Different names for the same think.I think some of you are confusing open world with having a world map. Final fantasy 7 is not open world.
You can go anywhere you want in the FFVII "world map" too... you can choose what location visit, what dungeon go, what event finish, etc.No? Open world means you can go anywhere you want. You can't just skip ahead in the story because there is a world map. It is a linear experience.
You can go anywhere you want in the FFVII "world map" too... you can choose what location visit, what dungeon go, what event finish, etc.
As someone who grew up loving FF it's been interesting watching them try as hard as they can to make me stop.
Im playing turned based p5 on my ps4. Its glorious. Dunno what's wrong with you but it's sad.Turn based is old news I hope mainline FF never returns to it. Its still fine for handheld games but people expect more out of a console RPG these days.
Only near the end. Most of FFVII has a fairly linear progression.
XV had pretty lackluster combat so my non-existing hopes for this to be good sank even lower.
At middle of Disc one you are all already is full open to explore everything... even early depending how you do optional events.Only near the end. Most of FFVII has a fairly linear progression.
The main quest is controlled but before ends disc one you are already free to do what you want.Pretty much. Most of disc 1 & 2 is a straight line jaunt through locations on a map. What you can and cannot do is incredibly controlled. Also, by the time you can go everywhere, the usefulness of most locations is at an end.
At middle of Disc one you are all already is full open to explore everything... even early depending how you do optional events.
But that is the same for FFXV "open world".No, it's not quite like that. It plays out on a straight line through the map.
You have Midgar.
Then you have the Kalm lands.
Then you have the Junon area.
Then you have Gold Coast.
Then you have Gold Saucer.
Then you get the vehicle that lets you go to Cosmo Canyon.
Then you go to Nibelheim.
Then you go to Rocket Town.
Then your first branch appears, you can detour to Wutai.
Then you go to Temple of the Ancients.
Then off to Bone Village.
Then the entire rigmarole through the snow that gets you to North Crater.
You get the idea.
At any point (mostly) you get the option to go backwards. The only thing to do of note by going backwards is the Condor Reactor mission. Outside of that, progression is strictly managed. Pretty much as with something like Secret Of Mana. The story requires you to experience in order. FFVIII was the same. FFIX also.
The only time that you get a change to branch out is when the airship comes along, which is the midpoint of Disc 2. Even then, the available locations are rather threadbare. Fart about in the undersea plane, do the Chocobo grinding so you can do that weird foresty place and some of the few side oddities. Most other places you have exhausted as part of the tour de location you are taken through.
I remember actually being disappointed when playing the game that there was pretty much no reward for going off the beaten track. This was coming from someone who had loved Link To The Past on my previous console and loved the reward for poking around, looking at the environment, the freedom of tackling elements in the game (or even missing segments out).
Not to get into the asinine convo about which is better or worse, but what makes action JRPGS not true?
I'll take real JRPG games like The Legend of Heroes, Persona, Pokemon, Bravely Default, World of FF, Shin Megami Tensei, Dragon Quest & Fire Emblem with better gameplay over other JRPG games like FF XV & this so-called "remake" with terrible gameplay anyday of the week.
I'm jealous that you've played FFVII Remake.
I'm not saying all ARPG's are bad, because there are some good ones out there, but the truth is that Square sucks at making ARPG's within FF.
I never played it; I'm predicting.
Your posts don't reflect that. You've outright written this game off without playing it. Forget playing it, you haven't even seen a real gameplay video. You're basically angry and irrational and I can't take that seriously.
Did anyone expect otherwise? I'm glad, turn-based combats time is done. It's not a good system anymore.
Hoping that this plays like how Versus XIII was supposed to.
I love Persona but turn based just doesn't work for a mainline FF anymore. FFXV has a shit action combat system but if done right like Nier it makes cinematic RPGs much better. Turn based works for something niche like Persona but with FF pushing for open world and cinematic experience turn based just doesn't fit into that.Im playing turned based p5 on my ps4. Its glorious. Dunno what's wrong with you but it's sad.
