If you're thinking "Hey, he missed my question! Dick!" please check my other posts; I may have skipped it because it's covered elsewhere. Or it's under embargo, or I don't know. Or I'm a dick. Cheers.
How in depth was the Ascension Tree and Magic system? Also did using the Phantom Weapons feel different or were they simply reskins?
Despite getting two of them I barely used the phantom weapons... if I get on this build again I'll be sure to check that. As far as the Ascension tree goes - it's curious! In this build (and possibly in final? Who knows) Noctis had 29 possible abilities that branched out from each other. The other three guys had a little less each.
So, here's the most interesting thing about AP in FF15 - it's a shared pool. You earn AP through the typical RPG activities like quests and leveling up and also, interestingly, through Bioware-lite conversations. They're few and far between, but when the game offers you conversation choices you earn a bit of an AP bonus through answering in a way your friends approve of... or that was my understanding, anyway.
More interesting is the shared pool thing; all AP you gain is in one big pot. So this means if you have, say, 60 AP, you can spend it on giving Noctis a bunch of new powers or spread it around all four guys. While you don't control the other guys directly, their skill trees can give them new moves in combat and stuff. You could push Prompto to be more healing-focused, things like that. It can also enable them to equip different types of stuff. I didn't have much time to leaf through the menus with the ticking clock, but their trees seemed interesting from an adjusting how AI acts perspective.
Anyway, the temptation might be to dump all your AP into abilities for Noct - abilities you can then use. There's a significant incentive to not do this, though, and to spend on your allies too... and, yeah, this shared AP pool is quite a different and interesting approach for an FF, though I suppose in a sense not that different from the spheres you spend also being shared in FF10.
I think there's going to be some solid RPG depth in the systems based on all this - I'm excited to get stuck in. I think some fans are inevitably going to complain that Noctis can't be changed into drastically different builds though, but you can't win 'em all.
Any FMVs so far?
Also, where does the opening stand in comparison to other FFs?
The only FMV so far is after Chapter 0 at the top of Chapter 1. It's the scene you've seen some screenshots of where Regis is sending Noctis and his pals away while a dude I recognize from Kingsglaive hangs out in the background. This also features the big grand shot of the city, waterfalls etc. There weren't any others so far. The game seems (rightly) keen to stay in real time as much as possible.
Chapter 0 feels like a complete dud for sure, and I think opening players to something that is slow and builds isn't a bad thing at all. Chapter 0 feels tacked on in the worst way.
I guess my question is, how do you feel bout the story so far? For me, after the first bit, it felt like the only point to the story was finding different tombs in different parts of the world. I thought Noctis was heading to Altissia still?
I touched on this in a couple of other posts, but I really like the opening of the game beyond Chapter 0. The banter between the guys feels fantastic and real to me, and I really like them as characters. The localization feels solid, too. I know this is a polarizing opinion and not all agree, as I've already seen plenty of belly-aching about it already saying it's rubbish. I respectfully disagree.
The actual road trip story seems like it'll have legs. I think FF is at its best when it's road-trippy anyway (chasing Sephiroth, journeying to Deling, running from the Black Waltzes etc) and this is a whole game of that. I'm actually more curious what the later half could do, as the game pushing AWAY from the road trip angle could be where the story stumbles if it does at all.
Anyway -- I like it.
On Altissia - when Regis sends him away, the initial goal is Altissa. Obviously then the invasion happens everything changes, but that doesn't mean the broader journey won't take the guys there.
One of my worries for this game is how the story progresses. I worry it's the checklist design, where you go from point A to point B in story, where you just kill a selected number of enemies in some new area go back to the quest giver and finish the quest and move on the next area. It feels rather uninspired, is that actually how it plays out in the first three chapters? Because the very first thing you do in chapter 1 where you get control over your character is kill a bunch of scorpions... I worry that's how the majority of the story progresses.
Thank You
This is a hard one to answer because obviously I haven't played much more of the game beyond the opening. However, here's what I'd say: When story events happen, the game quickly funnels you about in different ways. In one area it takes away the open world in a sense and has you working through a more narrow series of areas in action encounters in order to push towards a story objective, focusing everything on combat. Think of this like, I don't know, the pace of FF7's bombing missions versus just hanging out around the slums.
I will say that 'return to quest giver' design does lighten up for non-sidequest stuff after the first chapter. Cindy has you going back and forth early on, but the point is to teach you combat and stuff, so that makes sense. The story part progresses more naturally, with the guys having a goal that's been set up naturally in story scenes rather than dumped as part of a quest-giver's dialogue.
This is an RPG though so... expect some fetching, carrying and mob killing.
I didn't play Duscae so I don't really have a comparison, but how are NPCs here? I assume you've only seen Hammerhead and the resort, so I don't expect much, but I'm interested in their conversations with you and between each other (if they have). Also their routines/animations.
Lastly, is the Chapter 0 you played all we saw in today's video or did your play an extended version of it? I assume it is edited in the video, as it was kind of an abrupt of a change after less than a context-less minute and I remember Tabata referrencing FF II for the beginning (so, a battle you can't really win?).
Can't wait to read your fleshed-out impressions!
As detailed in another post, Chapter 0 appears in the video exactly as it did for me. I don't know if this is how it will be in final, but I am under the impression it is.
NPCs - Honestly because I was focused on main-lining the story I missed out on some of the NPC stuff, and most of my interactions were with story-critical ones like Cindy, her grandpa and a journalist guy who helps the guys out. I will say that all these felt good though - except maybe journalist guy. Something about that localized voice for that character design is incredibly poor!
I didn't get much of a feel for how deeply NPCs stick to routines and how they can be impacted, but they definitely visibly have routines, and that makes the world feel alive.
My main question is this: Does Noctis himself have gameplay options outside of attacking and casting magic? I see that his friends have and can learn special abilities that Noctis can command them to use, but did you see indications of that for him in your time with the game?
I didn't, but it's early - and there's lots of stuff like armiger and all that which wasn't available this early in the game. I think you need to think of the game as more like a Witcher or a Dragon Age where the character gains abilities that adjust how they fight in still 'normal' combat than like an old FF where you're striving towards some all new, completely different spell. I get the impression that Noctis will grow his existing abilities more than add all-new ones.
Different weapons should significantly change how he plays, too. I also got to use one of the gun turrets, which was great fun.
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More to come soon...