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IGN: The Tech That Built Final Fantasy XV

The only way this scene can accomplished is if the train wagons have timer or the background loops and it's not even part of the actual world.

The mini map will still work but it wont be taking place in the actual world map, if you where to just sit still in one the train wagons the train would have to reach it's destination eventually, my guess is that it will loop across the "world".

I bet the wagons will most likely blow up if you stay on them long enough.
Same with the airships.

So if this scene does take place in the actual map ( and not some looped temporary world map) it has to play out in a particular timer of some sort.

Of course they have to find a way to "cheat", that's the whole point of anything in real time rendering :D
From what i can see, the ships seems to follow kind of a track, so the must go from A to B with a timer indeed. If it is indeed the case, there is nothing that impressive here going on gameplay and mechanics-wise.
 
Of course they have to find a way to "cheat", that's the whole point of anything in real time rendering :D
From what i can see, the ships seems to follow kind of a track, so the must go from A to B with a timer indeed. If it is indeed the case, there is nothing that impressive here going on gameplay and mechanics-wise.

How do you arrive at that conclusion just by the way it could be implemented? That doesn't make any sense.

Besides, there are other parts to that sequence that strays away from the train (he warps from an airship onto another one).

fCUrtXu.gif
 
I mean, I guess yeah, the set-pieces are of note. That's unique I guess in the scheme of open-world games.

I don't know how much that really impresses me though. I guess I'll have to wait to see it in execution.

I don't know how impressive they'll be either, but I know I'm glad they're trying to integrate these. Not just for the spectacle - too many open world games start to feel repetitive for me because the story beats are all built around the same limited 2 or 3 core mechanics. Even Witcher 3 suffered from this, with its big moments (siege of the Witcher's keep) feeling like mostly a retread of stuff you'd already been doing for the last 80 hours.

I always loved moments like the opera house in VI, or the Midgar missions in VII, or the assassination attempt in VIII - where suddenly you weren't just fighting random enemies in a dungeon, but doing something totally different to move the plot forward. So few modern games seem to have these highly inflected story beats, where the gameplay is suddenly remixed to throw important events into contrast, including recent FFs.
 
Why does FFXV have to push the envelope to begin with? I don't remember FFVI or FFIX pushing any envelope. FFXV's first priority is to be a good FF game. It doesn't need to be something no one has seen before. With that said, I think the road trip theme is very unique and I'm most curious to see how they will capture the feel of a raod trip in this game.
 
Why? Don't you think that Sasuke was a well written character? I certainly do. Noctis has a lot to live up to.
/s

Yeah...sorry.

Why does FFXV have to push the envelope to begin with? I don't remember FFVI or FFIX pushing any envelope. FFXV's first priority is to be a good FF game. It doesn't need to be something no one has seen before. With that said, I think the road trip theme is very unique and I'm most curious to see how they will capture the feel of a raod trip in this game.

They are trying to push the envelope in terms of AAA because FF brand has been tarnished for years with lackluster entrees and spinoffs, and now they are trying to overcompensate.

Who knows how it will work out for them, but hopefully it does
 
They are trying to push the envelope in terms of AAA because FF brand has been tarnished for years with lackluster entrees and spinoffs, and now they are trying to overcompensate.

Who knows how it will work out for them, but hopefully it does

I certainly appreciate their ambition, but I think Tabata is more of a "get the job done" type of character instead of a creative powerhouse. Still hyped.
 
My question is, why does being a fan of ubisoft in general disqualify you from partaking in a legitimate discussion or conversation?

I don't understand Noctis's point.
It's some really tired ad hominem attempts. Except this time it's even more grating because ffs, it was a sarcastic post.
 
I certainly appreciate their ambition, but I think Tabata is more of a "get the job done" type of character instead of a creative powerhouse. Still hyped.

Well yeah, that's why all the changes have been made. They were basically using FFVersus as a base to get the game out and not have to suffer through the humiliation o canceling it officially after having it in limbo all that time through SE's logistic shitstorm, while at the same time getting a new numbered entree out there.

But a lot of cuts and basic changes had to be made just to make sure it did what it was supposed to.

Even with that in mind, i would have liked more if they had taken the L on Versus, just let Nomura do 7R and KH3, and went back to the drawing board with FF15, do something from scratch instead of a concept that was not even originally their own.

I mean, the limitations inherent of re-purposing Versus's assets are going to limit what this game will be able to do anyway.

It's some really tired ad hominem attempts. Except this time it's even more grating because ffs, it was a sarcastic post.

Brush it off and keep movin mate
 
Why you bother responding to Ubi PR?

This is wholly unnecessary. You guys are really on edge these days, huh. Either stay on topic or don't post in here and if there's new news, make a new thread. I'm tired of seeing all the XV news isolated away in topics that don't even relate to said news that's being posted in them.
 
How do you arrive at that conclusion just by the way it could be implemented? That doesn't make any sense.

Besides, there are other parts to that sequence that strays away from the train (he warps from an airship onto another one).

fCUrtXu.gif

I am still struggling on why this is supposed to be impressive (apart from the purely technical side of course) since it looks like nothing more than a more spectacular implementation of a moving platforms sequence.
Don't get me wrong, I definitely find the sequence nice and cool, but I fail to understand how it is supposed to make the game anything more revolutionary than The Witcher 3 or MGSV for example since they have been quoted before.
Oh, and the gif still shows the track/train underneath the ships by the way. But using some randomized path finding would not change anything much either.
 
