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Final Fantasy XVI Previews are Dropping

GymWolf

Member
I have found every FF game to be a good game in the mainline series. Personal opinion can make them go to great but none of them ever felt to me like a bad game or a waste of time to complete.

This so far doesn’t look like a great FF game, but a good one. The story could be it’s trump card to push it over that edge .

I’m also of the mind if this game has a hard difficulty option from the jump I will do it because this showcase looked brain dead easy otherwise.
Bad news for you (us) hard mode is locked behind completing the game at least once, retardation runs free between square enix devs since it was the same with ff7repuke and their latest games.

Don't you know? Majority of people replay a 35-70 hours game like it's nothing...
 

Astral Dog

Member
I just wish it could have turn battle system or something like FF7:R.
This is going to be 100x better, Square Enix got Ryota Suzuki one of the lead designers in Dragon's Dogma and Devil May Cry 5 to be combat director in FFXVI👌

like, if the fans thought FFVIIR and Kingdom Hearts had good combat then FFXVI is gonna make those games look like garbage in comparison
 

SlimeGooGoo

Party Gooper
It is an evolution. JRPG as a whole start to delve into more modern - i.e. realtime combat very long time ago, Tales of series had realtime combat from time immemorial. A lot of much more niche than FF series have and had realtime or mixed combat - i.e. it's not really directly related with "we explicitly doing this for money"
Realtime combat allow more flexibility and more complex mechanics and generally more interesting for public - same way as turn based strategies became niche after computing power allowed real-time combat in strategies.
My issue is *not* with action realtime combat in JRPGs.
They've existed for a long time (e.g. Hydlide, Sorcerian) and they are as fun as turn-based games.

My issue is turning a long-running franchise into something it never was, and never needed to be -- an action game.
You don't see Fire Emblem going from turn-based strategy to Dynasty Warriors action strategy other than in spin-off games.
They clearly want the bigger audiences that are not as interested in turn-based games.

It's an outdated aproach. Modern aproach is to link player skills in both "physical" (i.e. reaction) and "mental" (i.e. metagaming and min-maxing) areas to make them dependant on and complement each other.
YoshiP has 10 years of FF14 behind his back, he know for sure how engaging and interesting combat should look like.
Word salad.
Chess is outdated? Card games are outdated?

Realtime action games emphasizes reaction time and fast thinking.
Turn-based emphasizes strategy and slow thinking.
And then there are hybrids that mix both in some particular way, but can't excel at either.

One is not better than the other. Different approaches to game design.

I think you had to use reflexes for the guard part of vagrant but i could remember wrong.
It's been a long time since I last played Vagrant Story, so I honestly don't remember the specifics.
It's a great game though. Too bad it never got a sequel.
 

Danjin44

The nicest person on this forum
Don't you know? Majority of people replay a 35-70 hours game like it's nothing...
I don’t have that issue with that. most of the time I love replaying games I enjoyed. I replayed Dead Space remake immediately after finished my first playthrough.

The reason FFVIIR hard mode unlocked after you beat it first time because it’s not type of difficulty you can tackle at level 1, enemies and bosses hit pretty damn hard even mx level 50.

Booses will have some nasty new moves, for example: like Eligor fight not only he uses reflect on himself but also on you too, that means you cant use cure spells, and hard mode you cant use items at all.

I personally like this because it means they actually putting some thought on hard difficulty instead of just being afterthought most of the time.
 

GymWolf

Member
I don’t have that issue with that. most of the time I love replaying games I enjoyed. I replayed Dead Space remake immediately after finished my first playthrough.

The reason FFVIIR hard mode unlocked after you beat it first time because it’s not type of difficulty you can tackle at level 1, enemies and bosses hit pretty damn hard even mx level 50.

Booses will have some nasty new moves, for example: like Eligor fight not only he uses reflect on himself but also on you too, that means you cant use cure spells, and hard mode you cant use items at all.

