not necessarily..The lucis "gamplay" could've been an older build.
The leviathan stuff was similar quality but likely running on a PC.Many labeled it as target footage.
The leviathan stuff was a target render.
not necessarily..The lucis "gamplay" could've been an older build.
The leviathan stuff was similar quality but likely running on a PC.Many labeled it as target footage.
ehhh...this is an rpg. you know, where games give you skills to block then give your opponents skills to overpower your block. i wouldn't be too worried.
They've been changing the battle system for a while now, and I believe this is likely still not final. That has more to do with whatever else rather than the the basics, which are probably staying the same now. I don't see that changing. The hold to attack and defend have been there for a little while at least.not necessarily..The lucis "gamplay" could've been an older build.
The leviathan stuff was similar quality but likely running on a PC.Many labeled it as target footage.
Yea, for Japan it definitely looks good and is definitely one of the few japanese titles that seems to be taking advantage of the hardware. Thankfully.I agree with you. The visuals have nothing to do with the 8 years of dev time. Although, very few games even from the west look this impressive. It really does look absolutely top tier.
not necessarily..The lucis "gamplay" could've been an older build.
The leviathan stuff was similar quality but likely running on a PC.Many labeled it as target footage.
The leviathan stuff was a target render.
I don't want anything like spheregrid or other systems in the series.
I want something new for the game but still super fancy.
Regular number increases won't cut it in FF
Wait so the leviathan gameplay was a gameplay concept video and not actual gameplay?The leviathan stuff was a target render.
They're definitely getting closer btw, impressing stuff their current tech - characters look even better now than there. Will KH3 run on the same engine?
Maybe I have the wrong assumption I wasn't attacking you or anything just in case, when I hear "hold button" what comes to my mind for example it's let's say Dante in dmc does the combo string for me automatically by holding it down it's doing the work for me instead of allowing me to improvise instead of letting go of the button to do something else. It's not that I want to mash but idk I want to be creative and do some cancels of my own.
How long?They've been changing the battle system for a while now, and I believe this is likely still not final. That has more to do with whatever else rather than the the basics, which are probably staying the same now. I don't see that changing. The hold to attack and defend have been there for a little while at least.
I came to post this: https://www.youtube.com/watch?v=b_C_8F1usDo#t=72 a guy recreated it T.T
But I feel that this tech demo was running on PC.
Wait so the leviathan gameplay was a gameplay concept video and not actual gameplay?
Didn't they say that the DEMO will even look better than this?
I hope so.
I mean if the blocking was simply damage reduction or limited by stamina(like Souls for instance) I would be less worried.
by total invincibility with no limits?? I don't know about that.
I wouldn't know specifically, but at least a little while.How long?
I am wondering if this is something that they decided after Nomura left and Tabata took over as sole director.
They've been changing the battle system for a while now, and I believe this is likely still not final. That has more to do with whatever else rather than the the basics, which are probably staying the same now. I don't see that changing. The hold to attack and defend have been there for a little while at least.
Didn't they say that the DEMO will even look better than this?
I came to post this: https://www.youtube.com/watch?v=b_C_8F1usDo#t=72 a guy recreated it T.T
Tabata mentions it in the gameplay demo.I wouldn't know specifically, but at least a little while.
I don't understand why it's only been said as hold to attack or defend. Either there is a change again, or they've yet to clarify further. You can press attack to attack, and you hold to string together the attacks. You can't button mash. They also haven't mentioned anything about the weapon switch mechanic, which is also from a while ago, and helped give the attacks variety.
I have some notes about it from a while back, and most of it seems similar to what's here. They've done a terrible job of explaining things though.
I also don't understand where people know of hold to attack or defend from. The stream in OP has no translation, and the summary in the OP doesn't mention this. Where has this been mentioned?
The Battle System seems heavely inspired by Assassin's Creed series... to a certain extent.
isn't there a roll and an evade?
i think the evade lets you counter attack but you can only evade a single enemy at any given time, and roll doesn't let you counter but lets you get out of the way of multiple attacks.
and i think you can't do evade on big monsters either.
I wouldn't know specifically, but at least a little while.
I don't understand why it's only been said as hold to attack or defend. Either there is a change again, or they've yet to clarify further. You can press attack to attack, and you hold to string together the attacks. You can't button mash. They also haven't mentioned anything about the weapon switch mechanic, which is also from a while ago, and helped give the attacks variety.
