DieEnteWurzel
Member
sounds like 1 button QTEs using a turbo controller to me ._.Basically fancy QTEs?
sounds like 1 button QTEs using a turbo controller to me ._.Basically fancy QTEs?
#AinARPG
Oh I see you're learning the combat system well already.
You can just hold the button down though instead of pressing it repeatedly.
Do I have to state the obvious that this probably isn't a required method to play the game, but rather an option?
If he's going to give a choice between driving that car or letting it go auto, why wouldn't he offer the same choice for combat?
#NotAllFinalFantasies#AinARPG
Oh I see you're learning the combat system well already.
You can just hold the button down though instead of pressing it repeatedly.
"When we were making the transition, we sat down and I discussed with Nomura the game," he says. "I felt that I wanted to shift it more to be more realistic. For example, when you're battling a really strong boss like a behemoth, if you go at it from just the front you're going to get hit with his counter-attacks. You have to think about baiting it to attack forward, but then break its stance and attack it from the side. I wanted to make it so you're fighting a real animal, but with easy-to-manipulate controls as well as dramatic effects. My basis was to keep it grounded in reality."
*looks around the XV threads*
Hmmm... Tabata is off to a good start. (laughs)
There isn't a Final Fantasy that could be made right now that wouldn't be met with overwhelming negativity prior to its release. Even the FFVII Remake would be filled with message boards complaining about how they were butchering a classic or whatever.
It all depends on whether the finished product delivers something that the majority end up liking.
Well I appreciate the fact that he is taking old people into consideration by removing hard to remember button combinations. At least someone in the industry is thinking about the elderly.
I really hope they simple actions are for those who are not really good at action based games, and they have option of more manual way of playing for those who want more direct control.
But I really doubt it from reading Tabata's interviews.
We are in an age where game series like Dark Souls, which is unforgiving and doesn't hold your hand, are one of the most talked about series today. They also sell millions of units. Why the fuck Square is purposely making it casual, hand holding garbage is ridiculous. Being all proud of it makes it even worse.
For everyone that has waited for the greater good of a decade for this game, this is the biggest balls we could have received short of them cancelling it.
Fuck you Square and please go out of business so the Final Fantasy IP ends up in competent hands.
Bet y'all sad nomuras gone now huh?
I want Nomura back
XIII doesn't seem so bad now, does it?
Bet y'all sad nomuras gone now huh?
Ah, triple AAA gaming. I get it now.
Because the game is probably designed to play this way. The comparison with the car is different. When you're letting the car drive on its own, you're not playing that part of the game. The choice is that you don't have to do it, because it's an optional part of the game. Here it's pretty clear that he is designing a game where the challenge is not in how good the player is at action, but how the player approaches the encounters.
You're not stating the obvious when you guess that there is a choice. You are simply projecting your desire onto what he did not say. If there is an option for more complex action based combat, why wouldn't he say so since he has been so honest and open about everything else. He's talking about the sort of game he wants to make, and he says there will be depth, but that the depth is not in the controls and input. I think it's best people start accepting that instead of being disappointed AGAIN when it comes out and it's exactly what he described.
Instead people should look at the positive things he has said about the combat and encounter design. It might be press A for Awesome, but that doesn't mean fighting enemies has to be brain-dead or uninteresting. It's just the difference in how you approach it.
Wait where was this said?
Especially if less focus on menus or button combinations frees up resources for contextual events and animations. Consider Sleeping Dogs, perhaps a fitting example for today. I mean it's mostly just spamming 1 button and using another for contextual reaction. That's not much different than spamming an attack and having a contextual block. And yet, the game has probably the most fun, visceral, and satisfying combat in not only a gameplay sense but a visual and cinematic sense in a long time. Especially with a cast of only 4 characters that never change (opposed to, say, 10 characters that make up dozens of 4-person party variations), you could have so many cool or cinematic contextual moves, events, etc based on how close characters are to one another, to trees or rocks or debris, to monsters, weather, water, body damage or health, et cetera et cetera. The trailer seemed to suggest this. A lot of the 'fun' could be the timing or context how the characters and monsters interact. I mean, that's the potential at least, I suppose.Instead people should look at the positive things he has said about the combat and encounter design. It might be press A for Awesome, but that doesn't mean fighting enemies has to be brain-dead or uninteresting. It's just the difference in how you approach it.
Has it been confirmed that there's no weapon switching in the full game? I was initially turned off by the hold down the button for awesome approach (still am), but if you have to manually keep track of what weapon you're using in between every press that could lead to more challenge and variety with the gameplay. Imagine you're surrounded by enemies, one of which is a heavy armored enemy that can only be hurt by the slow, big swords you can see Noctis using during the tech demo. You would switch to the heavy weapon for that enemy, hold attack to get a combo in, and then switch to a smaller and faster sword to be able to attack enemies like those goblins. All of this would be happening while keeping track of dodging at precisely the right moment. That sounds fun and interesting to me and would give depth, but I've seen people here say weapon switching is gone. In which case, fuck this shit.
Damn you, Tabata.
There isn't a Final Fantasy that could be made right now that wouldn't be met with overwhelming negativity prior to its release. Even the FFVII Remake would be filled with message boards complaining about how they were butchering a classic or whatever.
It all depends on whether the finished product delivers something that the majority end up liking.
That's what I feared. I like the idea of having a weapon deck that you would manually call upon to use depending on the situation, but having that be auto as well as the combos themselves basically means the player has hardly any control. :/Apparently you have to set the weapons you want and the game auto chooses them for you depending on context :\
Because the game is probably designed to play this way. The comparison with the car is different. When you're letting the car drive on its own, you're not playing that part of the game. The choice is that you don't have to do it, because it's an optional part of the game. Here it's pretty clear that he is designing a game where the challenge is not in how good the player is at action, but how the player approaches the encounters.
You're not stating the obvious when you guess that there is a choice. You are simply projecting your desire onto what he did not say. If there is an option for more complex action based combat, why wouldn't he say so since he has been so honest and open about everything else. He's talking about the sort of game he wants to make, and he says there will be depth, but that the depth is not in the controls and input. I think it's best people start accepting that instead of being disappointed AGAIN when it comes out and it's exactly what he described.
Instead people should look at the positive things he has said about the combat and encounter design. It might be press A for Awesome, but that doesn't mean fighting enemies has to be brain-dead or uninteresting. It's just the difference in how you approach it.
"a fantasy based on reality?"Apparently you have to set the weapons you want and the game auto chooses them for you depending on context :
So they want to make the game more inclusive to newcomers and casual gamers, and this is an issue?
Sigh... it will be Smash Bros. Brawl all over again, except people will be even more ridiculous since it's final fantasy.