I personally like this because it means they actually putting some thought on hard difficulty instead of just being afterthought most of the time.
But majority of people don't replay games, especially long ones.

There is nothing wrong in having the max level of challenge in what for most people is the only and more significative run.

I think we had this discussione already my dude:messenger_kissing_smiling:, i understand your point, but i just fear a cakewalk campaign for the only run i'm gonna do.
 
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Lethal01

Member
This is going to be 100x better, Square Enix got Ryota Suzuki one of the lead designers in Dragon's Dogma and Devil May Cry 5 to be combat director in FFXVI👌

like, if the fans thought FFVIIR and Kingdom Hearts had good combat then FFXVI is gonna make those games look like garbage in comparison
Nah
I've played DMC5, Dragons dogma, Bayonetta 2.
I loved them, but I liked a lot of thing about FVIIR and Kingdom Hearts more,
Kingdom hearts high aerial combat and aerial attack that swing you around give the game a great feeling in the air that you can't get anywhere else.
And FFVIIR Unified ability cooldown and Party switching together with it's slowdown menu option is also fantastic.

I would be far more excited for a game with these things than a game that is DMC with MMO cooldowns.
It will have it's own strengths but won't be better.
 
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Lethal01

Member
I don’t have that issue with that. most of the time I love replaying games I enjoyed. I replayed Dead Space remake immediately after finished my first playthrough.

The reason FFVIIR hard mode unlocked after you beat it first time because it’s not type of difficulty you can tackle at level 1, enemies and bosses hit pretty damn hard even mx level 50.

Booses will have some nasty new moves, for example: like Eligor fight not only he uses reflect on himself but also on you too, that means you cant use cure spells, and hard mode you cant use items at all.

I personally like this because it means they actually putting some thought on hard difficulty instead of just being afterthought most of the time.
But majority of people don't replay games, especially long ones.

There is nothing wrong in having the max level of challenge in what for most people is the only and more significative run.

I think we had this discussione already my dude:messenger_kissing_smiling:, i understand your point, but i just fear a cakewalk campaign for the only run i'm gonna do.

I agree there should always be an option for significant challenge even if there is a more challenging mode that unlocks after victory.
My recommendation(and it doesn't absolve the devs) is to just not use upgrade until you actually need them.

If you are already breezing through enemies then don't bother unlocking a skill or whatever that give you a 15% attack boost.
Just cause the devs make it a cakewalk doesn't mean you have to.
 

Felessan

Member
My issue is *not* with action realtime combat in JRPGs.
They've existed for a long time (e.g. Hydlide, Sorcerian) and they are as fun as turn-based games.
My issue is turning a long-running franchise into something it never was, and never needed to be -- an action game.
You are bending the truth. The long-running franchise has a longer history of modern real-time mechanics than outdated turn-based.
First game - FF1 dated 1987 - 36 years ago. FF11 with realtime mechanics (it's actually real-time ATB, not a pure real-time) dated 2002 - 21 years ago.
You should just accept that FF long moved from turn-based combat and not try to push you "they want money" narrative.

Word salad.
Chess is outdated? Card games are outdated?
Chess is outdated. And it still evolve into more "real-time" like blitz chess.
Even the classic chess has real-time component - you are limited by time and you can't take all the time you want to think a move.

Realtime action games emphasizes reaction time and fast thinking.
Turn-based emphasizes strategy and slow thinking.
And then there are hybrids that mix both in some particular way, but can't excel at either.
Why it can't be both?
Major, especially online, RPG are so heavy in metagaming and "thinking and preparation stage" that make ANY old-school turn-based game looks like a child play.
There are a complexity layer that just not available in turn-based - namely "timing of abilities", when game, for maximum possible performance, requires abilities to be placed at the exact (calculated) point of time - this just add a whole dimension into depth of game mechanics. It's a very hard math and metagame stuff - "should I use proc now, or 1 sec later when a buff come out of cooldown - what course will maximize dps". And do not confuse things here - this is not a question of reaction (a little practice on a doll will get your muscle memory in place), it's about very deep understanding of how game works and ability to make a quick and precise decision under pressure.

