Final Fantasy XV SPOILER THREAD

Are you fucking kidding me? Noctis is the only character in the chapter because of what is happening in the storyline at that point.

"very linear crawl"

You want an open world chapter in 13, how does that make sense in the context of the story at that point? of course the chapter would be linear given the storyline and the complex he is trapped in.. it's like you weren't even paying attention to the story.

All your complaints ignore the stroyline reasons Noctis is in the position he's in.

Since you probably checked your phone during storyline cut scenes, let me fill you in:

at that point in the story all the swords had been taken away from Noctis, and he only has a ring that is significant within the context of the storyline. why the fuck would he have a sword, when the entire point of the chapter is he has been robbed of his weapons.

did you complain in the beginning of symphony of the knight when death robbed Alucard of all his powers and swords? being underpowered is LITERALLY the point of that chapter.

the zombies can be killed by the ring, not the block attack, what the fuck are you even saying? the zombies were a non issue for me using the ring. don't blame the game because you were playing the game incorrectly and ignored the fucking story.


You really don't understand, or are you just saying that?



what? tell me how'd you like to fix it? it's not like the storytelling was put on pause during the chapter, on the contrary.




It's genuinely pathetic.

Lol, why is it so hard to understand that some people found that whole chapter terribly boring and not fun to play? You can throw the whole hyperbole thing about gaf overreacting about that whole section, but it's not just gaf. Which is why they are patching that whole chapter in a future update. How they plan to fix it is beyond me. If I remember correctly they were going to balance the rings power and the time it takes to cause death I think.
 
Are you fucking kidding me? Noctis is the only character in the chapter because of what is happening in the storyline at that point.

"very linear crawl"

You want an open world chapter in 13, how does that make sense in the context of the story at that point? of course the chapter would be linear given the storyline and the complex he is trapped in.. it's like you weren't even paying attention to the story.

All your complaints ignore the stroyline reasons Noctis is in the position he's in.

Since you probably checked your phone during storyline cut scenes, let me fill you in:

at that point in the story all the swords had been taken away from Noctis, and he only has a ring that is significant within the context of the storyline. why the fuck would he have a sword, when the entire point of the chapter is he has been robbed of his weapons.

did you complain in the beginning of symphony of the knight when death robbed Alucard of all his powers and swords? being underpowered is LITERALLY the point of that chapter.

the zombies can be killed by the ring, not the block attack, what the fuck are you even saying? the zombies were a non issue for me using the ring. don't blame the game because you were playing the game incorrectly and ignored the fucking story.


You really don't understand, or are you just saying that?



what? tell me how'd you like to fix it? it's not like the storytelling was put on pause during the chapter, on the contrary.




It's genuinely pathetic.
You are reading too much into it - they obviously had the story remove his weapons for gameplay purposes alone, what amazing dramatic story did you get about him having his weapons taken away for that long? If his weapons weren't removed, how would this hurt the game's story? The chapter sucks because stealth with failures that send you way, way back requiring constant replaying of the same areas sucks no matter what game it is.

If they really wanted a chapter without weapons what they should have done is made the chapter about using the ring - let the ring kill all the enemies in the stealth section, but make it have a longer cooldown or something so you still have to hide once in a while. Then it would have been more fun. Speaking of which, they never did explain why the demon-killing-ring's demon-killing attacks couldn't kill the demon-infused enemies in that section.
 
Story reasons aren't a good reason to include a multi hour section that's aggressively no fun to play. They write the story and can change it.
 
my issue with the chapter was the huge info dump. like the whole demon thing, maybe there could've been a few prior quests where you raid empire testing facilities and got hints at what they were up to. instead it just drops that on you at the tail end of the game. and prompto is an MT? er... okay. should i have known what an MT is or...

i don't so much mind the fact it was long except it sort of begs the question, why that time wasn't allotted to fleshing out some of the other end chapters more
 
my issue with the chapter was the huge info dump. like the whole demon thing, maybe there could've been a few prior quests where you raid empire testing facilities and got hints at what they were up to. instead it just drops that on you at the tail end of the game. and prompto is an MT? er... okay. should i have known what an MT is or...

i don't so much mind the fact it was so long except it sort of begs the question, why that time wasn't allotted to fleshing out some of the other end chapters more

Maybe they were planning on using this as a plot device to make Prompto be mind controlled and turn on the bros for much drama
 
Lol, why is it so hard to understand that some people found that whole chapter terribly boring and not fun to play? You can throw the whole hyperbole thing about gaf overreacting about that whole section, but it's not just gaf. Which is why they are patching that whole chapter in a future update. How they plan to fix it is beyond me. If I remember correctly they were going to balance the rings power and the time it takes to cause death I think.

