Final Fantasy Type-0
"Final Fantasy Type-0" was originally titled "Final Fantasy Agito XIII", envisioned as a game for mobile devices. It was conceived in 2005 as part of "Fabula Nova Crystallis Final Fantasy", a subseries of "Final Fantasy" games linked by a common mythos. "Agito XIII" was the final original "Fabula Nova Crystallis" game to be created. The decision to make it a mobile game was based on the popularity of "". Hajime Tabata, who contributed to the "Fabula Nova Crystallis" mythos, was searching for a new project after finishing "Before Crisis" and became the game's director. "Before Crisis" producer Kosei Ito acted as producer before his move to Capcom prior to 2009. Beginning development in 2006, it was first announced at that year's Electronic Entertainment Expo (E3). It was said to offer on-the-go access to the "Fabula Nova Crystallis" universe, using gameplay functions exclusive to mobile phones of the time. The concept was to deliver a game for mobile platforms equivalent to a console game from the main "Final Fantasy" series, and to make it available in its entirety upon release rather than in episodic format.
Final Fantasy Type-0 HD
At Tabata's suggestion, Naora expanded the color palette to increase the game's realism and tie in with "XV"s art style. The original idea was to change the original red hue to a golden one to match the redone logo, but the graphics looked too dark on the large screen even with the adjustment, so blue tones were added to brighten up the scenery. Additional bass sounds were added to the sound effects, as the original platform's speaker system had previously limited the range and strength of sounds. The original camera behavior needed to be developed from scratch, as the camera angles used in the original looked out of place on the large screen. During the run-up to release, the team made modifications to the camera after receiving negative comments during demonstrations, addressing scenery collisions and the visibility of player and enemy characters during active gameplay. Because of these modifications, character speed and movement could be increased and improved. By December 2014, the game was in its final stages of development and undergoing debugging.