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Final Fantasy XV (formerly Final Fantasy Versus XIII)


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#151
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To be fair, the whole thing about auto-pilot with the car, I remember FF8 doing the exact same thing with the vehicles on the overworld map. That's not a big deal. The awesome button is worrying though.

Yeah that's what I'm worried about. I just hope it's not too much work to add a bit more complexity to the combat once the demo gets enough of a negative reception. I was perfectly happy with Versus XIII playing like Kingdom Hearts.



#152
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I don't think what we know about the combat system is TOO bad (the only thing I think it needs is the ability to switch weapons manually, and it would be fine--weapon switching plus teleports plus dodge/team attacks means you don't need button mashing), that's some hilariously poor wording.

 

I would also like to remind FF fans, and let non-FF fans know, that FF XII had essentially a ZERO button combat system. So it's not like FF hasn't been..."worse," if you're defining combat interaction as worse.

As far as the weapons go I actually thought there were two different attack buttons for them, light and heavy, when I saw the trailer. Apparently that's not the case. Not sure what the deck system is gonna be about as far as weapon switching goes.



#153
The Love Runner

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So, basically, this is what Tabata hopes for:

cemrc.jpg

#154
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As far as the weapons go I actually thought there were two different attack buttons for them, light and heavy, when I saw the trailer. Apparently that's not the case. Not sure what the deck system is gonna be about as far as weapon switching goes.

 

You pick the weapons in your "deck" beforehand. Then it seems, and this is the sticking point for me, the AI chooses the weapon to use out of those automatically, which sounds like a terrible idea to me.

 

 

As for all the "awesome button" comments, I hope you guys realize that the entirety of combat was designed, from the ground up, from the very beginning, to be "Advent Children in real-time." This wasn't ever going to be some DMC with jump cancelling or other really in-depth twitch mechanics. This combat was designed, from the ground up eight years ago, to be cinematic.

 

The whole single button aspect of it is kind of dumb, but it was never ever going to be complex.



#155
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You pick the weapons in your "deck" beforehand. Then it seems, and this is the sticking point for me, the AI chooses the weapon to use out of those automatically, which sounds like a terrible idea to me.

Ah okay. Yeah, automated to hell. Pointlessly, in my opinion. I can only hope the automation of it all (and not the other mechanics) gets ripped to shreds before or soon after the demo comes out so Tabata realizes that, "Maybe we shouldn't have taken control away from the player to this extent." The way he's going about making this game casual can rub too many people the wrong way. I'm sure more people besides me are looking to play a video game, not an interactive movie.



#156
Kaiser Arian XVII

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You pick the weapons in your "deck" beforehand. Then it seems, and this is the sticking point for me, the AI chooses the weapon to use out of those automatically, which sounds like a terrible idea to me.

 

 

As for all the "awesome button" comments, I hope you guys realize that the entirety of combat was designed, from the ground up, from the very beginning, to be "Advent Children in real-time." This wasn't ever going to be some DMC with jump cancelling or other really in-depth twitch mechanics. This combat was designed, from the ground up eight years ago, to be cinematic.

 

The whole single button aspect of it is kind of dumb, but it was never ever going to be complex.

 

So... ME2 had a great gameplay. DA2 didn't have.

Can't say much about their inventory systems.



#157
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Ah okay. Yeah, automated to hell. Pointlessly, in my opinion. I can only hope the automation of it all (and not the other mechanics) gets ripped to shreds before or soon after the demo comes out so Tabata realizes that, "Maybe we shouldn't have taken control away from the player to this extent." The way he's going about making this game casual can rub too many people the wrong way. I'm sure more people besides me are looking to play a video game, not an interactive movie.

 

*cough* Advent Children *cough*

 

I see your point, but still. Their entire intent was to make cinematic combat.

 

 

So... ME2 had a great gameplay. DA2 didn't have.

Can't say much about their inventory systems.

 

I don't understand what you mean, and how it relates to FF XV.



#158
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As for all the "awesome button" comments, I hope you guys realize that the entirety of combat was designed, from the ground up, from the very beginning, to be "Advent Children in real-time." This wasn't ever going to be some DMC with jump cancelling or other really in-depth twitch mechanics. This combat was designed, from the ground up eight years ago, to be cinematic.

 

The whole single button aspect of it is kind of dumb, but it was never ever going to be complex.

I'm not looking for complexity. I'm looking for active control. And what exactly is cinematic? From what I've seen, a Devil May Cry could get away with providing these actions while still retaining that control.



#159
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I'm not looking for complexity. I'm looking for active control. And what exactly is cinematic? From what I've seen, a Devil May Cry could get away with providing these actions while still retaining that control.

 

DMC is not cinematic at all. Have you seen the combat? Watch some combat sometime. It's very--I wouldn't call it jerky, but it's not smooth, the switching between weapons, the firing guns. Sure, swinging a sword is smooth, but switching weapons completely messes that up (in DMC).

 

If we want to talk about cinematic, we should look at Advent Children. The fights in that movie were very fast paced. Watch a scene and try to imagine doing that with direct control of each attack. It's very, very difficult. There has to be a flow. The closest any game I've seen comes to it is AC (3 and 4), but I don't know how well that would work with vertical-ity and weapon switching.

 

I do think they could have provided SOME more control. But not as much as some people think (not necessarily KH levels, though that's a broad guess).



#160
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I don't understand what you mean, and how it relates to FF XV.

 

Dat awesome (DA2ish) button

&

How AI chooses the weapon

 

=> ME2 is the best. FF XV should preferably be like it, not something worst than DA2.



