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18 minutes of new Final Fantasy 16 gameplay has been published

hussar16

Member
Uh, that doesn't look great.

The amount of SFX, text and numbers all over the screen is absurd. I'm sure it'll be fun to play but that shit is off-putting. I'm hoping the story and characters are good more than anything though - I'm confident the combat will be fine either way.
That's exactly the reason why pre-orders are off. The developers don't understand the western market at all.theyr stuck in 2006 or something . This game does not look modern in term of presenting a product tht would sell in this decade
 

Chukhopops

Member
So they weren’t kidding when they said enemies will only attack one at a time, you can see it clearly at 13:00.

I know I’ve been really negative about this one but holy moly does the gameplay look boring. I can’t imagine 30 hours of this.
 
People are sleeping on this game.

Top 5 FF no less.

Top 3 is a lock

The One Where Estelle Dies Episode 15 GIF by Friends
 

Perfo

Thirteen flew over the cuckoo's nest
First FF since X I’m confident thinking is not going to do anything wrong! God bless CBU3 and their boldness in finally moving this franchise forward after years of missteps. Also fuck the haters 😝
 
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So they weren’t kidding when they said enemies will only attack one at a time, you can see it clearly at 13:00.

I know I’ve been really negative about this one but holy moly does the gameplay look boring. I can’t imagine 30 hours of this.
You realise this is probably a low difficulty lmao. And enemies don't attack you offscreen just like in the DMC games. Not to mention the two other assists are fighting off the other enemies...
 
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Eotheod

Member
Yo
Agreed 100%, pls square, bring back turn based combat, miss the old good times of been staring at my screen choosing the same skills for 3 minutes to kill a enemie been all leveled up.



This is how a NOT boring combat should look.

You chose the worst example possible to make a case against turn based combat. Long Gui is a superboss, hence it taking so long to kill. It quite literally has an accolade to it:https://finalfantasy.fandom.com/wiki/Long_Gui_(Final_Fantasy_XIII)
 

ProtoByte

Member
That's exactly the reason why pre-orders are off. The developers don't understand the western market at all.theyr stuck in 2006 or something . This game does not look modern in term of presenting a product tht would sell in this decade
Yeah. It's very early PS3 or even PS2-ish in the way the moment-moment combat comes across.
 

ProtoByte

Member
That's a good thing lol.
For some people, sure. But it's clear that it's not convincing enough for many, hence the low pre-orders.

Flashy animations only go so far. We have a lot more of them now thanks to better button-action design, but it's not going to be thay exciting to actually fight enemies; getting into a rapport where you get the sense that there's an effective enough opponent and not just a dummy to stunt on.
 

justonething

Jada's BFF
Final Fantasy XVI: Doors of the Kingdom
Goddamn that was boring XD In 18 minutes the only gameplay was bashiing one button to hit a character, there's no strategy involved whatsoever. So they have the combat of DMC/Bayo but without anything that makes it fun like the dynamicness, things that were pointed out here. The enemies just stiffly stand there whilst you're hitting them with so much force.
Gotta love how the camera just constantly jerks and pans about in some dark and cramped room whilst all these particles and numbers pop in so you can't really see what's going on.
Everything about this is boring and poorly thought out. How can you have 18 minutes of gameplay doing the same shit without any sort of variation? Who thought intert rupting the flow of gameplay to get you to bash buttons to open doors was a good idea?
It looks dull and generic. This team should not have been allowed to do a mainline FF game.
 
For some people, sure. But it's clear that it's not convincing enough for many, hence the low pre-orders.

Flashy animations only go so far. We have a lot more of them now thanks to better button-action design, but it's not going to be thay exciting to actually fight enemies; getting into a rapport where you get the sense that there's an effective enough opponent and not just a dummy to stunt on.
So what do you mean then? From the looks of it you were advocating for flashy animations when you said the game is remniscent of 00s gameplay and that is a "bad" thing.
 
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mrmustard

Banned
I have never played FF in my life and after watching the video i have no idea why it's so hyped, but i hope all the fans get what they are hoping for.
 

ProtoByte

Member
So what do you mean then? From the looks of it you were advocating for flashy animations when you said the game is remniscent of 00s gameplay and that is a "bad" thing.
Flashy animations aren't bad if they're paired with a tactile gameplay and audio-visual effect. One that feels credible. That's not being seen here. Clive is summoning the claws of a wind god and slashing them at wild speed, and human enemies are staggering to it like he's hitting them with a baseball bat. That's the problem.

All the particle effects and superhuman maneuvers in the world just seem mundane at best and frustrating at worst when you're fighting enemies that should be burnt to a crisp by a fireball, and instead chew it with a little bit of animation stagger. Or maybe you get them into a canned stagger state.

The game isn't going to be bad, but it's not looking like what excites people at this point.
 
