Final Fantasy XV: How Versus XIII Became Square Enix’s Decade-Long Reinvention

When Final Fantasy XV finally reached players on November 29, 2016, it arrived carrying a history almost as complicated as the kingdom its characters were trying to save.

The game had first appeared more than ten years earlier under another name. It had been announced for a different console, belonged to a different Final Fantasy project, had a different heroine, and was being directed by a different person. Its technology changed repeatedly. Its story was restructured. Its combat evolved. Even after the finished game reached stores, Square Enix continued adding scenes, playable characters, expansions, and major revisions for years.

Calling Final Fantasy XV a game that simply spent ten years in development therefore misses much of what happened.

It was not one unchanging project slowly moving toward completion. It was a game that survived transformation.

The story began in 2006 with Final Fantasy Versus XIII.

Before Final Fantasy XV, There Was Versus XIII

On May 8, 2006, Square Enix used its Electronic Entertainment Expo presentation in Los Angeles to unveil a project called Fabula Nova Crystallis Final Fantasy XIII.

The company described the idea as a collection of separate games built around a common mythology. Final Fantasy XIII would be one part of it. Final Fantasy Agito XIII, originally planned for mobile phones, would be another. The third major title was Final Fantasy Versus XIII, an action-oriented PlayStation 3 game that Square Enix emphasized was not simply a sequel to Final Fantasy XIII.

It would have different characters, a different world, and its own story.

Square Enix’s original announcement named Tetsuya Nomura as director and character designer, Takeshi Nozue as movie director, Shinji Hashimoto as producer, and Yoko Shimomura as composer. The combination was significant. Nomura and Nozue had worked on projects including Kingdom Hearts and Final Fantasy VII: Advent Children, while Shimomura had already composed music for Legend of Mana, Parasite Eve, and Kingdom Hearts.

The announcement also shows how different the project looked from the game eventually sold in 2016. Versus XIII was presented specifically as a PlayStation 3 title and as one half of the central console component of Fabula Nova Crystallis. It was connected to Final Fantasy XIII through mythology rather than through characters or direct narrative continuity.

Even so, one important element was already recognizable.

Noctis was there.

The dark-haired prince appearing in the original promotional material would survive an extraordinary amount of change before becoming the protagonist of Final Fantasy XV.

The Game That Refused to Arrive

For years, Versus XIII existed in an unusual space between an announced game and an unfinished promise.

Square Enix continued showing material, while Nomura periodically discussed the project with Japanese gaming magazines. Contemporary interviews described large environments, vehicles, towns, action combat, destructible elements, and a world intended to feel more physically grounded than many earlier Final Fantasy settings.

By 2010, Nomura was reported as saying that the game’s scenario and major character designs had been completed. A substantial 2011 trailer gave players their clearest look at the project yet, showing Noctis, his companions, city environments, combat, vehicles, and Stella Nox Fleuret, the woman then positioned as a major figure opposite Noctis.

The trailer made Versus XIII appear more tangible than it had before.

It still did not have a release date.

Years passed while the PlayStation 3 generation matured around it. Final Fantasy XIII was released. Its sequels followed. Final Fantasy Agito XIII was eventually transformed into Final Fantasy Type-0. Yet the game originally announced beside them remained unfinished.

By the time Square Enix returned to Versus XIII in a major public way, the hardware generation for which it had been announced was already giving way to another.

Versus XIII Becomes Final Fantasy XV

At E3 in June 2013, Square Enix finally revealed what had happened.

Final Fantasy Versus XIII was becoming Final Fantasy XV.

The company announced the game for PlayStation 4 and Xbox One, removing it from its original position as a PlayStation 3 exclusive and elevating it into the numbered Final Fantasy series. Square Enix said that the project’s development had expanded and evolved for the new generation of hardware while maintaining the central concept, world, and story that had originated with Versus XIII.

Nomura also spoke unusually openly about the technological problems behind the long transition. In a 2013 interview with CBS News, he explained that the project had gone through multiple engine changes and that realizing the team’s ambitions on the PlayStation 3 had proved difficult. The move to new hardware offered possibilities that the earlier console had struggled to accommodate.

The transformation was therefore more substantial than changing the Roman numerals on a logo.

