[IGN First] Final Fantasy XV combat gameplay

What was your prediction?^^

My bizarre prediction that...
Noctis and Luna are secretly brother and sister. They are not getting married. Now do they already know they're related? I don't know. It's either gonna be a huge shocker moment in the game revealed to them OR Noctis or Luna will reveal it to the gamer.
Go ahead and call me crazy. Lol
 
I live in Tokyo. Every electronics/game store has a huge XV display advertising the September release. I feel like it would be marketing suicide to go back on that.

Release date isn't changing. We're getting what we're getting and my guess is: a battle system that lacks response but still pretty fun, lots of graphical issues but nowhere near AC:U levels and a subpar to decent story with cringey dialogue and horrendous English voice acting.

I don't think the English voice acting will be horrendous. It will be of decent quality, with mabe an annoying character or two at worst. Otherwise, everything else seems about right.
 
We're getting what we're getting and my guess is: a battle system that lacks response but still pretty fun, lots of graphical issues but nowhere near AC:U levels and a subpar to decent story with cringey dialogue and horrendous English voice acting.

I feel the same.
 
My hype for this was diminished after playing the demo, specifically the combat. What's going to restore my faith in XV with the combat the way it is?
 
Why do you fear that unless you're a S-E employee or stockholder? It should only matter to you what you think of the game.

Why wouldn't a fan care about its reception? Good reviews and sales will be essential for the mainline series' AAA future. It would be a shame if all of Tabata's bold work on completely restructuring the development process over at SE didn't also pay off for them in the end.
 
My bizarre prediction that...
Noctis and Luna are secretly brother and sister. They are not getting married. Now do they already know they're related? I don't know. It's either gonna be a huge shocker moment in the game revealed to them OR Noctis or Luna will reveal it to the gamer.
Go ahead and call me crazy. Lol

You're crazy.
 
In the end, I don't care what metacritic this game gets. In terms of reception, I just want it to do well enough to secure us a big budget FF XVI down the line.

If a small delay helps secure a more solid reception, ok. But I'd rather have it in my hands sooner as long as it's complete and playable. Witcher 3 could have used a few more months in the oven, but I still loved it on release, and going back to it for expansions feels very nice with the post-release polishing. I'm only minimally affected by minor frame rate and IQ issues, never make or break for me.

But it is hard for me to imagine their delaying after Uncovered. The snide YouTube videos playing the Nov - Sept release date slot roll troll in reverse would basically produce themselves.
 
My only fear is that critics will go extra hard and nitpicky on this game. They will want nothing less than perfection from a title "10 years in development".

I'm betting that lots of them will be harsher on this than most other games in the market, and A LOT of reviews will end with the phrase "so, was the 10 year wait worth it? No, it wasn't."

Hope I'm wrong.

They might be harsher towards it maybe cause its a Japanese game, if this game was made by Bethesda it would be totally fine if its filled with bugs.
 
My only fear is that critics will go extra hard and nitpicky on this game. They will want nothing less than perfection from a title "10 years in development".

I'm betting that lots of them will be harsher on this than most other games in the market, and A LOT of reviews will end with the phrase "so, was the 10 year wait worth it? No, it wasn't."

Hope I'm wrong.

This, and it is so stupid. I've been talking to my buddies about this game since elementary school and they only look at metacritic scores like it's gospel.
They are saying if it doesn't pass uncharted in metacritic scores the game is basically a failure/worthless and it pisses me off that this game has so much more ambition.
Personally, I have to wonder why would any of you be satisfied with a score around the 80s ?
That's barely doing better than FFXIII. Every mainline single player FF before XIII (7,8,9,10,12) has been in the 90s and this is doing everything to fix what XIII did wrong.
I'll love the game but that score is a stain on something I waited half my life for and only for people to think it was just "Good" is not enough.
 
I wish they'd have a few more months minimum. It's currently in a very rough state.

Good news: they do have a few more months.

Love ya'll and love the FFXV hype, but calling for delays? Predicting Metacritic scores? Complaining about a story that we know next to nothing about?

