3 and vaporware like Gran Turismo made lots of people think they had invested $250/250€ fro naught.
That’s where homebrew started to rise. The homebrew scene brought people who wanted to use their PSP’s something to use it for: emulators, applications and small simple games like pong and arkanoid clones were all the rage.
With the passing of time, you had emulators for almost all system except from the Sega Saturn onwards, you homebrew versions of games like Dance Dance Revolution and even ports of games like Doom and Quake were at the tip of your fingers.
When it came to applications you had stuff like notepad clones, music players that extended the variety of supported types on your PSP, video players that supported other formats than MP4, others allowed you to read PDF and Manga and some even turned your PSP into a PDA-like machine. It was every user’s dream. As long as your PSP was homebrew-enabled you could have everything you wanted to.
The “Dark” Side of the Scene
Whilst most people used homebrew for legit purposes, small minorities used the advantages of homebrew to dump and play games without paying for them, but for a while, that really wasn’t an issue.
That was before Pandora’s box was opened and all the evils were released among the goods it brought. Pandora opened homebrew to a lot of users that were waiting for the next exploit to be found, but it also made piracy a common day thing: people asked for money to “pandorize” other people’s PSP’s promising them the oasis of getting all the games they wanted without having to pay for them.
Still, many people say piracy was never a problem on the PSP, but quickly game developers started dropping support for the PSP using piracy as an excuse, while its rival the DS got bigtime titles like the revamped Prince of Persia game and Final Fantasy remakes (III and IV).
But in the words of a famous and respected PSP Homebrew Developer, Fanjita:
Everyone has the right to do what they want with their own hardware. Piracy does upset me, and because what we are doing opens the way to piracy it’s harder to justify it morally. But our stance on piracy is clear, and we hope to be role models. Sony have never been in touch with me, so I am confident that what we are doing is legal.
“Drama” in the Scene
One of the backfires of being a PSP Homebrew Developer was that sometimes you got disrespected for the work you made for others free of charge, by the same people that you developed it for. The other obvious backfire was that many people came into the scene, stealing other people’s work and only changing the credits. These people were labeled as lamers.
Lamer:
Someone who cluelessly (or in some cases pridefully) does things to piss off an established community, usually on the internet.
The other issues related to the PSP Homebrew Scene were the scenes of internet drama between developers that only served to create confusion, discord and even mistrust between developers.
Internet Drama:
Silly, stupid, or idiotic dramatics that take place in internet interactions between people that would never happen in real life or real person-to-person interaction.
The PSP Homebrew Scene in 2009 and the future
The PSP Homebrew Scene in 2009 and the future
At the current time, the PSP Homebrew Scene is pretty much dead and all the great developers from the past are retired, all releases in homebrew scene are related to running ISO format games without having to update your PSP.
The last great breakthrough in the homebrew scene was Davee’s 5.03 HEN which opened homebrew to a lot of users that owned TA-088v3 Slim PSP units and TA-090v2 Brite PSP units.
What the future holds from this point on is for anyone to guess, but it doesn’t look like revitalization is on the way. Still, hope is the last one to die and maybe all hope is not lost. My mind though, is focused on the PSP Minis in which I see a lot of potential for great things and which I perceive as the future of homebrew development.
[This article is just the opinion of one man and an opinion is worth just that. All feedback is welcome, any suggestions or correction can be stated in the comments or via PM]
Posted by: nunosousa86 on: September 19, 2009
“The Kez Analysis” is a small opinion article for an aspiring Game Designer, giving is take on the state of the industry through the reading of current popular (and up and coming) IP and major game companies.
The target of my first article is Square-Enix:
This popped up into my mind while checking out the details of the upcoming Final Fantasy XIII (PS3, X360). But I’ll get into that a little later. Now let’s start with the analysis itself.
Past: Origins and the Rise of Squaresoft
Square was formed in 1983 by Masafumi Miyamoto, and their first great hit was Final Fantasy, which later would become one of the greatest RPG IP’s (even though their first two projects were The Death Trap and Will: The Death Trap II).
Curious Fact 1: Square released 18 games between 1984 and 1987 before the release of the original Final Fantasy.
“Final Fantasy I” was designed by Hironobu Sakaguchi and was supposed to be his last project for Squaresoft, and the series name came from just that, it was the his last title design to save the company from financial ruin. As fate would have it, the game was so successful that Sakaguchi kept designing Final Fantasy games until the “V”. After that designing passed on to Yoshinori Kitase, while Sakaguchi served only as director until he left in 2001.

