Our FF4 sequel was better. (part four)

…and today, part four in my three part series about some fan game that never got made. Don’t worry, this one won’t take long. See, here’s the deep, dark secret about collaborative RPGMaker projects: they always die.

Always.

What generally happens is a bunch of guys with hyper-inflated egos get together and talk about some […]

Our FF4 sequel was better. (part three)

Part Three: The Story

Don’t worry, I’m not going to provide a step-by-step account of the entire game’s story, start to finish. (Although we kept such good notes that I could, if I wanted to.) Instead, I’ll just summarize the important conflict, describe how the heroes get caught up in it, and finally get around […]

Our FF4 sequel was better! (part two)

Part Two: Our Cast

When designing the cast for Crystal Sonata we had a couple specific goals in mind. First, we wanted to introduce some of the more modern skillsets and job types into the FF4 universe, such as Blue Magic. Second, we wanted a “rotating party” design, like FF4, so you would meet a […]

Our FF4 sequel was better. (part one)

Final Fantasy IV: The After Years is pure, uncut fanwankery. This is the kind of game you chop up on a mirror and snort through a rolled-up $20. If you’re a fan of FF4 it is impossible to play this sequel and not enjoy it at least from a “squee! all my favorite characters on […]

Things ciphers can do.

One of the first things I did when I got it into my head I wanted to re-make my RPGMaker game from scratch was come up with a set of rules governing what, exactly, a cipher was and what they could do with psionics.

Except you’ve never played my RPGMaker game so you don’t know […]