I have some notes about it from a while back, and most of it seems similar to what's here. They've done a terrible job of explaining things though.
I also don't understand where people know of hold to attack or defend from. The stream in OP has no translation, and the summary in the OP doesn't mention this. Where has this been mentioned?
Can I have link to a translation or what he says exactly? OP's summary doesn't mention this.Tabata mentions it in the gameplay demo.
I don't think people have reason to freak out. I'm going to load up the notes and just dump them here in a moment. Please don't take as gospel as this was a barebones thing. You'll get a feel of things from it though.so you know more about the battle system ? Is it solid from what you've seen ? i.e do people have a reason to freak out ?
Oh wow, kinda begs the question about how long the game has been in full production.Nearly all of this trailer is target render (and CGI obviously): https://www.youtube.com/watch?v=P3xKbPooKAo
That's what we know so far. Tabata says you hold down a button to evade, and you hold down a button to attack. The demonstration they showed in this video is clearly very automated in terms of actions. But that's just the basic mechanic, there are probably more details they'll take about when they're ready to show off more stuff, or the demo is closer to release.
I don't really like how the system runs from both of your comments. I will wait to see how the system is, but I was really hoping for a system like KH to be implemented, especially KH2FM since the original team is working on it.It has "hold down attack button to keep attacking." Until we learn otherwise, it's premature to believe that means you can't tap the button to do a timed attack.
If it is like you say it is, can you stop mid, let's say, attack 3, then reset the attack pattern?It does, so did Type-0. And guess what, nobody cares about it. Because it's completely optional, and we usually just press the attack button manually.
It looks nothing like AC to any extent whatsoever.
Oh wow, kinda begs the question about how long the game has been in full production.
The leviathan stuff was a target render.
Nice little demo. So much fluffiness.
I don't think people have reason to freak out. I'm going to load up the notes and just dump them here in a moment. Please don't take as gospel as this was a barebones thing. You'll get a feel of things from it though.
I'm buying 4 million copies myself.FFXV will sell fucking stupid due to its development history alone. It will feel like buying something almost mystical, even though it's just a game that took really long to make.
If it is like you say it is, can you stop mid, let's say, attack 3, then reset the attack pattern?
yeah.
but I mean its quite similar to what we have now.So maybe it was more important during production than we think it was.
Its safe to say this isn't pointless footage like that of FFXIII's back then.
Holy shit if the final game comes out looking like that.
Huh...? I'm confused. From the translations that I read I assumed that "holding button to keep attacking" worked like in Lightning Returns or Type-0 (...or most FF games) and that's what it looks like in the demo. What would be wrong with that?
Thanks like always VI don't think people have reason to freak out. I'm going to load up the notes and just dump them here in a moment. Please don't take as gospel as this was a barebones thing. You'll get a feel of things from it though.
The more I learn about this game, the less interested I become as I think it may not bet the amazing FF game it could have been.
I don't really like what I am hearing from both of you.I will wait to see how the system is, but I was really hoping for a system like KH to be implemented, especially KH2FM since the original team is working on it.
If it is like you say it is, can you stop mid, let's say, attack 3, then reset the attack pattern?
I'm buying 4 million copies myself.
I don't think people have reason to freak out. I'm going to load up the notes and just dump them here in a moment. Please don't take as gospel as this was a barebones thing. You'll get a feel of things from it though.
The more I learn about this game, the less interested I become as I think it may not bet the amazing FF game it could have been.
I don't really like what I am hearing from both of you.I will wait to see how the system is, but I was really hoping for a system like KH to be implemented, especially KH2FM since the original team is working on it.
If it is like you say it is, can you stop mid, let's say, attack 3, then reset the attack pattern?
Thanks like always V
This.
How we do know? The plaza is more or less the same as last year E3. All the interiors and all the action that takes place in the sky with the big setpieces is a big question mark right now.
I will get Type-0 digital for the Xbox One. And if I enjoy the demo IQ and peformance on the console I may get both Xbox One and PS4 versions of the full game. I have never done this before, but this game is by far the one I'm excpecting the most.
Its incredible because I bought my PS3 back in 2006 just for this game! After 8 years my hype was destroyed, but now, after this last trailer and tech demo and the last infos, its completely renewed!
