QUOTE(5zal06 @ Apr 30 2008, 08:49 PM)
is this 360 exclusive game or ps3 also have this game??
im looking 360 game which has the kingdom heart gameplay
It is an x360 exclusive, Microsoft owns the IP.
http://www.microsoft.com/library/toolbar/3...arks/en-us.mspxCtrl + f Infinite Undiscovery, its a Microsoft Trademark.
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Infinite Undiscovery has been getting a lot of attention lately, and it doesn't look like it's going to stop anytime soon. Famitsu has released seven new direct-feed screenshots of the game in their website, which were used in the last Famitsu issue three days ago.
What's really interesting, though, is that the English website of Infinite Undiscovery has launched as well. The website features the old trailer of the game, but with English voices. It would seem Square Enix is not wasting any time and the game might be released in North America not too long after it is in Japan.
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Long preview from OXMInfinite Possibilities
All good things come to those who wait — the mantra of many an RPG fan who’s owned both Xbox and Xbox 360. And thankfully, the past holiday season treated us kindly with the arrival of both Mass Effect and Lost Odyssey. Mistwalker’s labor of Unreal Engine 3–powered love was a special boon for those of us raised on the age-old console-RPG philosophy of pretty-boy polygons, healing herbs, and turn-based battling.
But just as we’re shaking off the hazy dreams of Kaim and Co.’s journey through immortality, Square Enix, the granddaddy of console roleplaying, goes ahead and unveils the nuts and bolts of its new, tri-Ace–developed magnum opus on Xbox 360. Say hello to Infinite Undiscovery and our exclusive reveal!
Identity CleftThe world within Infinite Undiscovery has an obsession with the moon. But currently it’s unrequited. Some mean men have gone and formed the Order of Chains under the command of the king bad, who calls himself Dreadknight. What did the Order of Chains do? They done chained up the moon, turning the entire planet’s landscape into nothing but a bleak wasteland. And along the way, they’ve captured you — or more correctly, some young guy named Capel, whom the Order has nicknamed “The Liberator” for reasons currently unknown.
But if you stayed imprisoned forever, there’d be no game — thus arrives the lovely, bow-and-arrow–equipped Aya to spring you from your shackles and whisk you off to safety under the protection of rebel warriors. But the real catch? The warrior leader — a noble knight named Sigmund — looks exactly like you. He’s the real “Liberator.” So who are you? Are you just a doppelganger, or does something truly heroic lie within you, too? That’s the real thematic crux of tri-Ace’s brave new journey onto Xbox 360 — a mad mix of fantasy storytelling, clever new gameplay mash-ups, and…smells? Huh?
Random ActsA beloved innovator, tri-Ace is known for refusing to settle for turn-based battles. With Infinite Undiscovery, the developer seeks to push the JRPG combat system even more out of its comfort zone by incorporating the studio’s take on real-time fights. You can encounter enemies at any time in the field — even when you think you’re safely checking your inventory in the menu.
And when you do, the scene doesn’t shift to a separate, enclosed environment (à la Lost Odyssey or the Final Fantasy series) — instead, the whole thing happens seamlessly. You’ll instantly begin the fight with up to three other characters, where you can chain together different attacks, both light and heavy, or opt to execute moves that launch foes into the air so you can slam them down to the ground. Your attacks can be paired with those of your fellow party members, too. But the main thing to note is that you’re able to control only one party member at a time during a struggle, and tri-Ace isn’t ready to ante up details on exactly how or if you’ll be able to hot-swap between allies in the heat of battle.
Night MovesThough fighting is a major part of Infinite’s gameplay, it’s really only one pie slice of your adventure. One feature that has our interest incredibly piqued is the concept of detection while you’re exploring the world. Think of it as tri-Ace placing a dose of light stealth chocolate in your traditional RPG peanut butter, and you’ll have an idea of what detection is all about.
Environments throughout the game possess different conditions. If you’re tiptoeing through a particularly bright mid-day sunkissed landscape, sneaking isn’t very practical. You can see enemies a mile away and vice versa. The real tactics come into play during nighttime scenarios.
With darkness as a blanket, nemeses will have a harder time seeing you, and an overhead mini-map in the upper corner of the screen indicates just how far their vision stretches.
But creeping through the night has its drawbacks. For one, your vision ain’t that great either; you must use caution when traveling, and you won’t be able to lock onto targets from a distance with long-range weapon-wielding characters like Aya. Also, sight isn’t the only means by which your enemies can detect you. You’ll have to worry about sound and that aforementioned sense of smell as well.