Basically no one stops you from slow thinking and strategize any time you want before the battle and then require carefull execution of this strategy. And that's the route that modern game follows.
 
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Danjin44

The nicest person on this forum
But majority of people don't replay games, especially long ones.

There is nothing wrong in having the max level of challenge in what for most people is the only and more significative run.

I think we had this discussione already my dude:messenger_kissing_smiling:, i understand your point, but i just fear a cakewalk campaign for the only run i'm gonna do.
the bigger problem is normal mode is too easy, that I can agree with you, unfortunately most games like this.

I'm hoping FFXVI give significant challenge in normal mode.
 
Not sure why people are saying there aren’t stats/rpg mechanics…there def are.

a1283e8.jpg
 

GymWolf

Member
I agree there should always be an option for significant challenge even if there is a more challenging mode that unlocks after victory.
My recommendation(and it doesn't absolve the devs) is to just not use upgrade until you actually need them.

If you are already breezing through enemies then don't bother unlocking a skill or whatever that give you a 15% attack boost.
Just cause the devs make it a cakewalk doesn't mean you have to.
Yeah but playing like that defeat the purpose of making build, of being excited for wht you find during exploration etc.

It kills what make rpg fun to nerd on.


If you have to restrain yourself, the game utterly failed in his balancement imo.

For me, it's not very fun to play like that.
 
The combat was amazing. The story engaging and I was hooked from the start to the end.

It also really struck a cord with me. It gave me a nostalgic feeling from playing my game playing youth on the PS1 and 2. I had a wide smile on my face playing XV.
Fair enough!

I definitely didn't feel that way but glad you did!
 

DonkeyPunchJr

World’s Biggest Weeb
The combat was amazing. The story engaging and I was hooked from the start to the end.

It also really struck a cord with me. It gave me a nostalgic feeling from playing my game playing youth on the PS1 and 2. I had a wide smile on my face playing XV.
Right on. It’s a flawed game and I agree with most of the criticism of it. But despite that I still enjoyed the heck out it back when it launched.

I may be in the minority here but I’ll take a big, ambitious, flawed game like XV over a highly polished but safe game like Dragon Quest XI any day.

Last thing I want from FF is a new FF that tries to feel like an old FF. There are already a million other games trying to do that.
 

Felessan

Member
If you have to restrain yourself, the game utterly failed in his balancement imo.
For me, it's not very fun to play like that.
And how you will balance to different people? There always hardcore MMO/soulslike fans on one side and casuals/first-timers on the other (and a lot of people with different skillsets inbetween).
For some any difficulty settings always will be too easy and for some - too hard. Difficulty balances around FF14 savage mode crowd is not something 99+% players can cope with.
This is why I usually pro difficulty setting unlocked at start and against single difficulty mode.
 

GymWolf

Member
And how you will balance to different people? There always hardcore MMO/soulslike fans on one side and casuals/first-timers on the other (and a lot of people with different skillsets inbetween).
For some any difficulty settings always will be too easy and for some - too hard. Difficulty balances around FF14 savage mode crowd is not something 99+% players can cope with.
This is why I usually pro difficulty setting unlocked at start and against single difficulty mode.
Having at least 3-5 difficulty mode that you can chose in the first run would be a good start, ff7 remake had only normal for the first run, and i don't remember if kh3 had hard available at the beginning, but if it was, it was still braindead easy.
 
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Right on. It’s a flawed game and I agree with most of the criticism of it. But despite that I still enjoyed the heck out it back when it launched.

I may be in the minority here but I’ll take a big, ambitious, flawed game like XV over a highly polished but safe game like Dragon Quest XI any day.

Last thing I want from FF is a new FF that tries to feel like an old FF. There are already a million other games trying to do that.