I love Persona but turn based just doesn't work for a mainline FF anymore. FFXV has a shit action combat system but if done right like Nier it makes cinematic RPGs much better. Turn based works for something niche like Persona but with FF pushing for open world and cinematic experience turn based just doesn't fit into that.
I'm not talking about the remake in particular. Just mainline FF moving forward.Who said the game is going to be open world?
A 2 sentence translated updates causes a 1000 page thread.
The thirst is real.
Exactly. Why would anyone assume the game is turn based after watching the PSX trailer?i really dont get some of you people, we already knew what type of combat system it was gonna have since the freaking PSX 2015 trailer, and only now you start posting like this was some big revelation
What does XV combat got to do FF7r? And he stoled zelda's combat? Lmao I don't even..Yeah, so no it's not Final Fantasy VII, good to know.
Look, here's the thing, initially I was fairly pleased at this news since I've wanted a half competent Final Fantasy VII for ages, but there's a critical flaw with this project. I hate to say it because the man has his fans, but Nomura has ZERO CLUE! He's all about flash and style, nothing he's touched since Kingdom Hearts has had any real substance to its gameplay, and even citing KH is being a little generous.
At the end of the day, you can't just say, "we're going to make this Final Fantasy an action game. This isn't like a first person shooter, where at most the core campaign only lasts 15 or so hours. We're talking games where the core campaigns are numerous times that length, and where you need to integrate combat among numerous characters in a way that's satisfying.
Now, look at Final Fantasy XV. There's a lot in this game I rather liked actually, except the combat. Strictly speaking, the combat in FFXV was flaming garbage. Mechanically it was only barely functional. Parrying didn't work very well most of the time, a lot of rules and restrictions were arbitrary and unintrusive, and your team-mates usually didn't feel all that useful.
However, even if all these things had worked correctly. The sort of combat they were going for, couldn't have remained interesting over the course of a campaign that lasted anywhere from thirty to fifty hours. Most of the bosses required no real thought, no real strategy, and all ended up feeling very similar. That's because, no matter how often you swap weapons or zip around like a highly limited version of the flash, at the end of the day, it was still thoughtless button mashing combat.
If you want combat that is going to be interesting over the length of time that lengthy RPG's cover, it can't be frantic. Frantic gameplay is not thoughtful gameplay. Thoughtful gameplay requires you to slow down and make decisions. Should I attack, or do I need to defend? Should I spam basic attacks or use my remaining MP to start throwing elemental attacks?
Those are the decisions you should be making while you're in combat during a game with a lengthy storyline. Not only because RPG's are decisions, but also because spamming X endlessly for fourty hours can't possibly stay interesting.
Nomura doesn't get that. He only really cares about how combat looks, and not how it feels. As such, I don't have any expectation of him getting the combat right. After all, he hasn't managed that since Kingdom Hearts, and there he just stole Zelda's combat and sped it up a hair.
Can't wait to hold down circle with Cloud while sometimes hitting L1 and square.
What does XV combat got to do FF7r? And he stoled zelda's combat? Lmao I don't even..
Haha! This thread is a great read XD
You do know he doesnt have anything to do with XVs combat right? Much less the people working on the RemakeYeah, so no it's not Final Fantasy VII, good to know.
Look, here's the thing, initially I was fairly pleased with this news since I've wanted a half competent Final Fantasy VII for ages, but there's a critical flaw with this project. I hate to say it because the man has his fans, but Nomura has ZERO CLUE! He's all about flash and style, nothing he's touched since Kingdom Hearts has had any real substance to its gameplay, and even citing KH is being a little generous. At the end of the day, you can't just say, "we're going to make this Final Fantasy an action game. This isn't like a first person shooter, where at most the core campaign only lasts 15 or so hours. We're talking games where the core campaigns are numerous times that length, and where you need to integrate combat among numerous characters in a way that's satisfying.