While I have no doubts they are really crunching to finish this in time, pre-emptive disappointment based on the slivers of dated early footage we've seen thus far is pointless. I can't say with confidence that technical issues and IQ inconsistencies will be ironed out before launch, but I can say with confidence that it's too soon to know.
 
My current opinion is that they really needed to make some compromises on the combat. In its current form it just isn't as engrossing as I think it needs to be for Final Fantasy's first foray into action. I worry that because the battle system is more along the lines of average when it needs to be stellar we won't see Final Fantasy fully embrace action in future titles. Tabata and his team made a lot of really strange choices specifically with regards to how the game plays, and I think they're prioritizing the wrong things. Deciding that realism and quality of animation should come before fun is not something I can get behind.

Hope I'm wrong, but I felt that the Platinum Demo actually took steps backwards from Duscae and Duscae already needed a lot of work.
 
Feel like people pointing at the option to hold/mash to continue Ravage as a cause for unresponsiveness are looking at the wrong thing. I tried explaining it here.

http://www.neogaf.com/forum/showpost.php?p=203947377&postcount=211

There are other things, like inconsistent animation times, that are the culprit. I don't think Holding/mashing really is the difference because attacking and defending are just binary on/off states.

Yeah, this is actually exactly what I mean by prioritizing animation over fun. Well said, though if I'm honest one-to-one button presses/attacks would still feel better than holding even with animations being "fixed" to provide more satisfaction.
 
Yeah, this is actually exactly what I mean by prioritizing animation over fun. Well said, though if I'm honest one-to-one button presses/attacks would still feel better than holding even with animations being "fixed" to provide more satisfaction.

Well, people actually thought from the posts I quoted there that this was a more responsive version of the game. It actually played the exact same by holding the button, so I don't think that's the issue at all there tbh, especially if it's so easily fooled.

If we had control over which animation to use for different Crush attacks, it'd be cool. I am actually not sure if we have that since I only had 3 hours with the demo. As someone who was playing KH3D at the time, I really can't say that I felt there was a drop-off. In fact, I thought that I had more tools in my disposal in Platinum Demo. There were some things too, like attacking after a dodge roll being faster in FFXV than in Kingdom Hearts.

So many things can be fixed by changing simply how an animation looks in action games, when the end result is the exact same. There's a great video on YouTube that explains this.
 
Well, people actually thought from the posts I quoted there that this was a more responsive version of the game. It actually played the exact same by holding the button, so I don't think that's the issue at all there tbh, especially if it's so easily fooled.

If we had control over which animation to use for different Crush attacks, it'd be cool. I am actually not sure if we have that since I only had 3 hours with the demo. As someone who was playing KH3D at the time, I really can't say that I felt there was a drop-off. In fact, I thought that I had more tools in my disposal in Platinum Demo. There were some things too, like attacking after a dodge roll being faster in FFXV than in Kingdom Hearts.

No one played this build though, it was used completely for demonstration purposes. No one can say how it "felt" just how it looks, and XV can look extremely good even when it doesn't feel great. You mention KH, but my experience there is drastically different from yours. I find Kingdom Hearts' gameplay way more engaging, and it feels right just by virtue of you having that extra degree of control over your own attacks. It's worth noting that Kingdom Hearts does some other things that XV has decided aren't real or appropriate, like being very fast, having combos of set length that end, having a responsive one-to-one guard, performing extremely high impact finishers, and allowing you to perform aerial maneuvers freely. These factors could also be why Kingdom Hearts feels right while XV to so many doesn't seem to.


EDIT: I reread this and realized it looks like I'm arguing with you completely, so I really have to emphasize that I don't disagree with you. I believe you have an excellent point but that you're only describing a portion of a larger problem. What you propose would help things a great deal just by lending a feeling of weight and impact to combo strings that currently feel floaty, oddly timed and out of control. However, it would be treating one symptom of a much larger disease.
 
If we had control over which animation to use for different Crush attacks, it'd be cool. I am actually not sure if we have that since I only had 3 hours with the demo.

