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DaCostaBR: although history tells us a PC version should come six months later.
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jamyskis: Unless there is still an effective exclusivity agreement for FF12 in general, a PC version is pretty likely, although six months is mighty optimistic. It took over two years for FF10, four years for FF13, over three for FF13-2, and either or three years for FF3 (depends on whether you consider the DS or iOS version to be the progenitor there - PC ports of Final Fantasy games are either from PS3, PS4 or mobile).

My guess is a PC version in 2019.
I didn't realize FFX/X-2 HD was from two years ago. Must have been thinking of last year's PS4 release of the game.

Still, Final Fantasy Type-0 HD came to PC five months later, and Dragon Quest Heroes, while not quite the same thing, was still published by Square and came to PC just two months later. So I don't feel completely unfounded in thinking it will come to PC so soon, more like a year probably, but I doubt much longer than that.
Post edited June 07, 2016 by DaCostaBR
How good is 12? I stop playing at 10-2
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dtgreene: Well, there was a European release called Mystic Quest Legend. (Of course, that was just the European release of Final Fantasy: Mystic Quest; Mystic Quest was Final Fantasy Adventure, to my understanding, which isn't even the same type of game in the first place. You are in a maze of twisty video game titles, all different (for the same game).)
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paladin181: Final Fantasy Adventure was a Seiken Densetsu (Mana series) title released for Game Boy. Mystic Quest was developed for US audiences as a RPG-lite due to low sales of previous titles. The game was developed in similar style to the Final Fantasy Legend games (originally the SaGa series in Japan). The game was meant to be a "my first jRPG" because the developers saw Americans as not smart enough to "get" their games.
Actually, the only SaGa game that Final Fantasy Mystic Quest (JP name: Final Fantasy USA) is similar to is SaGa 3, which is the oddball in the series (it actually has experience points!).

Here's the funny thing: When SaGa 3 was remade for the Nintendo DS, the similarities disappeared. *However*, new similarities appeared, like the handling of the world map and the fact that enemies are visible (though note that they move in SaGa 3 DS, but not in FFUSA). In other words, choose any 2 of SaGa 3 GB, SaGa 3 DS, and FFUSA, and there are quite a few similarities, but choose all of them and you won't find similarities in common (except for the most basic aspects of the RPG genre, but note that SaGa 3 DS doesn't have experience points).
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RayRay13000: I honestly thought Elmofongo was going to post a thread about this.

Eh, I'll probably get this version since it has dual audio.
Wait, for real? Dual audio? Plus the International content?
Wow... I'm so going to get this on day one.
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UnrealQuakie: How good is 12? I stop playing at 10-2
better then 13
but that doesnt say much on the whole to be honest
Meh.
It says a lot about how far SquareEnix have fallen that they constantly try to peddle their old stuff in a new packaging rather than make new things, imo.
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mystral: Meh.
It says a lot about how far SquareEnix have fallen that they constantly try to peddle their old stuff in a new packaging rather than make new things, imo.
They're making FF15. What are you complaining about?
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mystral: Meh.
It says a lot about how far SquareEnix have fallen that they constantly try to peddle their old stuff in a new packaging rather than make new things, imo.
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zeroxxx: They're making FF15. What are you complaining about?
Yeah, that's one game in what, 4 years or so (not counting the MMO). When I think back to the PSX times when they had tons of great franchises and they made over a game a year, it's completely pathetic.

Not to mention that if FF 15 is anything like FF 13, it won't even be worth playing anyway.
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zeroxxx: They're making FF15. What are you complaining about?
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mystral: Yeah, that's one game in what, 4 years or so (not counting the MMO). When I think back to the PSX times when they had tons of great franchises and they made over a game a year, it's completely pathetic.

Not to mention that if FF 15 is anything like FF 13, it won't even be worth playing anyway.
10 years
ff 15 has been in production since 2006
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mystral: Yeah, that's one game in what, 4 years or so (not counting the MMO). When I think back to the PSX times when they had tons of great franchises and they made over a game a year, it's completely pathetic.

Not to mention that if FF 15 is anything like FF 13, it won't even be worth playing anyway.
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snowkatt: 10 years
ff 15 has been in production since 2006
I was counting from their last non-MMO game which is Lightning Returns IIRC. It came out in 2013, FF 15 is coming out this year apparently, so 3 years I guess.

