[IGN First] Final Fantasy XV combat gameplay

Does anyone here actually hold the attack button when they play? They need to get rid of that for the more action battle mode and focus on controller response for individual button presses.

As someone who plays Ninja gaiden in Ninja master mode and vanquish in God hard.
I think it's necessary for FFXV, since the game can get kinda grindy at some point.
It's vast a open world. Also holding down attack allows you to maneuver the air step better in the Plat demo,and normal attacks on duscae demo 1.0.

Again it's a welcome addition.
 
Does anyone here actually hold the attack button when they play? They need to get rid of that for the more action battle mode and focus on controller response for individual button presses.

Yes? the game is designed around it and button mashing felt wrong.
 
I like having weapon abilities tied to button combo and selected weapon. Easier to use/remember than switching through different skills with d pad.

And I for one also really like being able to trigger the other characters' special attacks with a command interface as recently shown - could let me feel more like I'm part of team battles. With the amount going on just controlling Noctis it's too easy to lose track of the others and feel you're fighting alone (at least in Duscae 1.0 and 2.0).
 
This is wrong on so many levels.
Is it though? Looking at the 7R footage it looks worse and runs worse than any XV footage we've seen and it's not open world either. Saying UE4 is a magic fix it engine is wrong because and I've yet to see an UE4 game on XVs scale with the same level of tech features being used.
 
Yes? the game is designed around it and button mashing felt wrong.

The design around holding a button to attack and then allowing people who prefer to individually press buttons is why I think the controls ends up being more sluggish than it should be as an action game. Controlling Noct and maneuvering him around the environment actually feels fine. It's not until combat attacking when the game begins to feel sluggish for me.
 
Is it though? Looking at the 7R footage it looks worse and runs worse than any XV footage we've seen and it's not open world either. Saying UE4 is a magic fix it engine is wrong because and I've yet to see an UE4 game on XVs scale with the same level of tech features being used.

We really can't judge VII remake performance as of now. The game is far from being polished, that trailer was definitely a WIP.
 
But the thing is he said they may add an easy mode, FFXIII also had an easy mode only which technically is a difficulty setting, but what I want to know is if they'd have a hard mode and something similar to critical mode.

If it makes you feel better, Tabata has mentioned that a skilled player has the option to upgrade Noctis in a riskier fashion, foregoing defense in favor of attack. Since their concern seems to revolve mostly around unskilled players being turned off by XV, that might be the best you get.
 
The design around holding a button to attack and then allowing people who prefer to individually press buttons is why I think the controls ends up being more sluggish than it should be as an action game. Controlling Noct and maneuvering him around the environment actually feels fine. It's not until combat attacking when the game begins to feel sluggish for me.

I agree.
 
The design around holding a button to attack and then allowing people who prefer to individually press buttons is why I think the controls ends up being more sluggish than it should be as an action game. Controlling Noct and maneuvering him around the environment actually feels fine. It's not until combat attacking when the game begins to feel sluggish for me.

Ah, I see what your saying, but for some reason Duscae felt less sluggish
the hell I know, let's just wait until E3, to hear about more impressions.
 
The design around holding a button to attack and then allowing people who prefer to individually press buttons is why I think the controls ends up being more sluggish than it should be as an action game. Controlling Noct and maneuvering him around the environment actually feels fine. It's not until combat attacking when the game begins to feel sluggish for me.

KH3D is right in front of me, and literally the only difference is when you're attacking, you can choose to press it very slowly and each sword strike will be spaced out. I don't see why you would ever do that though. The idea is to mash quickly so the time between each sword strike is not spaced out.

I button mashed my way through Platinum Demo just like I would in any Kingdom Hearts game, and I didn't feel a difference. Holding works too, but it just felt natural to button mash. I don't really care if I can space out each attack strike like in KH, because I never played like that anyway. I would always hit the buttons as fast as possible to limit the time between each strike.

This was a complaint that people here had, and going in I thought I would have it too. Instead it felt very natural for me. That's why random Let's Players button mash as well when I listen to the commentary. Honestly, I think if you had to mash instead of holding no one would complain.

In actuality, it's a side effect of the stupid Ravage animations. If we still had Crush animations for the Ravage state, like we did in this video, we would get even less complaints. The gameplay here is actually done by just holding the button...yet read these comments:

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.

And read this explanation.

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.
 
Cool video but it's basically all the same enemies shown on this trailer, except they all are in Duscae.

It looks like it's probably a test build or something? Either that or Duscae will hold absolutely no surprises on the final game.
 
Yeh. I'm one of the biggest Persona fanboys, but I don't get why to compare it with FFXV. I'm super hyped for both of them, and no one wins if one is better than the other in any way.

They're very different games after all, despite being JRPG's.

Yeah, looking forward to both a ton.
 
Cool video but it's basically all the same enemies shown on this trailer, except they all are in Duscae.

It looks like it's probably a test build or something? Either that or Duscae will hold absolutely no surprises on the final game.

This is a debug mode. The way GI described it was they dropped you in an area, spawned in some monsters and equipped the party with abilities you'll get later in the game.
 
Can't believe IGN still hasn't fixed that god awful player. Combat looks pretty good, sadly I missed the Duscae demo so didn't get to see this area, only played the latest one.
 
Looks pretty good to me, but I think that's not high level combat since there's missing features like party skills, weapon skills, summons or the magic ring.
 