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Perfo

Thirteen flew over the cuckoo's nest
Final Fantasy XVI: Doors of the Kingdom
Goddamn that was boring XD In 18 minutes the only gameplay was bashiing one button to hit a character, there's no strategy involved whatsoever. So they have the combat of DMC/Bayo but without anything that makes it fun like the dynamicness, things that were pointed out here. The enemies just stiffly stand there whilst you're hitting them with so much force.
Gotta love how the camera just constantly jerks and pans about in some dark and cramped room whilst all these particles and numbers pop in so you can't really see what's going on.
Everything about this is boring and poorly thought out. How can you have 18 minutes of gameplay doing the same shit without any sort of variation? Who thought intert rupting the flow of gameplay to get you to bash buttons to open doors was a good idea?
It looks dull and generic. This team should not have been allowed to do a mainline FF game.
I want to see this variation you talk of from other FFs. The sewers and train yard in ff7r perhaps? Or the dull boring dungeon designs of 12? That unpolished mess of caverns in ff15? What did you see there from both level design perspective and gameplay one? What do you see there that here you don’t see?
I swear some people here sound like they never played ff and just drop here to troll. Lol
 
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Whitecrow

Banned
Going from XV to this, interms of lighting and magic is such a step back.
Looks crazy to me that at this day and age, still, magic spells like fireballs or lighting strikes just castes a slight glow like if they were just candles.
 

White-fire

Member
Just putting it out there that this game should be massive, more than just this gameplay (which looks fine) and I believe it review well by critics and fans. The best parts of the game have not been shown, and I could show 18 minutes of many well received games and people could say "it's boring". All that matters is how the whole game comes together.
 

Barakov

Member
18 minutes of new Final Fantasy 16 gameplay has been published.

The video below shows IGN exploring two dungeons in the upcoming PlayStation 5 exclusive.


confused jim carrey GIF


Seems like it'll be a great game. Whether it'll be a great FF game is a whole other conversation. TBH, I'm kinda worried about this one. Almost seems like it should've been a spin off.
 

lestar

Member
It looks absolutely chaotic with that excessive particle effects, lack of lighting, constant camera zooming in-out, and an overload of on-screen menus, health bars, and damage numbers. It's difficult to see what's happening, so it's no surprise that the game can be played by simply mashing one button.
 

DenchDeckard

Moderated wildly
Classic example of so much flashing shit going on constantly that within 2 minutes your brain is just numb to it.

Looks so bad imo but maybe it's actually amazing to play which will never translate through a video.
 

ProtoByte

Member
Classic example of so much flashing shit going on constantly that within 2 minutes your brain is just numb to it.

Looks so bad imo but maybe it's actually amazing to play which will never translate through a video.
This is the point I was making in my thread about the game.

Looking at this footage though, I'm guessing any very high critical praise will come from the narrative - gameplay will be deemed as good, but nothing incredible.
 
Flashy animations aren't bad if they're paired with a tactile gameplay and audio-visual effect. One that feels credible. That's not being seen here. Clive is summoning the claws of a wind god and slashing that at wild speed, and human enemies are staggering to it like he's hitting them with a baseball bat. That's the problem.

All the particle effects and superhuman maneuvers in the world just seem mundane at bsst and frustrating at worst when you're fighting enemies that should be burnt to a crisp by a fireball, and instead chew it with a little bit of animation stagger. Or maybe you get them into a canned stagger state.

The game isn't going to be bad, but it's not looking like what excites people at this point.

"Human" enemies(I assume you mean like the Ironblood Crusaders at the start of the video) react plenty to what Clive is doing. You can see his body bending left to right frantically as he is getting sliced and diced up. You realise that specific move you mentioned is a multitap hitter. What, did you expect him to go flying right into jupiter whilst clive is still slashing, because that would be awful game design, that's not how it works in games like DMC either. The enemy remains in place whilst uncontrollably being slightly moved around then sent flying once you are done slashing and want to finish the attack. That's how those type of moves work in action games, kind of like the million stab in DMC3 or PPPPP in Bayonetta.

>when you're fighting enemies that should be burnt to a crisp by a fireball, and instead chew it with a little bit of animation stagger. Or maybe you get them into a canned stagger state.

Again that is not how action games(quality ones at least...) work where realism takes precedent over gameplay. If every enemy was burnt to a crisp when you shoot out a fireball there would be NO difficulty whatsoever. And if you meant the Ifrit limit break ultimate, then I am puzzled because we literally see those human enemies being held up in mid-air merely by the flames passing through them, lose basically all their HP and fall backwards onto the ground helpless until Clive executes them.

And if you are referring to the elite heavy MINIBOSSES with the hammer, the elite heavies are meant to be just that. They aren't meant to react much. Same applies to games like DMC, you have the "elite" enemies like the large mantis in DMC5 which soaks basically every attack you throw at it without even staggering at all.

Very strange attempts at nitpicks here, I have to say.
 
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Pejo Pejo by mentioning Honkai Star Rail, you have somehow stumbled into the point I’ve been making to turn based RPG fans for a while now:

The genre simply thrives better on mobile/portable. The more people who accept this, the more the genre will improve and expand on mobile and portable devices.

