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Final Fantasy XV - Battle System Analysis [TGS14 Update | GIF Heavy]

Exentryk

Member
Final Fantasy XV’s battle system has somewhat changed from what was shown off in the E3 2013 trailers. (Those trailers were analysed here if you'd like to recap.)
So, let's take a closer look at how the game plays now based on the TGS 2014 trailers.


HUD

zxVPTdd.jpg

The HUD seen in the TGS 2014 trailers is not final. But it's still worth analysing as it has changed and now is no longer like a Kingdom Hearts command menu.

The menu to the lower right shows the active party members and their HP. The order of the names from the top are Noctis, Gladiolus, Ignis and Prompto. The menu to the lower left is sort of a log of what actions these characters are performing. For example, in the image above, the first action shows Noctis's actions, which is "Guard". The second action shows Gladiolus's actions; third is for Ignis and fourth is for Prompto. Apart from Noctis, everyone else is "Attacking", and the enemy they are targeting is written on the right side of that action, which in this case, are "Goblins".

When characters take damage, their names on the lower right menu flash red and the amount of damage is shown to the left of their names. Also, a bit harder to see, but there are some markers on the HP bars. It may have something to do with Gambits, like "when HP lower than this amount - do this".

1411901609-damage-taken-gif.gif


And on that note, let's take a closer look at Gambits.


"Gambits"

This game has a similar sort of system to Final Fantasy XII's gambit system. According to the patent filed by Square Enix in 2012, Final Fantasy XV has an "Attack Method Setting Screen", and it will look something like the following. (This screen can be opened before battle by pressing a button)


These conditions/methods are separated in to two:

  • Positional Condition
  • Attack Method

The stuff on the left are positional conditions (eg - less than 3m from Player Character), while the stuff on the right are attack conditions (eg - close attack with Ax). When you want to change these conditions, you click on say "3m from Player Character", and the list of Positional Conditions pop up. This list looks something like below. Same goes for an attack method list.


A suitable positional condition can then be selected, and same can be done for attack methods.

A few more notes on these conditions:

  • New Positional and Attack Conditions may be unlocked as the the character levels, buys new equipment or the game progress
  • The amount of Conditions may be increased as the character levels, buys new equipment or the game progress
  • There are priorities for these set conditions, and top condition has the highest priority
  • Manual targeting of enemies (with R1 or L1) can over-ride these priorities
  • The conditions, along with being distance based, can also be directional, like attacking enemies from the front or back
  • Some attacks methods will be greyed out for certain positional conditions. For eg, when close range, long range attack methods will be greyed out.
  • The minimum amount of conditions that must be set is 1.


Guard

Guarding works by holding down the guard button and the character auto evades enemy attacks. But holding it down consumes MP.

1411903869-ffxv-guard.gif


This doesn't necessarily mean invincibility, as you character can still get hit in the chaos. There are also unavoidable attacks, but those have other technical evasion methods. You can also parry attacks, and these cannot be automated. To successfully parry an enemy attack, the timing of the button press has to match the timing of the enemy attack.


Attack

Attack works similarly to Guard as in you hold the Attack button and the character auto attacks and completes a standard combo. (Note: You can mash the attack, and the result will be the same standard combo). Basic attacks are done by pressing the attack button and a directional button to attack an enemy in that direction. But the attacks can vary depending on button combination. Also, you can press the Attack button at a certain timing after a blocking action to deal another kind of attack. So, timing, direction, position in relation to allies, as well as your equipment, all affect your actions.

1411905004-ffxv-attack.gif


The weapon system in the game is treated like a deck. You set weapons on the deck in the menu before battle, and during combat the most appropriate weapon in the deck gets used based on the situation. For examples, weapons can be set for first strike, combos, co-op attacks, counterattack, etc.

One weapon can be chosen to be your main weapon, and it can be switched during combat. There are skills attached to each weapon that you can use at any time during combat. So, besides the basic assault button (attack), you also have a skill button. Some weapons will not have any skills attached, but will have high stats.

The different weapons have different attack speeds, damage and range. For example, the heavier great sword does about double the damage compared to the smaller sword, but is slower. Spear on the other hand does double the damage compared to the great sword, isn't that slow, and has a great range.

All these little nuances will certainly be a factor in how to set up the decks.


Magic

Magic also gets cast depending on the "gambits" set. For example, a "gambit" could be set like, "when 10m or more away from enemy - Cast Fire". Also, Magic does not consume MP. MP gets consumed by using special actions, such as dodging and warping.

