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New Final Fantasy XV cam videos - Luminous Studio tools/tech + Open world exploration

CoD is an online game, which makes those who wanna play it online to actually buy the retail game...

EA, Bethesda and Ubi said it a lot of times, that piracy is a big issue to think about when releasing offline games, and blizzard thought about it, just look at all their current games.

Hmm... I have difficulty understanding your point of view here. Even if piracy would kill a game on PC (which shouldn't be, because evidently Skyrim is one of the most successful titles on PC and that one has no online element), why would you hope it wouldn't release on PC? Let the PC users worry about that.
 
I'd hold back on the comments that the battle system is simplified. It's just a different take on the same concepts while a lot of it is there. Heck, you can mash the button if you wanted to.

Tabata himself said that he simplified the game's combat in order to appeal to a broader potential audience. I am making no leap, it was admitted by the game director himself and I think it's very evident from the gameplay on top of that.

The battle system itself would have probably been simple under Nomura too though, if KH is any indication.
The party switching is slightly disappointing to not have but I can live with it. KH never used it and I never felt the need anyway.

And to reply to this, he mentioned this simplification of the battle system right after or right before admitting the game no longer plays like KH, so this simplification is likely in reference to the game's previous state where it had a KH battle system. I could be wrong here, but I don't know why he'd mention otherwise.

The character switching thing in regards to KH doesn't really strike me as necessarily apt either. KH is a different game where Final Fantasy has always had a playable party. Then of course there's the fact that in KH your options for playable members are a cartoon duck and dog, where in XV your options are a group of badasses. I don't really care that I can't play as Donald Duck. I care a lot that I can't play as Ignis, Glad, Prompto or Cor, especially when it was promised for so long.

Beyond that I largely agree with what you good folks are saying. Calling Tabata a traitor is ridiculous, and of course he's been on the project since it jumped generations so it's more than fair to say that he's put his amount of work into this. I just think he owes a lot of his good will to circumstances Nomura had no chance to enjoy. Worse, with the way they keep having Tabata say "I'm bad at keeping secrets" it all seems a little too deliberate. It would suck to see Nomura become a scapegoat.
 

benzy

Member
Is it just me who thinks that Noctis looked a bit different in the early CG trailers than his recent version?It's as if the recent model is more thiner or something...
I think i prefer the older version.

Old:



New:

I think the new one looks awesome and more realistic, especially in motion. The old one looks more like a Kingdom Hearts character.

uieajf.gif
 

OmegaDL50

Member
Hmm... I have difficulty understanding your point of view here. Even if piracy would kill a game on PC (which shouldn't be, because evidently Skyrim is one of the most successful titles on PC and that one has no online element), why would you hope it wouldn't release on PC? Let the PC users worry about that.

Agreed. The only reason one wouldn't want this released on PC outside of some misinformed on the actual health of the PC gaming market (8 million concurrent steam users during the last day of the Summer Sale and 75 million active accounts overall is a decent indicator of it's health)

Of course there is always the silly "warz" angle to just gloat of having an exclusive, which anyone pushing this agenda should never be taken seriously.

If Final Fantasy XV gets released for PC, guess what, you can still get on the PS4 and XB1 as well. You don't lose anything. No one gains anything extra over exclusivity to prevent a specific platform from having a game.
 

Stark

Banned
Tabata himself said that he simplified the game's combat in order to appeal to a broader potential audience. I am making no leap, it was admitted by the game director himself and I think it's very evident from the gameplay on top of that.

I'm not sure if that was strictly to the battle system. When he talked about simplifying, he mentions controls. Just throwing that out there. With how it's been described in vague detail, there's a lot of systems in place we know of and don't know of. Positioning, timing and such seems key with gambits for one.

In the end, we'll see! I just think approaching it in general with neutrality is best since it gives a fair chance to everything. Most FF battle systems are quite good, too.
 

Amir0x

Banned
It's definitely so nice to see a FF game looking more like FFXII again in terms of sheer scale of exploration, but I hope they have a more grounded loot system and that they can find a good finishing act for the story. I forget where but the A.I. seems to be programmable a bit like gambit system? Did I read that wrong? That'd be rad. It's hard to imagine they'll finally get a FF story right after all the massive stumbles for the past 6 or 7 mainline FFs, but I do like the focus and the road trip angle. We'll see.
 