Right. This is why i always valued final fantasy over other rpg series. You never knew what to expect with final Fantay, they always dared to elevate themselves and try something different, whether it worked or not.

While tales, dragon quest, star ocean, BoF, Pokemon, etc. have been coasting and reiterating every entry. Final Fantasy always felt like the big budget series that took big risks. Theres not many series like that, that will risk pissing off their die hard fans.

Like I’ve said in other threads. Each Final Fantasy is like getting a new big budget RPG IP
 
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These big fights between monsters look shit. I hate scripted nonsense that has zero difficultly and is all cinematic basically.

Do we know If that 11 hours of cutscenes is included in the 30 hours? Because if not, that's a short ass final fantasy
 

SlimeGooGoo

Party Gooper
FF11 with realtime mechanics (it's actually real-time ATB, not a pure real-time) dated 2002
You mean, *not* an action game? Which was my point?
Plus, MMOs are a different beast. You're comparing apples and oranges.
Not even Dragon Quest 10 is turn-based because of that.

You should just accept that FF long moved from turn-based combat
FF10 was the last true turn-based game.
Others employed the classic ATB or similar systems.
Regardless, it was *never* pure action, which was my point since the beginning.

Chess is outdated
Sylvester Stallone Facepalm GIF


Why it can't be both?
Major, especially online, RPG are so heavy in metagaming and "thinking and preparation stage" that make ANY old-school turn-based game looks like a child play.
There are a complexity layer that just not available in turn-based - namely "timing of abilities", when game, for maximum possible performance, requires abilities to be placed at the exact (calculated) point of time - this just add a whole dimension into depth of game mechanics. It's a very hard math and metagame stuff - "should I use proc now, or 1 sec later when a buff come out of cooldown - what course will maximize dps". And do not confuse things here - this is not a question of reaction (a little practice on a doll will get your muscle memory in place), it's about very deep understanding of how game works and ability to make a quick and precise decision under pressure.

Basically no one stops you from slow thinking and strategize any time you want before the battle and then require carefull execution of this strategy. And that's the route that modern game follows.
All games have a strategy layer to them. That is not unique to a game being turn-based, realtime or something in-between. You're mixing things up.
It's up to the game designer to create games in ways that maximize the potential of whichever system they chose for the game.

And the "depth", "challenge" or "difficulty" has nothing to do with it.
There are casual Action RPGs and hardcore Action RPGs, much like there are casual Turn-Based RPGs, and hardcore Turn-Based RPGs.
Most JRPGs have often targeted a more casual audience.

I am saying that there are multiple ways to make a game, and all of those are valid ways.
One should not exist for the detriment of the other.

If you dislike turn-based games, good for you. That's your opinion, that's what makes you happy. There's no wrong opinion.
Saying that it's "outdated" or that games must "evolve" past that is just plain wrong and miguided.
 
Yeah but playing like that defeat the purpose of making build, of being excited for wht you find during exploration etc.

It kills what make rpg fun to nerd on.


If you have to restrain yourself, the game utterly failed in his balancement imo.

For me, it's not very fun to play like that.
The ghost of tsushima problem....
 

Lethal01

Member
It kills what make rpg fun to nerd on.


If you have to restrain yourself, the game utterly failed in his balancement imo.

For me, it's not very fun to play like that.

I absolutely agree that this is no excuse for the lack of good difficulty, however I think it's a far better way to engage with the game if you actually choose to play it vs killing everything in one hit even if the system itself is solid.

Definitely agree on it killing the build aspect of the rpg, Although honestly that's never been a big part of the fun for me unless maybe we are talking something online and competitive.

FF7 remake does let you customize a lot outside of the basic level up so I did still get to scratch that itch.
 

GymWolf

Member
I absolutely agree that this is no excuse for the lack of good difficulty, however I think it's a far better way to engage with the game if you actually choose to play it vs killing everything in one hit even if the system itself is solid.

Definitely agree on it killing the build aspect of the rpg, Although honestly that's never been a big part of the fun for me unless maybe we are talking something online and competitive.