1411907552-ffxv-magic.gif


Magic is a big deal in this game. As an example, when it’s clear out, casting fire on a monster will result in other things like the surrounding area being ignited and your party members becoming feverish. When you use magic, there is a risk that it affects Noctis himself as well.


Warp

Warp works by locking on to a point and then pressing the warp button. Warping is limited to certain points, which can either be terrain based points, or enemies themselves. A blue colored lock-on is used to signify the target point for warping. A couple of examples can be seen below. The first one shows Noctis warping to a terrain based point, while the second shows him warping to an enemy.

1411910299-ffxv-warp-1.gif


1411910628-ffxv-warp-2.gif



Phantom Sword / Armiger

This is a special ability that Noctis can activate with a press of a button, and it allows Noctis to summon all his weapons at the same time. This ability is most likely tied to the special weapon - Phantom Sword. There are two aspects to this ability - Defence/Idle or Offense.

When defending or idling, the 8 phantom weapons start circling Noctis creating a barrier and reduce/negate enemy attacks. Notice below how the bullet disintegrates when it hits the weapon barrier.

1412508413-phantom-sword-barrier.gif


When attacking, the barrier disappears and the swords start attacking the targeted enemy one by one from above. Each phantom sword falling on the enemy deals damage, even though it cannot be seen in this demonstration. It is most likely yet to be implemented, since the phantom swords were dealing damage in the E3 2013 trailer.

1412508908-phantom-sword-offense.gif


Another advantage of using this ability is that this allows Noctis to close in on enemies once the attack button is pressed by using short warps or shift. The state of all movements when this special move is active is called a Shift. This was referred to as short warps before. It looks quite flashy with Noctis striking and teleporting every which way, but the execution is quite simple. Only the attack button needs to be held down after activating this special abililty, and Noctis will automatically add short warps between attacks. Directional input can be used as necessary for movement. You can also control where Noctis moves during this move by manually locking on to enemies via R1 or L1.

1412509510-phantom-sword-short-warps.gif


Another thing worth pointing out is that this special move will most definitely have a cost (MP?), restricting its use.


Cooperative Attacks & Assists

There are two types of co-op attacks; ones that are executed automatically, and ones that you enter a command to use. The auto triggering commands aren't completely automated as players still need to choose which character, equipment, and attack they want to use. The other type is what gets activated after successfully parrying enemy attacks.

Here is an example of the first type of co-op attack, and a gambit could be set up like "When Noctis makes contact with Ignis - Execute Cross Slash".

1411905747-ffxv-ignis-noct-party-attack-1.gif


And here is an example of the second type of co-op attack, that requires more timed button presses for parrying, aiming etc.

ib4nJW4HJVWxx.gif



Miscellaneous

Some other notes on the gameplay:

  • The combat system is called Active Cross Battle System (AXB)
  • The party consists of 4 characters.
  • Only Noctis can be controlled in the demo and full game.
  • Characters gain the day's earned experience when they sleep (camp). If they do not sleep, their performance in battle degrades.
  • It is possible to Jump in this game, and it has a dedicated button.
  • Enemies can be climbed onto to get access to weak points. There will be unique parkour attacks for tougher enemies.
  • The world map can be traversed using Cars, Chocobos and other means of transport.
  • The car can be controlled manually, or left to the AI to go from point A to point B.
  • The game has a fully dynamic day night cycle, and a day is about 30 mins in real world time. (This may be tweaked in the final game however)
  • Stronger monsters appear at night time.
  • The game also has a weather system, and affects the gameplay and appearance of the characters. For example, characters' clothes appear wet in the rain.
  • When on low health, Noctis's movements suffer.
  • Battles against huge enemies are carried out in the same fashion as standard battles, but there will be some exclusive party co-op actions for the bigger fights.
  • Summons have to be fought before they are obtained, but there are other methods of obtaining them as well.

In closing, there are still aspects in the battle system which we don't know about yet. Like how will the summons work, character growth systems, etc? And with the game being still in development, it is quite possible that some of the above details might change. But as more information is revealed in the future, I will be sure to update this post accordingly.

----
Credit to Gematsu for translating DengekiOnline's Q&A article. Also, this article.
 

Yoshichan

And they made him a Lord of Cinder. Not for virtue, but for might. Such is a lord, I suppose. But here I ask. Do we have a sodding chance?
God, this is why I love NeoGAF. Only gone through the gifs so far, but gonna take my ass and read through this.

