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Final Fantasy XV tech demo presentation by Tabata (Demo gameplay details added)

I remember this trailer from last year.

I wonder if that warp-dashing ability (not the sword warp) is still a thing. I also hope the changes in the battle system doesn't mean the doing-away of the big bosses like that leviathan at the end.

The game looks absolutely amazing, though. Haven't been this excited for a Final Fantasy game in quite sometime.
 

Falk

that puzzling face
Free warping would be either broken beyond belief or would result in so many whiffed throws that it'd become an exercise in trial-and-error frustration.

How would you even realistically pace a narrative if the main character can warp past everything from patrolling guards to cutscene trigger points to bosses.

I mean just take the tech demo arena as an example. If you could warp to anything you see, what would you try out and how would that break the game, already?
 

Stark

Banned
There were set-points in the E313 Gameplay trailer, as well. Just he could do short-warp when not facing one. No jumping though.

Being able to gain total invincibility in an action game by simply pressing a button without even worrying about timing to any degree is disastrous game design.

I REALLY doubt they would put something like that in the game and blow away their 100 million dollar game by making it an unplayable mess.

Like no one would do something so stupid.Even the easiest games of all time don't go so far.

From what I remember, Type 0's dodging is also kind of crucial. I don't see Tabata changing that.
 

Village

Member
I agree with famassu on this one,

If i were to compare to the batman games, or more specficially arkham city, the reason batman can't really jump is because he has can glide. The glide makes up for the lack of traversal, and he uses the batclaw to get where he can glide. Unless there is a flying mechanic we don't know about having to teleport up and teleport down stuff all the time seems tedious. where he can just... jump.
 

HeelPower

Member
From what I remember, Type 0's dodging is also kind of crucial. I don't see Tabata changing that.

Isn't Type-0 known to be a challenging game as well ?

Rolling in kingdom hearts games is really forgiving (especially rolling in BBS from recent) memory ,but at least you gotta execute the command at the right time.

I don't think they'd be so stupid to break their most awaited with a simple press of a button.lol
 

ant1532

Banned
this trailer has that FF spirit that could bring the series back. They do need to introduce the conflict/story soon though. And it needs to be on point. Characters we've seen so far seem to have personality which is better than fucking Lightning. Wish we've seen a couple moogles,chocobos though. Also did they shown the victory fanfare in that E3 video?
 
Free warping would be either broken beyond belief or would result in so many whiffed throws that it'd become an exercise in trial-and-error frustration.

How would you even realistically pace a narrative if the main character can warp past everything from patrolling guards to cutscene trigger points to bosses.

I mean just take the tech demo arena as an example. If you could warp to anything you see, what would you try out and how would that break the game, already?

Definitely agree. As cool as it would feel to be able to warp anyone you wanted, it would break the game and probably not be as fun as a result. I'm totally fine with the Batman-ish Grappling hook style of warping the game has now.

There were set-points in the E313 Gameplay trailer, as well. Just he could do short-warp when not facing one. No jumping though.

From what I remember, Type 0's dodging is also kind of crucial. I don't see Tabata changing that.

I hope there is still jumping in the game. I remember seeing Noctis jump up in the air and do a few flashes with his sword before - I can't remember if that was in the old Versus trailers or the E3 one last year.

And yeah, I hope the dodging isn't too automated and lets you just hold down the button to dodge forever. That'd be absolutely silly game design. Dodging is only satisfying when it requires skill to do (imo).
 
I wonder if that warp-dashing ability (not the sword warp) is still a thing. I also hope the changes in the battle system doesn't mean the doing-away of the big bosses like that leviathan at the end.

I would think so. We never saw 'invisible sword wall' ability either, even though that's just a visual effect more than anything else. I'm thinking all we're seeing from the trailers so far as basic abilities.
 
I agree with famassu on this one,

If i were to compare to the batman games, or more specficially arkham city, the reason batman can't really jump is because he has can glide. The glide makes up for the lack of traversal, and he uses the batclaw to get where he can glide. Unless there is a flying mechanic we don't know about having to teleport up and teleport down stuff all the time seems tedious. where he can just... jump.
I wonder if jumping was removed? Seems like the case.
Isn't Type-0 known to be a challenging game as well ?