FF7 remake does let you customize a lot outside of the basic level up so I did still get to scratch that itch.
I think different people gives different weight to sense of pregression or having rewarding exploration that make you excited.

For ME, this stuff is KING, basically on par with gameplay mechanics in an action rpg.

ff7 remake for me had much worse problems than the rpg part that was indeed pretty nice, but i don't wanna start my usual rant.
 

Arsic

Gold Member
I think different people gives different weight to sense of pregression or having rewarding exploration that make you excited.

For ME, this stuff is KING, basically on par with gameplay mechanics in an action rpg.

ff7 remake for me had much worse problems than the rpg part that was indeed pretty nice, but i don't wanna start my usual rant.

There's also a lack of agreement from media, players, and devs on what the key pillars of a Final Fantasy make a Final Fantasy.

The easy ones that everyone always expects:

Banger visuals
Great story
Sick soundtrack

When it comes to the gameplay part it gets skewed. Growing up there was a big world to explore, secrets to unearth, new abilities and spells to obtain, and a sense of gear progression even if it was very linear. As the industry of games has moved forward I would've liked ALL gear in a FF game change my character visually like a souls game. New armor, new weapons, etc. I want there to be a few, not necessarily a lot of these, that create variety of strategies. Maybe your character is going for a Dragoon build, but there is perks to using a lance vs a spear vs a halbred. Within that they can create a wheelhouse of depth that seems natural for the series.

This game is NOT that based off of what we are seeing. I'll be surprised if the combat and progression amounts to much for the player to consider. I imagine the combat will be simple and flashy. I expect the areas you explore to look great, but be dull and fairly linear.

Ultimately if the combat can be FUN to the end of the game, and the story is good from start to finish, then it'll be a dub, and something they can build upon for future titles if this change in gameplay is received well.

Otherwise, just do 2.5HD remakes of all the old FF's up to 6. Ocotpath Traveller 2 IMO is such a knockout, that seeing something like a FF4 remake akin to this with advancements would be a blast.
 

GymWolf

Member
There's also a lack of agreement from media, players, and devs on what the key pillars of a Final Fantasy make a Final Fantasy.

The easy ones that everyone always expects:

Banger visuals
Great story
Sick soundtrack

When it comes to the gameplay part it gets skewed. Growing up there was a big world to explore, secrets to unearth, new abilities and spells to obtain, and a sense of gear progression even if it was very linear. As the industry of games has moved forward I would've liked ALL gear in a FF game change my character visually like a souls game. New armor, new weapons, etc. I want there to be a few, not necessarily a lot of these, that create variety of strategies. Maybe your character is going for a Dragoon build, but there is perks to using a lance vs a spear vs a halbred. Within that they can create a wheelhouse of depth that seems natural for the series.

This game is NOT that based off of what we are seeing. I'll be surprised if the combat and progression amounts to much for the player to consider. I imagine the combat will be simple and flashy. I expect the areas you explore to look great, but be dull and fairly linear.

Ultimately if the combat can be FUN to the end of the game, and the story is good from start to finish, then it'll be a dub, and something they can build upon for future titles if this change in gameplay is received well.

Otherwise, just do 2.5HD remakes of all the old FF's up to 6. Ocotpath Traveller 2 IMO is such a knockout, that seeing something like a FF4 remake akin to this with advancements would be a blast.
It's still an rpg, i hope it's gonna be way more in-depth than bayo or dmc (i mean stats\build wise, no chance of being on par with these 2 combat wise)

I need weapons and armours to find, an immense skill system, and areas large enough to give a sense to the word "exploration".

Hopefully this yoshi-p dude is not overrated because majority of gaf really hang from this guy's dick, i didn't played ff14 so he has everything to prove to me.
 