Still a ridiculously slow development schedule, not to mention the quality thing.

Anyway, my point was that SquareEnix now is a very pale shadow of the company that made games like Vagrant Story, Valkyrie Profile, Parasite Eve, Front Mission, FF Tactics, or the early FF games (not to mention the purely Enix franchises that were abandoned).
I have no idea why they've fallen so far or where all the great devs they used to have have gone, but it's sad. And I have no interest in giving them money just for nostalgia's sake.
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snowkatt: 10 years
ff 15 has been in production since 2006
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mystral: I was counting from their last non-MMO game which is Lightning Returns IIRC. It came out in 2013, FF 15 is coming out this year apparently, so 3 years I guess.

Still a ridiculously slow development schedule, not to mention the quality thing.

Anyway, my point was that SquareEnix now is a very pale shadow of the company that made games like Vagrant Story, Valkyrie Profile, Parasite Eve, Front Mission, FF Tactics, or the early FF games (not to mention the purely Enix franchises that were abandoned).
I have no idea why they've fallen so far or where all the great devs they used to have have gone, but it's sad. And I have no interest in giving them money just for nostalgia's sake.
no again :
final fantasy 15 has been in production since may 2006 a full decade
it was announced as final fantasy versus 13
it was in production even before the abysmal ff 13 trilogy

it got rebranded as ff 15 proper in 2013 but even by then it has still been in production for 7 years
https://en.wikipedia.org/wiki/Development_of_Final_Fantasy_XV

and both square and enix pretty much went down the crapper after their merger
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snowkatt: no again :
final fantasy 15 has been in production since may 2006 a full decade
it was announced as final fantasy versus 13
it was in production even before the abysmal ff 13 trilogy

it got rebranded as ff 15 proper in 2013 but even by then it has still been in production for 7 years
https://en.wikipedia.org/wiki/Development_of_Final_Fantasy_XV

and both square and enix pretty much went down the crapper after their merger
Ok, but I wasn't actually talking about how long it took them to make FF 15, but about the amount of time there was between the release of their single player games. Sorry for not making myself clear.
During the PSX era, I'm not sure how long it took them to make a game but they had so many projects at once that they released several games a year. And the quality was mostly far higher.
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UnrealQuakie: How good is 12? I stop playing at 10-2
I thought 12 was okay. I rather enjoyed the Gambit system which made me understand/realize how to program decent AI that actually feels like it has some intelligence.

The gambit system in short lets you give something like up to 20 commands to each character including the active one. These commands have a priority and if the condition fails it falls through to the next one. This means higher priority conditions can kick in suddenly, say:

HP < 30% THEN use a potion on self
Always THEN attack nearest enemy

Under these two conditions you could be attacking someone, but if you get hit so your health is under 30% the higher one kicks in.

You really need like 6 gambits to make a decent set of conditions, although having one person do healing, one doing condition removal, and the last buffing can make the fight fairly streamlined. You can still give individual commands but usually it's better to have basic commands and then override for when you need to do something specific, like elemental attacks (at least until you have enough Gambits to cover those too).

Some of the skills are useless and can't be utilized properly. One does damage based on your time played/daytime cycle, one does based on number of steps (since last time you used it), and one does double damage on each successive hit (but good luck getting over 100 points before you miss).

Some spells (reverse, bubble, other?) Don't last long enough and to use them they are constantly being recast every minute or so.

There's a 2 step process to use anything. Buying a spell gives you access to it, but you need a license to apply it (per character). You get points to buy licenses in a special screen as LP. Seems a little out of the way extra but at the same time it's a way to keep things moving up with what you can/can't use or have access to.

Story wise, it's.... kinda okay... At least you can follow it sorta.

Summons replace 2 of your character temporarily, and I've never really found a use for them.

Quickenings are a way to get free huge amounts of hits/damage if you can keep it going, however more importantly succeeding in extending them adds a lot more to how much mana you can hold. There's enough Quickening slots in the license screen to give everyone 3 total. (They like summons are 1-time buy/collect, and exclusive to whoever gets them).