Final Fantasy XV - General News Thread

Members see less ads - sign up now for free and join the community!

  • This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn more.

Rogue-Tomato

ShinRa SOLDIER
Jan 17, 2016
166
98
39
Worcester, UK
Scores won't affect my enjoyment of the game in the slightest. However I will still root for the game to do well on the sidelines.

You're right in that the 10 year development argument will be brought up. That's a given.
Indeed. Ah well, we shall see I guess.

It's actually annoying me slightly knowing that Game probably have all the copies in store right now in the back and I can't have it until Tuesday.
 

Jubileus

Warrior of Light
Oct 7, 2016
1,651
1,369
Indeed. Ah well, we shall see I guess.

It's actually annoying me slightly knowing that Game probably have all the copies in store right now in the back and I can't have it until Tuesday.
Tuesday? That's nothing lol

I have to wait until the 1-6 of December to receive my copy xD

Waiting for days after release date is more agonising my friend lol
 

SonOfEtro

Warrior of Light
May 2, 2016
1,036
1,192
Actually, with regards to MGSV, the explanation might be a bit more sinister.

See, Konami didn't actually send review copies to reviewers. They sent the reviewers to "boot camp," where they had four 8-hour days to play the game for their review.

And MGSV is the type of game that would benefit from those sorts of controlled circumstances most heavily, given that its unique content is front-loaded and its final act is clearly incomplete. It's very likely that Konami's decision to give reviewers 32 hours under less-than-ideal conditions was designed to ensure that most of them wouldn't actually finish the game before writing their reviews. The reviewers' tendency to overlook the game's flaws probably has a lot to do with that. >_>;
I heard that, and a few other things about the game's production and how Konami behaved. It's just one of many things that's put me off Konami's products for life. From their handling of MGS, to their shameful treatment of Kojima and their general staff. As far as I'm concerned, Silent Hill, Metal Gear and all their other franchises are as dead as Fortress. Even Capcom pales in comparison.

SQEX seems to be pushing against that kind of attitude, with XV being its best example.
 

Hynad

Yevonite
Sep 19, 2016
38
36
The problem with incremental enhances on a formula is that there's only so much one can do with a formula before the audience tires of it, and it's a lot harder to draw them back in for something new if your selling point was being more of the same. Pretty much every series that's lasted as long as FF has did so due in large part to a willingness to switch things up and make massive changes in the way they play (just look at Mario and Zelda).
Are you kidding? Your examples to illustrate your assertion are Mario and Zelda? Those are two franchises that have barely evolved or "switched things up" in 30 years.

Yet they still make every other first party developers jealous because of how well they sell, console gen after console gen.
 
Likes: Storm

Hynad

Yevonite
Sep 19, 2016
38
36
OMG. I have always been very lucky with game bugs. Here's hoping my luck will last. Because, although hilarious when seen from someone else's experience, having this happen to you seems quite immersion breaking and annoying. xD



Side note: I know we can follow users here, but is there a friend list system? Because although I haven't been here long, I've already got to know the posting style of a few of you, and there are already some of you I would like to chat with throughout my experience with FF XV and beyond. Storm, you being one of those. ^_-
 
Likes: Storm

Storm

Warrior of Light
Oct 26, 2013
3,351
6,012
33
Switzerland
i don't think there's a friend list here.

anyway, looking forward to discussing the game with you, i'll have a lot to talk since i'll be playing a lot.

edit:

But if you didn't have said multiple divisions we wouldn't get new games in a "timely" manner :/ , which is something that the series needs more than having a consistent formula.
unify the teams, this will lead to faster releases while maintaining the big scope of the main series, i dont know anything about management tho lol
 

Lulcielid

Warrior of Light
Oct 9, 2014
3,826
2,826
29
Argentina
Side note: I know we can follow users here, but is there a friend list system? Because although I haven't been here long, I've already got to know the posting style of a few of you, and there are already some of you I would like to chat with throughout my experience with FF XV and beyond. Storm, you being one of those. ^_-
You can always chat with us either via posting in threads of interest or private message.
 