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Whats funny is final fantasy has always been pretty linear. The maps are wide but its really only point A to point B you can travel to most times. That only changed in the last quarter of the game where you got an airship to explore and could go to little islands and stuff. FF12 was the most open world FF game and you still had to mostly go from point A to point B to progress the story
 
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Azurro

Banned
Fuck you and your 11+ hours of cinematics. Who wants this? Like folks can't both malign narrative heavy affairs from the "big studios" and then be okay with being sitting on your hands for 11 hours of non-interactivity. That's absurd and I sure as shit hope not accurate.

A story heavy series has a new entry with plenty of story? Oh no, why can't they let us jump around like idiots during cutscenes?
 

Arsic

Gold Member
It's still an rpg, i hope it's gonna be way more in-depth than bayo or dmc (i mean stats\build wise, no chance of being on par with these 2 combat wise)

I need weapons and armours to find, an immense skill system, and areas large enough to give a sense to the word "exploration".

Hopefully this yoshi-p dude is not overrated because majority of gaf really hang from this guy's dick, i didn't played ff14 so he has everything to prove to me.
I'll keep it a buck on Yoshi P --- he is SEVERELY overrated.

He took a MMO that was 100% dog shit, and turned it into not dog shit. It was so bad, that taking it into ANY direction would've been a step up. FFXIV story IMO is horribly paced and "ok" at best. Gaf will fight me on that to the end of time saying it's the best FF story ever told, but don't ever take into account that you spend hundreds of hours walking from point A to point B in a non voiced cut scene talking about squirrel farts and delivering onions. For every one cut scene that seems to hold some weight to it, there is dozens upon dozens of filler dog shit. Basically, if it isn't a voiced cut scene, it's useless exposition that doesn't do anything to further the plot.


The gameplay loop of FFXIV doesn't shine except for end game and dungeons. The rest is all mid.

That all said, Yoshi P as a person, is a VERY likable and cool dude. He's super into his game, his playerbase, and is out to make good games/experiences. I have no doubt what he and his team will put out with FF16 will be a good game. The only question is... will it be a GREAT game. He's out here saying he wants to make a game that grabs the attention of people like a GTA game does. He wants big dick sales and big dick reviews. I want that too because the more amazing RPG's we can get the better.
 

Elysion

Banned
The question is, since this isn’t open world, how do we traverse the world map? Starting with FF10 the series has turned world traversal into a boring menu screen (FF15 being an exception); I really hope that‘s not the case here. I want an airship or a boat or a chocobo or something else to move around the world. How else am I supposed to discover a secret island in the corner of the map that contains the game‘s most powerful summon?
 
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Danjin44

The nicest person on this forum
The question is, since this isn’t open world, how do we traverse the world map? Starting with FF10 the series has turned world traversal into a boring menu screen (FF15 being an exception); I really hope that‘s not the case here. I want an airship or a boat or a chocobo or something else to move around the world. How else am I supposed to discover a secret island in the corner of the map that contains the game‘s most powerful summon?
I think would design might similar how DQXI and Xenoblade 1-3 done it. big maps but not really openworld.
 

Madflavor

Member
I'll keep it a buck on Yoshi P --- he is SEVERELY overrated.

He took a MMO that was 100% dog shit, and turned it into not dog shit. It was so bad, that taking it into ANY direction would've been a step up. FFXIV story IMO is horribly paced and "ok" at best. Gaf will fight me on that to the end of time saying it's the best FF story ever told, but don't ever take into account that you spend hundreds of hours walking from point A to point B in a non voiced cut scene talking about squirrel farts and delivering onions. For every one cut scene that seems to hold some weight to it, there is dozens upon dozens of filler dog shit. Basically, if it isn't a voiced cut scene, it's useless exposition that doesn't do anything to further the plot.


The gameplay loop of FFXIV doesn't shine except for end game and dungeons. The rest is all mid.


That all said, Yoshi P as a person, is a VERY likable and cool dude. He's super into his game, his playerbase, and is out to make good games/experiences. I have no doubt what he and his team will put out with FF16 will be a good game. The only question is... will it be a GREAT game. He's out here saying he wants to make a game that grabs the attention of people like a GTA game does. He wants big dick sales and big dick reviews. I want that too because the more amazing RPG's we can get the better.

