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New FFXV battle system footage and details, playable characters clarified

No jump button: Why is there no jump button? The addition of a jump button will make the experience much more enjoyable, even if it has no purpose!
Jump button confirmed: I hope there's a purpose to having the jump button.

Slow combat: Why is the combat so slow? Where's my KH combat SE?
A faster-paced combat is shown: Um, what am I looking at, why is it such a clusterfuck?

That's the FF fanbase for you. Just my observation.

shadytina.gif
 
Stefan™;132651491 said:
No jump button: Why is there no jump button? The addition of a jump button will make the experience much more enjoyable, even if it has no purpose!
Jump button confirmed: I hope there's a purpose to having the jump button.

Slow combat: Why is the combat so slow? Where's my KH combat SE?
A faster-paced combat is shown: Um, what am I looking at, why is it such a clusterfuck?

That's the FF fanbase for you. Just my observation.

shadytina.gif

That's probably true for any fans of a big selling IP.
 
Out of everything that was shown, the linkform crap with the Behemoth is by far the worst. There's literally no feeling of hit detection...it's just numbers popping up. Someone on /v/ equated it to filing taxes lol.

With the soldiers it's fine since there's proper hit detection, but bigger enemies like the Iron Giant and Behemoth are really weird from what we've seen from the past two years.

MelodicEqualDunnart.gif


Half the time it doesn't even look like he's hitting the Behemoth.

The initial strike doesn't even seem to touch it.

Just compare it to this:

ForthrightGrimAsianwaterbuffalo.gif
 
what is happening in the gifs? i see him take swords from a selection around him and dash at the enemy and thats cool, but then i also see translucent spears and shit at the same time flying into every single enemy which looks too cluttered.

Normal Attack Combo - You hold the attack button and Noctis completes a combo.
Phantom Sword - This special ability activated by a button summons swords around Noctis and increases the damage Noctis does (and also reduces damage?). You can see multiple swords hitting the enemy from above in addition to Noctis's combo. This ability also lets Noctis close in or warp automatically to enemies without actually using the warp button.

So, what's going on in the gifs? Well, you activate Phantom Sword with a button, and then hold the "Attack" button to automatically perform short warps to enemies and combo. It looks really flashy and fast, but the execution is a simple holding down of the attack button.

Out of everything that was shown, the linkform crap with the Behemoth is by far the worst. There's literally no feeling of hit detection...it's just numbers popping up.

It's nothing new. XIII games had the same thing where if the enemy had higher keep than your attack's cut, they wouldn't recoil. It makes sense coz otherwise you could just stun lock them, which is what's happening to the soldier, and he can't even get an attack in.

Perhaps when you get stronger or with better abilities/equipment you might be able to affect their movements. Or they might add some movement to Noctis's animations for that feel? It's still work in progress.
 
Normal Attack Combo - You hold the attack button and Noctis completes a combo.
Phantom Sword - This special ability activated by a button summons swords around Noctis and increases the damage Noctis does (and also reduces damage?). You can see multiple swords hitting the enemy from above in addition to Noctis's combo. This ability also lets Noctis close in or warp automatically to enemies without actually using the warp button.

So, what's going on in the gifs? Well, you activate Phantom Sword with a button, and then hold the "Attack" button to automatically perform short warps to enemies and combo. It looks really flashy and fast, but the execution is a simple holding down of the attack button.



It's nothing new. XIII games had the same thing where if the enemy had higher keep than your attack's cut, they wouldn't recoil. It makes sense coz otherwise you could just stun lock them, which is what's happening to the soldier, and he can't even get an attack in.

Perhaps when you get stronger or with better abilities/equipment you might be able to affect their movements. Or they might add some movement to Noctis's animations for that feel? It's still work in progress.

Final Fantasy XIII wasn't realtime, though. Hit detection is a pretty big deal for games like these.

I can really see people being turned off by that part of the battle system. It looks to be a pretty huge part, and it doesn't feel right at all.
 
I have no problems whatsoever with the hit detection. Better like this than making the Dragons Dogma way of having the entire enemy shake in place (not bashing DD, love that game).

