《古墓奇兵》新作終於要來?爆料者聲稱隨時都可能會公開
(圖源:Shadow of the Tomb Raider)
2022 年時,Square Enix 以 3 億美金的價格,出售旗下《古墓奇兵》(Tomb Raider)和《駭客入侵》等多款遊戲 IP 與開發團隊給 Embracer 集團,雖然收購後《古墓奇兵》推出了兩部舊版強化盒輯,但新作已經有近 7 年時間沒有任何消息。而近日,根據爆料消息指出,《古墓奇兵》新作很快就會推出。
知名影視娛樂消息爆料者 V Scooper,去年曾爆料《古墓奇兵》新作背景設定在印度,並且有張能允許玩家自由探索的大地圖、可以駕駛載具等消息。而近日,V Scooper 引用去年的消息,發文表示《古墓奇兵》新作可能隨時都會公開。
I can see the announcement coming anytime soon... https://t.co/5Rs00Nh66M
— V Scooper (@thevscooper) April 11, 2025
距離上一次 Crystal Dynamics 的《古墓奇兵》新作,已經是 2018 年的《古墓奇兵:暗影》,屬於重啟系列的新三部曲。而 Crystal Dynamics 其實早在 2022 年時,就通過 Epic Games 的官方節目「 The State of Unreal 2022 」確認新作採用 Unreal Engine 5 開發,後來更確定是由 Amazon Games 負責發行,不過同樣至今 2 年過去仍沒有任何新消息。
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Thirteen years ago, Square Enix released one of the best Final Fantasy spin-offs they'd made to-date but called it by a different name: Bravely Default. Standing on its own merits, it proved to be a cult classic for the 3DS by the time it arrived in the west in 2014, and still stands as one of the Nintendo 3DS' must-play RPGs (alongside its direct sequel, Bravely Second: End Layer). And yet, it still seems to lack the recognition it deserves as an upstanding modern take on classic JRPGs. Now, with as a launch title for the Nintendo Switch 2, this can finally be set right. Bravely Default: Flying Fairy HD Remaster is a definitive take on the original game, which amalgamates its myriad re-releases and refreshes it for Nintendo's brand new console. Despite taking on the subtitle of the very first edition, Flying Fairy, it's based on the updated For The Sequel edition, which was the version we initially received in English—because what's a Square Enix JRPG franchise without some convoluted names? Naturally the game has been converted to suit the Switch 2's single screen, after originally utilizing the dual screen of the 3DS. This transition has been handled remarkably well, and will hopefully inspire more developers to bring their 3DS gems to Switch 2. Akitoshi Yoshida's character models and the game's beautiful storybook-like environments also translated nicely to both modern TVs and the Switch 2's screen. Though it was, admittedly, a little jarring to see the mouths moving on certain kookier character models, but that's testament to how much clearer the experience is now. While the 3DS' display was fine at the time, the HD, 16:9 presentation is vastly superior, breathing new life into Bravely Default's folksy world of Luxendarc. Most environments are enhanced by the clearer resolution, which shows off the paint-like texture of the landscapes. Even without the touch screen, this almost feels like the way it was meant to be seen. (Missing entirely is the original game's use of the 3DS' gyroscopic camera. This enabled a handful of AR cutscenes which sounded cool in theory, yet were gimmicky in practice, like the intro CG cutscene.) Beneath Bravely Default's fairy tale appearance (no pun intended) lies a well-crafted tale that combines the motifs of classic Final Fantasy, like crystals and warriors of light, with some plot elements from more modern FF, like the corrupt governments and natural resource wars of Final Fantasy VII. 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Allusions and homages to Final Fantasy are littered throughout, from the recurring names of spells (Fire-Fira-Firaga), to classes (White Mage, Black Mage), and items, to deeper thematic cuts (like the actions of the Water Crystal's Vestal). Squint just right and it could practically be a sequel to Final Fantasy III, but with profoundly more character and plot. Nowhere is that connection to classic 2D Final Fantasy more apparent than in battle. Players unlock up to 24 jobs (called Asterisks here) throughout Bravely Default, by defeating practitioners of that class. In this department, it harkens more to fellow underrated game Final Fantasy V: each job has distinct active and passive abilities, and as a character increases that job's level they unlock more permanent upgrades which can be equipped even after swapping to another class. Tiz might learn Black Magic, for example, then switch to the Time Mage class and keep the Black Magic command and the Pierce ability. 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Or can you successfully brave when their guard is down and tear them to shreds instead? It's a simple tweak on the usual turn-based format which lends the game a very unique feel. All of the gameplay holds up just as well today as it did at Bravely Default's western debut. Thankfully, the 3DS original's connectivity features remain intact as well. Friends with the game can be added into your file, allowing you to 'link' your character with theirs—so if your friend has a maxed out Monk Edea, you can use the Abililink system to give your Edea some of those advanced, level 9 abilities. As well, the ability to call upon other players has been salvaged from the 3DS. In a similar fashion, players can 'record' their best moves in battle and save them to their profile, so that other players can summon them. (The game also provides fake, computerized 'ally' profiles periodically to avoid leaving behind those with smaller friend lists.) Even the town restoration minigame, where players idly repair Tiz's hometown over time, has made the jump. Once delegated to the bottom screen, the Norende Village Restoration is easily summoned with a press of the Switch 2 D-pad, as is the in-game reference book and the encounter rate setting, among other bells and whistles. New to Bravely Default: Flying Fairy HD Remaster are two minigames using the Joy-Con 2's mouse features. Much like the system's mouse function itself, I found these distractions to be better than expected, though still a little too cumbersome to be a main event. The first, Luxencheer Rhythm Catch, also invokes another Final Fantasy spin-off, Theatrhythm. Bravely Default's take injects a sliver of Beat Saber, turning the Joy-Con 2s into a pair of light-stick cursors on the screen. As notes pass by, players must position those cursors so that the notes are caught between them, or move the correct cursor over the notes and press a button in time. 