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TGS2015: Square Enix And Perfect World Announce ‘Final Fantasy Type-0 Online’

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fftype0onlinelogoI’ve already outlined the games that China-based publisher Perfect World had on display in their Tokyo Game Show booth in another post, but they had one more surprise up their sleeve. Square Enix announced a new online game, Final Fantasy Type-0 Online, to be released in Japan in spring of 2016 for mobiles and PC, developed by Perfect World. A worldwide release is under consideration but not confirmed at this point. But wait, what about that other mobile Final Fantasy Type-0 game? The one we previewed, that Square Enix said would be released worldwide? Well, I hope you weren’t too attached.

Alas, after November of this year, Final Fantasy Agito will be no more. You could probably call it a mercy killing, in my opinion. Though the game started off strongly, it soon became clear that it wasn’t going to get proper support, and players abandoned it in droves. It’s too bad, because there were a lot of good ideas in there. Square Enix seems to think so, too, hence why Final Fantasy Type-0 Online is happening. The concept is to take the multiplayer mode from the PSP/PS4 Final Fantasy Type-0 and base a game around it. It’s supposed to be more hack ‘n’ slash than the semi-turn-based combat found in Agito, which makes sense as that’s kind of Perfect World’s stock-in-trade.

You can check out the first trailer for Final Fantasy Type-0 Online here to see how it’s shaping up. Once it releases in Japan, I’ll be sure to bring you some import impressions, and if we hear anything about the game getting a wider release, we’ll be sure to let you know.

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  • 4 Comments

    1. Timmy2x

      Bought it 3 1/2 stars is right where I'd have it as well

    2. RossmanBrosGames

      Nice review Nadia, looking forward to more! While I've given the first few levels a try haven't got into this one that much yet, though I'm a big fan of level based runners.

    3. Version2-1

      I do agree that often times your astronaut just changes directions on a whim when you KNOW he's going in the right one. Pretty infuriating indeed. Hopefully this will be addressed in a future update.

      Another gripe I have is hit detection. Several times I've jetpacked slightly above a ledge only to be stopped dead in my tracks even though I'm like one pixel above it and inexorably suffocate as a result. I know Mars' gravity makes him take a while to gain some speed but when you are a few pixels short of an oxygen and that same ledge stops you each and every time, it makes you want to stop playing the game entirely. Again, hopefully this will also be fixed in a future update.

    4. Tobi@Fishlabs

      Cheers for the nice review, Nadia & Thanks for the feedback, guys. Of course, we'll collect and review it all and forward it to the developers. So we're definitely taking everything you write into consideration for future updates.

      As for the astronaut changing directions, it does indeed take quite a few tries before you know what way he's gonna take. He's not moving zigzag across Mars randomly but he always follows a certain pattern. Once you know that pattern, you can then "counter-act" it by changing your speed or momentum. If, for example, the astronaut tends to turn around pixels before an oxygen bottle, you can jump a little higher and further the next time. This will not only enable you to get the bottle, but you'll also be able to pick up enough speed to master the following jump.

      Furthermore, when you miss a nearby oxygen bottle or gold nut again and again with not way to reach it, you might have to change the astronauts course at an earlier point, e.g. by taking the harder-to-reach upper way instead of the easier lower way at a "cross roads". Mastering such tricky situations will often be rewarded with access to power-ups you could otherwise not reach.

      Aaaanyway... thanks again for downloading our app and if you still got questions, feel free to ask 'em here or in the respective forum thread.