#161
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DMC is not cinematic at all. Have you seen the combat? Watch some combat sometime. It's very--I wouldn't call it jerky, but it's not smooth, the switching between weapons, the firing guns. Sure, swinging a sword is smooth, but switching weapons completely messes that up (in DMC).

 

If we want to talk about cinematic, we should look at Advent Children. The fights in that movie were very fast paced. Watch a scene and try to imagine doing that with direct control of each attack. It's very, very difficult. There has to be a flow. The closest any game I've seen comes to it is AC (3 and 4), but I don't know how well that would work with vertical-ity and weapon switching.

 

I do think they could have provided SOME more control. But not as much as some people think (not necessarily KH levels, though that's a broad guess).

Fine Assassin's Creed then. I guess DMC can be pretty jerky.

 

Their goal is misguided for what people expect from a video game I feel. You're not getting the intricate, fluid and fast-paced cinematic fights of Advent Children without ripping control completely away from the player (i.e. a movie) so why even strive for it? Strive for fluid movement but not at the expense of people feeling like they don't really have control over what's happening.



#162
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Dat awesome (DA2ish) button
&
How AI chooses the weapon
 
=> ME2 is the best. FF XV should preferably be like it, not something worst than DA2.

 
Alright, I think I understand. Though FF won't be like ME2 since ME2 is a third-person shooter.
 

Fine Assassin's Creed then. I guess DMC can be pretty jerky.
 
Their goal is misguided for what people expect from a video game I feel. You're not getting the intricate, fluid and fast-paced cinematic fights of Advent Children without ripping control completely away from the player (i.e. a movie) so why even strive for it? Strive for fluid movement but not at the expense of people feeling like they don't really have control over what's happening.

 
Well the thing is, that was always their goal, so--there's no way to say this without it sounding ruder than it is--people should have expected it. There's really no response other than "it was always going to be similar to this." They were willing to take control (probably not this amount, but definitely some) from the player to have the cinematic combat, and that's just the way it is. It's one of those things where pretty much everything hinges on whether you accept the premise or not. If so, great. If not...there's really no other option.



#163
The Hierophant

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Meh. The FF team should have completely ripped KH's combat system if they're trying to replicate a Advent Children esque styled cinematic combat experience.

#164
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Meh. The FF team should have completely ripped KH's combat system if they're trying to replicate a Advent Children esque styled cinematic combat experience.

Word. Kingdom Hearts II sure as hell did well enough to look "cinematic".


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#165
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I'm not too familiar with the Japanese gaming conventions, with most gaming conventions actually. The only one I ever knew about was E3--I learned about PAX from Bioware, and about TGS because of XV.

So you know what it is.

 

http://en.wikipedia....wiki/Jump_Festa

 

It's a Shueisha thing so it's more about their Jump manga series like Dragon Ball, One Piece, JoJo and so on.

 

But they also have some game stuff there. For years SE has shown their games like Dragon Quest, Final Fantasy, Kingdom Hearts and others at Jump Festa.



#166
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Thanks. Just FYI I don't watch anime or read manga, so that might be a reason why I would have missed it too.



#167
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No problem.



#168
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This should be read:

 

http://www.neogaf.co...ad.php?t=900371



#169
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This should be read:

 

http://www.neogaf.co...ad.php?t=900371

TL;DR

 

The game is pretty damn automated.



#170
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#171
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"Cinematic" he says. My computer is slow so it's skipping a bit but it still looks like what you would be able to pull off in Kingdom Hearts. Doesn't look particularly cinematic here. Which I'm not complaining about. It just doesn't have the control scheme to match what I'm seeing. A 1 button hold for a chain of moves is stupid to me.



#172
Seraphim24

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I really don't know what the hell happened to Final Fantasy. It's just too big and there are too many expectations and so much money involved I guess.



#173
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I don't care enough about the franchise to have expectations. Money, I don't know if that's indicative of anything.



#174
Seraphim24

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It just seems inevitable with success comes increasing fans and popularity and increasing expectations. Ever since FF7 really the series has been burdened with a need for high-octane emo-ish protagonists with a stylish haircut. Ever since X the series seems to have assumed we need train track map and level design with lots of awesome I win buttons and stuff.

 

A lot of times people seem to want the same thing, basically, so the expectations create the repetitive content.

 

Money is just like if someone spends 50 million dollars on something, they aren't going to go oh hey that's a crazy killer clown type character with no apparent morals or justification for anything he does, we can't have 'him' in the game (even if he's the antagonist). Would a Kefka type character be allowed in a later Final Fantasy? No, some MBA or whoever would object, saying it's too far outside the norm and some hapless gener-O-villain would be put in their place. Never mind that's how the FF brand (which generates money in the present time) was created in the first place.

 

Anyway, I'm not really referring to any one person's expectations (such as yours), it was just more of a general thing. And really, there probably something to be enjoyed in that game at any rate.



#175
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Money is just like if someone spends 50 million dollars on something, they aren't going to go oh hey that's a crazy killer clown type character with no apparent morals or justification for anything he does, we can't have 'him' in the game (even if he's the antagonist). Would a Kefka type character be allowed in a later Final Fantasy? No, some MBA or whoever would object, saying it's too far outside the norm and some hapless gener-O-villain would be put in their place. Never mind that's how the FF brand (which generates money in the present time) was created in the first place.

Ah, I see what you mean. That just might be an advantage of franchises with a more niche success. Persona 4's antagonist wasn't particularly redeemable or justified. His mindset is quite appalling depending on your morals.