I highly doubt that's a song from the game, but coincidentally the MGS4/PW composer, Yoshitaka Suzuki, does arrangements for FFXV, see this very energetic, MGS-y arrangement of one of FFXV's battle-themes in the Niflheim battle footage from January:

https://www.youtube.com/watch?v=GO7nyrNBFXA&feature=youtu.be&t=1m37s

Was this from a PC build because it looks remarkably better than everything else we have seen. I'm really confused as to why it seems like they are focusing on lighting+ weather details versus LOD and framerate so it seems.
 
Was this from a PC build because it looks remarkably better than everything else we have seen. I'm really confused as to why it seems like they are focusing on lighting+ weather details versus LOD and framerate so it seems.
This whole footage is set inside a giant base and not outside like the footage we have seen so far. Probably one of the reason it looks better because the outside footage has dynamic weather and cloud simulation and doesn't always provde the ideal lighting for it.
 
The scale of the world and enemies looks so good... between the monsters in that same wilderness and the sort of soldiers and mechs in that base area (the Metal Gear esque infiltration preview), the gameplay of this thing looks awesome so far. So much that I'm trying to keep as blind as possible to previews now, I think... I wanna save as much 'new enemy' or just 'new content' discovery bewilderment or awe until release as possible.
 
This whole footage is set inside a giant base and not outside like the footage we have seen so far. Probably one of the reason it looks better because the outside footage has dynamic weather and cloud simulation and doesn't always provde the ideal lighting for it.
Actually it is outside just during the night. The base has spotlights and so spread around providing additional light but you can see the sky and stars, like the very beginning when they are hiding behind the crates and also the Aranea bits it's easier to see.
 
Actually it is outside just during the night. The base has spotlights and so spread around providing additional light but you can see the sky and stars, like the very beginning when they are hiding behind the crates and also the Aranea bits it's easier to see.
Damn. Why is it so dark? Just noticed the moon during the attack by Aranea.
 
Damn. Why is it so dark? Just noticed the moon during the attack by Aranea.
I think cloudy weather and only a few light stands around make it feel darker. I thought it was indoor on the first few watches too.

In plat demo when you speed up time to night at the citadel it sometimes gets really dark because it shifts to night before the lights turn on.
 
Eh!, Not bad. I like seeing some of this actually. The best thing I can hope from FF15 is that fighting bigger enemies will be better than the duscae demo. I didn't find fighting the Behometh or Catoblepas fun at all. I was ok with the smaller enemies though. Also I think hits should feel a bit more impactful.

Don't really care about persona vs ff cause I will buy both regardless. Although I've always been more of a turned based guy.
 
This is wrong on so many levels.

Could you maybe elaborate this?

I also don't think that the engine is a problem. Why should it? The game looks fantastic (and it's open-worldish too), has physics and is playable. And the development went from 2013-2016, a totally normal length for an AAA-title. A switch to an other engine doesn't magically make a better game
 
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Why didn't I see this before? I need this!

I'm sure there is a way to make those Pokemons look more realistic without being as ugly as those fan arts. FFXV does a great job of making transition for those classic sprite-based monsters. Now we wait for Nintendo to go 3rd party......
 
Of all the recent major info drops...the only footage voiced in English was the smartphone mini-game announcement...

That's terrible.

The Reclaim Your Throne trailer was English dubbed with Regis's VO.

For those trying to avoid IGN's crappy media player.

https://www.youtube.com/watch?v=b2Lxf6yz7c4

I hope this is a sign that we can turn off the whole HUD.

As people have mentioned earlier that footage is apparently from a Debug room area, so that's probably why not HUD.
 
The more I see of XV the more I'm turned off. I'm more excited for the Brotherhood series and the Kingsglaive film.
It just still looks janky as hell to me. I'd be really interested in seeing what boost Neo can give this.
 
I think adding hitstops a little bit would help with feeling the impact in each sword strike.

Nah, hitstops just makes it look like the framerate is tanking. Hitstops feel and look pretty bad in Duscae and Platinum imo. I don't think that's the issue. The problem is some enemies (particularly the large animals) sometimes don't react to Noct's attacks so it looks like he's just slicing through them without having any effect.

Attack strikes give off a nice feeling of impact in games like Bloodborne without hitstops thanks in part to proper enemy reaction animations.

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As people have mentioned earlier that footage is apparently from a Debug room area, so that's probably why not HUD.

This same debug test area in Gameinformer footage had HUD though. They're able to turn off HUD for the whole game in a debug build if they wish, but they've kept it on all this time except for this video.
 
This IS going to be a FF with 20 enemies right, and 350 color variations.. I can feel it.. One of the things i hated in XIII...
 
This IS going to be a FF with 20 enemies right, and 350 color variations.. I can feel it.. One of the things i hated in XIII...

Sure you see a hundred different enemies in previous FF games, or any RPG before release right?

People are being rediculous these days. Criticizing for the sake of criticize. Can we at least reserve doubt like this until release? How can you know the variety of enemies before you get your hands on the game?
 
This IS going to be a FF with 20 enemies right, and 350 color variations.. I can feel it.. One of the things i hated in XIII...

Its obviously more than 20 :) but still i mean yeah they change up attacks and ad little things to the models.. but if you expected otherwise i dont think its feasible.
This is also one of the fears i have for FF7R, FF7 has some of the most random enemies that just look weird, scary or disgusting that you just cant make one model fits all.
But on the other hand with three games it might be possible.. for FF15 it is certainly not.
 
From what I've seen the enemy design is miles ahead of XIII. Not really worried about 99% being palette swaps like in the trilogy, Tabata must know better.
 
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