The original game had been designed as a companion project within Fabula Nova Crystallis. The new version would have to carry the expectations attached to being the fifteenth numbered Final Fantasy.

Behind the scenes, leadership was already changing as well.

Square Enix’s 2013 annual report identifies Hajime Tabata as co-director of Final Fantasy XV, demonstrating that he was involved in the project at a high level well before the company later announced him as its sole director.

The game was no longer solely Nomura’s Versus XIII.

It was becoming something new.

Hajime Tabata Takes Control

In September 2014, Square Enix confirmed another major break with the project’s past.

Tetsuya Nomura was leaving the director’s position and shifting his attention toward other projects, particularly Kingdom Hearts III. Hajime Tabata became the sole director of Final Fantasy XV.

The change could easily be interpreted as an abrupt replacement after years of difficulty, but the corporate record makes the transition more complicated. Tabata had already been publicly identified as co-director in 2013. By the time Square Enix formally announced Nomura’s departure from the project, responsibility had already been shared.

Still, the change mattered.

Tabata inherited a game carrying years of publicly revealed ideas, characters, scenes, and expectations. He also inherited the responsibility of turning those pieces into something Square Enix could actually finish.

One of the most important signs of the new approach was Final Fantasy XV: Episode Duscae.

Instead of asking players to continue waiting for trailers, Square Enix was going to let them play part of the game.

Episode Duscae Turns Players Into Testers

Episode Duscae gave the public a substantial sample of Final Fantasy XV in 2015.

Players could explore part of the open environment, fight enemies using the developing real-time combat system, travel with Noctis’s companions, camp, undertake quests, and experience the beginnings of the road-trip structure that would eventually define the finished game.

More importantly, Square Enix treated the demo as a source of development feedback.

During an April 2015 broadcast, the team presented results from player surveys and discussed planned changes. The global evaluation averaged 8.3 out of 10, but individual categories exposed weaknesses. Music and weapon design scored highly, while controls and the battle system received noticeably lower evaluations. Developers discussed camera behavior, targeting, artificial intelligence, movement, combat, and other areas that could still be revised.

This was an unusually visible stage in the game’s history.

The project that had once spent years appearing through carefully controlled trailers was now being adjusted in front of the audience waiting for it.

That willingness to expose unfinished systems also reflected a broader change in development philosophy. Final Fantasy XV was not going to emerge from the Versus XIII years untouched.

Some parts of the old project would have to disappear.

What Survived Versus XIII and What Did Not

The clearest explanation came from Tabata himself in 2015.

Once Versus XIII became Final Fantasy XV, he explained, Square Enix decided that the new game needed to tell a coherent story within a single title. Material created for the older project had to be reconsidered according to that requirement.

That decision helps explain why comparing old Versus XIII trailers directly with the released Final Fantasy XV can be misleading.

Some ideas survived in recognizable form. Noctis remained the prince of Lucis. His companions Gladiolus, Ignis, and Prompto remained central. The kingdom, royal imagery, conflict with an invading empire, modern-looking cities, supernatural powers, and the mixture of fantasy with contemporary technology continued shaping the world.

Other elements changed considerably.

Stella Nox Fleuret was removed. Tabata explained that the team had tried to preserve her role but eventually concluded that her original character no longer fit the structure being developed for Final Fantasy XV. A new heroine, Lunafreya Nox Fleuret, was created instead.

Scenes previously shown publicly could disappear or be reworked. Relationships changed. Story events were reorganized. The new game was attempting to preserve the identity of Versus XIII without remaining bound to every promise made by years of promotional material.

This is one reason arguments about whether Final Fantasy XV truly is Versus XIII have never had a simple answer.

Historically, it unquestionably grew from that project.

Creatively, it also became a different game.

Journey, Companions, and Car

By 2015 and 2016, the identity of Tabata’s version had become much clearer.

It was a road trip.

Tabata described the concept as partly inspired by the structure of a road movie, translated into an interactive experience. In a 2016 Famitsu interview, he summarized the gameplay vision through three words: “Journey,” “Companions,” and “Car.”

Those ideas shaped much of the final game.

Noctis does not travel alone across an abstract world map. He rides with Gladiolus, Ignis, and Prompto in the Regalia, stops at roadside businesses, eats meals, camps, fishes, takes photographs, listens to music, and encounters small conversations that have little to do with saving kingdoms.