Soriku

Junior Member
It's definitely so nice to see a FF game looking more like FFXII again in terms of sheer scale of exploration, but I hope they have a more grounded loot system and that they can find a good finishing act for the story. I forget where but the A.I. seems to be programmable a bit like gambit system? Did I read that wrong? That'd be rad. It's hard to imagine they'll finally get a FF story right after all the massive stumbles for the past 6 or 7 mainline FFs, but I do like the focus and the road trip angle. We'll see.

I'd like to have preset treasure chests instead of just random loot.
 

Damerman

Member
Tabata himself said that he simplified the game's combat in order to appeal to a broader potential audience. I am making no leap, it was admitted by the game director himself and I think it's very evident from the gameplay on top of that.
He actually said that the controles are simple, not the combat system.
 

Slaythe

Member
Agreed. The only reason one wouldn't want this released on PC outside of some misinformed on the actual health of the PC gaming market (8 million concurrent steam users during the last day of the Summer Sale and 75 million active accounts overall is a decent indicator of it's health)

Of course there is always the silly "warz" angle to just gloat of having an exclusive, which anyone pushing this agenda should never be taken seriously.

If Final Fantasy XV gets released for PC, guess what, you can still get on the PS4 and XB1 as well. You don't lose anything. No one gains anything extra over exclusivity to prevent a specific platform from having a game.

I think it's because we reached a point where games (like AC Unity) look like utter shit on consoles and not just on a "resolution" standpoint, but actual popping ups and blurry textures, as well as having horrid framerates. Knowing a Pc version is there is basically proof that the devs don't care about consoles quality and are just gonna expect people to have sli titans to run their games.

I have a gaming PC and I refuse to play those kind of games on console when I know it's shit technically, because it is bad on fundamental levels. Look at Wii U games, they are perfect, despite having less polygons or effects or whatever. But the AC case is not acceptable.

Seeing how good FF15 looks (easily better than everything else to date), and its scope, we can only be scared for the console version if PC is also around the corner. (We all know it is btw)
 

Amir0x

Banned
I'd like to have preset treasure chests instead of just random loot.

I like random loot, keeps things exciting. But what I don't want is things like the Zodiac Spear loot shit, which had some ridiculous complicated impossible to know feature that you basically had to read a strategy guide to understand. And I want the chests themselves to be less wonky, to have more substantive stuff within them. Chests in FFXII were often just you found some shit item nobody cares about. They need a better distribution of quality items within chests.

But I don't mind if loot is randomized or not, to me the implementation is where I'll say if I like it or not. The non-randomized means they can tailor what's inside very specifically to what you may or may need need at the moment, but on replays it's boring. Randoms are more exciting on replays, but may necessarily mean you might not get the items you're looking for on any given playthrough. Both have good and bad elements to it imo.
 
Type-0 has pretty simple controls and mechanics, and yet the game can be pretty difficult, specially if you do a NG+ and start going to dungeons and side-missions.

I'm pretty sure they can make some pretty hard stuff in XV.

It's definitely so nice to see a FF game looking more like FFXII again in terms of sheer scale of exploration, but I hope they have a more grounded loot system and that they can find a good finishing act for the story. I forget where but the A.I. seems to be programmable a bit like gambit system? Did I read that wrong? That'd be rad. It's hard to imagine they'll finally get a FF story right after all the massive stumbles for the past 6 or 7 mainline FFs, but I do like the focus and the road trip angle. We'll see.

Yup, you can program them. We don't know how that is yet beyond looking at SE's patents though.
 
He actually said that the controles are simple, not the combat system.

Controls are what I was referring to. XIII's simplified controls were a massive part of why the game's combat so often failed to be engaging. Its auto-battle was what you might call one-button combat as well, so its no surprise that this announcement was met with trepidation.

However, as long as we're speaking of actual combat simplicity, let's remember Tabata also said that main storyline content will be easy for anyone to conquer without much extra effort. Sounds to me like simplification. The optional content is apparently the difficult stuff, and that's great, but the main story will in all likelihood have the most polished and spectacular content and so I'm left a bit disgruntled that it will be tuned around casual players rather than the hardcore. Difficulty modes will hopefully be implemented so everyone can have their way, but for now I don't like what I'm hearing in that regard.
 