We do. It comes via using directional inputs with attacks. That broadsword crush attack is nice quick animation that also does good damage.

giphy.gif

I've mentioned this before, but I feel this system can be vastly improved with a combination of Duscae auto-switch weapons and Platinum manual weapons. The hold button system isn't going to change, but given some quick animations like above, and shield, we might be okay.
 
This, and it is so stupid. I've been talking to my buddies about this game since elementary school and they only look at metacritic scores like it's gospel.
They are saying if it doesn't pass uncharted in metacritic scores the game is basically a failure/worthless and it pisses me off that this game has so much more ambition.
Personally, I have to wonder why would any of you be satisfied with a score around the 80s ?
That's barely doing better than FFXIII. Every mainline single player FF before XIII (7,8,9,10,12) has been in the 90s and this is doing everything to fix what XIII did wrong.
I'll love the game but that score is a stain on something I waited half my life for and only for people to think it was just "Good" is not enough.

You can tell them from now before it releases that it's really difficult to reach Uncharted levels, especially if it's a Jrpg. Last Jrpgs I recalled that got 90+ were P4 Golden and Xenoblade Chronicles. XCX got an 84, and who knows if P5 will get the same scores as P4 , even P3 with its 3 releases couldn't even get a 90. Even DS3 is sitting on 89 for now.
 
We do. It comes via using directional inputs with attacks. That broadsword crush attack is nice quick animation that also does good damage.



I've mentioned this before, but I feel this system can be vastly improved with a combination of Duscae auto-switch weapons and Platinum manual weapons. The hold button system isn't going to change, but given some quick animations like above, and shield, we might be okay.

Guarding with the shield feels so amazing, and I think it's a great argument for why the game needs to feel more responsive in general.
 
There's also some things that I am excited about that we haven't got to try. There are issues with the movement that we all see, but I can't wait to try the new system with all of the diverse enemies in the game.

Having a ranged option like the Shuriken is gonna be so awesome. See that annoying-ass Sabertusk there that you can't hit? Well, you don't have to warp like a madman anymore or go to the menu to change your Ravage weapon. Just manually switch and use that Shuriken to kill that thing.
 
You can tell them from now before it releases that it's really difficult to reach Uncharted levels, especially if it's a Jrpg. Last Jrpgs I recalled that got 90+ were P4 Golden and Xenoblade Chronicles. XCX got an 84, and who knows if P5 will get the same scores as P4 , even P3 with its 3 releases couldn't even get a 90. Even DS3 is sitting on 89 for now.

So... what you are saying is that the P5 Review Thread will have a bigger wall of shame than Uncharted 3 Review Thread?
 
Also you need to see the combat of Platinum as not the best representation of the game... I don't think you'll ever be 100% alone fighting on your own enemies and that team interaction is really what is supposed to make shine the combat. Maybe that's what was really missing in Platinum, but I think also in a sense that having to manage at the same time the party with giving commands, yourself, status ailments, etc is why the combat looks so simple on only 1 layer in Platinum... it's because if you put everything together, it become this complex combat system that everyone seems to be liking from Duscae, what do you think?
 
There's also some things that I am excited about that we haven't got to try. There are issues with the movement that we all see, but I can't wait to try the new system with all of the diverse enemies in the game.

Having a ranged option like the Shuriken is gonna be so awesome. See that annoying-ass Sabertusk there that you can't hit? Well, you don't have to warp like a madman anymore or go to the menu to change your Ravage weapon. Just manually switch and use that Shuriken to kill that thing.

You are absolutely correct. The range of weapons available to Noctis is STAGGERING and utterly delightful. Those ranged options finally being in our hands, thank goodness. And let's not forget about the wonders that ring magic may bring, plus the full summoning system in a pinch. Cross-links and slash-links have yet to be properly shown as well. E3 can't come soon enough, I'm hoping they'll demonstrate all of this for us!
 
Also you need to see the combat of Platinum as not the best representation of the game... I don't think you'll ever be 100% alone fighting on your own enemies and that team interaction is really what is supposed to make shine the combat. Maybe that's what was really missing in Platinum, but I think also in a sense that having to manage at the same time the party with giving commands, yourself, status ailments, etc is why the combat looks simple on only 1 layer... it's because if you put everything together, it become this complex combat system that everyone seems to be liking from Duscae, what do you think?

