Final Fantasy Type-0 HD
During the production of "Final Fantasy Type-0", the development team explored the possibility of a high-definition port of the game. The idea never went beyond experimentation as the team was focused on keeping the game as a portable experience. The team also experimented with a sequel on eighth generation consoles, but production was halted when the development team were transferred to "Final Fantasy XV". After some time working on "XV", original director Hajime Tabata decided to develop "Type-0 HD" for eighth-generation consoles. The game began development in mid-2012, around the same time "XV" was shifted onto PlayStation 4 (PS4) and Xbox One. Tabata came on board in July of that year as director and producer, though his involvement was fairly minor due to his directing duties for "XV". The main development was handled by HexaDrive, who had previously collaborated successfully with Square Enix on "The 3rd Birthday", and had developed the high-definition remasters of "Ōkami" and "". The remaster was intended as an incentive for "Final Fantasy" players in both Japan and the west to purchase eighth generation consoles before "XV"s release. The original plan was for a port to both the seventh generation PlayStation 3 and Xbox 360 consoles, and eighth generation consoles. After the PS4 proved popular at the 2013 Tokyo Game Show, and as Tabata had no development experience with seventh generation console hardware, the team focused on the eighth generation versions. According to art director Yusuke Naora, moving from the PlayStation Portable to eighth-generation hardware proved hard for the team. Despite early claims, no version of "Type-0 HD" was developed for the PlayStation Vita. According to Tabata, this was due to difficulties in porting between console and Vita development environments, and his wish for a playing experience he could only envision on home consoles.
Dissidia 012 Final Fantasy
Ideas for a sequel to "Dissidia Final Fantasy" were already conceived shortly after its release in Japan with creative producer Tetsuya Nomura wishing to feature Kain Highwind on it. Development of the game started in August 2009 shortly before the release of "Dissidia Final Fantasy Universal Tuning", the international version from the prequel. Director Mitsunori Takahashi stated the team wanted the sequel to have more changes than just new characters. This resulted in changes to gameplay features and the inclusion of new ones. The Assist feature was made to add more entertainment to the fights, as well as to act as a counterbalance to the EX Mode that was the strongest area from the first game. This was done in response to feedback commenting that the EX Mode was too powerful in the original game. The world map was created in order to appeal more the RPG fans. Returning characters had their movesets modified to provide the player with new strategies when fighting. One of the most revised ones was Firion due to feedback from players. Since the original "Dissidia" had a concrete conclusion, the staff decided to make its story a prequel and encourage players to revisit "Dissidia" once concluding it.