The Smells of SilenceSo, how does the game use sound and smell? tri-Ace game director Hiroshi Ogawa explains: “As an example, when you’re running away from a hunting dog, you can distract him by dropping apples from the trees. However, the guards may catch you when they hear the thud of the apples. Doesn’t that sound exciting?” Erm, sounds kinda stressful, really — but it also sounds supremely cool.
Ogawa tells us that when you’re in a dark area, the overhead mini-map ceases showing the radar to indicate vision and instead relies on this sense of sound. So when you drop an apple to tempt those canine noses, you can also check to see how far the sound of falling fruit reaches on your radar. You’ll also be able to use this sound meter to more reliably sneak up on enemies from behind — your footsteps can be heard, so tread lightly, Capel!
"Infinite is not a serious stealth game like Metal Gear Solid, but [you] still need to tactfully sneak-attack and make an escape,” advises Ogawa.
Circumstantial EvidenceAnd just when you think you know everything about the game’s combat, tri-Ace strikes back with something they’ve dubbed “situational battles.” Think of these select gameplay segments as quasi–free-roaming adventure-style scenarios.
The team gave us a few different examples, including one that was briefly shown at last year’s Tokyo Game Show, showcasing your party’s flight from an enemy-infested encampment of sorts. As you try to flee, you’ll have to fend off enemy soldiers and break down barricades — but tri-Ace points out that this can be too time-consuming. One option you’ll have is to target and detonate explosive barrels with Aya’s bow to hasten your escape. But guess what? Now you’ve got a giant ogre on your trail. You can choose to stay and fight him, but that’s a losing option. Your best bet? As you’re running down a nearby staircase, push him off with a well-timed strike, allowing you to escape and score a “Situation Bonus” reward for surviving.

In another scenario, a dragon will attack a village while you’re there seeking a cure for an ill Aya. So, not only is a giant dragon hanging around, but your hands are full carrying your comrade. What can you do? Duck and cover! Use stone structures to save your bacon — but with environmental destruction afoot, you can’t cower behind a disintegrating pillar for long. To juke the reaper, you’ve gotta play it smart and direct the dragon’s fiery projectiles toward pursuing enemies and other obstacles blocking your escape.
When we asked whether the situational battles have more than one way out, Ogawa replied, “Some, though not all, have multiple options for resolution.” Intriguing to say the least, and we’re told that your actions will directly affect certain aspects of your overall adventure.
Discovery ImminentSo many features, yet so many months between us and the U.S. release of Infinite Undiscovery. With every new piece of information and screenshot that trickles out, we find ourselves more and more entranced by the possibilities. Yet beyond Infinite’s imminent arrival, tri-Ace’s project signals an important sea change in Japan’s attitude toward Xbox 360 development that we hope continues. But honorable intentions aside — really, we just want to play the game. Is it here yet?
http://oxmonline.com/article/features/infinite-possibilities Infinite Undiscovery: Interview with Hiroshi Ogawa from OXM
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During our time spent on the exclusive preview of tri-Ace's spectacular-looking upcoming RPG, Infinite Undiscovery, we had a chance to chat with the game's (and studio) director, Hiroshi Ogawa. He's got some big ideas and a distinct philosophy behind this studio's approach to making RPGs. Plus, he's just a super nice guy. Read on...
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Us: In your own words, what’s the story of Infinite Undiscovery?Ogawa: The tangle of emotions that surface in war… The countless forms of “justice” on proud display… Infinite Undiscovery is a tale that records the growth of a hero, who, burdened with a battle-filled journey, is faced with the harsh reality that a difference in rank denotes a difference in opinion. He must ultimately make a decision on what it is that must be accomplished.
Us: What is it about the story that you felt needed to be told in videogame-form?Ogawa: This is somewhat of a cliché, but I feel that an “engaging narrative” is one of the key elements of an RPG. Players are placed in the protagonist’s shoes and can experience the story first-hand – this is what sets games apart from movies or novels – games can express the pieces of a story that lie outside of the main plot. What is left “between the lines” in novels is made explicit in RPGs to fulfill a player’s experience. This is the main reason why Infinite Undiscovery is being told in videogame-form.