I'm fine with people not liking them, but if the reasons are nonsensical, those reasons will get pointed out. this dude wanted an open world chapter 13? how do you do that within the context of being trapped in the magitek complex?

they're patching the game because of people whining about a non issue. it's stunning to me that "this chapter is not fun to play" cries were louder than "fetch quests are boring and nobody likes them"

they are fixing it by "making the ring more powerful" which i dont understand how it could be any more powerful given the fact that it zaps everything in the room into a ghostbusters like trap.


You are reading too much into it - they obviously had the story remove his weapons for gameplay purposes alone, what amazing dramatic story did you get about him having his weapons taken away for that long? If his weapons weren't removed, how would this hurt the game's story? The chapter sucks because stealth with failures that send you way, way back requiring constant replaying of the same areas sucks no matter what game it is.

If they really wanted a chapter without weapons what they should have done is made the chapter about using the ring - let the ring kill all the enemies in the stealth section, but make it have a longer cooldown or something so you still have to hide once in a while. Then it would have been more fun.



1) they removed the story for story purposes, not gameplay purposes. what's the gameplay reason to remove his weapons? what?

2) how would it be a stealth section if you can go in first guns blazing (in this case ring blazing)? what the fuck

3) if the ring is even more powerful than it already is, then it completely robs the game of the point that he is supposed to be underpowered at that point in the story. it seems like you want the storyline changed so you can still be as powerful, despite the story not calling for it.

4) "what amazing story was told by his weapons being taken away for so long?" were you not following along with the story?
 
Chapter 13 is supposed to be a struggle until you get the sword. That way getting good the sword comes with a sense of relief, a sense of the struggle being over. Hell the mission is called A King's Struggle.

Games don't have to be fun at all times. Fun is not the only thing that matters in games. They can have one mission that is less "fun".
 
Chapter 13 is supposed to be a struggle until you get the sword. That way getting good the sword comes with a sense of relief, a sense of the struggle being over. He'll the mission is called A King's Struggle.

precisely. how is it a struggle if you can breeze through the whole thing at level 40 or whatever level you happen to be at that point? how do you get around linearity in that level? do they really want the magitek complex fully explorable at a point in the story despite the sense of urgency at that point? linearity makes sense, his friend prompto is fucking held captive. it's not the best time to go frolicking around.
 
Finished it today and yeah its a weird one. Chapter 9 people are just chatting then shit its exploding and tidal waves and half the citys gone and the army that was coming is about 8 MTs then the corridor section was pretty dry. Loads of running and the enemys wernt really a big deal, so it was just slow heh.


Still gone back to fight all the new intresting mosnters they left out of the main game lol
 
1) they removed the story for story purposes, not gameplay purposes. what's the gameplay reason to remove his weapons? what?
Huh? So they could have a section of the game designed to be creepy where you couldn't kill enemies and were forced into stealth. It's all about gameplay, there is no dramatic story reason to keep Noct from being able to kill enemies for the entire time.

2) how would it be a stealth section if you can go in first guns blazing (in this case ring blazing)? what the fuck
Exactly, stealth sections *always* suck in *all* games not built around it, and this was the worst kind of stealth, where getting caught forces you to go way, way back to get away from the enemies (especially once more than one is after you). But also pay attention to what I said - they could still have stealth there if they just made the ring have a longer cooldown or something, or had its life-force cost be greater. You could kill things in emergencies but still have to stealth some.

3) if the ring is even more powerful than it already is, then it completely robs the game of the point that he is supposed to be underpowered at that point in the story. it seems like you want the storyline changed so you can still be as powerful, despite the story not calling for it.
The story says the ring kills demons. The enemies you run into there are demon-infused humans. So the story most definitely calls for Noct to be more powerful. Not to mention the ring has been held up all this time as an extremely powerful super-thing, it controls the power of the crystal, so it really didn't make sense that it was t even good at killing demons. If they wanted the story to talk about being underpowered at that point, then Noct should have questioned it.