Rolling in kingdom hearts games is really forgiving (especially rolling in BBS from recent) memory ,but at least you gotta execute the command at the right time.

I don't think they'd be so stupid to break their most awaited with a simple press of a button.lol

May the SE developers hear you.
 

HeelPower

Member
Sentinel in FFXIII grants you total defence but it didn't break the game.

But then the game mechanics are so different ,and it wasn't an action game.


It was just a different situation altogether.
 

Village

Member
what ?

aren't DMC known to be hardcore and challenging ?

They can be, epically vanilla 3. But they also have very invincible teleports and dodges. You can even cancel out of move animations with those teleports an dodges.

You might be thinning, that makes the player character way over powered, thats the entire point the character is way more over powered the enemies. The hardest enemies in those games are other person type characters.

How do the balance it? The do a two things

1) They make beating enemies important. They a lot of the time, lock you in a room filled with enemies you have to murder. So just dodging round would be pointless. So you have to figure out a way to beat the enemies.

2) In the case of the teleport, you loose attack options when you have teleport on.
 

Zukuu

Banned
really hoping they can capture the art direction in this shot in real-time

wXWcf60.jpg
Yeah. That Stellar design was amazing and the scene always gives me goosebumps. In fact, throughout the years, this is the image I attach to "versus 13" the most and think about it occasionally. Really hope it remains intact and I hope they can capture that art style for the actual city, which I sadly doubt.
 

HeelPower

Member
How do the balance it? The do a two things

1) They make beating enemies important. They a lot of the time, lock you in a room filled with enemies you have to murder. So just dodging round would be pointless. So you have to figure out a way to beat the enemies.

2) In the case of the teleport, you loose attack options when you have teleport on.

but these are hack and slash games though.

I really hate the way these games throw thousands of the same enemy at once and I don't think FFXV will be combo focused and I hope its not based on throwing massive hoards of enemies at once.
 

ZenTzen

Member
So what are the bullet points about gameplay we need to get clarification on:
- Dodge and auto-attack stuff
- jumps and rolls
- control of other party members and if they have unique abilities like Noctis warp


- how magic works, and other types besides fire
- Summons
- combined moves
- weapon change, item, magic and linkform buttons that were present in last years e3 trailer

hjnvJAm.gif

7tc0cQF.gif


- the bar that was under noctis HP will still be implemented and what function it serves

mKtmKEl.jpg


- if we can still do this

1371012296-general-attack-command.gif
 

raven777

Member
Yeah. That Stellar design was amazing and the scene always gives me goosebumps. In fact, throughout the years, this is the image I attach to "versus 13" the most and think about it occasionally. Really hope it remains intact and I hope they can capture that art style for the actual city, which I sadly doubt.

That trailer, despite 95% being CG, was an amazing trailer for Versus/XV. I wish SE would release good quality version. The ones I have seen are all not in good quality.
 

HeelPower

Member
That trailer, despite 95% being CG, was an amazing trailer for Versus/XV. I wish SE would release good quality version. The ones I have seen are all not in good quality.

We never saw that CG at max quality.Which really sux.

But I doubt SE's re-releasing them anytime soon.It might create a lot of confusion pre-release.
 

Village

Member
but these are hack and slash games though.

I really hate the way these games throw thousands of the same enemy at once and I don't think FFXV will be combo focused and I hope its not based on throwing massive hoards of enemies at once.

Well DMC doesn't really throw 1000's of enemies at you at once. Sometimes there i a lot , but, they put you in a room and the they put enemies in the room to figure out how to defeat. It isn't about hacking and slashing, its about murdering efficiently.

Also while FFXV doesn't have to be combo focused, like DMC is, it could however still have combo's like KH, and present combat problems, like KH. KH and DMC are actually a lot more similar that people think.

I could see noctis having a slide move or a short teleport.
 

Dark_castle

Junior Member
They can be, epically vanilla 3. But they also have very invincible teleports and dodges. You can even cancel out of move animations with those teleports an dodges.

You might be thinning, that makes the player character way over powered, thats the entire point the character is way more over powered the enemies. The hardest enemies in those games are other person type characters.