The Regalia itself became more than transportation. Tabata connected it to Noctis’s father, King Regis, making the car part of the relationship between father and son while also giving the player a practical way to cross the world.

The companions were treated with similar attention.

Animations, artificial intelligence, conversations, poses, hobbies, and small habits were designed to make them appear to exist alongside Noctis instead of merely following him as combat units. Prompto takes photographs. Ignis cooks. Gladiolus trains. Their behavior during travel turns downtime into part of the story.

This was one of the places where the final Final Fantasy XV developed its own identity.

Whatever Versus XIII might have become, Final Fantasy XV increasingly revolved around spending time with four friends who did not yet know how badly their journey would end.

Yoko Shimomura Connects the Two Games

Not everything from the original project needed to be replaced.

Yoko Shimomura remained with the game across its transformation.

She had been named as composer when Versus XIII was announced in 2006, and a decade later she was still responsible for the music of Final Fantasy XV. In a 2016 interview, Shimomura recalled that she had joined the project from its beginning and that composing for Versus XIII originally felt different because it was not supposed to be a numbered Final Fantasy. Once the project became Final Fantasy XV, the weight attached to the series changed the context around music she had already been developing for years.

Her continued involvement gave the project an important thread of continuity.

Tracks associated with Noctis, battle, loss, and the game’s royal imagery helped preserve some of the emotional character that had surrounded the project during the Versus XIII years even as the structure around that music changed.

Few members of the audience hearing the finished score in 2016 had followed a single game soundtrack for such a long period before release.

Shimomura had effectively composed through two identities of the same project.

Square Enix Builds the Final Fantasy XV Universe

By early 2016, Square Enix faced another problem.

The game had accumulated an enormous amount of story.

Instead of placing all of that material inside Final Fantasy XV, the company expanded the project outward.

At the Uncovered: Final Fantasy XV event on March 30, 2016, Square Enix announced an entire collection of related productions. The company revealed Kingsglaive: Final Fantasy XV, a computer-generated feature film; Brotherhood: Final Fantasy XV, a five-part anime series; the Platinum Demo; the mobile game Justice Monsters Five; and additional promotional projects surrounding the main game. Florence + the Machine’s interpretation of “Stand by Me” was also revealed as the game’s theme.

The different productions divided the world across media.

Kingsglaive focused on King Regis, Nyx Ulric, and the events surrounding the fall of Insomnia. Brotherhood explored the histories and relationships of Noctis and his companions. The main game could therefore begin with the road trip rather than spending its opening hours dramatizing every event occurring in the capital.

The strategy made Final Fantasy XV larger than the disc carrying the game.

It also made its narrative unusual.

Understanding the complete context could involve playing a game, watching a feature film, watching an anime, following promotional broadcasts, and later playing downloadable episodes centered on individual characters.

Square Enix had turned the troubled history of one enormous project into a multimedia universe.

September 30 Becomes November 29

The Uncovered event finally supplied something players had wanted since the Versus XIII announcement.

A release date.

Square Enix announced that Final Fantasy XV would launch worldwide on September 30, 2016.

It did not.

On August 15, Square Enix announced that the game had been delayed until November 29. The company said the additional time was needed to raise the quality of the finished product before its worldwide release.

For a game already famous for waiting, another delay could hardly escape notice.

Yet this one was different from the long uncertainty of the Versus XIII period. The game existed. Square Enix was openly discussing its final production stages. Companion media was already appearing. The company had moved from asking whether the project could be completed to deciding what version would be placed in millions of boxes.

After more than a decade of announcements, revisions, and rebuilding, the date eventually held.

Final Fantasy XV Finally Arrives

On November 29, 2016, Final Fantasy XV launched worldwide for PlayStation 4 and Xbox One.

The finished game followed Prince Noctis Lucis Caelum and his three companions across the world of Eos after their journey becomes entangled with the destruction of Lucis, the Niflheim Empire, Lunafreya, the crystal, and Noctis’s responsibilities as king.

It was unmistakably a Final Fantasy, filled with chocobos, summons, monsters, magic, crystals, and familiar music from earlier games.

It was also unlike most of its numbered predecessors.

