Final Fantasy Type-0
While working on "Final Fantasy XV", Tabata decided to make a high-definition remaster of "Type-0" for eighth-generation consoles. Developed by Square Enix and HexaDrive, "Final Fantasy Type-0 HD" was originally announced at E3 2014, and released worldwide in March 2015. After "Type-0"s release, Tabata stated in an interview that he wished to explore the distant history of Orience after the events of the game. Trademarks for "Type-1", "Type-2" and "Type-3" were registered shortly after the "Type-0" trademark, but it was suggested that they were simply a protective measure. During interviews given in 2014, Tabata commented that he wished to work on "Type-1" after completing "XV", and later explained the conceptual "Type" series as a means of publishing "Final Fantasy" games too experimental for the main series. He hoped to continue with the "Type" series if "Type-0 HD" was commercially successful.
Characters of the Final Fantasy Type-0 universe
Western reception of the characters has been mixed to positive. IGN's Meghan Sullivan said that the story's focus on young cadets sent into battle "reminder that it’s the young who die in war, and who are the first to be forgotten." She also praised the comedic side characters, which helped strike a balance with the serious story. "Game Informer"s Matt Miller was fairly critical, saying that the abundance of main characters hampered character development, and found conversations "stilted and melodramatic". Alexa Ray Corriae of GameSpot was pleased with the main cast, enjoyed the romance between Rem and Machina, and praised the reactions of non-playable characters around the Peristylium to Class Zero's achievements during the story. Her main criticism was that she found the supporting cast fell short as the player often needed to remember faces only briefly seen before. Becky Cunningham of GamesRadar said that Class Zero's incerations with the story's political intrigues and interpersonal drama "make a story worth experiencing." GameTrailers' Michael Damiani felt that the character's "awkward" dialogue hampered the otherwise intriguing story, saying that the script relied too much on the player accepting leaps in logic on a character's say-so.