Yes, the issues we're talking about are magnified because that's basically all we have in the demo. Still, that doesn't mean that there won't be issues with other parts of the game that weren't in the demo and we didn't get to try.

So, all we have to talk about right now are things we've played first hand. :P
 
Good news: they do have a few more months.

Love ya'll and love the FFXV hype, but calling for delays? Predicting Metacritic scores? Complaining about a story that we know next to nothing about?

While I have no doubts they are really crunching to finish this in time, pre-emptive disappointment based on the slivers of dated early footage we've seen thus far is pointless. I can't say with confidence that technical issues and IQ inconsistencies will be ironed out before launch, but I can say with confidence that it's too soon to know.

This is pretty standard pre-game talk, save for delays. It's just idle chit-chat.
 
So... what you are saying is that the P5 Review Thread will have a bigger wall of shame than Uncharted 3 Review Thread?

Didn't really mean that, just wanted to say that Jrpgs don't reach 90+ easily, and I used XCX as an example of a prev game from the same developer that scored a 90+ but its their latest game got an 84. Sometimes, I think its difficult for Jrpgs to get a 90.
 
Honestly, JUST FIX THE DAMN FRAME RATE!!!!!!!!!! That needs to be their number one priority. Duscae and PD were such a chore to play cause it ran like crap.
 
Didn't really mean that, just wanted to say that Jrpgs don't reach 90+ easily, and I used XCX as an example of a prev game from the same developer that scored a 90+ but its their latest game got an 84. Sometimes, I think its difficult for Jrpgs to get a 90.

That may be because JRPGs usually have poor writing. If they want to compete with games like Uncharted and Witcher, they need to step up their writing, voice acting and story telling big time.
 
That may be because JRPGs usually have poor writing. If they want to compete with games like Uncharted and Witcher, they need to step up their writing, voice acting and story telling big time.

I'm not so sure, Skyrim and Fallout 3 were rated really high, was that also cause of the writing?

Fire emblem Awakening is also a game that was rated well, and in all honesty the writing is some of the worst I saw, that makes even Tales games seem good. While on the other hand FFT and TO:LUCT had top notch writing ( better than most games, not just in the tactics genre) and they're not as high as Fire emblem awakening.

So I'm really wondering if it's just the writing.

Unfortunately scores makes a certain number of people decide weather to buy a game or not. In my situation, I barely care since I really enjoy Yoko Taro's games, and look how they're rated.
 
Just give me the game already. Then give me a Neo version later. Hell I'll triple dip if a PC version gets announced.
 
I'm not so sure, Skyrim and Fallout 3 were rated really high, was that also cause of the writing?

Fire emblem Awakening is also a game that was rated well, and in all honesty the writing is some of the worst I saw, that makes even Tales games seem good. While on the other hand FFT and TO:LUCT had top notch writing ( better than most games, not just in the tactics genre) and they're not as high as Fire emblem awakening.

So I'm really wondering if it's just the writing.

Unfortunately scores makes a certain number of people decide weather to buy a game or not. In my situation, I barely care since I really enjoy Yoko Taro's games, and look how they're rated.

Skyrim and Fallout games offer sandboxed worlds with lots of customisation and freedom. I don't know how good their writing is as I've not played them, but I feel the players that play these games are looking more for freedom and customisation than story.
JRPGs (Final Fantasies at least) on the other hand are more linear experiences that focus more on story and characters. So, story and writing is more important for these games.

Consider a scene in FFXV where the party is entering a dark scary cave and one of the characters says "we're drifting in to oblivion".
Seriously? Who honestly talks like that? Is this the sort of writing expected of a game that wants to be the best RPG?

Of course, it's not the only factor that matters. It's the whole package that gets reviewed. But it certainly impacts the overall score for a game that aims to be a story focussed RPG.

If FFXV actually is good, then it should not have any trouble getting 90+ scores. Your example with Xenoblade 1 and Xenoblade 2 are proof enough that JRPGs can get high scores if they are good.
 
