Final Fantasy XV Gamescom Active Time Report - CNN reporting live from disaster scene

ok we will and have fun with your jank and glorified skyrim glitches

... I stopped playing Skyrim like, years ago. I'm going to start FO New Vegas soon though. I hear too many good things about it to not try it. I'm also playing Kingdom of Paradise for whatever reason... Don't judge me =X

You guys are weird though.

What's "wut" about it? You're a KH fan? :D
Just trying to make sense of your post is all.
 
... I stopped playing Skyrim like, years ago. I'm going to start FO New Vegas soon though. I hear too many good things about it to not try it. I'm also playing Kingdom of Paradise for whatever reason... Don't judge me =X

You guys are weird though.

oh you'll be playing skyrim again alright

you'll be playing skyrim
 
oh you'll be playing skyrim again alright

you'll be playing skyrim

I will once the Morrowind mod comes out, yes.

Or do you mean to say that NV is buggy too? If that's the case, then I won't mind too much as long as there's no progression blockers.

Better not to derail this thread though.

I wonder if they'll put FFVII monsters in FFXV since they would be able to share them with the remake =X
 
... I stopped playing Skyrim like, years ago. I'm going to start FO New Vegas soon though. I hear too many good things about it to not try it. I'm also playing Kingdom of Paradise for whatever reason... Don't judge me =X

You guys are weird though.


Just trying to make sense of your post is all.

What's there not to understand? I think FFXV's system will be the best against smaller mobs and also I don't like KH's battle-system.
 
I think party behavior gambits will make or break this battle system. A lots come to that and the degree of customization we will get. Even xii stripped of that would look bland and boring as ffxv now.
 
What i'm saying is, I agree with Koozek in thinking that the battle system will probably shine the most fighting human sized boss enemies one on one, and just smaller enemies in general. All I've seen from the bigger enemies so far is a whole lotta jank.
 
What's there not to understand? I think FFXV's system will be the best against smaller mobs and also I don't like KH's battle-system.

Oh, I see. Your post was praising XV's battle system while jabbing KH and FFXIII-2 (?) simultaneously.

So my second statement still after 'wut' still applies.
 
Where did this combo go? It looks cooler than the normal ravage combo with the sword, better yet it looks like a combo that wasn't intended to repeat itself. Almost as if they removed it because the animation couldn't work with their current system.

AppropriateImpartialGermanwirehairedpointer.gif
 
Oh, I see. Your post was praising XV's battle system while jabbing KH and FFXIII-2 (?) simultaneously.

So my second statement still after 'wut' still applies.

You're halfway right :D I admit, I rambled a bit. Again:

1. I don't think FFXV's battle-system is good yet, which is understandable at this point of development, though. Let's wait and see how it will look closer to release. I hope it won't be Musou.

2. Still, I'd rather have a bad FFXV battle-system than the floaty and mindless KH one that Versus would have (most likely) had. Arguing now that KH can be more than just button-mashing under absurd, artificial limitations (low-level-run on Critical mode) is pointless, as that doesn't represent the experience that 98% of players have.

3. I had good fun and challenge with FFXIII-2 under similiar artifical constraints (low-level-run) but still would agree with others calling it braindead, as it wasn't balanced and utilized well enough when you just played it like any normal RPG. This was just a personal example of mine as an analogy of KH ultimately being shallow even if it can be challenging under self-imposed conditions.


Whatever. In the end 90% of FFs has always been button-mashing anyway, let's not kid ourselves, and FFXV will probably be, too, outside of boss-battles. As long as the story, the world and the music is great, I'm happy :)
 
You're halfway right :D I admit, I rambled a bit. Again:

1. I don't think FFXV's battle-system is good yet, which is understandable at this point of development, though. Let's wait and see how it will look closer to release. I hope it won't be Musou.

2. Still, I'd rather have a bad FFXV battle-system than the floaty and mindless KH one that Versus would have (most likely) had. Arguing now that KH can be more than just button-mashing under absurd, artificial limitations (low-level-run on Critical mode) is pointless, as that doesn't represent the experience that 98% of players have.