You're free to not like FFXIV, but it's playerbase has grown considerably larger over the years, and has received widespread acclaim in the MMO scene. You don't get there by being "mid".
 
Lied to himself more like. Some of the stuff he has said over the years were either lies or wishy washy statements.
He just said in a recent interview that there’s 11+ hours of cutscenes all in-engine and in real time, but back in June he said that the Dominance trailer had some scenes with background pre-rendered elements (which means the game is not all real time), and stated that the Kingsglaive CG team helped with some elements, is directing some scenes, and something about working on CG character models.

So what is the truth?
 
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Punished Miku

Gold Member
Finally watched 5 min of video. It will obviously be really cool. Day 1 for me. But I'm definitely not blown away. A lot of the spell effects are kind of strange looking. I bet it will look better in person when playing.
 

Mr.Phoenix

Member
He just said in a recent interview that there’s 11+ hours of cutscenes all in-engine and in real time, but back in June he said that the Dominance trailer had some scenes with background pre-rendered elements (which means the game is not all real time), and stated that the Kingsglaive CG team helped with some elements, is directing some scenes, and something about working on CG character models.

So what is the truth?
So its not possible that there could be 11 hrs of in-game cutscenes and maybe ike30 seconds to 3mins worth of pre-rendered stuff?

But more importantly, why the fuck does it even matter?

And to speak generally, I generally dismiss stuff in game-specific threads to subjectiveness and/or personal preferences, but this entitled petulant attitude I see amongst gamers can at times be irritating. Devs by the very nature of their craft have the artistic license to do, build and work on whatever the fuck they want. If what they have done doesn't appeal to you, then as a consumer, it's your right to simply not buy the game.

If you feel you know better than them, or can do better than them, then by all means, go make your own game.
 
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So its not possible that there could be 11 hrs of in-game cutscenes and maybe ike30 seconds to 3mins worth of pre-rendered stuff?

But more importantly, why the fuck does it even matter?

And to speak generally, I generally dismiss stuff in game-specific threads to subjectiveness and/or personal preferences, but this entitled petulant attitude I see amongst gamers can at times be irritating. Devs by the very nature of their craft have the artistic license to do, build and work on whatever the fuck they want. If what they have done doesn't appeal to you, then as a consumer, it's your right to simply not buy the game.

If you feel you know better than them, or can do better than them, then by all means, go make your own game.
LOL it only matters to me because I want my pre-rendered CGI cinematics. I’m not asking for 40+ mins’ worth like past FF’s, but I’d want, like, a handful of beautiful memorable ones. So I’m annoyed by the discrepancies in interviews.

I’d be ok with all the other changes made in this game but I’m not joking when I say this is where I draw the line 😭

They have their own internal CGI studio aka the Kingsglaive team. I want them to use it
 

Felessan

Member
You mean, *not* an action game? Which was my point?
Plus, MMOs are a different beast. You're comparing apples and oranges.
Not even Dragon Quest 10 is turn-based because of that.
I know you want to dismiss MMO installments as they don't fit your purpose.
But MMO installments was pivotal in the progression of combat mechanics in FF. FF12 basically used adjusted for single player game combat mechanics from FF11, and all the games since used FF11 combat mechanics as their core. FF16 the same way use adjusted for single player game combat mechanics from FF14.
MMO in this sense help a lot with evolution of combat - they much bigger in scale and they are GAAS - means they evolve and adjust constantly, and they actually can, unlike single player game, adjust combat mechanics "on the fly" if something didn't work or new cool ideas emerge.