Skyrim and Fallout games offer sandboxed worlds with lots of customisation and freedom. I don't know how good their writing is as I've not played them, but I feel the players that play these games are looking more for freedom and customisation than story.
JRPGs (Final Fantasies at least) on the other hand are more linear experiences that focus more on story and characters. So, story and writing is more important for these games.

Consider a scene in FFXV where the party is entering a dark scary cave and one of the characters says "we're drifting in to oblivion".
Seriously? Who honestly talks like that? Is this the sort of writing expected of a game that wants to be the best RPG?

Of course, it's not the only factor that matters. It's the whole package that gets reviewed. But it certainly impacts the overall score for a game that aims to be a story focussed RPG.

If FFXV actually is good, then it should not have any trouble getting 90+ scores. Your example with Xenoblade 1 and Xenoblade 2 are proof enough that JRPGs can get high scores if they are good.

People really like to dwell on the negative, but the vast majority of XV's revealed dialogue is excellent. There are one or two weird lines and then buckets of rapport-building real dialogue.
 
People really like to dwell on the negative, but the vast majority of XV's revealed dialogue is excellent. There are one or two weird lines and then buckets of rapport-building real dialogue.

Not just on the dialogue, but everything that concerns FF. Especially on Gaf, I realized that they want FF to be that perfect game ( don't believe there ever is a perfect game, and I don't know what perfect is for them). They like to nit pick on the game from several angles. I would understand if they were concerned on some stuff like the technical aspects and other matters that we don't know yet, but comments on stuff like "A car in a FF game, blasphemous, this should not exist". Acting like FF7 and FF8 didn't have any cars. Honestly if we would nit pick, then I'm sure we can do that on any game and criticize a certain line or dialogue that does not fit or some cliche characters. XC for example is a pretty good Jrpg, but there are certain lines or characters that feel underdeveloped or just suddenly become shallow or unimportant in the middle of the game. Gamers would probably give that a pass since its common in a lot of Jrpgs and that's understandable, but I feel that if FF did that it would get criticized until the next entry of the series.
 
What annoys me is that people say "10 YEARS!" about XV, but no one ever says that about Nioh or Mother 3.

Nioh was announced in 2004, so that's like 12 years. And like I said in my previous post, its a FF game and that automatically makes it open for any sort of criticism.
 
It'd be a better argument to say we've been waiting 10 years for an enjoyable Final Fantasy(single player).

I could wait another couple months if they wanted to polish it more. They won't though.
 
Nioh was announced in 2004, so that's like 12 years. And like I said in my previous post, its a FF game and that automatically makes it open for any sort of criticism.

Yeah but it's not just about criticism, it's about people saying it needs to sell a billion jillion because of 10 years.
 
I don't know what's wrong with the GI footage people complains about btw, knowing is also based on old stuff. I thought the graphics, framerate ect. were impressing for an RPG. Are we really expecting Uncharted graphics here with 60fps? We'll never get something like that this whole gen.
 
Skyrim and Fallout games offer sandboxed worlds with lots of customisation and freedom. I don't know how good their writing is as I've not played them, but I feel the players that play these games are looking more for freedom and customisation than story.
JRPGs (Final Fantasies at least) on the other hand are more linear experiences that focus more on story and characters. So, story and writing is more important for these games.

Consider a scene in FFXV where the party is entering a dark scary cave and one of the characters says "we're drifting in to oblivion".
Seriously? Who honestly talks like that? Is this the sort of writing expected of a game that wants to be the best RPG?

Of course, it's not the only factor that matters. It's the whole package that gets reviewed. But it certainly impacts the overall score for a game that aims to be a story focussed RPG.

If FFXV actually is good, then it should not have any trouble getting 90+ scores. Your example with Xenoblade 1 and Xenoblade 2 are proof enough that JRPGs can get high scores if they are good.

Prompto said "we drifting into the deep end" not in to oblivion. Not that it matters, still a stupid line. Actually a lot of random, cringe-y dialogue comes from him. I hate Prompto. Gladio too. His perfect abdominal muscles doesn't make him less of a potentially shit character like Snow.
 