Us: Which of the characters do you like the most and why?Ogawa: I feel guilty for admitting this, but my favorite is neither Capel nor Aya. Although yet to be revealed, I would have to say that my favorite is a certain young character of high social standing. This character wields a weapon that Japanese audiences are very familiar with, and I am personally very fond of the unconditional stubbornness with which the character stands by his/her morals.
Us: How does the team come up with characters in any of tri-Ace’s various RPGs?Ogawa: Generally the team starts with a backbone and works to flesh it out. Story and game-related aspects are the bulk of what goes into creating the foundation, but in the end we always end up fine-tuning a character according to our personal preferences.
Us: tri-Ace RPGs are known for incorporating unique combat engines – is Infinite Undiscovery following the same pattern? What is the most important aspect of combat that you expect RPG fans to really get excited over? Can you tell us how the team came up with the idea behind the combat system?Ogawa: The pursuit of a real-time battle experience is definitely a core aspect. We based development on ideas that surfaced through past projects, and have placed greater emphasis on enemy-ally relations (taking into consideration the number of enemies, their strength or an ally’s situation). I think that RPG fans enjoy the element of balance-control, wherein they can affect a character’s relationship to its enemies through leveling or by customizing equipment. Players are able to alter the level balance according to their personal play style (and this in turn generates replay value), which is definitely an aspect of RPGs that differentiates it from action-based games.
In devising the battle system, while there have been various methodologies implemented for different titles, we always create a “focal point” of what we want the players to experience. For our past titles, we have always been consciously creating games in which simple commands enable exhilarating gameplay, on top of which players can enjoy the strategic progression inherent to video games.
Us: This is the first RPG that tri-Ace has made for any of the new systems – what do you think has changed from the last generation of system to this new one in terms of gaming, gamers and how RPGs are perceived?Ogawa: RPGs are often seen as very complicated games that take an extended amount of time to complete. The time that people spend playing games has shifted over the years, and I feel that moving forward it will be increasingly difficult for players to embrace complicated gaming elements. However, I also feel that “depth” is something that cannot be removed from an RPG. With this in mind, one possible direction that RPGs can head toward in the future would be a form in which “simplicity” or “clarity” and “depth” coexist.
Us: So, what do you think is next for console role-playing games? Like, have you had a chance to check out either Oblivion or Mass Effect? What do you think of the different directions both games took from the more classic style of Japanese-developed RPGs?Ogawa: This is a tough question. These days, fitting games into a specific genre is not a simple task, and RPGs are no exception. However, as mentioned already, I strongly believe that “depth” is a necessary element of the RPG genre. Call it “depth” or a “sense of scope,” but I am sure this is an element that will always be reflected in both the system and scenario of RPGs.
Oblivion and Mass Effect are both very intriguing titles. As a game and product, I think that it is a successful materialization of its underlying concept, and the content is highly concentrated – not in the sense of volume, but direction-wise – making for a very complete and polished finish.
In terms of direction, I don’t feel that there is that great of a gap between these titles and traditional Japanese RPGs – not to say that there are no differences at all. A difference in taste is definitely reflected in aspects such as gameplay-to-cut scene ratio, the playable points and the art style, but I think that those things all pertain to a title’s flavor and are not necessarily dependent on the country or genre within which it is developed. The main difference I see is how focused these games are in terms of development, highly concentrated towards a specific target. I think we have a tendency to get greedy when creating RPGs, and end up taking on more than we bargained for. (laughs)
Us: Infinite Undiscovery aside – what tri-Ace game is your favorite? What RPGs, outside of tri-Ace’s, did you really like?Ogawa: Star Ocean 4 [tri-Ace’s upcoming RPG] is my number one recommendation (laughs).
All jokes aside, it’s hard for me to draw on a specific example from our own company, but if I had to choose it would be Valkyrie Profile. In many ways I think we took on a lot of experimental endeavors with this title. There were some rough edges to the final product, but it is definitely one of the most memorable.
Outside of tri-Ace – this one is quite dated – but I’d have to say Xanadu, by Nihon Falcom. It was highly strategic, and had a certain atmosphere about it.
Us: Do you believe that emotion is the most important element in any RPG? What is the one driving emotion that you hope gamers come away from playing Infinite Undiscovery with?
Ogawa: In a broad sense, I think that “emotion” is definitely the most important element. In regards to Infinite Undiscovery, at the risk of sounding unoriginal, we are hoping that users find it “fun” above all else.
Us: Thank you so much for your time!Ogawa: お時間ありがとうございました