3. I had good fun and challenge with FFXIII-2 under similiar artifical constraints (low-level-run) but still would agree with others calling it braindead, as it wasn't balanced and utilized well enough when you just played it like any normal RPG. This was just a personal example of mine as an analogy of KH ultimately being shallow even if it can be challenging under self-imposed conditions.


Whatever. In the end 90% of FFs has always been button-mashing anyway, let's not kid ourselves, and FFXV will probably be, too, outside of boss-battles. As long as the story, the world and the music is great, I'm happy :)

This post makes no sense. You end it with saying 90% of FFs are mindless button mashers other than bosses but before that you say that you prefer FFXVs currently bad combat to KH/Versus mindless combat. What type of combat does that make FFXV? Is it deep to you or something? Because the automated combat kinda makes it a bit more boring than KH I feel far less involved holding down a button. As of right now there is not much depth. You can argue I CAN do different things, but do I really need to in order to win most of the fights in the demo? Nope.

The demo may have started a new trend, It's a mindless button holder. lol
 
I feel like anyone still leveling the button mashing complaint against KH haven't played a game in the series since II. Granted, I wouldn't blame anybody for that, but still.
 
Well it's like people complaining about XV combat without having put their hands on the complete version yet.

I mean, i can only imagine how bad the reaction to a Duscae like demo for a KH with just basic mechanics would have been.

Not that XV hasn't it's fair share of problems, but you really can't judge it based on literally only the attack command and a couple of skills.
 
Well it's like people complaining about XV combat without having put their hands on the complete version yet.

I mean, i can only imagine how bad the reaction to a Duscae like demo for a KH with just basic mechanics would have been.

Not that XV hasn't it's fair share of problems, but you really can't judge it based on literally only the attack command and a couple of skills.

Yeah, which is why I feel like comparisons between the two (or any Action RPG, really) are kinda pointless, considering XV's battle system is still a WIP. We don't even know how magic functions in combat, for christ's sake.
 
This post makes no sense. You end it with saying 90% of FFs are mindless button mashers other than bosses but before that you say that you prefer FFXVs currently bad combat to KH/Versus mindless combat. What type of combat does that make FFXV? Is it deep to you or something? Because the automated combat kinda makes it a bit more boring than KH I feel far less involved holding down a button. You can argue I CAN do different things, but do I really need to in order to win most of the fights in the demo? Nope.

That's how most FFs are in regards to normal battles and even though FFXV currently is like that too, I'd prefer a mindless FFXV to a mindless KH because I don't like KH's floaty feeling. Though FFXV is still not as weighty as I would like it either. I didn't feel enough impact while attacking in ED 2.0. A big reason besides not enough audio-visual feedback might be the button-holding thing which leads to attack animations being looped even if you mash the button quickly, instead of restarting an attack on every button press. We can agree on that.

I can't remember right now, but maybe someone here knows: if you press the Attack button in most Character Action games (I know, FFXV doesn't want to be that, but just to describe what I mean) is the current attack animation cancelled and restarted immediately usually?
---

I feel like anyone still leveling the button mashing complaint against KH haven't played a game in the series since II. Granted, I wouldn't blame anybody for that, but still.

I'm curious, would you say that chozen's statement would apply to those KH games or not?
You can argue I CAN do different things, but do I really need to in order to win most of the fights in the demo? Nope.
 
Trying to disqualify Critical Mode in Kingdom Hearts is pretty unfair, IMO. For everything else it is, it's still a Disney fan-service game intended to be completable by children or "casual" gamers. Of course it's default settings are easy and mindless.

Koozek said:
I can't remember right now, but maybe someone here knows: if you press the Attack button in most Character Action games (I know, FFXV doesn't want to be that, but just to describe what I mean) is the current attack animation cancelled and restarted immediately usually?
Not typically, as far as I can remember.
 
Trying to disqualify Critical Mode in Kingdom Hearts is pretty unfair, IMO. For everything else it is, it's still a Disney fan-service game intended to be completable by children or "casual" gamers. Of course it's default settings are easy and mindless.

He didn't try to discredit Critical mode on it's own, he's saying doing Critical mode + lv1 + no exp + ap plus etc... then say the combat is deep in those conditions is pointless because you're limited yourself to such extent that 98% of player will never experience and any game will be deep under those condition because you are forcing yourself to find exploit and subvert gameplay mechanics.