Controls are what I was referring to. XIII's simplified controls were a massive part of why the game's combat so often failed to be engaging. Its auto-battle was what you might call one-button combat as well, so its no surprise that this announcement was met with trepidation.

However, as long as we're speaking of actual combat simplicity, let's remember Tabata also said that main storyline content will be easy for anyone to conquer without much extra effort. Sounds to me like simplification. The optional content is apparently the difficult stuff, and that's great, but the main story will in all likelihood have the most polished and spectacular content and so I'm left a bit disgruntled that it will be tuned around casual players rather than the hardcore. Difficulty modes will hopefully be implemented so everyone can have their way, but for now I don't like what I'm hearing in that regard.

The only Final Fantasy that actually had difficulty in the main story is the "one-button" FFXIII. Every other game has an extremely easy main story. It was always like this, easy main story for casuals and you have your Weapons, Dark Aeons, optional dungeons, etc. to challenge you.
 

Ishida

Banned
The only Final Fantasy that actually had difficulty in the main story is the "one-button" FFXIII. Every other game has an extremely easy main story. It was always like this, easy main story for casuals and you have your Weapons, Dark Aeons, optional dungeons, etc. to challenge you.

Pretty much... And how can it be a "one-button combat" if you are constantly switching Paradigms (Which is actually the meat of the combat system).

I would love to see someone beating Odin with just button mashing.
 

BocoDragon

or, How I Learned to Stop Worrying and Realize This Assgrab is Delicious
I definitely felt more "engaged" moment to moment with the XIII combat than I ever did with the old ATB or CTB.
 

Ishida

Banned
I definitely felt more "engaged" moment to moment with the XIII combat than I ever did with the old ATB or CTB.

Even as someone who is very critical about XIII, I agree with this. I consider it to be one of the best combat systems in the series so far (X-2 being the overall best).
 
The only Final Fantasy that actually had difficulty in the main story is the "one-button" FFXIII. Every other game has an extremely easy main story. It was always like this, easy main story for casuals and you have your Weapons, Dark Aeons, optional dungeons, etc. to challenge you.

I've had the opposite experience. I was never once challenged in XIII's main story, whereas there were several times in VII, VIII, IX and XII that were very taxing. X was easy as hell all the way through, I can agree to that. I don't know how you can struggle in XIII when really all you need to do is switch Paradigms. Different people different experiences I suppose.
 

Damerman

Member
Controls are what I was referring to. XIII's simplified controls were a massive part of why the game's combat so often failed to be engaging. Its auto-battle was what you might call one-button combat as well, so its no surprise that this announcement was met with trepidation.

However, as long as we're speaking of actual combat simplicity, let's remember Tabata also said that main storyline content will be easy for anyone to conquer without much extra effort. Sounds to me like simplification. The optional content is apparently the difficult stuff, and that's great, but the main story will in all likelihood have the most polished and spectacular content and so I'm left a bit disgruntled that it will be tuned around casual players rather than the hardcore. Difficulty modes will hopefully be implemented so everyone can have their way, but for now I don't like what I'm hearing in that regard.
FF XIII Combat system was the only thing that kept me playing that game.
 
The only Final Fantasy that actually had difficulty in the main story is the "one-button" FFXIII. Every other game has an extremely easy main story. It was always like this, easy main story for casuals and you have your Weapons, Dark Aeons, optional dungeons, etc. to challenge you.

I fail to see where was the difficulty in 13. The only thing that gave me a problem was the final boss, until i discovered you can poison it to hell and back. I like that combat system, though it could've been a lot more complex and interesting, tbh.
 

BocoDragon

or, How I Learned to Stop Worrying and Realize This Assgrab is Delicious
I've had the opposite experience. I was never once challenged in XIII's main story, whereas there were several times in VII, VIII, IX and XII that were very taxing. X was easy as hell all the way through, I can agree to that. I don't know how you can struggle in XIII when really all you need to do is switch Paradigms. Different people different experiences I suppose.

I guess it's because you far more rapidly needed to switch paradigms than you ever did make selections in old ATB games. It was intense.