4) "what amazing story was told by his weapons being taken away for so long?" were you not following along with the story?
So you don't have an answer. Gottit.
 
The entire-room-killing attack was the one you had to rely on for anything bigger than the Imps, which was kind of dumb. I would have preferred if they would have made Death effective against the Magitek Soldiers, since it's the more interesting attack to use and doesn't really have a point beyond the first 10 minutes of the Chapter.

my issue with the chapter was the huge info dump. like the whole demon thing, maybe there could've been a few prior quests where you raid empire testing facilities and got hints at what they were up to. instead it just drops that on you at the tail end of the game. and prompto is an MT? er... okay. should i have known what an MT is or...

i don't so much mind the fact it was long except it sort of begs the question, why that time wasn't allotted to fleshing out some of the other end chapters more

On the contrary, I actually kind of liked the scattered notes in the pseudo-horror-themed facility. It felt like classic horror game storytelling (albeit on a much milder scale).

Now, the paintings in the tutorial, THOSE were a shameless info dump.
 
If they really wanted a chapter without weapons what they should have done is made the chapter about using the ring - let the ring kill all the enemies in the stealth section, but make it have a longer cooldown or something so you still have to hide once in a while. Then it would have been more fun. Speaking of which, they never did explain why the demon-killing-ring's demon-killing attacks couldn't kill the demon-infused enemies in that section.
I'm not trying to start anything but the bolded part seems to be a misunderstanding. I'm pretty sure the ring could kill all enemies in the game. I actually didn't bother stealthing that entire section because I am incredibly bad at these segments. I went in guns blazing and killed all enemies except the iron giant because I knew it would take forever.

I'm starting to understand why some people were having an issue with chapter 13 now despite enjoying it. The horror aspect was such a nice twist, and a fresh change of pace for me. However if people didn't know they could kill monsters or if there was a bug that prevented it, I know I would've been incredibly frustrated with it.
 
In the hallways, I just got spotted, ran to the end of the area where the door was locked, and holy-dodged until the enemy died. Would've been a lot less tedious if death didn't suck so much. I really liked that chapter, but it wasn't because of the combat.
 
You could even use Alterna (room clearing attack) to kill the Iron Giants, lol.

But yeah, there should have been some sort of reminder that you need to be at full MP to use Alterna. It took me a while to figure out why it wasn't going off (I thought it just drained all your MP; didn't realize you had to be at full) and I wouldn't be surprised if other people thought the button was just broken. Flashing the MP bar if you tried to use it without full MP would have been okay.

Death should really just have been a more effective spell, though, so that Alterna becomes a last resort / emergency spell. And the ring shouldn't drain MP when you hold Auto-dodge but aren't dodging, since that just adds to the Alterna confusion.
 
One thing I don't see a lot of people noticing is that Chapter 13 is actually the final dungeon. Nothing in the world of ruin or Insomnia adds up to a dungeon.

That doesn't make it good (though I liked it), but it does explain why it would be 1. Linear and 2. A bit of a difficult slog. Final dungeons generally are.

I think people have tended to regard Chap 13 as a forced lull in the middle of the game, which seems unacceptable... but if you regard it as the final dungeon, I think it seems appropriate that it locks you in and forces you through hell.
 
Guys, the Alterna spell is called "Versus" in some of the game localizations (I've checked the two Spanish ones, maybe someone else can check in Japanese and French/German?).

A spell that teleports you to another reality, and it's called Versus. Where did I read this before... 🤔
The rumors mentioned that the afterlife dimension or the realm of the dead in Versus XIII was called Versus.
 
I never even got that spell to fire. It was either alot of Death drains, letting them grab me and explode for basically no damage or at wore Holy dodge.

Once I got the sword it was just one long ass corridor of dull.

The fact they glaze over all the people turning, even the emperor is just a couple lines of throw away dialogue is pretty annoying.
 
One thing I don't see a lot of people noticing is that Chapter 13 is actually the final dungeon. Nothing in the world of ruin or Insomnia adds up to a dungeon.

That doesn't make it good (though I liked it), but it does explain why it would be 1. Linear and 2. A bit of a difficult slog. Final dungeons generally are.