Stefan™;132651491 said:
No jump button: Why is there no jump button? The addition of a jump button will make the experience much more enjoyable, even if it has no purpose!
Jump button confirmed: I hope there's a purpose to having the jump button.

Slow combat: Why is the combat so slow? Where's my KH combat SE?
A faster-paced combat is shown: Um, what am I looking at, why is it such a clusterfuck?

That's the FF fanbase for you. Just my observation.

shadytina.gif
I'm pretty sure in comparison to most large IPs that FF has it far worse. The fans are the series worst enemy.

Pretty much, people still can't accept that Final Fantasy will have an ARPG entry in the series... 8 years after its announcement.
 
It was a spin off on the way maybe that's why. The game was basically Kingdom Hearts before. Not sure why you're dissapointed now. But that's only with the gameplay. The story and world seems like any other Final Fantasy but a with a little twist of realism to spice it up.

The FF series seems to keep being more casualized. From the story to the gameplay and battle system. The challenge and difficulty from past iterations of the game appear to be reduced. I know that is great for some people, but I find that disappointing. It's one of the biggest issues I had with FF13-auto combat.

Maybe it's because Hironobu Sakaguchi left square back in 2002 no?
Or did you enjoy FF 12 & 13?

I loved the classic ones like all us FF fans, but I really did enjoy FF12, in fact I enjoyed it much more than most FF games. Some of my best memories are from FF12. However, FF13 didn't do it for me. I tried 3 times to get into the game and I couldn't muster the energy to continue.

XIV captures a lot of what FF is and what we know. XV we still haven't seen a whole lot of yet. The gameplay really reminds me of FFXII for some reason. I think the game will be fine in the end.

I like what I see. Only one character playable I'm okay with as well. Maybe later DLC will allow us to use other characters as side mission/quests/story.

I hope you are right. There is some room for optimism. I want this game to succeed, as I've been waiting forever for a follow up to the FF13 saga.

have to disagree there, this one seems more like FF than other more recent entries in the series
like the XIII saga

i have my issues with the battle system, like party leader stuff, and other questions that i still want answers for, like summons and how magic will work, but everything else screams FF to me, an original world with its own towns and locations to explore, crystals, inns, etc

the music from what i'm hearing looks to be fantastic, while still having Uematsus FF tunes, like the prelude, chocobo theme will probably still be there as well

I'm glad you have optimism for the game, gives me some hope.
 
That is some fantastic looking stuff.

Not as "HOLY FUCKING SHIT" as the E3 videos,etc led us to believe, but it definitely looks like XV will be a solid 8th Gen ARPG.
 
Final Fantasy XIII wasn't realtime, though. Hit detection is a pretty big deal for games like these.

I can really see people being turned off by that part of the battle system. It looks to be a pretty huge part, and it doesn't feel right at all.

Lightning Returns was realtime and had the same system. Perhaps you might feel differently if you play it, as there will be sound feedback to hits, and they might even modify animations.
 
That is some fantastic looking stuff.

Not as "HOLY FUCKING SHIT" as the E3 videos,etc led us to believe, but it definitely looks like XV will be a solid 8th Gen ARPG.

We basically saw Noctis' entire moveset from E3 2013. Those trailers were just immaculately scripted.

I can't wait to see a proper trailer soon enough. The TGS 2014 trailer just seemed like a "It's alive!" trailer now looking back on it.

So why are those phantom swords going into the bad guys? They don't seem to actually be doing damage.

It's probably not even integrated yet. Might have been the reason why Tabata didn't show it off two weeks ago.
 
So why are those phantom swords going into the bad guys? They don't seem to actually be doing damage.

It's meant to do more damage. I didn't get enough time to check the gameplay vid that closely to see if that is case, but if they aren't doing damage, it's something they have yet to implement.
The E3 2013 version did have this working.
 
I understand Noctis and the King having this ability since they're the royal family and are linked to the crystal, but how can the others have it too?
Maybe they make a "pact" with the royal family in exchange of power, which would fall in line with the Fal'Cie (Lucis Family) / L'Cie (servants) from the FNC mythology.