I think people focus on the fact that AI is involved as a testament to some inherant laziness involved, but using AI allowed the pace of the battles to pick up considerably.

In my experiences, you have to make more decisions per second in XIII than in the other games.
 
I've had the opposite experience. I was never once challenged in XIII's main story, whereas there were several times in VII, VIII, IX and XII that were very taxing. X was easy as hell all the way through, I can agree to that. I don't know how you can struggle in XIII when really all you need to do is switch Paradigms. Different people different experiences I suppose.

I actually have to ask then: What main story part in VII was hard for you?

I remember that being one of my first JRPGs and I remember breezing through most stuff, and the only optional thing I did was that Yuffie side-story.

Whereas XIII I actually died to normal enemies on the map unless I was paying attention. It was definitely more than just Paradigm Shift.
 

Stark

Banned
Controls are what I was referring to. XIII's simplified controls were a massive part of why the game's combat so often failed to be engaging. Its auto-battle was what you might call one-button combat as well, so its no surprise that this announcement was met with trepidation.

However, as long as we're speaking of actual combat simplicity, let's remember Tabata also said that main storyline content will be easy for anyone to conquer without much extra effort. Sounds to me like simplification. The optional content is apparently the difficult stuff, and that's great, but the main story will in all likelihood have the most polished and spectacular content and so I'm left a bit disgruntled that it will be tuned around casual players rather than the hardcore. Difficulty modes will hopefully be implemented so everyone can have their way, but for now I don't like what I'm hearing in that regard.

Having a battle system with depth in its core + easy to execute commands is a fine middle ground though and has been the case with most FF/KH games. It's not one-button either as Tabata himself clarified (I know you didn't say so just throwing that out there.)

FF games were never truly difficult either in the main run for me. KH, too and we don't exactly know if it was like that to begin with. Difficulty modes are most welcome though.

I hope most peoples fears with the BS are put to rest as soon as they play the demo, but the BS sounds to have a lot of depth now after they clarified things and people should read over the previous talk show details to get a sense how much they have so far.
 
I guess it's because you far more rapidly needed to switch paradigms than you ever did make selections in old ATB games. It was intense.

I think people focus on the fact that AI is involved as a testament to some inherant laziness involved, but using AI allowed the pace of the battles to pick up considerably.

In my experiences, you have to make more decisions per second in XIII than in the other games.

Maybe so. I might just be better at that sort of thing than I am at older Final Fantasy games deliberate tactical combat where half the battle was won before it started. I can admit that XIII required you to be quick, but usually when I saw people struggling with the game they were blatantly using roles incorrectly or not using the correct roles at all. Like I said, I can see lots of people found it to be tough but I just didn't experience that. It felt too shallow to me, and of course this is just one guy's flawed opinion.
 

Holy_Chic

Banned
I'll be sad if she doesn't show up again (in that form). I really agree that there's a refreshing strength in her character design and posture, and it would be great to have a strong female counterpart to the dudesons. I don't know if it's necessary to balance out gender distribution among characters, but it would be a shame to get rid of her in particular. I suppose a decade of nothing but a few minutes of precious footage has made me attached!

That scene in particular is also really cool, I hope they keep it in.

seems like a gratuitous butt/panty shot to me. id hope it stays out.
 

HeelPower

Member
I completed FFVII and,IX very recently.
They are all great,amazing games ,but let's be honest.They are ridiculously simplified and easy games.But that doesn't detract from them because they are really fun to play.

FFVIII had unorthodox systems surrounding the battle system which made the game more difficult to crack unless you have a freaking guide.So its unintentionally difficult I would say.

The only games that represent challenge and involved mechanics are XII and XIII.

FFXV couldn't possibly be easier than previous FF games.
 

Koozek

Member
Even as someone who is very critical about XIII, I agree with this. I consider it to be one of the best combat systems in the series so far (X-2 being the overall best).

My man! Though I'd say LR's battle system is even better than FFXIII(-2)'s and with a few improvements and refinements it'd be the best in the series. So fun and engaging. And there's a LOT of customization that you really need to use to your advantage for some of the bosses/sidequests.
 

BocoDragon

or, How I Learned to Stop Worrying and Realize This Assgrab is Delicious
I completed FFVII and,IX very recently.
They are all great,amazing games ,but let's be honest.They are ridiculously simplified and easy games.But that doesn't detract from them because they are really fun to play.

