Earlier we learned of Team Ninja’s involvement in the creation of Square Enix’s Dissidia Final Fantasy as an arcade game. Now we have a big batch of screenshots to share with you and a new video as well. There are a couple of images which showcase the difference between the standard arcade board and the PlayStation 4 technology that they will be using for the game.

Above is a video from YouTube user the last story, and below are the screenshots gathered from DualShockers. There’s a lot of action going on here, and the new screens look phenomenal. While the differences between the two graphics don’t exactly jump out at you, there are subtle differences in the details which you can see in the comparison of these images of Cloud:

Standard Arcade Board

PlayStation 4 Tech

What sticks out to me the most is the realism that the PS4 technology offers versus the slightly more fantasy-esque Cloud that the arcade technology gives us. It should be noted that Square Enix will most likely not create an actual console version of the game for another year, as they want players to enjoy it in the arcade setting for a while first. What do you think of the new Dissidia screenshots? Tell us your opinion in the comments below.

Source: DualShockers

Our Verdict


Mariah Beem
I am very fond of video games, which is why I chose my major of Video Game Design with focus on Narrative. The idea of being able to make people feel the way I do about games through my own game is my main goal. I want to be able to give gamers a way to connect and be brought together by an experience that could be powered by elation, sadness, or even fear. It is emotions such as those that hook people into games and make them want more. By connecting a well-thought story with mechanics, character design, level design, and even audio, a game can be unstoppable - and ridiculously fun to play. I believe that narrative design is not a static thing. For narrative to be done well, it must be fluid and dynamic - something that is able to be changed by the player. Whether that be by choices, the knowledge the player gains from exploring, or simply who the player talks to, the story must bend and change and grow. This is why I want to be a narrative designer: there is definitely more to it than meets the eye, and I love a challenge.


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