Real-time combat had replaced the more traditional turn-based structures associated with much of the series. Large regions could be explored by car or on foot. Camping, cooking, photography, fishing, driving, and side quests occupied substantial amounts of time. The opening portions could feel deliberately relaxed even while the central story described war and personal loss.

The game’s long development had left visible seams.

Its open-road structure eventually narrowed into a much more directed final stretch. Important narrative information existed outside the main game. Some character absences seemed designed for stories that would arrive later as downloadable episodes. Square Enix would continue modifying individual chapters after release.

Commercially, however, the launch was enormous.

Square Enix reported that combined first-day shipments and digital sales reached five million units, rather than five million copies necessarily purchased directly by individual consumers on that day. By January 2017, worldwide shipments and digital sales had passed six million.

The game that had spent years being described as missing, delayed, or uncertain was now one of Square Enix’s major global releases.

Release Was Not the End of Development

For many games, launch marks the point when historians can begin talking about the finished version.

For Final Fantasy XV, that distinction is difficult.

Shortly after release, Square Enix published an update roadmap explaining that the company did not intend to treat November 29 as the end of development. The team planned to continue expanding and revising the experience beyond its original post-launch schedule.

The changes became substantial.

A March 2017 update added an alternate Gladiolus route to Chapter 13 and adjusted other systems. Later updates added chapter selection, additional story events, expanded Regalia functionality, new quests, and eventually the ability to switch between Noctis, Gladiolus, Ignis, and Prompto during combat.

Paid expansions went further.

Episode Gladiolus, Episode Prompto, and Episode Ignis filled portions of the story that occurred away from Noctis’s perspective. Comrades introduced multiplayer and allowed players to create their own Kingsglaive character during a period when Noctis was absent from the world.

The game purchased in late 2017 was therefore meaningfully different from the one placed on store shelves in November 2016.

Then Square Enix revised it again.

The Royal Edition Becomes Another Final Fantasy XV

On March 6, 2018, Square Enix released Final Fantasy XV Royal Edition alongside the Windows version.

The new package brought together the main game, season-pass episodes, Comrades, and additional features while also expanding the final Insomnia portion of the story. It introduced an expanded map, new bosses, the controllable Royal Vessel, first-person play, additional equipment, and other content.

Tabata deliberately resisted calling it a complete edition.

In an interview published on launch day, he described the Royal Edition as the culmination of the team’s post-launch work up to that moment, while explaining that Square Enix still intended to continue developing Final Fantasy XV.

That distinction is important.

Even in 2018, almost twelve years after Versus XIII had been announced, the project was still not considered entirely finished by its own director.

More episodes were coming.

At least, that was the plan.

Luminous Productions and the Canceled Future

In March 2018, Square Enix established Luminous Productions, a new studio built with members of the creative team behind Final Fantasy XV and headed by Hajime Tabata. The studio was intended to develop major new projects while the Final Fantasy XV universe continued expanding.

The arrangement did not last long.

Later that year Square Enix reviewed Luminous Productions’ strategy and recorded an extraordinary loss of 3.733 billion yen involving development projects and intangible assets. The company’s financial documents said Luminous would refocus on large-scale AAA development.

Those financial records should not be treated by themselves as proof that a specific Final Fantasy XV episode caused the loss. They do, however, document the corporate restructuring occurring at the same time that the game’s future content was being reduced.

The more direct evidence comes from Square Enix’s own Final Fantasy XV materials.

Three planned episodes were canceled: an Aranea episode, a Lunafreya episode, and a Noctis episode. Only Episode Ardyn continued toward release.

Tabata had also left Square Enix and Luminous Productions as of October 31, 2018, bringing his period overseeing the project to an end.

For a game whose history was defined by plans changing during development, the final stage ended in exactly the same way.

Stories that had been announced would never become the downloadable episodes originally envisioned.

Episode Ardyn Closes the Road

Episode Ardyn was released on March 26, 2019.

The expansion moved backward in time and placed players in control of Ardyn, revealing more of the history behind the antagonist, his relationship with the Lucian royal line, and the events that eventually led him toward his conflict with Noctis.

Square Enix described it as the final DLC chapter and the conclusion of the Final Fantasy XV saga.

The abandoned future episodes did not disappear completely.

Their planned narratives were adapted into Final Fantasy XV: The Dawn of the Future, preserving versions of the stories associated with Aranea, Lunafreya, Noctis, and the alternate direction once intended for the later downloadable content.