How do the balance it? The do a two things

1) They make beating enemies important. They a lot of the time, lock you in a room filled with enemies you have to murder. So just dodging round would be pointless. So you have to figure out a way to beat the enemies.

2) In the case of the teleport, you loose attack options when you have teleport on.

Complete invincibility towards all physical attacks is still not a good idea for a team battle. One could just cheese his way by decking out the other characters for dps, while you pull aggro as Noctis and simultaneously evade all physical attacks at all times conveniently. Or one could turn Noctis into a Mage, use DOT-based attacks on your enemies while he evade all melee attacks. The fire spell that Noctis used in the demo at the end seems to be DOT for example.
 

Stark

Banned
It can look cool and all by the end of it, but there needs to be a limit. That is not a bad thing because you won't feel like a broken/OP character midway through and that would kill the game.

Definitely agree. As cool as it would feel to be able to warp anyone you wanted, it would break the game and probably not be as fun as a result. I'm totally fine with the Batman-ish Grappling hook style of warping the game has now.

I hope there is still jumping in the game. I remember seeing Noctis jump up in the air and do a few flashes with his sword before - I can't remember if that was in the old Versus trailers or the E3 one last year.

And yeah, I hope the dodging isn't too automated and lets you just hold down the button to dodge forever. That'd be absolutely silly game design. Dodging is only satisfying when it requires skill to do (imo).

I can't remember if it was Ace. But he had short teleport? if the keep the distance very small, it would work... it's not a huge deal though.

Me too and I think it might be the target render trailer or Versus one.

Isn't Type-0 known to be a challenging game as well ?

Rolling in kingdom hearts games is really forgiving (especially rolling in BBS from recent) memory ,but at least you gotta execute the command at the right time.

I don't think they'd be so stupid to break their most awaited with a simple press of a button.lol

Yep. The portable system kind of limits it imo, but I found timing key.

KH is really easy with it, lol. Right now the battle system seems like a simple version of KH2.
 
I remember this trailer from last year.

I wonder if that warp-dashing ability (not the sword warp) is still a thing. I also hope the changes in the battle system doesn't mean the doing-away of the big bosses like that leviathan at the end.

The game looks absolutely amazing, though. Haven't been this excited for a Final Fantasy game in quite sometime.

God damn, the action from last year's trailer looked way more hectic than this year. And that warping and sword link ability looked Over powered as fuck.
 

Ghazi

Member
have you seen infamous, uncharted 4

Yeah, but with stuff like the Watch_Dogs downgradetons I'm super cautious nowadays. I also think that this game's city looks bigger than I:SS, but I didn't finish SS...

Uncharted 4 looks amazing, but I'm waiting for full level footage before I judge it.
 
So what are the bullet points about gameplay we need to get clarification on:
- Dodge and auto-attack stuff
- jumps and rolls
- control of other party members and if they have unique abilities like Noctis warp



- how magic works, and other types besides fire
- Summons
- combined moves
- weapon change, item, magic and linkform buttons that were present in last years e3 trailer

hjnvJAm.gif

7tc0cQF.gif


- the bar that was under noctis HP will still be implemented and what function it serves

mKtmKEl.jpg


- if we can still do this

1371012296-general-attack-command.gif

Good summary, we are getting famitsu piece this upcoming week.
 

Dark_castle

Junior Member
Anyway, I believe the dodging in this game will work pretty much like Type-0 and many other action games. You still need to time your dodge roll, but you can hold the guard button (and the direction stick) to continually perform the dodge roll. However it does not guarantee complete evasion. You can still get hit if not dodged well or if there's an attack coming from another direction.
 

duckroll

Member
Anyway, I believe the dodging in this game will work pretty much like Type-0 and many other action games. You still need to time your dodge roll, but you can hold the guard button (and the direction stick) to continually perform the dodge roll. However it does not guarantee complete evasion. You can still get hit if not dodged well or if there's an attack coming from another direction.

It's not just a roll. You can see Noctis evading stuff by side-stepping and so on as well. The defensive stance seems pretty much all rounded, and offers both subtle evasion and larger evasion moves. It remains to be seen how it selects what sort of evasion to use, and how automated it is.
 