I am still struggling on why this is supposed to be impressive (apart from the purely technical side of course) since it looks like nothing more than a more spectacular implementation of a moving platforms sequence.
Don't get me wrong, I definitely find the sequence nice and cool, but I fail to understand how it is supposed to make the game anything more revolutionary than The Witcher 3 or MGSV for example since they have been quoted before.
Oh, and the gif still shows the track/train underneath the ships by the way. But using some randomized path finding would not change anything much either.
A lot of rpgs don't feature set pieces like the ones that you'd see in more linear games. So I guess in that way it's pretty impressive, on the other hand, open world games for a long while have integrated large set pieces similar to those you'd see in a linear game. In a lot of JRPGs big battles would be happening but actually playing the game wouldn't feel like there's a big battle in place due to the limitations in the genre, (like turn based combat or semi action combat). From my experience stuff like going from ship to ship would usually be a cutscene.
 
A lot of rpgs don't feature set pieces like the ones that you'd see in more linear games. So I guess in that way it's pretty impressive, on the other hand, open world games for a long while have integrated large set pieces similar to those you'd see in a linear game. In a lot of JRPGs big battles would be happening but actually playing the game wouldn't feel like there's a big battle in place due to the limitations in the genre, (like turn based combat or semi action combat). From my experience stuff like going from ship to ship would usually be a cutscene.

That I agree with. Especially since, at least to me, JRPG and the FF serie in particular did not pass the HD/NextGen step like many others. And FFXIII is definitely not what I would call an improvement from the PS2 episodes.
They still rely on old mechanics and seem to struggle to overcome and let go of the "Golden Age" gameplay mechanics. The same can be said with the way games are staged too, still using the good old safe'n secure lowland/flat stage for the action. No need to give me counter examples since I already have a few in mind, but you can surely understand what I am talking about.

So yes, the shift to something like the way FFXV is handling things feels like a huge leap forward, and it is. But from what we see here, does it seems to create or revolutionize new gameplay mechanics ? Far from sure. But again, I can be wrong.
 
I don't know how impressive they'll be either, but I know I'm glad they're trying to integrate these. Not just for the spectacle - too many open world games start to feel repetitive for me because the story beats are all built around the same limited 2 or 3 core mechanics. Even Witcher 3 suffered from this, with its big moments (siege of the Witcher's keep) feeling like mostly a retread of stuff you'd already been doing for the last 80 hours.

I always loved moments like the opera house in VI, or the Midgar missions in VII, or the assassination attempt in VIII - where suddenly you weren't just fighting random enemies in a dungeon, but doing something totally different to move the plot forward. So few modern games seem to have these highly inflected story beats, where the gameplay is suddenly remixed to throw important events into contrast, including recent FFs.
I just replayed TW3, so I feel like I can talk pretty confidently about that game right now.

The problem with the siege wasn't that it felt like a redread (at least to me). It actually felt too low-scale. It wasn't enough of a setpiece. Some of that I think had to do with changing perspectives and locations, but that's still how it felt. It felt like the scale of Eragon vs The Two Towers (what you'd hope it'd be).

Thing is, like I said, I'm not sure that FFXV will acquire that feeling of grandeur or scale either. We'll see I guess.
 
How do you arrive at that conclusion just by the way it could be implemented? That doesn't make any sense.

Besides, there are other parts to that sequence that strays away from the train (he warps from an airship onto another one).

fCUrtXu.gif

I LOVE THIS SO MUCH. SO HYPE.
 
I just like that the train mission feels like a call back to the OG FF8 train mission.

gHQb7s5.gif


Open world RPGs don't typically have a lot of great massive set pieces given that they're basically all Western and therefore they tend to avoid the more over the top action scenarios, but I find set pieces in other open world games tend to be quite lacking as well(Saints Row 3/4 have some, but even GTA is kinda limp when it comes to set pieces).

Also compared to some other set piece scenes they've shown in FFXV, as cool as the train one is, it's one of the minor ones.
 
Does anybody know if All-Out Attacks have changed? I thought they were really cool in Duscae but I know a few of you guys thought it was poor. Does Tabata ever mention how he was gonna change All-Out Attacks?
 
That I agree with. Especially since, at least to me, JRPG and the FF serie in particular did not pass the HD/NextGen step like many others. And FFXIII is definitely not what I would call an improvement from the PS2 episodes.
They still rely on old mechanics and seem to struggle to overcome and let go of the "Golden Age" gameplay mechanics. The same can be said with the way games are staged too, still using the good old safe'n secure lowland/flat stage for the action. No need to give me counter examples since I already have a few in mind, but you can surely understand what I am talking about.

So yes, the shift to something like the way FFXV is handling things feels like a huge leap forward, and it is. But from what we see here, does it seems to create or revolutionize new gameplay mechanics ? Far from sure. But again, I can be wrong.
Yea I don't consider it revolutionary, as we've seen these types of set pieces so many times already. It's even stranger because the line between action adventure and RPG is so blurred these days with all the skill trees and such.
 
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