![]() ![]() “During development for the PS2, the staff was centered on the Final Fantasy X-2 team. The development staff also underwent some changes. On the other hand, the battle and gameplay systems were restarted from scratch when production moved to the PS3.” “The areas that we kept are the Fabula Nova Crystallis world, the pieces of the mythology related to FFXIII, and the character details. The graphical elements that were prepared for the PS2 couldn’t be used, explained Toriyama. There is apparently very little shared between the two versions. FFXIII was originally in development for the PS2, but underwent a platform change following May 2005. Toriyama, director of FFXIII, commented a bit on the differences between the PS2 and PS3 versions of the game. ![]() First appearing at E3 2006, FF13 runs on the Crystal Tools engine, a seventh generation multiplatform game engine built by Square Enix for its games.įinal Fantasy 13 was originally in development for the PlayStation 2 but it was later moved to the PlayStation 3, as we can read in an article at IGN: Thanks to ace.dark and Megalol for the contributions!įinal Fantasy XIII is an RPG developed and published by Square Enix for the PlayStation 3 and Xbox 360 in 2009 / 2010. You can read the full interview at BerriBlue or in the Chrono Compendium. There’s also an incomplete debug room in the beta demo and some unused characters can be seen in the Chrono Cross artbook.Īlso, GlitterBerri translated the Chrono Cross Ultimania interview in which we can read about some ideas that were never used in the final game. Yasuyuki Honne is the artist of the Chrono series, and made some background art that was never used in the final game. There’s a different Viper Manor Study window. Since Pierre’s dialogue icon was already in its final state, it’s probable that this was an earlier design for Pierre. The most glaring difference is the presence of a seemingly new character in Pierre’s slot. Una has no portrait, hampering the suggestion that she was once planned to be a playable character. Once the Fort Dragonia sequence is concluded, Serge wakes up in Arni and is instructed to find Leena as usual. Serge’s Swallow is tinted green and looks like the Mastermune. This demo has allowed a short look into the late stages of the development of Chrono Cross, offering a few prizes such as a scrapped facial portrait of Kid and missing playable characters. More info about the Chrono Cross beta can be found in the Chrono Compendium:īefore the official release of Chrono Cross, Square Enix marketed a PlayStation release of Chrono Trigger and attached a demo of the game to it and Legend of Mana. As production continued, the length of Cross increased, leading the event team to reduce the number of characters to 45 and scrap most of the alternate endings. Chrono Trigger’s scenario director Masato Kato had brainstormed ideas for a sequel as early as 1996, following the release of Radical Dreamers.ĭevelopers brainstormed traits and archetypes during the character-creation process, originally planning 64 characters with unique endings that could vary in three different ways per character. As we can read on Wikipedia, Square began planning Chrono Cross immediately after the release of Xenogears in 1998. This tech demo has been dumped years ago, and posted at the InternetĪbout the controls, you can flip the camera, zoom in, and stop the animation with start button… That’s allĪlso, the scanned “panda” character made by Keith:Ĭhrono Cross is a RPG developed and published in 1999 by Squaresoft for the original PlayStation. In July 2010, this cartridge has appeared on Ebay, the curious about it, this demo have an similar controls to the airship parts of FFIV. While there, Squaresoft scanned and put two drawings made by Keith happened to have into a Mode 7 demo (the other had a caricature of Craig). Keith and another person named Craig Bergman got to tour Squaresoft’s office as part of a high school job shadowing activity. You can read more about this cartridge at SNES Central!īack in the mid 90s, Square set up a studio in Redmond, Washington, and produced the game Secret of Evermore. The name of this character has been discovered with the ROM IMAGE, Panda Squaresoft Mode 7 Demo (PD) showed up on an SuperNintendo Emulator. Squaresoft Mode 7 starts with Squaresoft logo and appears a exclusive “panda” on the screen: ![]() Squaresoft Mode 7 Demo is a “tech demo” made by Sunsoft for testing the system hardware of the Super Nintendo… ![]()
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