If you have some control like you mentioned then that would be good. Closer to what I was expecting.i didn't know type0 had auto attack, so i was button mashing attack. but from that, your attack resets to the "first attack" if you can't keep the combo going.
then again i think the goal was to get to "attack 3". i don't know of the final attack of the combo did more damage, though. never really noticed it.
besides, there was magic so there's that.
Your quote made me realize that I worded something in a very dumb way that I went ahead and fixed, lol.Thanks like always V
This.
You know, I am not so sure this is the case. I think that the game is being rushed in its current state. This is all a guess though.I understand both concerns, but I would not worry about the combat mechanics. Its clear now that they are, for long, improving every single aspect of this game, and in terms of combat Final Fantasy mainline never disappointed. So I guess they're studying a really good combat mechainc for this one aswell. It may not be just like Kingdom Hearts (that was their first plan) but meybe it will be even better and unique. Thats my opinion though... based on the franchise history the combat mechanics are not worring me (specially because they look pretty good on the videos).
Battle System Notes said:- Attack, defend, switch weapon mechanic, magic and teleportation. Two face buttons, three shoulder buttons. Access to one spell, Fire.
- No real point of comparison with the battle system. No jump button in demo. No idea if available in final. Press attack to hit, and hold to string attacks. Defence operates the same. Hold defence to take defensive stance and evade enemies. Can also hold defence and move using the analog. Potential for timed defences in more cluttered battles maybe. Movement entirely in player's control.
- Switching mechanic can be implemented before an attack or in the midst of an attack. Start heavy and strong, go light and fast etc.
- Teleportation works by holding the trigger to target, then releasing which implements the ability. Able to string teleportation and attacks together, with switching mechanic also. Can target enemies or certain points/objects for teleportation. Teleportation available outside of battle. Can't just teleport anywhere.
- Magic similar to teleportation. Hold to charge, target, cast. You can switch targets like teleportation.
- Battle system is based on movement and offence. You move and attack, move and defend. Constantly alternate between attacking, defending, switching mechanic, mixed with teleportation and magic for added flair. Attacks become more varied by switching mechanic. Example: Press Attack, Hold Attack, Switch, Press Attack, Switch, Press Attack, Teleport, Hold Attack, Switch, Teleport etc. Feels cinematic/flashy and plays well. Good potential here for combinations in big battles with more spells/abilities and teleportation.
- Missing meters for abilities and magic as well as UI. Not final. Must be in the final game in some form as no limitations in demo, constantly teleporting and abusing magic.
- Not indicative of the final product. A lot of work yet to be done. More customisation for magic and abilities, and they're still tinkering with the controls for the best overall feeling.
- Combat has a certain weight to it, but it's not slow at all. Feels good, responsive, quick. Game goes into battle mode when threat is detected. Seamless transition.
- Only controlled Noctis, but final game will allow control of characters other than Noctis. No demonstration of this.
The above control scheme is what I kind of imagined. Noctis uses teleport, switching mechanic, magic and attack to chain attacks.Control Scheme for Battle Mode:
L2 = Magic (+ either Triangle, Circle, Square, or X)
L1 = Weapon Switch Mechanic
R2 = Teleport (or different unique ability for other characters)
R1 = Switch Playable Character
Triangle = Limit Break / Special Attack
Square = Request Ally Assist
Circle = Attack / Enter (for Item or Summon Menu)
X = Defend / Cancel (for Item or Summon Menu)
L3 = Movement
R3 = Camera
D-Pad:
Up = Cover
Left = Access Item Menu (off UI)
Right = Access Summon Menu (off UI)
Down = Taunt...
Given what we have seen so far I wouldn't be shocked if the XB1 version runs at 720p. The TGS trailer isn't full HD either, mind.
Again, please don't take as gospel. These are the some of the notes.
- Attack, defend, switch weapon mechanic, magic and teleportation. Two face buttons, three shoulder buttons. Access to one spell, Fire.
- No real point of comparison with the battle system. No jump button in demo. No idea if available in final. Press attack to hit, and hold to string attacks. Defence operates the same. Hold defence to take defensive stance and evade enemies. Can also hold defence and move using the analog. Potential for timed defences in more cluttered battles maybe. Movement entirely in player's control.
- Switching mechanic can be implemented before an attack or in the midst of an attack. Start heavy and strong, go light and fast etc.
- Teleportation works by holding the trigger to target, then releasing which implements the ability. Able to string teleportation and attacks together, with switching mechanic also. Can target enemies or certain points/objects for teleportation. Teleportation available outside of battle. Can't just teleport anywhere.