I think people have tended to regard Chap 13 as a forced lull in the middle of the game, which seems unacceptable... but if you regard it as the final dungeon, I think it seems appropriate that it locks you in and forces you through hell.

Wait some people dont'the think of it as the final dungeon? I thought that was made fairly clear.
 
You could even use Alterna (room clearing attack) to kill the Iron Giants, lol.

But yeah, there should have been some sort of reminder that you need to be at full MP to use Alterna. It took me a while to figure out why it wasn't going off (I thought it just drained all your MP; didn't realize you had to be at full) and I wouldn't be surprised if other people thought the button was just broken. Flashing the MP bar if you tried to use it without full MP would have been okay.

Death should really just have been a more effective spell, though, so that Alterna becomes a last resort / emergency spell. And the ring shouldn't drain MP when you hold Auto-dodge but aren't dodging, since that just adds to the Alterna confusion.

Wow I never even knew this spell existed. I must've accidentally skipped the text box which explained this technique. If I knew about this one I would've used it on the iron giant hahah.
 
As someone who genuinely thinks this game is a very bad waste of time, and as someone who rolls their eyes every time someone uses the word "hyperbole," the Chapter 13 hate was definitely full of hyperbole.
 
Guys, the Alterna spell is called "Versus" in some of the game localizations (I've checked the two Spanish ones, maybe someone else can check in Japanese and French/German?).

A spell that teleports you to another reality, and it's called Versus. Where did I read this before... 🤔
The rumors mentioned that the afterlife dimension or the realm of the dead in Versus XIII was called Versus.

Yeah, that's a very nice catch.
 
Guys, the Alterna spell is called "Versus" in some of the game localizations (I've checked the two Spanish ones, maybe someone else can check in Japanese and French/German?).

A spell that teleports you to another reality, and it's called Versus. Where did I read this before... ��
The rumors mentioned that the afterlife dimension or the realm of the dead in Versus XIII was called Versus.

Nice. In German I can confirm that it's plain ol' Alterna (Alternate dimension, anyone? :P)
 
Wait some people dont'the think of it as the final dungeon? I thought that was made fairly clear.

When I think of "final dungeons", I often think:
- Challenging, requiring you to use every trick you've learned
- Multiple difficult enemies, often with sub-bosses
- Memorable designs, usually through dramatic visuals, dramatic music, or sprawling layouts

Chapter 13 doesn't really have any of that. The combat system is stripped down to two options; there's minimal optimization to be had; two basic enemies (Imps and Soldiers) make up 90% of the encounters; there's nothing that could qualify as a sub-boss; combat largely consists of running in circles til you get full MP and then hitting your new overpowered one-shot attack; the design is entirely drab.

That said, I liked Chapter 13, but it definitely didn't feel like a "final dungeon" to me. The 15 minutes I spent in Insomnia felt closer to that.
 
HLIMw4C.jpg

First time ever getting a Platinum in a game. Also the first FF I've ever liked enough to finish (although truth be told I haven't really played too many of them). Even with it's flaws, this is the first time in a long time I've felt this enamored with a game, especially a game's characters. This was truly an incredible beautiful boy adventure, and I can't wait for the DLC now.
 
I can't believe they scrapped the Football minigame :( We could have done penalty shootouts to decide the fate of the world instead. I bet Ardyn is a rubbish goalie.
 
When I think of "final dungeons", I often think:
- Challenging, requiring you to use every trick you've learned.
- Multiple difficult enemies, often with sub-bosses
- Memorable designs, usually through dramatic visuals, dramatic music, or sprawling layouts

Chapter 13 doesn't really have any of that. The combat system is stripped down to two options; there's minimal optimization to be had; two basic enemies (Imps and Soldiers) make up 90% of the encounters; there's nothing that could qualify as a sub-boss; combat largely consists of running in circles til you get full MP and then hitting your new overpowered one-shot attack; the design is entirely drab.

That said, I liked Chapter 13, but it definitely didn't feel like a "final dungeon" to me. The 15 minutes I spent in Insomnia felt closer to that.
The more depressing alternative would be that XV doesn't have a final dungeon.

I don't really agree that Insomnia functions as one. You can quite literally run through it fighting no one in 5 minutes.
 
