SpaceMedarotterX said:
Huh. There we go. That's encouraging! Still not a great environment--it suffers from a pretty typical sense of flatness in the textures, which you see a lot in Japanese games--but that's still a HUMONGOUS step up from FF13 and pretty much every Japanese title I've seen on current-gen consoles, save MGS4. I withdraw my doomsaying. For now.
ultimasupersaiyan said:
Square-Enix just sucks since they lost Hironobu Sakaguchi and it's never going to recover until they go back to the way they were before... the merger.
I hope that the game actually is good considering the development time for it. All they need to do is stick to the model used in Final Fantasy's 1-9 with an epic story and visuals. In some ways I wish Square-Enix would end Final Fantasy and leave it with what little respect it has and just work on HD remakes of the old games.
First off: Deus Ex is not a Square-Enix game, it's an Eidos game, Eidos being an ages-old company currently based in Montreal. Square's relation to Eidos is like EA's relation to Bioware or Maxis; they own the company, they publish the games, they front the capital, but Eidos Montreal are the ones actually making it. That doesn't mean Square can't stick their fingers in the production and screw it up, but that doesn't seem to be the case, and I think they understand it wouldn't be in their best interests as Deus Ex is one of the most widely acclaimed series of the PC and they feel that they desperately need a company to appeal to the western perspective.
Second: Otherwise I mostly agree with you. Square's games from 2005 on just suck, and even they know it. But you can't go tossing around phrases like "the
good Final Fantasies," because that's a hugely subjective term. Some people think FF7's great, others cut it off there and dismiss everything from that point on. Some people think FF10's great, others think it's one of the worst of the series. Some people even like FF8 and FF12. 12 definitely had the blandest, most one-note story and characters of the series and some of the most broken mechanics, but its setting was rich and fairly detailed and it was at least playable and complete, whereas FF13 comes off unfinished, unpolished, and hastily hacked together from pieces of what the game was supposed to be.
Third: Sakaguchi has had very little to do with the Final Fantasy games for a very, very long time. He stopped working on them with FF5 and otherwise just ran the company as an exec; his retirement in 2004
could have something to do with their problems, but I kind of doubt it since Lost Odyssey--the game his new company put out--was really not anything special. From FF6 on--those games that you call "the
good Final Fantasies"--you're looking at the age of Tetsuya Nomura and Yoshinori Kitase. Now, a lot of OTHER Square staff has left, like Nobuo Uematsu and their scenario writer from 7-10, Kazushige Nojima, which is why 12 and 13 can't measure up in either the music or storytelling department, and that's really just scratching the surface of the huge staff changes that came along with the merger from Square to Square-Enix. Kitase, formerly a director, became a producer, so his expertise haven't been put to use in any games since then. Nomura's gotten more creative control, and like George Lucas he needs someone telling him to pull it back or else he'll get overindulgent and we'll get something like FF8. Again, just scratching the surface here.
Fourth: Yes, they have got their resources spread thin, but not as thin as you seem to be implying. The big trouble is that they've come out with a new IP since 2002--Kingdom Hearts--which has an equally big fanbase and demands a lot of attention from their best staff. For instance, Tetsuya Nomura wasn't involved
at all in FF12, not designing a single character for the game, and he sorely needed to be. He was only involved in FF13 insomuch as he designed the lead cast, then went back to working on more Kingdom Hearts games--AND... Versus 13, which he's the project lead on and which he's been pursuing as an entirely separate production from FF13 proper. Whether this is a good thing or not remains to be seen as he can capture more of the 7-10 flavor, but... again, he gets severely overindulgent with his love of Japanese pop culture and sometimes story ideas make more sense inside his own head than in the actual game.
Nomura's not the only one who's been off the main FF projects this past decade, though; the entire FF12 and 13
team is comprised mainly of Square's "B-Team," IE the team responsible for Vagrant Story and Final Fantasy Tactics. A lot of them are inexperienced compared with the likes of Kitase, Nojima, and Nomura and the task of a main FF title, let alone pioneering into HD games, was frankly way too much for them. Their director frequently changed his mind throughout the production of 12, with constant shifts in platform and changes to the narrative--including needlessly and hastily shoehorning Vaan and Penelo into the already complete script at the last minute of preproduction--until he finally resigned halfway through the production, leaving the execs of the company to step in and try their best to pick up the pieces.
FF13 suffered from many of the same problems of not having Square's best really focusing on it, if you can say they've been focusing on
anything lately, but it also had to overcome the HD hurdle, which Japanese companies just plain suck at. Square's production pipeline hasn't changed since the PS2 era, where they could get away with having one artist just make up an environment as they went along; that's what Nomura's talking about here in this article, in fact, and why FF13's environments suffered so badly.
As for the other games--Infinite Undiscovery and The Last Remnant...
Infinite Undiscovery is not a Square-Enix game; it's a Tri-Ace game. Square's just the publisher. Again, this is like how EA owns Maxis. They don't make the game, they just front the money, put it in a box, and ship it to stores. Blame Tri-Ace for that one sucking.
The Last Remnant
is legitimately a Square-Enix game--produced by a nobody team, specifically the
SaGa series's team. Specifically they made it when they realized FF13 was taking too long and that the engine they were working with--Crystal Tools, which is actually just their in-house animation suite hacked to be a game engine--was a piece of crap and couldn't support the workflow of an HD game. Last Remnant was made so that they could experiment with third-party software, specifically the Unreal Engine. Case in point: FF13 was announced in 2006 and released in 2010, Last Remnant was announced in 2007 and released in 2008. It was a cheap production with a cheap team, more like an experiment that they decided to put in a box and ship.
The whole story of why Square's been bombing like it has been is a lot more complex than you know. They still have the potential to be making good games, but it's going to hinge a lot on their ability to adapt to the growing technical demands of their games, which they've done very poorly at, and their ability to pull it together, form a decent creative team, and--actually--quit trying to appease its fans so hard and just focus on making stuff they think is interesting. Dirge of Cerberus? That was Kitase's idea of "Half-Life as an RPG." See how far that apple fell from the tree? Now they're talking about trying to bring more western game design ideas into the fold of the FF series, and I'd
really hate to see what would happen if they tried to imitate Bioware.
Change is good, it's necessary for them to adapt and innovate and build on their products, but they've been coming up with changes for all the wrong reasons, using it as a device for pandering--to western audiences, to Japanese audiences, to story-lovers, et cetera, and it's that kind of unnatural, forced attitude towards game development that could sink them. I don't think for a SECOND, though, that you're right about "just re-making the old games," and I'm generally a bit of a game re-make apologist. Sparingly they can be useful for understanding how new tech applies to old ideas, what the difference from one workflow to the other is; they can be a way to deliver an old game to a new audience; what they absolutely CAN NOT DO is help maintain any sense that a company is a relevant, contributing member of the game development world. If Square or any other company falls back on re-makes, rest assured the gaming press, followed by the world at large, will ignore them.