Besides, Critical mode on its own didn't stop KH from being a mash fest anyways.
 
He didn't try to discredit Critical mode on it's own, he's saying doing Critical mode + lv1 + no exp + ap plus etc... then say the combat is deep in those conditions is pointless because you're limited yourself to such extent that 98% of player will never experience and any game will be deep under those condition because you are forcing yourself to find exploit and subvert gameplay mechanics.

Besides, Critical mode on its own didn't stop KH from being a mash fest anyways.

Exactly.
 
He didn't try to discredit Critical mode on it's own, he's saying doing Critical mode + lv1 + no exp + ap plus etc... then say the combat is deep in those conditions is pointless because you're limited yourself to such extent that 98% of player will never experience and any game will be deep under those condition because you are forcing yourself to find exploit and subvert gameplay mechanics.

Besides, Critical mode on its own didn't stop KH from being a mash fest anyways.

I don't think most people argue that you need all of that though. And Critical largely does since you can still get trounced by enemies in one combo throughout the entire game anyway.

But this is a XV thread, not a KH thread.

It's interesting to hear you say that you want the combat to be even more weighty, Koozek. I find it weighty to the point of clunkyness as it is already.
 
Urm... I'm playing the 3ds version and yes, it's still mash city even in proud mode

How far into the game are you? Because the enemy design past the first 2-3 worlds in KH3D in particular absolutely punish button mashing. (Super armor, interrupting your attacks mid combo, status effects, etc.)

Don't get me wrong here, I'm not saying KH combat is deep, because even at it's best and most frenetic, it still isn't anywhere near the level of something like character action games, or even other Action RPGs. (I can think of a couple Tales games that absolutely destroy KH in the gameplay department.) But, it's definitely made some positive strides towards moving away from the mashfests that the first two numbered games* were, or at least enough that I don't think it's entirely fair to dismiss the entirety of the series' combat as a button masher.

(* KHIIFM is just as mashy as it's vanilla release. The difference is that one at least attempts to punish you for it,while the other doesn't.)
 
Now, I have to admit something here, and it is the fact that I'm not sure what is going on in this discussion. I've just said what "in theory" the current system of holding buttons instead of timing or mashing them would be able to accomplish. And that got kinda weird...

You're halfway right :D I admit, I rambled a bit. Again:

1. I don't think FFXV's battle-system is good yet, which is understandable at this point of development, though. Let's wait and see how it will look closer to release. I hope it won't be Musou.

2. Still, I'd rather have a bad FFXV battle-system than the floaty and mindless KH one that Versus would have (most likely) had. Arguing now that KH can be more than just button-mashing under absurd, artificial limitations (low-level-run on Critical mode) is pointless, as that doesn't represent the experience that 98% of players have.

3. I had good fun and challenge with FFXIII-2 under similiar artifical constraints (low-level-run) but still would agree with others calling it braindead, as it wasn't balanced and utilized well enough when you just played it like any normal RPG. This was just a personal example of mine as an analogy of KH ultimately being shallow even if it can be challenging under self-imposed conditions.

Whatever. In the end 90% of FFs has always been button-mashing anyway, let's not kid ourselves, and FFXV will probably be, too, outside of boss-battles. As long as the story, the world and the music is great, I'm happy :)
Ok, so I'll disagree with the first two statements and idk about the third one, but I can say that for the first XIII game I found it challenging enough and I'm happy with it. idk about the second as I haven't started yet.

I feel like anyone still leveling the button mashing complaint against KH haven't played a game in the series since II. Granted, I wouldn't blame anybody for that, but still.
Since CoM really =P

2 is the action game you want it to be really. But if for whatever reason it doesn't count because its not hard by default, then what can I say?

I can't remember right now, but maybe someone here knows: if you press the Attack button in most Character Action games (I know, FFXV doesn't want to be that, but just to describe what I mean) is the current attack animation cancelled and restarted immediately usually?

There's a threshold. You are locked into the animation until a specific time. Usually when the recovery frames start you can cancel into the next hit. Otherwise if you mash your character will just cancel all of his attacks before they hit the enemy.

