I think XIII-2 is legit a better game than XV.
To be fair, with FFXIII-2 they had a chance to listen to the feedback and directly address FFXIII's criticism while having a finished engine, reusable assets, and a smaller scope. I think and hope that when BD2 works on another FFXV game someday they will be able to improve a lot on FFXV's glaring issues now that they have the engine, experience, and feedback.
I don't know.
As I said.. I enjoyed my time with it so I know it has good things to it.
But the story is crap and feels incomplete , the vast majority of the Sidequests are terrible which in turn makes the world pretty uninteresting (looks nice though) and that's already 2 out of 4 big areas of an rpg (story, world, visuals and gameplay).
Combat isn't bad but lacks variety and more strategic options. It's also really easy and it kinda sucks that as long as you have some potions and 2 or 3 phoneix downs it's literally impossible to lose. I also think it only really works against small and medium enemies but gets pretty bad when fighting large monsters which makes bosses and high level hunts pretty unexciting
I also think one should be able expect more from Final Fantasy. It's mabye unfair but it's one of the biggest Japanese franchises by one of the biggest Japanese studios. It should be a game made to rival The Witcher 3, breath of the wild, Dark Souls.
Instead it feels like the work of a new and inexperienced team
Well, they were. Reading this interview should give you perspective on how huge a task it was for them to make their first open-world, action-based AAA game (it's an unofficial English translation, btw, so keep that in mind):
www.neogaf.com/forum/showthread.php?t=1249074
4Gamer:
What were the reasons you were fixated on having an open world?
Tabata:
"I wonder why it isn't open world?" This is how modern RPG's are thought of by oversea fans. Particularly, FFXV is a game where you travel the world so its normal for people to think it should be an open world.
Formerly, there was an era when FF was at the front line of RPGs. Making FFXV an open world is an easy way to understand modernization. We also aimed to once again return to that front line with FFXV. If we didn't make such a change, it wouldn't be very convincing if we said, "we are competing with Skyrim."
This is why the game will progress alongside the story but we used open world technology to interpret the world. That is one principle I wouldn't bend on.
Nozue:
To exchange opinions with everyone, we went on a small camp and discussed until we were all satisfied.
4Gamer:
When was this?
Tabata:
Right as we merged together with Luminous Studio a few months after announcing FFXV at the 2013 E3. At that point in time, the engineers wouldn't listen and insisted, "With Square Enix's current know-how, an open world is impossible." That trend was especially strong with our foreign engineers.
4Gamer:
As a person who is rooting for Square Enix and the FF series, there is something sad about the words, "an open world is impossible."
Tabata:
That is how low the world thinks our technological skills are. Especially because the first HD game in the Final Fantasy series just so happened to be a linear creation, people started to think, "These guys don't have the technology to make a AAA open world title."
With all that in mind, we distributed the demo and finally got a warm breeze blowing, "What? You guys could make an open world?"
4Gamer:
Even so, "Even if we fail, its okay." That's quite the resignation.
Tabata:
If I hadn't said that the team couldn't have confidence and come together. By saying that, we were able to dynamically manage a seamless world, prepare an environment and the team could relax with the thought, "Even if it sucks Tabata is responsible." However, in the end everyone said they didn't like how empty the field was.
Nozue:
They are really doing their best aren't they. (laughs)
Tabata:
I told them, "I told you it's okay if it's empty." But they reply, "But we don't like that!" (Laughs)
4Gamer:
So your saying, even though they could do it if they tried, they were apposed.
Tabata:
That's because, technologically making an open world in itself is a tremendous task. The current methods for map layout, and loading system are completely different. At first, even I felt, "So this is how you create an open world map." That's the situation we were in and when we look at Grand Theft Auto or Red Dead Redemption, it's normal to think, "Yeah, we can't do that."
4Gamer:
Those are certainty two amazing games...
Tabata:
Well, I understood how they felt. At any rate, we overcame that and technologically learned how to design the map. It's not completely an open world but we were able allow players the experience of a seamless world. When we arrived at that juncture, I was really happy.
4Gamer:
Tabata, did you actually believe that you could make FFXV an open world.?
Tabata:
Of course I did. Technologically our competitors are already doing it and it's not some mysterious skill.
However, faced with new technology, I had doubts of whether the development staff could maintain their best performance until the game was properly completed. From there I firmly created our team, set a goal, and continued to consciously update our progress with a firm stance. In short, I emphasized issues with the mind rather than technology.
4Gamer:
They were getting down on themselves?
Tabata:
First, people look at the things they can't do right? They would say, "If it's an open world quality will go down." Or, "We won't have content for it." Thats why I continued to say, "It's okay if quality drops," and, "An empty world is okay."
4Gamer:
But, actually you had the hope, "They can do it if they try." Didn't you?
Tabata:
Yes, 50% of me hoped. My standpoint for the remaining 50% was, it's okay if it's an empty world. If we can complete it that's enough.
4Gamer:
Being able do think like that for a numbered FF title is shocking.
Tabata:
However, I think I made it clear to the whole team that the "technology" we use, and our level of "content completion" were separate. I wondered if there was a good example and after searching I found Shadow of the Colossus. After showing it, everyone seemed to understand. Of course, I'm not making fun of Shadow of the Colossus by any means. It's because I respect it that I'm using it as an example.
4Gamer:
It's a good example, which goes to show you can make many great games depending on how you make it, even if you don't stuff it full of content. Actually, Shadow of the Colossus had great reviews overseas as well.
Tabata:
You can get a sense of the world just by moving to a destination right? The staff validated the appeal of Shadow of the Colossus. Another example of a game you can experience the world is, The Legend of Zelda Ocarina of Time. If you compare it to games these days, it isn't exactly brimming with content. Even so, you become entranced just running around on a horse in a seamless world.
4Gamer:
At this point in time, is the completed from of FFXV the same as what you thought it would be when you started?
Tabata:
We were able to realize all the parts I thought were a "must have."