Hynad

Yevonite
Sep 19, 2016
38
36
i don't think there's a friend list here.

anyway, looking forward to discussing the game with you, i'll have a lot to talk since i'll be playing a lot.
That's one thing I'm really enthused about the game. For once, the battle system will require input skill, contrary to the turn-based systems. Which means that the more you get into it, the more you practice, the better you will fight. A first in the series. This means that subsequent playthroughs will look and feel more awesome, making it even more fun to play it again and again. The fact that there's a new game plus system in place will help for that as well. Imagine the youtube monster runs that will tackle level 60 monster with level 10 characters? 2 hours long vids, anyone? Probably not going to be for me (who knows if I still have this kind of patience xD), but it will be cool to see how the no-life parents basement dwellers do it (no insults intended :p).

And you can all add me on skype, with a note that you're from here: hynad@hotmail.com.

Looking forward to sharing appreciations (and hype, if you add me before the game comes out) for the game with you (I'm not really into negativity and doom- trains, so if that's what you have to offer, please steer clear. =P ).
 
Last edited:

Slaintimez

Keyblade Master
Sep 9, 2016
795
854
33
Maybe im lucky but in my JD playthru i didn't met any bugs or glitches (ok, one time my water at Galdin Quay was weird and black like oil instead of clear blue, but i think it was due to my PS4 overheating), otherwise - zero bugs. Same as my Witcher 3 playthru, but i've seen alot of glitch compilation videos on youtube from this game.
 

Hynad

Yevonite
Sep 19, 2016
38
36
i don't think there's a friend list here.

anyway, looking forward to discussing the game with you, i'll have a lot to talk since i'll be playing a lot.

edit:


unify the teams, this will lead to faster releases while maintaining the big scope of the main series, i dont know anything about management tho lol
Back then, they had 2 teams that would make one game one after the other. At least since FF VII. But they were all overseen by Sakaguchi-Sama... He is no more, and Kitase simply can't fill his shoes.

Right now, I think what Tabata achieved with the team he was managing is incredible. Japanese teams have never ever worked with a model similar to Naughty Dog's team model, where everyone has the same importance and weight, and every voice is heard. So that's a really good step in the right direction. I think Tabata might be the best thing to happen to Final Fantasy since Sakaguchi left. Kitase has only done one true wonder, and it was as his first directorial role with FF VI. The other titles, he had Ito greatly helping him. In fact, considering the best titles in the series (arguably) are VI, IX and XII, all have Hiroyuki Ito behind them as co-director, I think Kitase's importance for the series in overstated. He was mainly brought to direct FF VI because of his background as movie director. Not as a game developer. So his sensibilities are very limited for the medium compared to a veteran like Ito, who is responsible for the most influencial JRPG battle systems: ATB (most JRPG to this day, and the Gambit system (Xenoblade and Dragon Age, among some others. Even if you cannot always customize teammates AI, the underlying systems are still there).

When you consider the blunder that the XIII series was, people really have legitimacy to question his importance for the series. Although, to be fair, Toriyama has a lot to do with them, and I hope he never gets a chance to touch the series ever again. He is responsible for the 2 major titles that toned down the series the most, compared to what came before: FF X, and XIII. While Ito is responsible for bringing back a LOT of what made FF, well, FF, when he directed XII after Matsuno left, because of "health" problem (truly, it was because of differences with higher-ups over artistic and directorial liberties. Wada's days were filled with choices made from listening to "what people will like more based on current trends" rather than the artists visions, and that's when things started to fall apart for the series. Good riddance, Wada. May I never hear of you ever again. Thanks!). xD (Sorry).
 
Last edited:

Jubileus

Warrior of Light
Oct 7, 2016
1,651
1,369
Expanding on from my post the other day about the supposed "lack of story".

http://m.neogaf.com/showpost.php?p=225392696

(Zero spoilers of course)

"There is a lot of story but a lot of it happens during exploration"

No going straight from point A to point B unless you're doing a speed run for some reason.