I'm curious, would you say that chozen's statement would apply to those KH games or not?
KH will usually make use of most of its stuff, and give you optional systems to make the game easier. Taking BBS as an example:

The way the game expects you to play it is by swinging your keyblade at the enemy, but then the game puts enemies that you can't just mash it out (like the ones you have to jump to reach or the ones you have to attack from the back), now you are using your mobility, and good luck using just this for faster enemies or bosses without using gap closers first. That makes your abilities come into play, and by consequence your Command Styles will also start coming into play. That may or may not prompt you to use other abilities to manipulate the Command Style to your preference (or simply to level them up and create abilities or stronger attacks). And that's the core of the game. Mobility + Attacking + Abilities/Styles.

People who like action games more have the D-Link system to fine tune the character. Like using Ventus' D-Link on Terra to make his attacks faster, etc.

And outside of that you have the Shotlock stuff for basically being your cheap way out. Your "I can't deal with this so I'll just sit back and shoot them with my guns in DMC" ability... Something that lets anyone beat the game, but is in fact quite useless when you're fighting stronger side bosses.

And that's fine, the game is clearly offering you all the tools for you to have fun, but if you just want to see the next cutscene, that's fine. Most action games do that, a lot of RPGs do that.


The problem here is that XV has two options, holding down the attack button or the "press A for awesome" button with the armiger.

If XV was giving the option (and preferably the difficulty option too) to actually fight the way I want, then they can do whatever they want in terms of putting in systems to make the game easy. If the game has something like the Combo Command from the Tales series, or something like that for people to go nuts, that'd be awesome.


KH2 Lv1 Critical run is not in fact a "limitation" btw, it is a trade. In fact, the beginning of the game becomes really easy thanks to the fact you get so many abilities right off the bat. It's an option the game offers to make it more like an action game instead of an RPG. I really don't understand why it wouldn't "count".
 
I don't think most people argue that you need all of that though. And Critical largely does since you can still get trounced by enemies in one combo throughout the entire game anyway.

But this is a XV thread, not a KH thread.

It's interesting to hear you say that you want the combat to be even more weighty, Koozek. I find it weighty to the point of clunkyness as it is already.

For the KH part, I was just trying to chime in with my own experience, nothing more than that.

I find XV's clunky-ness have more to do with the bigger enemies being able to bolt their ass away from you mid combo, doing a lap around the map and charge you when you're dealing with something else. Behemoth is one of the worst offender in 1.0 for me (not sure if they changed his AI in 2.0) where he literally does 3 lap around me every 2 mins before settling down while I sit there and suck my thumb.

How far into the game are you? Because the enemy design past the first 2-3 worlds in KH3D in particular absolutely punish button mashing. (Super armor, interrupting your attacks mid combo, status effects, etc.)

Don't get me wrong here, I'm not saying KH combat is deep, because even at it's best and most frenetic, it still isn't anywhere near the level of something like character action games, or even other Action RPGs. (I can think of a couple Tales games that absolutely destroy KH in the gameplay department.) But, it's definitely made some positive strides towards moving away from the mashfests that the first two numbered games* were, or at least enough that I don't think it's entirely fair to dismiss the entirety of the series' combat as a button masher.

(* KHIIFM is just as mashy as it's vanilla release. The difference is that one at least attempts to punish you for it,while the other doesn't.)

I'm quite far into the game, playing in the highest difficulty and I found myself mashing just like any other KH games I played. Enemies have their gimmicks but they don't requires much thoughts to go around them and the vast majority of my time, I just 'attack' them to death. It's the equivalent of RPG throwing phys or magical immune enemies at you once in a while and expect that to spice things up. Bear in mind that I'm not saying KH have a bad battle system or anything. It does it job pretty well to make you feel like an overpowered demigod strolling through a battle field while having much more variety than say Dynasty Warriors. However, aside from the boss battles, you are going to spend most of your time mashing enemies to death.
 
I don't think most people argue that you need all of that though. And Critical largely does since you can still get trounced by enemies in one combo throughout the entire game anyway.

But this is a XV thread, not a KH thread.

It's interesting to hear you say that you want the combat to be even more weighty, Koozek. I find it weighty to the point of clunkyness as it is already.

