Final Fantasy XV 2014's Combat vs 2016's

AzureFlame

Member
2014
https://youtu.be/D5_8kyz7o6I

2016
https://youtu.be/CRR9gG7q9OQ

Personally i prefer the old one, looks faster paced, fluid and way more fun than the current, i like how the sword dissappears after each attack instead of the weird endless swings we got now.

Edit, just noticed that the swords doesn't dissappear after each attack, he was changing the weapons, still the combos looks diffrent to me.

What do you think gaf?
 
I mean, it's difficult to say how the original would feel to play. The demo felt sluggish because animations weren't as fluid as they could be. It felt like fighting underwater at times, even though visually it looked fast.

The original looks fast paced, but we can't really guarantee it'd play like that, too.
 
Don't know, hard to know if 2016 FFXV will become that eventually, what didn't click with me in the demo was the defense system. If the golem swings on mid-air, I don't really see what to do. I think you have to move backwards manually in mid-air, and you'd have to know that attack is coming up in advance and it doesn't feel the best mechanically.
Other thing that worries me in the 2016 video, it's showing how much MP you waste and the necessity for hanging from somewhere to regain it, probably followed by a warp attack. I bet a lot of the video is that, which again isn't fun, maybe it needs an in-game action to recover MP, or simply reduce how much MP is used/how fast it recovers.
 
I also prefer the gameplay pace and motion of 2014 one. Each strike seems separate hits, responsive. I really dislike the current version's sword attack flow.
 
I think this video is a much better representation of the Platinum demo's combat potential: https://www.youtube.com/watch?v=bV-ANQvMkXg

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I also prefer the gameplay pace and motion of 2014 one. Each strike seems separate hits, responsive. I really dislike the current version's sword attack flow.

Exactly, responsive is the word, the current sword attack combo also looks different than the 2014's, i dislike the way he swings it now.
 
2014
https://youtu.be/D5_8kyz7o6I

2016
https://youtu.be/CRR9gG7q9OQ

Personally i prefer the old one, looks faster paced, fluid and way more fun than the current, i like how the sword dissappears after each attack instead of the weird endless swings we got now.

Edit, just noticed that the swords doesn't dissappear after each attack, he was changing the weapons, still the combos looks diffrent to me.

What do you think gaf?

2014 was using the ED system where it was auto weapon switching, also whoever was playing was just holding down attack the whole time in that footage and then activated Phantom Sword, it was just an automated string of weapons switching on their own, plus it was cutting between different clips.

The main thing about 2014 is that it was using Crush attack animations in the "Ravage" state of the combo.

Whoever at Gamespot is playing that 2016 clip sucks, actually show good players who know how to play and what they are doing.
https://youtu.be/bV-ANQvMkXg
https://youtu.be/OGaltAiK4R0

The 2016 combat is actually better because it's showing basic manual weapon switching and more deliberate combos, weapon techniques, better aerial combos, everything is more deliberate instead of predetermined like it was in 2014s auto deck, the 2016 footage and also ED all use different Ravage animations but they have the same Crush, Vanquish, Counter and Descend ones.
 
If you look at the March ATR battle footage, you can find that fluid combat. We basically know it is possible to play like that, but can WE play like that is a big question mark. If people can blindly smash the button and get the job done, most of them won't even bother experiencing new combo and exploiting the system. Just like most people never tried what they can do with the hidden weapons in the public Demo.
 
I also prefer the gameplay pace and motion of 2014 one. Each strike seems separate hits, responsive. I really dislike the current version's sword attack flow.

Yet the 2014 footage is just attack button being held down and all the attacks were auto, they weren't individual button taps and you can see the attack is highlighted the entire time he's attacking.

The reason it looks more responsive is because like I said above, Crush animations.

Crush look and feel 1:1 when you tap, but when it goes to Ravage is when it feels floaty and automated. You can tell from that footage that they were using Crush animations most of the time in both Crush and Ravage states, and possibly additional Crush attacks strung together like how ED2.0 actually did on Zweihander's Crush.
 
If you look at the March ATR battle footage, you can find that fluid combat. We basically know it is possible to play like that, but can WE play like that is a big question mark. If people can blindly smash the button and get the job done, most of them won't even bother experiencing new combo and exploiting the system. Just like most people never tried what they can do with the hidden weapons in the public Demo.

Hard to say considering the recent demo which contains the latest gameplay build is extremely poorly designed in introducing player to the mechanics and providing the tools and situations to encourage player experiment with the different elements of the combat. Which is unfortunate, because it really does have things going for it player figured them out, but nope, demo seems to imply all we do in the game is play as a kid, transforming into trucks or alligators, and holding a button to attack and that was it.
 
The major changes to the battle system since then were made mostly to improve how it feels to actually play.

That said, the current battle system also leaves a lot of room to look extremely flashy, but it's up to the player to actually create those flashy moments.
 
Hard to say considering the recent demo which contains the latest gameplay build is extremely poorly designed in introducing player to the mechanics and providing the tools and situations to encourage player experiment with the different elements of the combat. Which is unfortunate, because it really does have things going for it player figured them out, but nope, demo seems to imply all we do in the game is play as a kid, transforming into trucks or alligators, and holding a button to attack and that was it.

Hope the actual game has some decent tutorial instead of let the player figure everything out.
 
Assuming that 2014 video is duscae's combat then I prefer the new way. The old way felt so awkward. Being able to freely swap weapons on the fly feels way more natural.
 
Only thing that annoys me about 2014 vs 2016 is how much better the jumping looked in 2014... Seriously I think jumping in ED and Platinum Demo looks and feels so weird.
 
Yet the 2014 footage is just attack button being held down and all the attacks were auto, they weren't individual button taps and you can see the attack is highlighted the entire time he's attacking.

The reason it looks more responsive is because like I said above, Crush animations.

Crush look and feel 1:1 when you tap, but when it goes to Ravage is when it feels floaty and automated. You can tell from that footage that they were using Crush animations most of the time in both Crush and Ravage states, and possibly additional Crush attacks strung together like how ED2.0 actually did on Zweihander's Crush.

Yeah. I do think that the Crush animations looked a lot better, but the way it plays hasn't changed since then. At that point, they probably hadn't even put Ravage animations in the game.
 
Like others have said, 2014 videos has Noctis in Armiger mode. But still, all he was doing was holding the attack button, lol.


Final Fantasy XV |OT| Hold O and enjoy the animations


The combat system here can be really great, but it would require some changes. I don't think those changes will happen though. It's passable the way it is in Platinum. With a Shield, it can even be somewhat enjoyable. Be interesting to see how people react after playing the full game. I feel like it will get some dislike.

It is important to understand that developers don't always have the best ideas. For example, Witcher 3's Sign Casting Radial Wheel System is one of the worst things you can add in a fast paced action game. Using mods, instant casting (never have to use the radial menu) makes the combat so much better. (I did mention this on CDPR's official forums before the game released, but they didn't listen. Too bad for console gamers I suppose.)
 
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