This game is gonna be so good.
 

Yoshichan

And they made him a Lord of Cinder. Not for virtue, but for might. Such is a lord, I suppose. But here I ask. Do we have a sodding chance?
I hear the Yoshi hype train revving.

Thanks for doing this OP, pretty awesome summary.

The train is just taking passengers right now! Wait till we get a release date - that's when the train starts going FAAAAAAAAAAAAAAAAAAST!
 

Yoshichan

And they made him a Lord of Cinder. Not for virtue, but for might. Such is a lord, I suppose. But here I ask. Do we have a sodding chance?
Hopefully this clears any lingering PRESS A FOR AWESOME PRESS B FOR INVINCIBILITY impressions.
Holding down the evade button costs mana, and holding down the attacks doesn't allow for awesome combos.
 

Crossing Eden

Hello, my name is Yves Guillemot, Vivendi S.A.'s Employee of the Month!
I didn't play 12, so I have no idea how the gambit system works, sounds a bit more complicated than I would like but ok. Seems to make combat be based on very specific conditions instead of dynamic realtime combat. Remains to be seen how all these things factor into each other.
 

killatopak

Member
Thanks for the thread Exentryk.

Hopefully, this means that folks will be more informed of the mechanics of the game.
 

Dark_castle

Junior Member
I didn't play 12, so I have no idea how the gambit system works, sounds a bit more complicated than I would like but ok. Remains to be seen how all these things factor into each other.

It's not complicated. If you've played DA:Origins, it was basically the same system used to modify party A.I.
 

Boke1879

Member
Great summary of the battle system and I actually kinda like it and very interested. Now it's all about getting that demo in our hands.
 

raven777

Member
Very minor things:

-they are called the short warp during Phantom Sword "shift" or "short shift" Maybe it's to differentiate with the normal warp.

-Tabata mentioned in the dungeons enemies will have status effect attacks.
 

Exentryk

Member
The train is just taking passengers right now! Wait till we get a release date - that's when the train starts going FAAAAAAAAAAAAAAAAAAST!

c13.gif


Very minor things:

-they are called the short warp during Phantom Sword "shift" or "short shift" Maybe it's to differentiate with the normal warp.

-Tabata mentioned in the dungeons enemies will have status effect attacks.

Thanks. Was using the terms as Nomura used in old interviews - Long Warp and Short Warp. It's fine as they are for now I guess, until we get official terms.
 

Dark_castle

Junior Member
According to duckroll from the livestream thread..

- There will be lots of tactical aspects in battle for core games, like elemental weaknesses and so on.

Can't find this info from the translated sources however.
 

Exentryk

Member
According to duckroll from the livestream thread..



Can't find this info from the translated sources however.

The translated Dengeki is just a summary Q and A. There might have been more things said in the actual stream, which is probably why duckroll might have said it. We'll just have to wait till SE put up the full translated video to add in those additional bits.
 

ZenTzen

Member
just hoping tabata goes into more detail on how magic works and summoning as well, and if magic is linked to summons
 
Nice job, hoping Tabata shows us more magics in the weeks to come.

And I just hope they don't go with Type-0's way of using items >.>
 

IvorB

Member
Well they know what they are doing with combat systems. Even FFXIII had a good one. What I want to know is if the fights happen in the field without barriers or anything. I think that might be a deal-breaker for me.
 

Boke1879

Member
Well they know what they are doing with combat systems. Even FFXIII had a good one. What I want to know is if the fights happen in the field without barriers or anything. I think that might be a deal-breaker for me.

I believe they said battle transitions are seamless.

Now if you mean if there will be limits to where you can go during a battle I'm not sure. I'm sure the battle area will be quite large.
 

Philippo

Member
Thank you, OP.

But shouldn't an "info megathread" be better? I see a lot of people still confused regarding all kinds of details (developement, battle system, gameplay, plot etc.).
 

Exentryk

Member
Thank you, OP.

But shouldn't an "info megathread" be better? I see a lot of people still confused regarding all kinds of details (developement, battle system, gameplay, plot etc.).

Mega threads aren't preferred here as sometimes people start posting newsworthy stuff there rather than new threads. And then discussion for those gets divided between threads.
 

killatopak

Member
Just rewatched some streams and I noticed that Noctis seems focus on a single enemy whenever he attacks while Gladiolus seems to be the crowd control type of guy.

The stream I'm talking about is the one with the frog btw.
 

Exentryk

Member
Just rewatched some streams and I noticed that Noctis seems focus on a single enemy whenever he attacks while Gladiolus seems to be the crowd control type of guy.