I can see why some don't like that, definitely. You know, maybe what I mean with "weight" is "impact". I want every attack to feel satisfying and connecting like in a good Platinum game. Can a game be floaty and still have satisfying attack animations? Sure, if done right. But Versus, like KH, didn't look like it conveyed much impact. Watch this:
https://youtu.be/YiIx9VJWSl8?t=3m33s
 
I can see why some don't like that, definitely. You know, maybe what I mean with "weight" is "impact". I want every attack to feel satisfying and connecting like in a good Platinum game. Can a game be floaty and still have satisfying attack animations? Sure, if done right. But Versus, like KH, didn't look like it conveyed much impact. Watch this:
https://youtu.be/YiIx9VJWSl8?t=3m33s

It already has been done in kh, The physics can be floaty and you can still have heavy impacts

https://youtu.be/yMPvBjirrSY?t=139

Look at how the enemies fly and get staggered even the large bodies get knocked down after a satisfying combo finisher like Blitz. In fact FFXV enemies don't even get staggered when you attack them at the moment, they just walk through you like you aren't even hitting them it's not even fun.

Combos in kingdom hearts CONNECT it feels satisfying as fuck.
 
It already has been done in kh, The physics can be floaty and you can still have heavy impacts

https://youtu.be/yMPvBjirrSY?t=139

Look at how the enemies fly and get staggered even the large bodies get knocked down after a satisfying combo finisher like Blitz. In fact FFXV enemies don't even get staggered when you attack them at the moment, they just walk through you like you aren't even hitting them it's not even fun.

The smaller enemies like the mechanical soldiers do get staggered but the bigger enemies doesn't. It's one of my bigger gripe with the system when they try to mix the 2 type together in one mess of a fight. Either separate them or give us more reliable way of flinching them. And for god sake, do not make them run around the map.
 
The smaller enemies like the mechanical soldiers do get staggered but the bigger enemies doesn't. It's one of my bigger gripe with the system when they try to mix the 2 type together in one mess of a fight. Either separate them or give us more reliable way of flinching them. And for god sake, do not make them run around the map.

I just said the large bodies aka
250px-Large_Body_KHII.png
get stagged and knocked over when you use blitz on them, If thats not big enough you can use the Berserkers
Nobody06%20-%20Berserker.png
in KH2 as a better example when you use Guard break or something
 
Now, I have to admit something here, and it is the fact that I'm not sure what is going on in this discussion. I've just said what "in theory" the current system of holding buttons instead of timing or mashing them would be able to accomplish. And that got kinda weird...


Ok, so I'll disagree with the first two statements and idk about the third one, but I can say that for the first XIII game I found it challenging enough and I'm happy with it. idk about the second as I haven't started yet.


Since CoM really =P

2 is the action game you want it to be really. But if for whatever reason it doesn't count because its not hard by default, then what can I say?



There's a threshold. You are locked into the animation until a specific time. Usually when the recovery frames start you can cancel into the next hit. Otherwise if you mash your character will just cancel all of his attacks before they hit the enemy.


KH will usually make use of most of its stuff, and give you optional systems to make the game easier. Taking BBS as an example:

The way the game expects you to play it is by swinging your keyblade at the enemy, but then the game puts enemies that you can't just mash it out (like the ones you have to jump to reach or the ones you have to attack from the back), now you are using your mobility, and good luck using just this for faster enemies or bosses without using gap closers first. That makes your abilities come into play, and by consequence your Command Styles will also start coming into play. That may or may not prompt you to use other abilities to manipulate the Command Style to your preference (or simply to level them up and create abilities or stronger attacks). And that's the core of the game. Mobility + Attacking + Abilities/Styles.

People who like action games more have the D-Link system to fine tune the character. Like using Ventus' D-Link on Terra to make his attacks faster, etc.

And outside of that you have the Shotlock stuff for basically being your cheap way out. Your "I can't deal with this so I'll just sit back and shoot them with my guns in DMC" ability... Something that lets anyone beat the game, but is in fact quite useless when you're fighting stronger side bosses.

And that's fine, the game is clearly offering you all the tools for you to have fun, but if you just want to see the next cutscene, that's fine. Most action games do that, a lot of RPGs do that.


The problem here is that XV has two options, holding down the attack button or the "press A for awesome" button with the armiger.

