Final Fantasy XV on PC would mean 'starting development from scratch'

Although it might be a bit of a wait for the ‘more technically developed’ version – the RPG originally began life in 2006
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The director for Final Fantasy XV has said that Square Enix is considering a PC release for the game – but adds that it would require starting afresh.

I’m quite positive about the idea of ??developing a PC version, but I would like to make a very different project if possible,” Hajime Tabata told JeuxVideo (translated by Nova Crystallis).

He added that working on PC would allow the title, which began development a decade ago in 2006, to utilise more advanced technology.

Final Fantasy XV was originally created using in-house middleware engine Crystal Tools, before transitioning to a new engine based on Square’s Luminious Studio technology in 2011.

“The reason I’m interested is that a PC version would propel the game to another technical level,” explained Tabata. “I have in mind a version of Final Fantasy XV that is more technically developed. This version could incorporate things that we were forced to abandon because of the limitations of home consoles. With the PC, this would be an opportunity to release a version far superior in terms of quality and tech.

“That said, if we choose to develop this project, the development will start from scratch by doing research of what would be the best technology to use. It might not be a simple port of the console version.”

Tabata went on to detail further elements of Final Fantasy XV’s development cycle, including the technical cross-over with animated feature-length prequel film Kingsglaive: Final Fantasy XV.

“It is difficult to estimate the number of people working on the project, but I would say that there are about 300,” he said. “Final Fantasy XV and Kingsglaive are projects that require the production of a large volume of data, so we need work with many studios worldwide that are specialised in computer animation.

“There are actually CGI cinematics in the game. I think there are, however, a little less than in previous Final Fantasygames. Rather than having too many cutscenes in the game, our desire was to make a long feature film. Kingsglaive, to us, was the best use of CGI.”

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