FFVIII had unorthodox systems surrounding the battle system which made the game more difficult to crack unless you have a freaking guide.So its unintentionally difficult I would say.

The only games that represent challenge and involved mechanics are XII and XIII.

FFXV couldn't possibly be easier than previous FF games.

Even XII was a cakewalk if you were doing the hunts and leveling properly. I don't remember the bosses in that requiring much strategy. I still loved it though.
 
I actually have to ask then: What main story part in VII was hard for you?

I remember that being one of my first JRPGs and I remember breezing through most stuff, and the only optional thing I did was that Yuffie side-story.

Whereas XIII I actually died to normal enemies on the map unless I was paying attention. It was definitely more than just Paradigm Shift.

I ask you to keep in mind that I wasn't as savvy as I am now when I played VII for the first time, but the sewer fight and Sephiroth himself gave me a lot of difficulty when I first played through. It's on the lower end of the difficulty scale, but the others had moments that were even more challenging to me. I don't go through these games with strategy guides or internet help, so I'm usually unaware of status effects, elemental affinities and boss patterns on my first few tries. I feel like these factors weren't as big of a deal in XIII, where you could literally change a Paradigm in the middle of an enemy's biggest attacks to negate most damage.

What did you do in the battle system that was more than just changing Paradigms? As I remember it, all you have to do is choose the right tools at the right time and hit X. Go through the menu to use a full-ATB ability now and then, if you're feeling fancy. That was basically it when I played through it, and my party was only wiped once when I got curious about the Adamantoise.

Having a battle system with depth in its core + easy to execute commands is a fine middle ground though and has been the case with most FF/KH games. It's not one-button either as Tabata himself clarified (I know you didn't say so just throwing that out there.)

FF games were never truly difficult either in the main run for me. KH, too and we don't exactly know if it was like that to begin with. Difficulty modes are most welcome though.

I hope most peoples fears with the BS are put to rest as soon as they play the demo, but the BS sounds to have a lot of depth now after they clarified things and people should read over the previous talk show details to get a sense how much they have so far.

I can agree with this wholeheartedly.
 
Even XII was a cakewalk if you were doing the hunts and leveling properly. I don't remember the bosses in that requiring much strategy. I still loved it though.

I didn't do many hunts (and to be fair I never finished XII because of memory card issues), but as far as I got, Gambits+controlling one person made the game pretty easy for me. I had to customize it every once in a while, but it was never really hard to program them.
 
I ask you to keep in mind that I wasn't as savvy as I am now when I played VII for the first time, but the sewer fight and Sephiroth himself gave me a lot of difficulty when I first played through. It's on the lower end of the difficulty scale, but the others had moments that were even more challenging to me. I don't go through these games with strategy guides or internet help, so I'm usually unaware of status effects, elemental affinities and boss patterns on my first few tries. I feel like these factors weren't as big of a deal in XIII, where you could literally change a Paradigm in the middle of an enemy's biggest attacks to negate most damage.

What did you do in the battle system that was more than just changing Paradigms? As I remember it, all you have to do is choose the right tools at the right time and hit X. Go through the menu to use a full-ATB ability now and then, if you're feeling fancy. That was basically it when I played through it, and my party was only wiped once when I got curious about the Adamantoise.

Yeah, I can see you having problems with the others, but idk, the only moments I used a guide in VII was on how to get Yuffie and Vincent (both characters that I never used). Maybe it just felt natural to me, but I remember not having problems anywhere.

And in XIII I have problems with enemies that have charge attacks (like Gatling Gun), since they stun lock you to death unless you change to sentinel or have full life (and even then, I rarely live). Sections where I had to play with Hope on my team I would constantly run out of Phoenix Downs, since he is so squishy.

Boss battles like Odin, that one with Snow where you start with Shiva (this one I only beat him because as soon as my gestalt ended I just summoned them again) gave me a lot of problems. Bosses that forces you to keep constant healing going, and having to manage that along with stunning them can get really intense sometimes (The one at the end of Gapra Withewood, he can one shot you with an AoE attack). Eidolons battle where pretty fun and hard too. Overall I just feel like I clutched through most boss battles.