FF10 was the last true turn-based game.
Others employed the classic ATB or similar systems.
Regardless, it was *never* pure action, which was my point since the beginning.
It's an action game the same way as an MMO is an action game - i.e. it's realtime and it has focus on timing and position

If you dislike turn-based games, good for you. That's your opinion, that's what makes you happy. There's no wrong opinion.
Saying that it's "outdated" or that games must "evolve" past that is just plain wrong and miguided.
I don't dislike them, and I play a bunch of them, especially ones that focus heavily on strategy and metagame, like Disgaea - it's just a natural course of things that things evolve over time and you "favorite" might became niche entertainment.
Game is for people, if you want to stay mainstream (and FF is a mainstream series) - you should cater for what people want and not be stubborn "we must stick with it". Otherwise you will be pushed to the sidelines and become small noname series.

For example - in 90th/early 2000 loot (full, then partial) pvp MMO were pretty much mainstream. But as audience of genre grow it became more and more enthusiast thing as majority of less hardcore players didn't like it at all. So this feature was phased out from mainstream MMO, and attempts to push it was quite unsuccessful - you either go for a small group of enthusiast (this means game will be low budget) or your game will bomb hard.
 

MagiusNecros

Gilgamesh Fan Annoyance
He just said in a recent interview that there’s 11+ hours of cutscenes all in-engine and in real time, but back in June he said that the Dominance trailer had some scenes with background pre-rendered elements (which means the game is not all real time), and stated that the Kingsglaive CG team helped with some elements, is directing some scenes, and something about working on CG character models.

So what is the truth?
It's very back and forth with him. Seen a lot of statements rendered false across FFXIV. Wouldn't surprise me if he isn't being entirely truthful here as well. He is probably lumping in-engine and real time together but they aren't all going to be both.
 

Go_Ly_Dow

Member
It's very back and forth with him. Seen a lot of statements rendered false across FFXIV. Wouldn't surprise me if he isn't being entirely truthful here as well. He is probably lumping in-engine and real time together but they aren't all going to be both.

When he says 11 hours, I'm guessing he means all the key story dialogue scenes in the game, such as these:

GOD OF WAR RAGNAROK Full Movie / All Cutscenes (4K 60FPS) Cinematics​

7hrs 23mins


HOGWARTS LEGACY All Cutscenes (Game Movie) 4K 60FPS Ultra HD​

8hrs 40mins


FINAL FANTASY 7 REMAKE INTERGRADE All Cutscenes (Game Movie) PS5 4K 60FPS Ultra HD​

11hrs 28mins



RED DEAD REDEMPTION 2 All Cutscenes (XBOX ONE X ENHANCED) Game Movie 1080p HD​

19hrs 14mins

 

SlimeGooGoo

Party Gooper
I know you want to dismiss MMO installments as they don't fit your purpose.
But MMO installments was pivotal in the progression of combat mechanics in FF. FF12 basically used adjusted for single player game combat mechanics from FF11, and all the games since used FF11 combat mechanics as their core. FF16 the same way use adjusted for single player game combat mechanics from FF14.
MMO in this sense help a lot with evolution of combat - they much bigger in scale and they are GAAS - means they evolve and adjust constantly, and they actually can, unlike single player game, adjust combat mechanics "on the fly" if something didn't work or new cool ideas emerge.
The only reason it's named "Final Fantasy 11" is for marketing reasons. I think that's pretty self evident.

It's an action game the same way as an MMO is an action game - i.e. it's realtime and it has focus on timing and position
Again, RPGs emphasize character skill rather than player skill.
Some player skill will always be prevalent regardless of the genre, but in RPGs it's character skill that takes the central stage.
If you can't see the difference between a game like CS:GO that emphasizes player skill and MMORPGs that favor character skill, this just exposes how misguided your statements are.

Game is for people, if you want to stay mainstream (and FF is a mainstream series) - you should cater for what people want and not be stubborn "we must stick with it". Otherwise you will be pushed to the sidelines and become small noname series.
Still waiting for Pokemon to "evolve" past turn-based in order to become mainstream and sell 20 million copies.
Oh, wait. You're just spouting nonsense again.
 
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