If XV was giving the option (and preferably the difficulty option too) to actually fight the way I want, then they can do whatever they want in terms of putting in systems to make the game easy. If the game has something like the Combo Command from the Tales series, or something like that for people to go nuts, that'd be awesome.


KH2 Lv1 Critical run is not in fact a "limitation" btw, it is a trade. In fact, the beginning of the game becomes really easy thanks to the fact you get so many abilities right off the bat. It's an option the game offers to make it more like an action game instead of an RPG. I really don't understand why it wouldn't "count".

Thanks for the info! I won't pretend I've played much KH besides the first two. I'll probably give KH3 a chance.

The reason why I think it doesn't count is that FFXV, too, is judged by many here based on the default gameplay that most experienced in the demo, which was button-mashy. If you try beating Behemot on Lvl. 1 in the demo, though, I'm sure it'll be tense and demanding fast reactions, too.
You have to compare KH's Critical mode to FFXV's Critical mode, if it will have something similar in the final game anyway - if not, then maybe to a Lvl 1-run (just avoid camping, I guess).
 
I was talking about XV, not KH

OH my bad I thought you were talking about the small armored one in the KH Video I linked. Also the flag holder soldiers don't normally stagger they kick yo shit.

And yeah if Noctis can throw a Titan he should be able to stagger and knock over the bigger enemies >.>
 
It already has been done in kh, The physics can be floaty and you can still have heavy impacts

https://youtu.be/yMPvBjirrSY?t=139

Look at how the enemies fly and get staggered even the large bodies get knocked down after a satisfying combo finisher like Blitz. In fact FFXV enemies don't even get staggered when you attack them at the moment, they just walk through you like you aren't even hitting them it's not even fun.

Combos in kingdom hearts CONNECT it feels satisfying as fuck.

Oh, thanks! The footage actually looks a bit better than what I remembered.
And yeah, as I said, currently FFXV doesn't feel satisfying to me either. But I hope they'll improve it by fine-tuning the hit-stun, animations and audio-visual feedback for the final game. We shouldn't judge it based on a demo over a year away from release. That's why I'll stop here, too.
 
If holding the square button is what they want me to be doing, I will appreciate it if there will be some other form of strategy/technique requirements in battle. Duscae 2.0 is disappointing. I understand it's a WIP though.
 
Where did this combo go? It looks cooler than the normal ravage combo with the sword, better yet it looks like a combo that wasn't intended to repeat itself. Almost as if they removed it because the animation couldn't work with their current system.

AppropriateImpartialGermanwirehairedpointer.gif
That's probably another sword/different level.
 
Everytime someone post a gif I'm reminded again how freaking amazing are the animations in this game T.T
 
Everytime someone post a gif I'm reminded again how freaking amazing are the animations in this game T.T

Amen to that. Some of the gifs with Noctis evading or parrying with backflips are mesmerizing :D

Fun fact: most of the battle animations of all party members are mo-capped by a Japanese girl.
Source
 
I've always found KH's combat floaty in an irritating way. That's not to say it has no depth on challenge runs, but every time I see Sora hovering off the ground with his ridiculous clown shoes and whacking balloon-physics enemies with his magical rainbow key of friendship I cringe. Note, I don't like Disney, and I find the tone of KH embarrassing when it's not just incoherent. I'm always more forgiving of an RPG battle system when I'm somewhat invested in the story and characters.

Every time someone on here says "make the XV battles more like KH!" I offer a prayer to the JRPG gods that Tabata sticks with his more grounded vision.
 
I've always found KH's combat floaty in an irritating way. That's not to say it has no depth on challenge runs, but every time I see Sora hovering off the ground with his ridiculous clown shoes and whacking balloon-physics enemies with his magical rainbow key of friendship I cringe. Note, I don't like Disney, and I find the tone of KH embarrassing when it's not just incoherent. I'm always more forgiving of an RPG battle system when I'm somewhat invested in the story and characters.

Every time someone on here says "make the XV battles more like KH!" I offer a prayer to the JRPG gods that Tabata sticks with his more grounded vision.