Prompto said "we drifting into the deep end" not in to oblivion. Not that it matters, still a stupid line. Actually a lot of random, cringe-y dialogue comes from him. I hate Prompto. Gladio too. His perfect abdominal muscles doesn't make him less of a potentially shit character like Snow.

All of Regis's dialogue so far has been really good.
 
Prompto said "we drifting into the deep end" not in to oblivion. Not that it matters, still a stupid line. Actually a lot of random, cringe-y dialogue comes from him. I hate Prompto. Gladio too. His perfect abdominal muscles doesn't make him less of a potentially shit character like Snow.

The way I get it is that Prompto likes to joke. And the way it fakes entering a cavern an epic adventure fills in that trope. These guys are obviously having fun so it's a continue humour speech between them so I don't see what's wrong with that line. It ll be cringe worthy if the tone was serious and trying to be epic. But to me sounds only ironic, and thus it only fits. I think everyone of us when exporting ruins or castles in real life made once or more jokes like that pretending to role play. The 4 guys seems to do the same.
 
Time for more interview!

4Gamer:
Ahh, I see.
Tabata:
However, during the final stages of development like now, it is time now that we have to polish up all the assets that we have created so far. To finalize the lighting in each and every location and make adjustments to shadows, we require someone who is a specialist in this field. So from thereon, the quality artists becomes the leaders and the rest of the team is reformed to output and support them.
Harada:
So a person who was just mass producing mock-up models during the early stages, could be in a position leading the team in the latter half.
Tabata:
Yes, that's right. Having said that, this is a sudden change of positions and it isn't something that you can do just because you told to. FFXV has been in development for 3 and a half years, but for the people who would become leaders in the latter half were given proper adequate training during that time. We aim to create a organization structure where people are able to fluidly withstand changes in team compositions by providing various experiences.
4Gamer:
So there are no changes to the staff that comprises the team.
Tabata:
The development team grows bigger as we head towards mass development, but disregarding that, we make the most optimal changes in composition in specific points during development. The relation between co-workers also has a big influence, so we also often make changes to the office itself.
Harada:
So is that your way of doing things that you Tabata-san yourself learned through observation? Or did you anticipate all of this and had it planned from the start?
Tabata:
Yes, I had anticipated everything from the start. It's because during my time in SE, I have seen many cases where people gave up as a result of rigid team compositions. If it comes to this, it becomes impossible to make any progress.
Harada:
Ah, it's because you had experienced the failures of others that you are able to do it. But, the fluidity that you speak of is bound to happen to some extent when a project becomes this big of a scale. Though to say that you intentionally aimed to set it up is another topic. I see... ... then the next time I have a interview, I think I will say 'All according to plan'. *laughs*

Harada:
Well on a more serious note, it's amazing that you can anticipate this. Honestly I never even thought about things like that. Like for example with my projects, there is a stage called 'visual debugging' in the latter half of development and the designer team works to find any inconsistencies. But usually it's like 'Oi, from today you're the debugger', it's always situations like this. Then they're like 'I don't know what to do!'. Although what had to be done should have been anticipated.
Tabata:
That's because, situations like 'Hey everyone, let's make good use of our free time from now and relax' isn't happening right?
Harada:
Right, regardless of what has to be done, during the debugging period we are told to play and relax during lunch break and there is a forced obligation to do so.
Tabata:
If you don't touch on this from the very start, there will be staff who are clueless of the current state of development and start raising questions, say idle complaints and say unfathomable things. When it comes to this - and I have said it once before in an interview - I always say this, 'Is this problem that has to be solved, or is this a idle complaint? Figure that out precisely right now'.
By setting this mentality, one can confirm the problem by oneself and without making irresponsible judgements about divisions outside of his own, they are able to think for themselves. As a result, the fluidity is greatly increased as a whole.
Harada:
Thank you very much for your excellent insight. Then from tomorrow I will sure to say to my team 'Is this a problem that has to be solved? Or is this just your personal problem?
Ah, but once this interview is published, I will be exposed of my crimes though. *laughs*
Tabata:
Oh you *laughs* But even you Harada-san, you are also already doing something similar right?
Harada:
Perhaps. If I go back, I think there were times that I worked towards producing results. But unlike you who planned everything from the start, it's embarrassing for me to say this, but I can say with certainty that I never did. I see... I can sorta see now, the reason why I cannot be.a leader of FF *laughs*
Tabata:
Even for myself, before I came to FFXV, there were often times I worked by ideals. But at the least this time round, I thought that if I don't plan ahead to an extent, we cannot gain victory.
Harada:
I would also like to ask you another question in regards to vehicles and mechanical designs that appear in FFXV. They have a very unique other-worldly presence that fascinates me, but even the inner details and how things would fly in a fictional world has been considered and carefully planned out right? You may not be able see it from the outside, but you still spent a lot of time developing right?