- Magic similar to teleportation. Hold to charge, target, cast. You can switch targets like teleportation.
- Battle system is based on movement and offence. You move and attack, move and defend. Constantly alternate between attacking, defending, switching mechanic, mixed with teleportation and magic for added flair. Attacks become more varied by switching mechanic. Example: Press Attack, Hold Attack, Switch, Press Attack, Switch, Press Attack, Teleport, Hold Attack, Switch, Teleport etc. Feels cinematic/flashy and plays well. Good potential here for combinations in big battles with more spells/abilities and teleportation.
- Missing meters for abilities and magic as well as UI. Not final. Must be in the final game in some form as no limitations in demo, constantly teleporting and abusing magic.
- Not indicative of the final product. A lot of work yet to be done. More customisation for magic and abilities, and they're still tinkering with the controls for the best overall feeling.
- Combat has a certain weight to it, but it's not slow at all. Feels good, responsive, quick. Game goes into battle mode when threat is detected. Seamless transition.
- Only controlled Noctis, but final game will allow control of characters other than Noctis. No demonstration of this.
Control scheme on the above demo:
R2 = Teleport
L2 = Fire
L1 = Weapon Switch Mechanic
Circle = Attack
X = Defend
L3 = Movement
R3 = Camera
This should give you a decent idea of how the demo in the notes was played.
Some points of difference from above and what they've shown here in the stream demo:
1. No magic targeting indicator anymore from the looks of it. Has this been replaced by automatic lock-on, or is it not present because they're changing how it looks or something? I don't know.
2. There is some form of UI in what they showed now, which wasn't there before. I believe this is not command based due to how the battle system is. One row for each member likely which tells you current actions. You could probably access item or summons off this by pressing back or forward. Again, I don't know this for fact.
3. Further note on the magic. In the demo in the notes, you press L2 to cast. No other button. I imagine in the final game, this will be like Kingdom Hearts instead so you have access to other magic. It wouldn't make much sense otherwise. Again, pure speculation.
The following is all speculation of what I thought it could possibly be like based of the hands-on:
L2 = Magic (+ either Triangle, Circle, Square, or X)
L1 = Weapon Switch Mechanic
R2 = Teleport (or different unique ability for other characters)
R1 = Switch Playable Character
Triangle = Limit Break / Special Attack
Square = Request Ally Assist
Circle = Attack / Enter (for Item or Summon Menu)
X = Defend / Cancel (for Item or Summon Menu)
L3 = Movement
R3 = Camera
D-Pad:
Up = Cover
Left = Access Item Menu (off UI)
Right = Access Summon Menu (off UI)
Down = Taunt...
The above control scheme is what I kind of imagined. Noctis uses teleport, switching mechanic, magic and attack to chain attacks.
Other characters would have their own unique ability or play style. For example, for Prompto, shooting is auto-lock on target. You press R2 quickly to change target, or keep it pressed to take manual aim. He could possibly use the switching mechanic also but change to different types of guns. You would still press Circle once for a quick shot, or keep it pressed for continuous shots and then use the switching mechanic to change up your attacks.
Maybe Ignis or Gladiolus receive some other type of ability for R2.
If you access the Item or Summon menu, you have to cancel out of the Item/Summon menu before you can start attacking again, since you're using the same button for enter.
For customisation, I'm hoping for some form of AI settings. You should be able to set them to offensive or defensive, and also give them some form of priority on magic attacks in battle situations. This way, you can balance your party with more defensive and offensive members. In addition to this, you should have some separate customisation for their magic and abilities, so if you take control of them manually, you'll have access to what you set.
This is the battle system I've kind of envisioned in mind for a while now, but chances are I'm completely wrong. It's a lot of speculation based on a barebones experience.
One other thing I hoped for was that we'd be able to activate battle mode manually. If battle mode is activated via threat maybe, then it doesn't need to activate automatically if it's just peaceful animals or beasts. This gives some balance in not every monster being a threat. Some may only become one because you start a fight. You can then explore some places a bit more peacefully and just look, like Jurassic Park. However, if you're a dick, you could press L1 or something to activate the battle menu and start killing the peaceful animals also. The way to control this would be that the battle menu can only be activated when you're in the presence of animals/beasts that can be attacked or are fight compatible. I would really like something like this.