EDIT: I didn't mean to double post, sorry D=
 
You know I was ready to write this game off after the one playable character thing
I'm still fucking mad

But man, the nights are actually dark, and that reminds of Dragon's Dogma, and that's a really good thing.

And there was only one playable character in that game and I still had a shit ton of fun so I would kind of be doing myself a disservice to skip it just based on that alone.
I'm still really fucking mad though
 

Amir0x

Banned
Yup, you can program them. We don't know how that is yet beyond looking at SE's patents though.

*rubs hands together in glee*

This is what most excites me. I was real down on how simplistic the battle system seems as described by Tabata, but gambit system can be real deep. I'm sort of conflicted in my feelings so really need a demo to see which way I'll lean.
 
Yeah, I can see you having problems with the others, but idk, the only moments I used a guide in VII was on how to get Yuffie and Vincent (both characters that I never used). Maybe it just felt natural to me, but I remember not having problems anywhere.

And in XIII I have problems with enemies that have charge attacks (like Gatling Gun), since they stun lock you to death unless you change to sentinel or have full life (and even then, I rarely live). Sections where I had to play with Hope on my team I would constantly run out of Phoenix Downs, since he is so squishy.

Boss battles like Odin, that one with Snow where you start with Shiva (this one I only beat him because as soon as my gestalt ended I just summoned them again) gave me a lot of problems. Bosses that forces you to keep constant healing going, and having to manage that along with stunning them can get really intense sometimes (The one at the end of Gapra Withewood, he can one shot you with an AoE attack). Eidolons battle where pretty fun and hard too. Overall I just feel like I clutched through most boss battles.


EDIT: I didn't mean to double post, sorry D=

I think I might have been really aided in XIII by the fact that I have a long background in MMOs which use a lot of the same principles as XIII does. Buffs, debuffs and tanking were not new concepts to me so I integrated sentinels, synergists and saboteurs instantly into my core paradigms and didn't have a lot of trouble with any of the fights in the main storyline. I hear Barthandelus is supposed to be infamously difficult, but I wiped the floor with his giant face.

I guess it's kinda like comparing apples and oranges. It was shallow for me because I take a lot of that stuff for granted. Meanwhile, I can see why the turn-based FFs could be really yawn-inducing for many even where they gave me a bit more trouble. I've gotten off of my point, which was mostly that as someone who plays a lot of action RPGs I hope the main content of XV can be very engaging for me even if it must be tuned down for casual players. Main content just tends to have a lot more effort put into it that side content, with the biggest set pieces and events, so I hope it's great for more than just my eyes.

Again, I cross my fingers for difficulty levels.
 
I think I might have been really aided in XIII by the fact that I have a long background in MMOs which use a lot of the same principles as XIII does. Buffs, debuffs and tanking were not new concepts to me so I integrated sentinels, synergists and saboteurs instantly into my core paradigms and didn't have a lot of trouble with any of the fights in the main storyline. I hear Barthandelus is supposed to be infamously difficult, but I wiped the floor with his giant face.

I guess it's kinda like comparing apples and oranges. It was shallow for me because I take a lot of that stuff for granted. Meanwhile, I can see why the turn-based FFs could be really yawn-inducing for many even where they gave me a bit more trouble. I've gotten off of my point, which was mostly that as someone who plays a lot of action RPGs I hope the main content of XV can be very engaging for me even if it must be tuned down for casual players. Main content just tends to have a lot more effort put into it that side content, with the biggest set pieces and events, so I hope it's great for more than just my eyes.

Again, I cross my fingers for difficulty levels.

Yeah, I used to play MMOs, but I never used Buffs/Debuffs in an offline game. I refused to use anything until someone in the OT told me that debuffs deal damage and make the stagger gauge decrease slower. Even then I still ran into problems every now and then.

My action experience is basically playing DMC 3 and 4 twenty times over, so I guess I'm better at the ATB/turn-based.
 

raven777

Member
FF games, at least ones past VII, are quite easy in terms of main story battles. XIII was the hardest so far, and even that wasn't really that challenging once you got hold of the battle system.

I expect the same for XV. The main story will be quite easy, but the additional dungeons and bosses will be somewhat challenging.
 