First time ever getting a Platinum in a game. Also the first FF I've ever liked enough to finish (although truth be told I haven't really played too many of them). Even with it's flaws, this is the first time in a long time I've felt this enamored with a game, especially a game's characters. This was truly an incredible beautiful boy adventure, and I can't wait for the DLC now.

Are there any easy ways to level up the character skills? I already beat the Adamantoise (worst fight ever, took like 2 hours) so I might as well gun for the Platinum at this point.
 
Are there any easy ways to level up the character skills? I already beat the Adamantoise (worst fight ever, took like 2 hours) so I might as well gun for the Platinum at this point.

For cooking I bought sixty or so Luncheon Meats from Lestallum and cooked Mystery Meat Sushi until the skill was maxed out. For Survival I just put a rubber band around my controller in Hammerhead and did something else for a few hours. That method also would probably work for Photography too I suppose, but I was maxed on that by the time I'd beaten the game so don't take my word for it.

For fishing, though... no real easy way. I just put on a podcast and got to it. Also, doing the fishing side-quests helped a lot because of the better gear that I got from them.
 
why are people talking about chapter 13 as the "final dungeon"?

Insomnia is the final dungeon, no 2 ways about it. Its about the length of a standard dungeon in the game, has enemies that are quite difficult if you are rec. level and it offers striking and unique imagery while also making you focus on combat in ways you may not have prior (assuming you aren't overleveled by too much) You also have a pre-final bout with king behemoth which was quite nice.
 
Are you fucking kidding me? Noctis is the only character in the chapter because of what is happening in the storyline at that point.

"very linear crawl"

You want an open world chapter in 13, how does that make sense in the context of the story at that point? of course the chapter would be linear given the storyline and the complex he is trapped in.. it's like you weren't even paying attention to the story.

All your complaints ignore the stroyline reasons Noctis is in the position he's in.

Since you probably checked your phone during storyline cut scenes, let me fill you in:

at that point in the story all the swords had been taken away from Noctis, and he only has a ring that is significant within the context of the storyline. why the fuck would he have a sword, when the entire point of the chapter is he has been robbed of his weapons.

did you complain in the beginning of symphony of the knight when death robbed Alucard of all his powers and swords? being underpowered is LITERALLY the point of that chapter.

the zombies can be killed by the ring, not the block attack, what the fuck are you even saying? the zombies were a non issue for me using the ring. don't blame the game because you were playing the game incorrectly and ignored the fucking story.

You really don't understand, or are you just saying that?

what? tell me how'd you like to fix it? it's not like the storytelling was put on pause during the chapter, on the contrary.

It's genuinely pathetic.
This is a long as rant to say "Because story". Which in itself is a stupid ass defense of that shitty chapter.

The block attack from the ring...how do you not comprehend this? And if you were paying attention, the designers wanted you to use the hiding places and play it like a stealth game.
 
why are people talking about chapter 13 as the "final dungeon"?

Insomnia is the final dungeon, no 2 ways about it. Its about the length of a standard dungeon in the game, has enemies that are quite difficult if you are rec. level and it offers striking and unique imagery while also making you focus on combat in ways you may not have prior (assuming you aren't overleveled by too much) You also have a pre-final bout with king behemoth which was quite nice.
How is it the length of a standard dungeon? It's like two rooms connected by a brief subway section, and you can sprint towards the other side in 5 minutes. This isn't exactly Kefka's Tower or the Northern Crater.

All those battles in there are optional and usually require a higher level than the final boss. Those aren't typical final dungeon gatekeepers ... it's optional high level content that they stuck on the doorstep of the last boss.

Personally I rather think Insomnia's tower is an obvious final dungeon in original planning that was cut. But they felt that with the 2-3 hour Chapter 13 that they had a lengthy dungeon sequence to lean on prior. I don't think Niflheim was the intended final dungeon in planning... but it is that last lengthy dungeon section in the game, so it is the de facto last dungeon.

While we're on the subject, the use of vocal Somnus in Insomnia feels like they just threw it there because they couldn't find a better place to put it. It's very poor in the role of field music. Insomnia deserved an original track.
 