A screenshot from the game that shot Square into greatness
With the Final Fantasy games, Square pretty much revolutionized the CRPG-genre, bringing innovation, and above all great storytelling. Of the First five games, my personal favorite in Final Fantasy II. The leveling up system pleased me quite a bit and the story wasn’t all bad in itself, but the following four installments would show what Square could do.
Final Fantasy VI, my favorite Final Fantasy game ever came out in 1994 on the SNES was the warm-up to the one that most consider a milestone in videogaming history: Final Fantasy VII. VII was the first numbered Final Fantasy game to come on a non-Nintendo platform and the first one in 3D. The tale of Cloud and friends sold to this date almost 10 million copies.

Good ol’ SNES days

How the hell do you fly with only one wing?
Following that came Final Fantasy VIII and IX, all under Sony jurisdiction and for a while it seemed everything would be well as gamers would have a company that they could count on to deliever complex and engaging storylines and compelling gameplay.
Honorable Mentions from the Past: It would be a crime to end the past section without mentioning a few titles like Chrono Trigger (1994) and Chrono Cross (2000) or the ‘Mana’ Saga that are considered by a few to be superior to Final Fantasy games and also brought a lot to the CRPG genre.[b]
Curious Fact 2: My favorite Square game (Chrono Cross) feature over 50 playable characters and 27 different endings. How’s that for replayability?
Curious Fact 3: Many of the Final Fantasy (series) fans argue over which is the best game of the series and usually the two candidates are VI and VII.
The Enix Merger and the growth to Industry Giant
Over the years, Square and its Final Fantasy IP had a huge rivalry with Enix and its Dragon Quest IP, but in April 2003, that would come to an end thanks to the Square and Enix merger that would form the industry giant: Square-Enix.
To be quite honest Square had started to dissapoint with its IP’s, mainly with Final Fantasy X and the extremely girly (also considered pure fan-service) Final Fantasy X-2.

Fanservice!
Many thought that the merger with Enix would turn the tide around, but unfortunately, that would not be so. Square Enix (which from now on I will refer to as SE) started milking it’s Final Fantasy IP for all it’s worth while the Enix part of the company started re-making its Dragon Quest IP’s – quite successfully to.
In my point of view, Final Fantasy XII was a huge disappointment in both terms of story and originality. Sure it was astounding graphically, but the rest didn’t impress. It did nothing to separate itself from the rest of the CRPGs.
More recently SE tried to explore new IPs in the form of: “Infinite Undiscovery” and “The Last Remnant” but again failed to impress.
Honorable Mention in this Section: I mentioned the famed Dragon Quest IP from Enix, but could not end without mentioning the Star Ocean IP which has delievered very solid games over the years.
The future…
Now SE has acquired the dying Eidos Int. and gained a few new IP’s in the process, if they will correctly cash in on them or not remains to be seen.
As for what’s to come, no one can really tell… Final Fantasy XIII, although graphically astounding, seems to follow in the blandness of Final Fantasy XII and that can never be good. The MIA Final Fantasy Versus XIII keeps me more hoping than XIII for the series. But then again, I can always be wrong. Still, as long as Dragon Quest remakes continue to sell like hotcakes, I don’t think SE will be in any trouble soon.

The Future?
The rest is up to them, and we will watch it unfold as gamers we are.
This article is just the opinion of one man and an opinion is worth just that. All feedback is welcome, any suggestions or correction can be stated in the comments