I completed FFVII and,IX very recently.
They are all great,amazing games ,but let's be honest.They are ridiculously simplified and easy games.But that doesn't detract from them because they are really fun to play.

FFVIII had unorthodox systems surrounding the battle system which made the game more difficult to crack unless you have a freaking guide.So its unintentionally difficult I would say.

The only games that represent challenge and involved mechanics are XII and XIII.

FFXV couldn't possibly be easier than previous FF games.

FF12??? lmao
setup gambits to win.
 

Philippo

Member
Tabata himself said that he simplified the game's combat in order to appeal to a broader potential audience. I am making no leap, it was admitted by the game director himself and I think it's very evident from the gameplay on top of that.

Hm no? He only said he simplfied the controls, and then reassuring the depth and "hardcore"-elements of the combat system.

edit:eek:h didn't read the rest of the discussion, sorry
 

Dark_castle

Junior Member
You know I was ready to write this game off after the one playable character thing
I'm still fucking mad

But man, the nights are actually dark, and that reminds of Dragon's Dogma, and that's a really good thing.

And there was only one playable character in that game and I still had a shit ton of fun so I would kind of be doing myself a disservice to skip it just based on that alone.
I'm still really fucking mad though

Another aspect of FFXV that's similar to Dragon's Dogma is the ability to interact with enemies. We can climb onto tougher, larger targets and strike at their weak points and what not, and also the possibility of air combo.
 
Even XII was a cakewalk if you were doing the hunts and leveling properly. I don't remember the bosses in that requiring much strategy. I still loved it though.
If you do them as they become available they pretty much break the game balance. You unlock much stronger Hunts than bosses so if you level up for them, the story becomes such a cake walk.

I find XII's bosses a lot more fun during a no Hunt playthrough where you also avoid a few specific Licenses (namely Bubble, Berserk, and Headhunter or whatever the 'regen' Licenses were and also the Quickenings because they effectively change MP from having to be conserved to essentially pointless), and then also fastest speed-active. Even on passive (which is easier but much more fun because it suits XII's tactical nature more) it's a lot more fun because bosses (and battlefields) because much much more about strategy (things like conservation or better preparing for random elements such as weather, elementals, etc).


FF XII, a lot like many Matsuno games, can always be broken. It's easy to turn XII's gameplay into Thundergod Cid mode, but if you choose to restrain some of your choices (a la no TG Cid, no Math) the can be be a lot of fun and challenging with certain criteria being followed. I'll always create interesting rules (I also like to avoid shields or force my characters to use their 'concept art' weapons, Technicks, etc) that make the game more creative or challenging.
 

UrbanRats

Member
An overworld theme in an open world game ffrom 2015/2016 doesn't make any sense. Every single region should have a distinct own theme...

Well, lol, that, too.

My overall point, though, is that exploration music shouldn't be an epic, invasive suite that drills your skull the 50th times it loops, because you're collecting 500 berries.
 

Bazztek

Banned
Going with a trend that previous FF games have where the overworld theme/most prominent overworld theme is also the games main theme/an arrangement of the main theme, it would stand to reason than the overworld theme for XV would be an arrangement of Somnus, wouldn't it?
 

Mario007

Member
If you do them as they become available they pretty much break the game balance. You unlock much stronger Hunts than bosses so if you level up for them, the story becomes such a cake walk.

I find XII's bosses a lot more fun during a no Hunt playthrough where you also avoid a few specific Licenses (namely Bubble, Berserk, and Headhunter or whatever the 'regen' Licenses were and also the Quickenings because they effectively change MP from having to be conserved to essentially pointless), and then also fastest speed-active. Even on passive (which is easier but much more fun because it suits XII's tactical nature more) it's a lot more fun because bosses (and battlefields) because much much more about strategy (things like conservation or better preparing for random elements such as weather, elementals, etc).


FF XII, a lot like many Matsuno games, can always be broken. It's easy to turn XII's gameplay into Thundergod Cid mode, but if you choose to restrain some of your choices (a la no TG Cid, no Math) the can be be a lot of fun and challenging with certain criteria being followed. I'll always create interesting rules (I also like to avoid shields or force my characters to use their 'concept art' weapons, Technicks, etc) that make the game more creative or challenging.

Wasn't the battle system mostly Itou and not Matsuno?
 
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