Also yes, i love how strong the contrast in cultural/technological evolution between the countries is, can't wait to see how it develops in the full game.
I think it's an ability people from that country(or "warriors" of that country) learn to harness. In the meeting scene between the Lucis and Niflheim nobles, all the Niflheim nobility have handguns drawn, but all the Lucis(or Lucisian) nobility have their arms stretched out and swords floating in front of them, pointed at the Niflheim nobles. I think, like Mist is a town of Summoners, or Mysidia is a town of mages, Lucis is a country where warriors(those who vow to protect the king and crystal) learn the ability of summoning weapons. I also think the king and Noctis might have MORE power over this(able to summon multiple weapons at a time).
 
I think it's an ability people from that country(or "warriors" of that country) learn to harness. In the meeting scene between the Lucis and Niflheim nobles, all the Niflheim nobility have handguns drawn, but all the Lucis(or Lucisian) nobility have their arms stretched out and swords floating in front of them, pointed at the Niflheim nobles. I think, like Mist is a town of Summoners, or Mysidia is a town of mages, Lucis is a country where warriors(those who vow to protect the king and crystal) learn the ability of summoning weapons. I also think the king and Noctis might have MORE power over this(able to summon multiple weapons at a time).

It's explained that since Noctis has the power of the last crystal, people near him get that power as well. Regis obviously has some of that power, too.

Literally everything centers around Noctis.
 
Final Fantasy XIII wasn't realtime, though. Hit detection is a pretty big deal for games like these.

I can really see people being turned off by that part of the battle system. It looks to be a pretty huge part, and it doesn't feel right at all.

WIP and XII had no hit detection. Not sure what the problem is.
 
Just a graphical observation: this video doesn't seem to be running at an ultra low resolution like the TGS video. And even for youtube the frame rate seems much tighter. You could see the TGS video was dropping frames even on youtube. And most of the jaggies caused by low resolution (the staircase) are not there anymore.
 
So why are those phantom swords going into the bad guys? They don't seem to actually be doing damage.

Probably is something that's yet to be implemented hence the no dmg but my impression (most likely wrong) it looked to me like type of lock on for when you activate the phamtom swords.
 
I like the battle system, this is the kind of battle system that I have thought of when watching the E3 extended trailer for Versus XIII many years ago. A faster paced KH battle system and I'm loving it.

For those peeps that said that this isn't a FF game anymore, well at the first place Versus XIII is supposed to be a spin-off game for XIII along side with Type-0 or at that time Agito XIII. So the battle system isn't supposed to be or thought to be the "traditional" turned based kind. And not to mention FFXV seems to have the darkest story in the FF franchise yet, kinda different compared to the rest of the FF games.

In any case, I'm looking forward to the demo even more now. Had concerns that the gameplay would be slow from the TGS showcase but this new gameplay video shows otherwise.
 
The problem is that this is an ARPG.
XII isn't remotely comparable other than the 'Gambits'. That's just the party, and not the character action game we have with Noctis.

bro, chill out... the people who did this have KH games as pedigree... if there is one thing that those games did right, its hit detection... and with higher resolutions and graphical TFLOPs, i expect the fidelity to be higher.
 
Probably is something that's yet to be implemented hence the no dmg but my impression (most likely wrong) it looked to me like type of lock on for when you activate the phamtom swords.

I, again, just can't see how that isn't going to be a giant distraction in the heat of battle. It's some visual flourish that takes up way too much area, when simple orbs of light would do. I get it for cinematics to add that...flair, but game play? Hope I can turn it off/down.
 
I, again, just can't see how that isn't going to be a giant distraction in the heat of battle. It's some visual flourish that takes up way too much area, when simple orbs of light would do. I get it for cinematics to add that...flair, but game play? Hope I can turn it off/down.

this is just a guess, but it would be like KH and KH2 where you have to select the ability using ap points. if you don't like the ability, don't include it in ur build.
 