It was an appropriate final transformation.

A game that began as another game and repeatedly moved between formats ended with canceled game content surviving as a book.

Ten Million Copies and a Decade of Change

The long history did not prevent Final Fantasy XV from becoming one of Square Enix’s most commercially successful modern releases.

On May 17, 2022, Square Enix announced that combined worldwide shipments and digital sales across the game’s platforms had reached ten million units.

By then, Final Fantasy XV existed in numerous forms.

There was the original console release, the Royal Edition, Windows Edition, downloadable character episodes, multiplayer, Pocket Edition, Kingsglaive, Brotherhood, novels, promotional demos, mobile projects, and years of updates layered across the original game.

The final product had become almost impossible to separate from the history that produced it.

Noctis came from Versus XIII. Yoko Shimomura’s music came from Versus XIII. Characters, themes, images, and ideas survived from Versus XIII.

But Final Fantasy XV was not simply Versus XIII with another title.

Hajime Tabata’s leadership, the road-trip structure, the decision to contain the principal story within one numbered game, Lunafreya’s creation, the multimedia strategy, player feedback from Episode Duscae, post-launch revisions, character DLC, and the Royal Edition reshaped it into something that could not have existed in 2006.

Why Final Fantasy XV Matters

The history of Final Fantasy XV is valuable because it captures an entire period of change in large-scale video game development.

When Square Enix announced Final Fantasy Versus XIII in 2006, downloadable expansions were not yet an assumed part of every major console release. Open-world design had not become as dominant among blockbuster games. The PlayStation 3 had not even reached North American stores. Developers could still reveal a giant console project years before anyone understood how long it might take to build.

By the time Final Fantasy XV reached players in 2016, the industry surrounding it had changed.

Games were increasingly expected to receive updates after release. Player feedback could shape development before launch. Publishers were building interconnected universes across games, films, animation, mobile devices, and downloadable content. Major productions were crossing console generations and relying on increasingly complicated engines and international development pipelines.

Final Fantasy XV experienced nearly all of those changes while it was being made.

That is why its history cannot be reduced to a ten-year delay.

It is the story of Final Fantasy Versus XIII, a PlayStation 3 project that never reached store shelves, and the numbered Final Fantasy that emerged from its remains. It is the story of Nomura’s original vision and Tabata’s reconstruction of it. It is the story of a game that was rewritten before release, revised after release, expanded into other media, and still had planned chapters disappear before development finally ended.

More than a decade after Noctis first appeared beneath the name Versus XIII, Square Enix finally reached the end of the road.

The car had changed.

The destination had changed.

Some of the passengers had changed.

But traces of the journey remained everywhere.

Sources & Further Reading

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GameSpot. “A Look Back at Final Fantasy 15’s Troubled Past.” July 1, 2015. https://www.gamespot.com/gallery/a-look-back-at-final-fantasy-15s-troubled-past/2900-236/

Famitsu. “Head-to-Head with Hajime Tabata and Takeshi Nozue About FFXV.” April 7, 2016. https://www.famitsu.com/matome/ff15/interview01_EN.html

Ars Technica. “After 15 Years of Disappointment, Can Final Fantasy Be Great Again?” April 14, 2016. https://arstechnica.com/gaming/2016/04/final-fantasy-15-hajime-tabata-interview/

GameSpot. “The Story Behind Brotherhood, the Final Fantasy XV Anime.” September 13, 2016. https://www.gamespot.com/articles/the-story-behind-brotherhood-the-final-fantasy-xv-/1100-6443516/

Game Informer. “Tracking Final Fantasy XV’s Long Road to Release.” November 28, 2016. https://gameinformer.com/b/features/archive/2016/11/28/where-is-final-fantasy-versus-xiii

Game Developer. “Final Fantasy XV Has Sold 10 Million Copies Worldwide.” May 17, 2022. https://www.gamedeveloper.com/business/-final-fantasy-xv-has-sold-10-million-copies-worldwide

Gematsu. “Final Fantasy XV Shipments and Digital Sales Top 10 Million.” May 17, 2022. https://www.gematsu.com/2022/05/final-fantasy-xv-shipments-and-digital-sales-top-10-million

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