Some genres are simply better on certain platforms. Turn based games are simply better on the go. This obviously includes Switch and Steam Deck. I’d argue the same goes for small puzzle games too, like Tetris or Bejeweled.
 

hyperbertha

Member
I'm comparing it to something like Bayonetta. Obviously the enemies are more floaty in that game since it begs you to air combo, but look at the various ways the enemy reacts to getting hit. Getting slapped sideways, flipped upside down, pushed back etc. Like the hits have actual momentum and force:


When you do big hits in this game, the enemies like the Fanatics seem to just have tiny hitstuns and continue their attacks. It doesn't match the force of what you're doing on the screen. Even the smaller enemies just kinda float upward and mostly stay in place until they die and melt into mist. Big splashes or stuns or better hit reactions are needed, IMO. I understand super armor and giving the enemies the ability to attack even against an onslaught by the player, but combat makes it feel like you're just swinging air around.

Also, Stagger mechanic is shit and should be erased from FF. It's been terrible ever since it's been implemented. Or they could change it to skill based instead of just wailing on an enemy until you can actually "really damage" the enemy. Like if counters or parries did extra stagger damage or a charged hit that leaves you completely vulnerable would take the stagger down 100%. That way it encourages the player to plan strategically or improve their skills to get better/faster kills.

Yup. Feedback is very important for believability, and visual enjoyment. If enemies don't react to being hit properly, it's a sub par system.
 
Yup. Feedback is very important for believability, and visual enjoyment. If enemies don't react to being hit properly, it's a sub par system.
How do enemies not respond to being hit properly? Timestamps? People keep saying this but I am puzzled, enemies in the footage shown seem to respond to getting hit like they would in any other action game.

If you are talking about the heavies like fanatics, they aren't supposed to react by default. This applies to pretty much every other action game.
 
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That looked flashy, visually pleasing but also boring pathethically easy.

I hope the difficulty in that video is journalist level, else I dont see myself ever touching this, at least not full price anyway..

Hopefully we can get a demo
 

hyperbertha

Member
I don't care how much you love the combat but you can't deny some of those enemies are way too damage spongy. A whole minute for a non boss? Come on.
 

Perfo

Thirteen flew over the cuckoo's nest
I don't care how much you love the combat but you can't deny some of those enemies are way too damage spongy. A whole minute for a non boss? Come on.
It has been said over and over again but unless you know and learn how to stagger quickly things can get long. Same as FF7R where same player can get minutes to have things done while another one under 60 secs. I remember in my second playthrough I was taking 1/3 of the time taking enemies down. I’m sure is the same here.
 
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hyperbertha

Member
*whole minute for a Mini-Boss.

And Clive is at the same level as said miniboss.
Way too long. I doubt it qualifies as a miniboss. It's just a normal heavy type. A miniboss that you are fighting three times in as many minutes? No way. Sorry but with the lack of vareity in gameplay, 1 minute is too much.
 

GymWolf

Member
I got tired while watching the gameplay of a game for the first time. The enemies just won't die. It saddens me to see only a handful of people concerned about the new direction of Final Fantasy. I don't understand what sets it apart from an ordinary action game, besides the boring combat.
Square said that the demos we saw have trash mobs with more life so journalist and youtubers can style on them to show the combat, in the final game trash mobs should die quicker.
 
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ChoosableOne

ChoosableAll
Square said that the demos we saw have trash mobs with more life so journalist and youtubers can style on them to show the combat, in the final game trash mobs should die quicker.
I hope so. It still seems more like a generic action game rather than a FF game.
 
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nemiroff

Gold Member
I don't see anything I like here.. And the amount of shit going on in the screen is absurd. So there's no preordering this so-to-speak.. But I'll keep cool until I read some reviews, maybe there's something to salvage.
 
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Way too long. I doubt it qualifies as a miniboss. It's just a normal heavy type. A miniboss that you are fighting three times in as many minutes? No way. Sorry but with the lack of vareity in gameplay, 1 minute is too much.
Please post timestamp of the enemy you're referring to then.

Lack of variety in gameplay? False. You can attack, charge attack, do a forward stinger with just your basic melee input, you can shoot out elemental blasts and charge it up for altered properties like a launch with Fira, you can also hold the button down whilst fighting to use it at the appropriate moment(ala DMC charge shot) And then there are the Eikons in which you get three exclusive moves, one being it's default trait which varies greatly between each Eikon, ranging from teleporting to a grappling hook to homing lightning bolts to a shield to a flamethrower and so forth. You have two other Eikon moves which you can swap around in the menu as well. And on top of that you can swap between three entire Eikon instantaneously, so to sum things up you have essentially nine command moves on the fly as well as your basic attack with it's alternate functions like forward thrusts and then 3 variants of magic projectiles for each Eikon with altered properties. Not to mention you can vary your combo/attacking patterns up a lot with jump cancels and aerial dashes.
 
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acm2000

Member
really dont know how people get excited for this series anymore, graphics are pretty but gameplay just looks dull.
 
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