It's not just a roll. You can see Noctis evading stuff by side-stepping and so on as well. The defensive stance seems pretty much all rounded, and offers both subtle evasion and larger evasion moves. It remains to be seen how it selects what sort of evasion to use, and how automated it is.

Duck what are the odds of us being paranoid or how big of a concern this can actually be?
 
There is no way the game will look close to this on consoles haha. Looks way too good.

You shouldn't be saying this unless you are a very experience programmer and work with a PS4 development kit daily. You have no idea what the hardware is capable of, we are less than 1 year into the system's life and you say, "there is no way the game will close to this.." come on man
 
I can't believe how amazing this looks. The battles with the multiple enemies actually moving around the field and doing as they please is nuts.
 
That automated dodge thing is pretty interesting, the way it has different animations depending on the attack direction, and what the character is doing. Then you have this 'collision avoidance' with his party members as well. 8 years well spent.... D:

I'd rather have that than a manual 360 degree dodge/roll move.
 

Dark_castle

Junior Member
It's not just a roll. You can see Noctis evading stuff by side-stepping and so on as well. The defensive stance seems pretty much all rounded, and offers both subtle evasion and larger evasion moves. It remains to be seen how it selects what sort of evasion to use, and how automated it is.

Yes. We still need to know more on this, but my prediction is there'll be two kinds of dodge roll. One is your regular dodge roll, one is side step. Depending on how far you push the analog stick, your character would step away at varying magnitude.

With such system, there'll be more thoughts involved in dodging. Regular dodge roll needs you to hold the stick slightly longer and thus taking up more reaction time, but it covers more ground, enabling you to evade larger AOE attack. Side step makes you evade quicker, but huge charging attack by behemoth for instance would still hurt you if you don't dodge roll further away from impact location.
 

duckroll

Member
Duck what are the odds of us being paranoid or how big of a concern this can actually be?

I don't think there's enough specific information about the battle system to draw any firm conclusions at all. Personally I don't like holding down a button to continuously attack in an action RPG because it doesn't have satisfying control feedback, but beyond that I can't really say until I know more, or have tried it myself. For action combat, I think the most important thing is having a good sense of tempo in the combat flow, and having satisfying risk/reward mechanics. Battles shouldn't take too long or feel like you're endlessly chipping away at enemies, and at the same time players who really understand the dynamics of the system should be able to gain significant advantages if they can react to certain conditions correctly.
 

TnK

Member
I don't think there's enough specific information about the battle system to draw any firm conclusions at all. Personally I don't like holding down a button to continuously attack in an action RPG because it doesn't have satisfying control feedback, but beyond that I can't really say until I know more, or have tried it myself. For action combat, I think the most important thing is having a good sense of tempo in the combat flow, and having satisfying risk/reward mechanics. Battles shouldn't take too long or feel like you're endlessly chipping away at enemies, and at the same time players who really understand the dynamics of the system should be able to gain significant advantages if they can react to certain conditions correctly.


So, let me understand this, does the game have a "hold down a button to execute the action"?

If so, then it will make combat really, really boring. Everything would be automated to the nth degree.
 

xion4360

Member
God damn, the action from last year's trailer looked way more hectic than this year. And that warping and sword link ability looked Over powered as fuck.

Nomura stated that the trailer represented a high level Noctis. The TGS 14 trailer was most likely the demo we get with Type-0 and would obviously be a low level noctis.
 

injurai

Banned
While there are a few hold ups with transition animations, the animations in general in this game are incredible. Can't say I've seen much that compares.
 

duckroll

Member
So, let me understand this, does the game have a "hold down a button to execute the action"?

If so, then it will make combat really, really boring. Everything would be automated to the nth degree.

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.
 

injurai

Banned
Wild shot in the dark…$100m budget, 8m units worldwide sales goal.

I'm sure this game will my marketted widely through XIV. China surely is a market they will also try to tap. From what it sounds like, even if it sells very well in Japan that those numbers won't account for much in terms of sales.

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.

Like queueing attacks, managing 4+ party members at a given time. Planning out what modes you leave a character in as you bop around to issue commands as another. Prompto has is third person shooting stuff, it would seem they all have a good plethra of skills and spells to use.
 
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