I, again, just can't see how that isn't going to be a giant distraction in the heat of battle. It's some visual flourish that takes up way too much area, when simple orbs of light would do. I get it for cinematics to add that...flair, but game play? Hope I can turn it off/down.
They should have made them more transparent, I think. Bit too opaque right now.
 
With the soldiers it's fine since there's proper hit detection, but bigger enemies like the Iron Giant and Behemoth are really weird from what we've seen from the past two years.

MelodicEqualDunnart.gif


Just compare it to this:

ForthrightGrimAsianwaterbuffalo.gif

well of course.

Smaller enemies are not supposed to have as much poise as the behemoth.

I think its normal for bigger enemies to exhibit less hit response than smaller ones in action games.
 
They should have made them more transparent, I think. Bit too opaque right now.

or simply pull back the camera, at this point its too close to the character

well of course.

Smaller enemies are not supposed to have as much poise as the behemoth.

I think its normal for bigger enemies to exhibit less hit response than smaller ones in action games.

and thats exactly what happens in action games, smaller enemies have more hit response while bigger enemies less, they mitigate this by putting acertain amount of hit stop to make the illusion of your hits having some kind of weight to them
 
The behemoth ought to suffer *some* hitstun, though it shouldn't interrupt any of its actions. Maybe slow them down a bit.

Some of that level of polish may not be present at this stage in development, though. Keep that in mind, guys.
 
or simply pull back the camera, at this point its too close to the character

I think they really need a camera button for players to adjust how close the camera is. Maybe the L3 or R3 button, with maybe three different distances. Lightning returns also occasionally have problems with the camera where it gets too close but it was mostly fine since you have one character im battle and rarely fight more than a few monsters;most battles have 1 to 3 enemies.
 
Nooooo

Camera needs to be close to the hot grafix plzzzz..

I want to see all the glorious action up clossse I hate far cameras.

Yeah, I like the close up camera when fighting human enemies. The camera already actually pulls back when fighting the behemoth so the whole behemoth is in view.
 
The behemoth ought to suffer *some* hitstun, though it shouldn't interrupt any of its actions. Maybe slow them down a bit.

Some of that level of polish may not be present at this stage in development, though. Keep that in mind, guys.
Bayonetta does this well by rewarding you for continuouly attacking a boss. They get stunned for a few seconds and you're free to attack them for the stun duration. Sometimes large enemies do flinch from your regular attacks, but then they parry you and attack back, so it's very fair.
 
Bayonetta does this well by rewarding you for continuouly attacking a boss. They get stunned for a few seconds and you're free to attack them for the stun duration. Sometimes large enemies do flinch from your regular attacks, but then they parry you and attack back, so it's very fair.

speaking of parry tabata talked about that in the Q&A, and that stuff I'm guessing will probably be that Iron Giant sequence we saw from the e3 2013 trailer
 
Final Fantasy XIII wasn't realtime, though. Hit detection is a pretty big deal for games like these.

I can really see people being turned off by that part of the battle system. It looks to be a pretty huge part, and it doesn't feel right at all.
Doesnt feel right... But you haven't played it? Wait for the demo man
 
what is happening in the gifs? i see him take swords from a selection around him and dash at the enemy and thats cool, but then i also see translucent spears and shit at the same time flying into every single enemy which looks too cluttered.
I have faith that the "Press X to Awesome" in this game will deliver spectacle... at the cost of fun combat. But as long as it looks pretty, I won't mind as much if it ends up a being bad combat system.
 
I have faith that the "Press X to Awesome" in this game will deliver spectacle... at the cost of fun combat. But as long as it looks pretty, I won't mind as much if it ends up a being bad combat system.

How are people still getting the "Press X to Awesome" bullshit? He clarified in the transcript last night that the battle system was more complicated than that.
 
Yeah, the hit detection talk in the thread is weird.
Some action games lack damage motion and feel very dissatisfying to play (also can make comboing less worthwhile since you're not rewarded for doing insane combos that would normally stun/interrupt the enemy). Seems to be exactly the case with the Behemoth. It's a valid concern.

Bayonetta 2 has a very good blog post about damage motion that emphasizes the importance of visual and gameplay feedback for the player.
 
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