Say what you want about KH, at least the jump attack and aerial combo is actually viable, in KH2. And the sheer fact that attacking in KH series involves individual button presses rather than FFXV's button holding means it's already feels more fun and engaging in an action combat.

See, I want FFXV to have its own battle system. But I want one that is fun and interesting to play. The one we had in Episode Duscae isn't, even after 2.0 update. We'll see if the final game massively improves that of the demo, on fundamental level.
 
KH is indeed button mashy but compared to Duscae I find it simply more fun and satisfying to play.

Less chaotic too and I know what I'm actually doing in that game. Hoping to see many changes when they next showcase XV's combat substantially.
 
Say what you want about KH, at least the jump attack and aerial combo is actually viable, in KH2. And the sheer fact that attacking in KH series involves individual button presses rather than FFXV's button holding means it's already feels more fun and engaging in an action combat.

See, I want FFXV to have its own battle system. But I want one that is fun and interesting to play. The one we had in Episode Duscae isn't, even after 2.0 update. We'll see if the final game massively improves that of the demo, on fundamental level.

KH is indeed button mashy but compared to Duscae I find it simply more fun and satisfying to play.

Less chaotic too and I know what I'm actually doing in that game. Hoping to see many changes when they next showcase XV's combat substantially.

Indeed. KH might be mashy, but it's actually fun to play.

I was playing KH2 2 days ago and I was having a blast fighting the data versions of orgnization13 and Terra unlike behemoth and catoblepas in Duscae.

did they even confirm that FFXV will have air combo?
 
Say what you want about KH, at least the jump attack and aerial combo is actually viable, in KH2. And the sheer fact that attacking in KH series involves individual button presses rather than FFXV's button holding means it's already feels more fun and engaging in an action combat.

See, I want FFXV to have its own battle system. But I want one that is fun and interesting to play. The one we had in Episode Duscae isn't, even after 2.0 update. We'll see if the final game massively improves that of the demo, on fundamental level.

I know lots of people like it, and that it has a more viable air game than the unfinished XV system. It just never clicked for me.

I'm ambivalent about 1 press per action too. Definitely what I want in a character action game, but not so sure in a party-based RPG. The nice thing about hold to attack is that I can periodically remove my attention from the player character and scope out the tactical situation, keep track of what my party members are doing, etc. In something like KH I have no idea what Donald and Goofy are doing because I need to keep constant focus on Sora.

This is one of the things I liked about the automization in XIII and XII - felt like I was really directing a whole team.

Ideal for me would be something like Duscae with more tactical options for team (e.g., gambits) and more skills/magic to keep me engaged with what Noctis is doing, even though I'm not button mashing. And I suspect that's more or less what we'll get!
 
Why do people find teenage boys hooning around in a car as a central premise of an RPG the least bit interesting?

There's a lot more going on in the game than that, and seeing Final Fantasy present itself in the contexts of a more grounded, contemporary setting seems like it'll be a lot of fun.
 
Why do people find teenage boys hooning around in a car as a central premise of an RPG the least bit interesting?
Because it's, to my knowledge, never been done before? Because it's actually something new to the genre and this franchise?

FF has done all-girl party games before. An all-dude party hasn't been done since the original FF1.

Hell, we're fresh coming from a trilogy of FFs that were centered around a female character and her younger sister, for crissakes!

Sign me up for some all-bro road trip!
 
Why do people find teenage boys hooning around in a car as a central premise of an RPG the least bit interesting?

That's like calling Star Trek a boring series about men quarreling in a room.

It can be so much more. The game can be genre-defining and generation-defining.
Yet we know too little and many people don't believe it will ever come out.
 
An all-male party would be fine, but FFXV's all-male team severely lacks diversity. There is no racial diversity, no species (human/non-human) diversity, no age diversity. Even their overall appearance looks very similar to each other with all black, fashion designer outfit. It's pretty awful.
 
Why do people find teenage boys hooning around in a car as a central premise of an RPG the least bit interesting?

It's like people seeing your this one post and assuming that's basically all you post about on internet forums.
 
Unique isn't inherently a good attribute however. FFXV's holding button to attack is fairly unique in action RPG, but is it actually good? Not for me.

Right, but he's confused as to why people might find the narrative premise interesting, and it being unique is an obvious answer in this case.
 
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