Now, look at Final Fantasy XV. There's a lot in this game I rather liked actually, except the combat. Strictly speaking, the combat in FFXV was flaming garbage. Mechanically it was only barely functional. Parrying didn't work very well most of the time, a lot of rules and restrictions were arbitrary and unintuitive, and your team-mates usually didn't feel all that useful. However, even if all these things had worked correctly. The sort of combat they were going for, couldn't have remained interesting over the course of a campaign that lasted anywhere from thirty to fifty hours. Most of the bosses required no real thought, no real strategy, and all ended up feeling very similar. That's because, no matter how often you swap weapons or zip around like a highly limited version of the flash, at the end of the day, it was still thoughtless button mashing combat.
If you want combat that is going to be interesting over the length of time that lengthy RPG's cover, it can't be frantic. Frantic gameplay is not thoughtful gameplay. Thoughtful gameplay requires you to slow down and make decisions. Should I attack, or do I need to defend? Should I spam basic attacks or use my remaining MP to start throwing elemental attacks? Those are the decisions you should be making while you're in combat during a game with a lengthy storyline. Not only because RPG's are games about decisions, but also because spamming X endlessly for fourty hours can't possibly stay interesting.
Nomura doesn't get that. He only really cares about how combat looks, and not how it feels. As such, I don't have any expectation of him getting the combat right. After all, he hasn't managed that since Kingdom Hearts, and there he just stole Zelda's combat and sped it up a hair.
What does XV combat got to do FF7r? And he stoled zelda's combat? Lmao I don't even..
Yeah, so no it's not Final Fantasy VII, good to know.
Look, here's the thing, initially I was fairly pleased with this news since I've wanted a half competent Final Fantasy VII for ages, but there's a critical flaw with this project. I hate to say it because the man has his fans, but Nomura has ZERO CLUE! He's all about flash and style, nothing he's touched since Kingdom Hearts has had any real substance to its gameplay, and even citing KH is being a little generous. At the end of the day, you can't just say, "we're going to make this Final Fantasy an action game. This isn't like a first person shooter, where at most the core campaign only lasts 15 or so hours. We're talking games where the core campaigns are numerous times that length, and where you need to integrate combat among numerous characters in a way that's satisfying.
Now, look at Final Fantasy XV. There's a lot in this game I rather liked actually, except the combat. Strictly speaking, the combat in FFXV was flaming garbage. Mechanically it was only barely functional. Parrying didn't work very well most of the time, a lot of rules and restrictions were arbitrary and unintuitive, and your team-mates usually didn't feel all that useful. However, even if all these things had worked correctly. The sort of combat they were going for, couldn't have remained interesting over the course of a campaign that lasted anywhere from thirty to fifty hours. Most of the bosses required no real thought, no real strategy, and all ended up feeling very similar. That's because, no matter how often you swap weapons or zip around like a highly limited version of the flash, at the end of the day, it was still thoughtless button mashing combat.
If you want combat that is going to be interesting over the length of time that lengthy RPG's cover, it can't be frantic. Frantic gameplay is not thoughtful gameplay. Thoughtful gameplay requires you to slow down and make decisions. Should I attack, or do I need to defend? Should I spam basic attacks or use my remaining MP to start throwing elemental attacks? Those are the decisions you should be making while you're in combat during a game with a lengthy storyline. Not only because RPG's are games about decisions, but also because spamming X endlessly for fourty hours can't possibly stay interesting.
Nomura doesn't get that. He only really cares about how combat looks, and not how it feels. As such, I don't have any expectation of him getting the combat right. After all, he hasn't managed that since Kingdom Hearts, and there he just stole Zelda's combat and sped it up a hair.
1st: Not only is FFXV an example of trying to tac-on a frantically paced combat system onto a campaign intended to last dozens of hours; but a lot of the combat elements in XV were envisioned by Nomura when he headed up development of the project.
Or were you not aware of Nomura's fingerprints on that game?