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Each minigame has three difficulty levels and more stages to unlock through main plot progression; higher difficulty means more medals, and faster rewards. Like the original game using the 3DS' camera for AR cutscenes, the new minigames in Bravely Default's remaster make a case for the potential of the Switch 2's mouse controls. Fortunately this makes a better case than the first, and I'm pleasantly surprised with the mouse's application, but I still need a little more in-depth proof of its worth. (Bring on Metroid Prime 4.) My only real nitpick with the experience here is the unreliability of the network connection. Bravely Default isn't exhaustive in its network features, only requiring a passive connection to send or receive friend data. In theory, it's 'set it and forget it.' Yet if the connection is disrupted—say, by taking the Switch 2 off the dock—it can be tedious to reconnect. A small quibble in the grand scheme of things, perhaps addressable through updates, though still a minor nuisance. All in all, I couldn't be happier to see Bravely Default get a second chance in the spotlight with a bigger audience. Over a decade ago it proved that classic JRPGs weren't dead or a taboo—a lesson that studios still need to be reminded of, evidently. The Switch 2 has revitalized that core experience, in some ways revealing a superior form, and any fan of original Nintendo-era Final Fantasy, or even classic PS1 RPGs, should give it a shot. With backward compatibility, fans of the genre can already feast well on Switch 2, and having a strong, classic launch title like Bravely Default helps show how Nintendo's partners like Square Enix can keep that feast going. (For a perfect dessert course, the sequel would be a great fit as well, just saying…)


Gizmodo
4 days ago
- Gizmodo
The ‘Magic: The Gathering' Team Had to Fight to Keep One of the ‘Final Fantasy' Set's Best References
Suplex's place in 'Final Fantasy' meme history lives on, even if Square Enix would prefer you call it Meteor Strike these days. Magic: The Gathering's new Final Fantasy set is an absolute love letter to the beloved RPG series, with hundreds of cards making a flavorful nod to their source material in one way or another. But one of the most fun references in a set filled with them almost didn't make it in—thanks to a quibble between Wizards of the Coast and Square Enix's translation teams. In a fascinating new article about translating the Final Fantasy set for its English and Japanese-language versions shared on the official Magic website today, Joseph Leis, the program manager for the Final Fantasy set, explained some of the challenges facing translating several cards in the set to ensure the standards of Magic's usual international translation process, while also working with Square Enix and its own translations for Final Fantasy as a franchise. But one of the most intriguing examples concerns one of the most fun nods to Final Fantasy fandom's western history that almost didn't make it in: the Final Fantasy VI card, Suplex. Or, at least in the form that Final Fantasy VI fans would've wanted it to. A red mana sorcery card, Suplex in the set can either be used to deal three damage to a target creature (with the added bonus of exiling them if it destroys it), or exiling a target artifact card from play. This second rule is a specific synergy so that Suplex can target another card in the game, the black mana artifact Phantom Train. It's a reference to the memetic legacy of FFVI players realizing that Sabin the monk, one of the game's expansive party members, can use one of his special abilities, Suplex, to physically hoist up the giant demon locomotive and slam it back down in an absurd image, dealing a ton of damage. In the years since its release, and especially in the advent of the online age, Sabin suplexing a literal train has become a part of Final Fantasy meme culture. But the thing is, Suplex wasn't called Suplex in the original Japanese game. It was called Meteor Strike (or specifically 'メテオストライク' in katakana) back when Final Fantasy VI was first brought over to North America as Final Fantasy III (several games in the series initially missed being translated), a name that Square Enix has kept ever since. While the original translation remained for many FFVI ports, it took until 2022 when the game was re-released as part of the Final Fantasy Pixel Remaster collection for the official translation to be updated to Meteor Strike. So Wizards and Square Enix found themselves at a bit of an impasse. Where possible, Wizards prefers that translation and localizations of card names diverge as little as possible from the English-language originals: Magic sets are typically designed in English first, and then translated into various languages, but the Final Fantasy set was the first in the game's history to be developed in English and Japanese simultaneously. Square Enix wanted to keep the Meteor Strike name as the official translation of Sabin's move as that's what was it always was in Japanese, but Wizards argued that English-language fans who played VI as kids would be disappointed if the card wasn't called Suplex as tribute to the nostalgic place the fight has taken in western fandom culture. 'This was something that principle narrative designer Dillon Deveney went back and forth through multiple rounds of negotiations with Square Enix,' Leis said, 'explaining how important that scene and the name 'Suplex' would be to English-speaking Final Fantasy VI fans, how kids growing up would yell 'suplex!' at the top of their lungs while playing at the playground, and how the nostalgia of the term was something that he wanted to keep as an Easter egg for English-speaking Final Fantasy VI fans.' Thankfully, Square Enix eventually relented, and a rare divergence between the English and Japanese sets allowed Suplex and Meteor Strike to co-exist. Now you can exile that one particular artifact to your heart's content, in the exact way you'd want to.