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Two new Ultimania guide books were published for each game. [37] [38] Nojima wrote the tie-in novel Final Fantasy X-2.5: Eien no DaishÅ that bridges the gap between Last Mission and Final Fantasy X: Will. [39] A Collector's Edition of the PlayStation 3 version was exclusively released in North America via Square Enix's online store.
As with Final Fantasy X, Square Enix released an expanded version of the game, Final Fantasy X-2 International + Last Mission, in 2004 for the PlayStation 2. It introduces two new dresspheres, an additional "Last Mission" at a location called "Yadonoki Tower", and the option to capture and battle with numerous monsters and characters including ...
2004 – PlayStation 2 (Final Fantasy X-2 International + Last Mission) [91] 2013 – PlayStation 3, PlayStation Vita (Final Fantasy X/X-2 HD Remaster) 2015 – PlayStation 4 (Final Fantasy X/X-2 HD Remaster) 2016 – PC (Final Fantasy X/X-2 HD Remaster) 2019 – Nintendo Switch, Xbox One (Final Fantasy X/X-2 HD Remaster) [50] Notes:
Various Ultimania books at a Books Kinokuniya in San Francisco, California. Dozens of Square Enix companion books have been produced since 1998, when video game developer Square began to produce books that focused on artwork, developer interviews, and background information on the fictional worlds and characters in its games rather than on gameplay details.
The company is best known for its role-playing video game franchises, which include the Final Fantasy, Dragon Quest, and Kingdom Hearts series. Of its intellectual properties (IPs), the Final Fantasy franchise is the best-selling, with total worldwide sales of over 173 million units. [ 2 ]
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Additionally, Kingdom Hearts HD 1.5 + 2.5 Remix, featuring both of the PS3 collections, released on PS4 in March 2017. [18] Square Enix later bundled Kingdom Hearts HD 2.8 Final Chapter Prologue with the Kingdom Hearts HD 1.5 + 2.5 Remix collections as part of a new compilation, Kingdom Hearts: The Story So Far , released in North America on ...
With the growth in popularity of video gaming in the early 1980s, a new genre of video game guide book emerged that anticipated walkthroughs. Written by and for gamers, books such as The Winners' Book of Video Games (1982) [1] and How To Beat the Video Games (1982) [2] focused on revealing underlying gameplay patterns and translating that knowledge into mastering games. [3]