Pics of car: http://www.4gamer.net/games/075/G007535/20160422129/TN/021.jpg

Tabata:
It's not like every mechanical design is planned out. But we focus on the key points.
Harada:
Looking at that, it makes me feel very ashamed... Like a few years ago, I thought of a new character for Tekken (Alisa) and when I presented the idea to my team, the designer asked me 'So how does this girl fly?'. Even though it was me who came up with the idea, at that time I said 'She flies because I want her to fly! What else!'. *laughs*
Tabata:
That's the same for us too though. *laughs*
Harada:
So what are your intentions in creating details like that? To create a stronger believable immersion?
Tabata:
I have mentioned this earlier, 'Don't close off and limit the technology inside the console', this is just one step to our objective. For the game, we research the limits and boundaries of open-world environments. For example, regarding graphics, we don't just stop at the tech currently available, but for each pre-render and real-time tech we aim to acquire the latest cutting-edge technology and apply them. It's the same for concept art, we don't just make the minimum, but we also consider the construction layouts and we aim to create designs that could be used in academic areas.
Harada:
In other words, you are creating something that is beyond a game.
Tabata:
That is correct. We are intentionally creating the game in such a way. ... ... However, having said this, I can now no longer say 'It is fine! She just flies!'. *laughs*
Harada:
So that's what you want to say too huh. *laughs*
Tabata:
Of course. To judge how far we need to go to create something, I always make last minute judgements. Like for example, 'Eh~ This car has 2 engines~I see~(it's not needed, but I guess it's okay)'.


Japan as how the World sees and the determination towards a global launch.

Harada:
This is not just limited to FF, but it's a common trait with Japanese games these days. When a title has a massive budget, the game is no longer just published in Japan. It's not just to recoup the development costs, it's also considering the future continuation of the series that we have no choice to release it the world. This is very important right?
Tabata:
Yes, that's right. In order to meet demands, means there will be a considerable cost and the company has no choice to make decisions on whether or not they can recoup the costs. And just as you said, in this time and age, to make profit in Japan alone is now impossible.
Harada:
For example, Tekken, Japans arcade market is the core of the arcade version. But for the home console version, out of the 44 million units sold, the majority of that is in the West and especially Europe. Because of this, there are often times we release information about our new titles in the West and now there is a need to listen to feedback from the world over and not just from Japan.
Tabata:
FF isn't as big as Tekken, but I guess the priority is Japan first, Europe second and North America third.
Harada:
But if we favor the west, gamers in Japan will say 'Why are you announcing a Japanese game in the west?' and 'Listen to the feedback of Japanese fans more!'. Voices like this are bound to come up. It's the same for FFXV isn't it?
Tabata:
You are certainly right. *bitter smile* Certainly, there is no way to communicate these circumstances for players to understand.