The stream I'm talking about is the one with the frog btw.

Might just be how Gladio's gambits were set.
 

benny_a

extra source of jiggaflops
If the system is the way you're describing I'm willing to try it out. Maybe it ends up being a really cool half breed of action rpg and jrpg.
 

Philippo

Member
Mega threads aren't preferred here as sometimes people start posting newsworthy stuff there rather than new threads. And then discussion for those gets divided between threads.

Aah, clear :)
At least now there's a place for combat-only discussions.
 

IvorB

Member
I believe they said battle transitions are seamless.

Now if you mean if there will be limits to where you can go during a battle I'm not sure. I'm sure the battle area will be quite large.

Okay. I need battles to happen in the field where they are encountered with no barriers on the fight. I don't think anything else is acceptable in this day and age.
 

Exentryk

Member
Wait, Noctis' warps are automatic when he's using that phantom sword move? Son of a bitch.

That's what it looks like going by the action log. I feel it'll be similar to that Time Splicer ability in Kingdom Hearts Birth By Sleep, where the character attacked, teleported, attacked, teleported... all with just mashing X, and using R1/L1 for lock ons.
 
It's basically Slide Dash ability from KH series except flashier and faster. Why so angry?

I was hoping it was manual and provided you further control over mobility on the battlefield. It also sounds like it reduces the cool limit break style mode he's in down to just holding X and watching the show, which wasn't quite what I was hoping for. I've regained some amount of faith in the battle system, I just was unpleasantly surprised by this revelation.
 

Dark_castle

Junior Member
I was hoping it was manual and provided you further control over mobility on the battlefield. It also sounds like it reduces the cool limit break style mode he's in down to just holding X and watching the show, which wasn't quite what I was hoping for. I've regained some amount of faith in the battle system, I just was unpleasantly surprised by this revelation.

You still need to push the directional button to select the direction of the next warp. That is the manual part. Basically? Slide Dash. Unless you consider that automatic.

If you really worried the game will be too shallow and braindead, consider exploring the dungeons or roam the world at night. Hold X and prepare to get your butt kicked. :p
 

Lady Bird

Matsuno's Goebbels
Also worth noting is that the Attack Method "gambit" system seems to be tied with the Attack button, as in, the game does not controls Noctis for you, it just decides which action to trigger for you whenever you press the Attack button.

I'm not sure if this is confirmed, but it is heavily implied, even within the OP's analysis.
 

Philippo

Member
And there is also that "alternative input mode with a plurality of button to press" in the same patent, right?
I still hope that gets confirmed.
 

ZenTzen

Member
Also worth noting is that the Attack Method "gambit" system seems to be tied with the Attack button, as in, the game does not controls Noctis for you, it just decides which action to trigger for you whenever you press the Attack button.

I'm not sure if this is confirmed, but it is heavily implied, even within the OP's analysis.

not really that just seems like a mechanic specific to Noctis, the idea may be similar, of utilising the best weapon for the situation, but then you have the main weapon that will be the most used, then, the directional input+Attack button, and if i remember correctly theres another button for more specific moves and specials
 

Lady Bird

Matsuno's Goebbels
not really that just seems like a mechanic specific to Noctis, the idea may be similar, of utilising the best weapon for the situation, but then you have the main weapon that will be the most used, then, the directional input+Attack button, and if i remember correctly theres another button for more specific moves and specials
I'm not sure if I understood it well, but the "gambits" are what leads to the directional input + attack button actions.

But that's only for Noctis, yes. The "gambits" for other characters will be controlled by the AI.
 

sappyday

Member
By now I'm very excited to try to the battle system. It's something new with the mix of old. Not surprised that it scares people since they have nothing close to relate it to. Can't wait for the demo.
 
You still need to push the directional button to select the direction of the next warp. That is the manual part. Basically? Slide Dash. Unless you consider that automatic.

If you really worried the game will be too shallow and braindead, consider exploring the dungeons or roam the world at night. Hold X and prepare to get your butt kicked. :p

Can you even be sure of this? It wasn't stated one way or the other, and it seems just as likely that Noctis is auto-targeting and warping. I don't care if the game is difficult or not, just holding down X for your super move is pretty lame. Slide dash doesn't seem like a good comparison at all. That was just a closing move that led into combos you had control over, a single button-press distance closer. The comparison to the ghost drive form where you auto teleport and mash X looks a lot more apt, to me.
 
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