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Final Fantasy


 

Square Enix has released a second episode of their inside look at the making of Lighting Returns, the final chapter of the Final Fantasy XIII trilogy.

This time around, we get to hear more about the team’s thoughts on the visual stylings of Lightning—and her many new customizable outfits—by famed SE artist Tetsuya Nomura. From there, we’re taken deeper into the design of the game’s world, and how it grew from a single island into a chain of unique geographical regions.

I know opinions on Lightning Returns have been a bit mixed following the game’s Japanese launch, but I’m still really looking forward to playing it. What the team has put together is something that feels familiar yet different—a direction that’s got me intrigued—and what I’ve played of its combat was a lot of fun.

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About Mollie L Patterson

view all posts

Mollie got her start in games media via the crazy world of gaming fanzines, and now works at EGM with the goal of covering all of the weird Japanese and niche releases that nobody else on staff cares about. She’s active in the gaming community on a personal level, and an outspoken voice on topics such as equality in gaming, consumer rights, and good UI. Find her on Twitter @mollipen.

Square Enix Brings Fans Another Behind-the-Scenes Look at Lightning Returns

By Mollie L Patterson | 12/3/2013 05:27 PM PT

News

Square Enix has released a second episode of their inside look at the making of Lighting Returns, the final chapter of the Final Fantasy XIII trilogy.

This time around, we get to hear more about the team’s thoughts on the visual stylings of Lightning—and her many new customizable outfits—by famed SE artist Tetsuya Nomura. From there, we’re taken deeper into the design of the game’s world, and how it grew from a single island into a chain of unique geographical regions.

I know opinions on Lightning Returns have been a bit mixed following the game’s Japanese launch, but I’m still really looking forward to playing it. What the team has put together is something that feels familiar yet different—a direction that’s got me intrigued—and what I’ve played of its combat was a lot of fun.

0   POINTS
0   POINTS



About Mollie L Patterson

view all posts

Mollie got her start in games media via the crazy world of gaming fanzines, and now works at EGM with the goal of covering all of the weird Japanese and niche releases that nobody else on staff cares about. She’s active in the gaming community on a personal level, and an outspoken voice on topics such as equality in gaming, consumer rights, and good UI. Find her on Twitter @mollipen.