Harada:
It may be easy to say it's okay for it to sell a million units nationally, but in this age that is no longer the case. Of course we are Japanese and we hold the demands from Japan as number one in our hearts, but if we look at it from a marketing objective, Japan is just 'one of many countries'. This is the reality.
So in that sense, I want to ask how FFXV is handling the feedback and what you think about it's current state.
Tabata:
The way that I consider the market and the way I interact with fans, I make a clear line. Because in regards to FFXV, there are those who have been waiting for a long time, so I wanted to make sure I continued to communicate with fans until release. It's not just to gain feedback, but it's to communicate to the fans that we are serious and diligently making the game.
4Gamer:
Does the feedback from fans actually provide reference to work for?
Tabata:
Most certainly. However, I want this or I want that, ephemeral feedback like these at this point in development, to tell you the truth, hardly has any meaning. As it is impossible to answer every single demand.
However, the reason why we wish for feedback is to find the sweet spot between the vision that we are trying to create and the vision the fans have. Also people who have a clear way of expressing their concerns provide healthier feedback.
Harada:
That is a different stance to what Tekken (a fighting game) has. In regards to fighting games, the main character is always the player, it is essential that we take in feedback regarding competitive topics as fast as possible. Perhaps this is the fundamental difference between a game like FF where you essentially play many hours as you build the world up around you.
4Gamer:
What sort of differences are there to a game being developed for the international market and a game being targeted domestically?
Harada:
For a game like Tekken that is internationally successful and has a high sales ratio in the west, there should be considerable differences. In regards to Tekken, character designs are an example. If we create characters based on certain locations and communities and base the designs on their specific tastes, the sales noticeably change. Even effective marketing is dependent on the country. If we go there, FFXV has character designs that has no nationalities, so how does FF handle that area?
Tabata:
In FFXV, during the transition from Versus XIII, it was decided that we had to absolutely preserve the characters. So we didn't make any big changes there. It wasn't something of bias preferences, but it was decided that as the development team it was our responsibility to do so. That why in all honesty, I had no affection to the characters at all. Rather from there, rather than the looks, we focused on developing the characters from the inside.
Harada:
Be that so for the main characters, but what about the supporting characters? For example, I think the hero's father is very good. If viewed from the international perspective, that direction might be more inclined to be charming. The art direction reflects that and you are attempting difficult technical aspects right?
Tabata:
The technological hurdle may be more difficult to create a more human like old person than the main characters. And speaking of realistic-designs, the main characters are the most over the top. In a way, you could say it's a symbol.
Harada:
I could definitely see it when people say that the characters are a little out of place. So that's why I am wondering why you didn't change that aspect?
Tabata:
If we removed that, FFXV would lose it's identity and meaning. It is our mission to release a FF game where the main characters go through an adventure and have the users who have purchased the game to feel satisfied. For this reason, we have continued to develop the characters to the point where we were able to love the characters ourselves.
Harada:
Ahh, that is something that fans would be delighted to hear. I guess you saying, relax we got this.
4Gamer:
By the way, what was it like when you were working on FF Type 0?
Tabata:
With Type 0, I was involved with the project from the early plot development and character designs, so it was a little bit more easier to empathize with.
4Gamer:
When it was the planning stage for Type 0, it was originally intended for domestic release right?
Tabata:
That was completely targeted for the domestic market only. On the other hand, FFXV was intended as a global launch from the very start. Like we talked about how the Japanese gaming market is small right? Although that is the reality right now, but I felt that I did not want it to end there. This is actually one of the reasons that we are fixated on a global launch.
4Gamer:
Eh? What exactly do you mean?
Tabata:
By simultaneously promoting the game domestically and internationally, Japanese people who think 'This game might actually be good' will increase from the the immense popularity and reactions from Western gamers. In other words, it becomes a tailwind for the Japanese market.
Harada:
Ahh, it's just like you said. The whole idea of a AAA title is exactly that. The influential hype that returns to Japan - in short if we think of it as 'The Return of a Crowned King' (I could not come up with anything else for this specific Japanese saying, lit. Install the Golden Foil), it would be much better to increase the hype overseas more. Of course this is considering that there is a successful track record as a base.
4Gamer:
So, it's sort of the same as when Japanese Directors and Performers get Academy awards, then back in Japan it becomes the burning top topic.
Tabata:
Yes, exactly the same. Of course Japanese people will be delighted to hear a 'made in Japan' product be praised abroad. And though I am the same, Japanese people are not very good at saying 'This is my favorite! I love this!' and there is a habit of simply taking in everything that is praised abroad.
 
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