How much story you experience is dependent on your play style.

Take your time and savour the sweet taste this game has to offer ladies and gentleman.

You wouldn't want to miss out on anything would you? ;)
 
Last edited:

Jubileus

Warrior of Light
Oct 7, 2016
1,651
1,369
Likes: Hynad

Ikkin

Warrior of Light
Oct 30, 2016
1,099
1,705
Are you kidding? Your examples to illustrate your assertion are Mario and Zelda? Those are two franchises that have barely evolved or "switched things up" in 30 years.

Yet they still make every other first party developers jealous because of how well they sell, console gen after console gen.
Nintendo makes a lot of iterative Mario and Zelda games in their secondary lines, but their mainline games consistently changed things up a lot (sometimes angering fans in the process).

Mario Bros was a single-screen arcade game where you jump over turtles. This is so weird to players nowadays that remakes have to turn the turtles into spineys because people don't know how to play otherwise.

Super Mario Bros abandoned this model completely and, in the process, made side-scrollers a thing. It's inarguably a complete genre change.

There are actually two different versions of Super Mario Bros 2. In Japan, it's a massive troll of a game that intentionally subverts expectations. (Poison mushrooms! Warp pipes that send you back levels!) In the US, it's a completely unrelated platformer branded with the Mario name, with four PCs with distinct playstyles and the ability to pick up and throw enemies.

Super Mario Bros 3 reverted back to SMB1's playstyle in a lot of ways, but added a world map and gave choices about which levels to play when.

Super Mario World, to be fair, seems pretty iterative to me.

Super Mario 64, on the other hand, codified movement in three dimensions and defined the 3D platformer subgenre. It's so different from what came before, in fact, that Nintendo was eventually forced to create two separate lines of Mario games because of it.

Super Mario Sunshine changed up the SM64 style by making everything focus around a water cannon, which actually turned a lot of people off.

Super Mario Galaxy followed a similar path of basing itself on a unique play mechanic, creating a setting comprised of small planetoids with their own gravity and building everything around that.

Super Mario 3D Land, in contrast, tried to merge 2D Mario mechanics with a 3D world.

Nintendo hasn't changed things up with Mario as much recently, but I wouldn't be surprised at all if the Switch game they showed has some new core mechanic that determines everything you do.

Legend of Zelda was a top-down adventure game that gave you a map, threw you into the world, and let you do as you will (even if that means skipping six dungeons between the first and the final one).

Zelda II genre-hopped and became a weird side-scrolling semi-RPG.

A Link to the Past reverted to being a top-down adventure game, but added an actual linear plot and characters with meaningful things to say.

Ocarina of Time, like SM64, was a 3D adventure game that codified much of the way players interact with 3D worlds while effectively becoming a separate sub-genre and splitting the series into two lines.

Majora's Mask used many of Ocarina of Time's play mechanics but changes the structure significantly. Everything in MM was driven by the core conceit that you have a limited amount of time to act, resulting in a balancing act between helping NPCs, collecting the necessary items to stop the moon from falling, and resetting the world when you run out of time.

Wind Waker infuriated "mature" fans everywhere by switching to a cel-shaded chibi style. It also turned the overworld into a massive ocean, creating even more controversy.

Twilight Princess is probably the most traditional of the bunch, but even still, it was a massive stylistic shift from Wind Waker.

Skyward Sword built combat entirely around the use of motion controls and made it a much more important part of the game in the process. It also changed the graphic style to something completely different yet again.

Breath of the Wild is looking to be the biggest structural shift since Ocarina of Time, building a giant procedural playground with crafting and universal breakability that everyone seems to be going wild for.

I wouldn't call any of that "barely evolving." The changes Nintendo has made in its mainline games seem to be at least comparable to the changes Square/Squenix have made in their own mainline games. *shrugs* (For the record, I've heard that the reason why Nintendo abandoned the F-Zero franchise was because they couldn't think of anything meaningfully new that they could do with it.)