Hmm, I don't think Chapter 13 is meant to be the final dungeon. It's more like FF10's
Zanarkand Ruins
, FF9's
Terra
, FF8's
Lunatic Pandora
or FF7's
revisit of Midgar
. All of those games had a longer section with a huge info dump right before transporting the player back to the open world with the option of heading into the final dungeon. It's the same thing here, except you can't explore that open world due to development time constraints, and the actual final dungeon, Insomnia, doesn't feel like one if you're overleveled (which you likely are).

Guys, the Alterna spell is called "Versus" in some of the game localizations (I've checked the two Spanish ones, maybe someone else can check in Japanese and French/German?).

A spell that teleports you to another reality, and it's called Versus. Where did I read this before... 🤔
The rumors mentioned that the afterlife dimension or the realm of the dead in Versus XIII was called Versus.
Only the Spanish localizations have Stella's pendant as well AFAIK. I wonder if there are any other nods in there.
Either the Spanish translators loved Versus or these references were there in every language until the developers decided it was best to remove them.
 
Guys, the Alterna spell is called "Versus" in some of the game localizations (I've checked the two Spanish ones, maybe someone else can check in Japanese and French/German?).

A spell that teleports you to another reality, and it's called Versus. Where did I read this before... 🤔
The rumors mentioned that the afterlife dimension or the realm of the dead in Versus XIII was called Versus.

wee-bey-oh-shit.gif



;)
 
Just completed and I'm such a sap. I was all teary at the end. I really cared about all the main characters even though I know the narrative and characterizations weren't handled well. I think that's an innate strength of games as a medium; just the ability to interact with things allows us to ascribe more meaning to things than they may deserve.

This game is really at its best when the friends are exchanging quips as you catch a glimpse of something enormous between the trees ahead. It's a shame it couldn't confidently deliver in other ways. It's hard for me to get mad when a game like this is unsatisfactory. I just get sad for the dev team.

As much as I enjoy the open world, the entire game should have been structured like the train chapters to preserve the sense of being on a road trip and urgently fleeing an empire. Once you return to any location, that feeling is lost. It should have been a series of areas that were smaller than the open world but much larger than the train chapters wherein you would have one or two sidequests or dungeins apiece before moving on after a handful of in-game days.

Still enjoying the hell out of it, despite everything. I'm gonna have to read up a bit to understand the lore, though.
 
Don't know whitch titlescreen music I prefer. Somnus or Noctis theme. Both are very good.

So, the logo illustration of Luna alone was actually a spoiler of the ending :p
 
I am on Team Chapter 13

The game has far worse problems going on with it worth complaining about than that chapter.

Chapter 13 felt cohesive. It made narrative sense, the voice over of Ardyn gave story tidbits, getting the sword in the middle was a great 'relief' feel.

Mostly it showed Noct how hard it was without his friends, who end up saving him there.

That chapter did a lot of subtle storytelling.
 
This might not be the best place to ask this, but I'm one of the unlucky souls who has an old LG TV that doesn't have a screen size option to properly display the image, so the HUD is cut off. I've tried everything to fix this since I'm aware it's an issue with the TV, including accessing the "hidden menu" of my TV - I can't even do that because it involves holding down the OK button on the side of the TV and the remote, but the OK button on the side of the TV is partially broken so there's just no way to fix it on the TV side of things. Getting a new one soon anyway.

To get to the point, the image is obviously overscanned. "Fixing" this in the PS4's "Display Area Settings" does nothing. I've noticed with the latest patch in XV they've added a "Display Area" option in the menu, but interacting with that just pops up a message that says "If game display issues still occur, adjust the display area settings on your PS4". Which isn't working :/

Has anyone found a way around this yet?

EDIT: Never mind, you have to restart the game after adjusting the settings. All is well!
 
I may have missed it but what was the Kings Knight game they kept banging on about? I presume its just a joke thing about them playing an rpg game as its mentioned on quests a fair but as well.
 
I finished the game a couple of days ago. I'd say that the game overall was a good experience overall, but there were a few things I kept on getting bothered by definitely hindered the experience. It can boils to the following:

- Auto camera during combat (they should also think about spawning enemies by areas covered with tree's. For fuck's sake SE.)

- The role of summons

- The tediousness of using magic

- Chapter 13 (this really left a bad taste on my mouth and it was far too long of a chapter. The only positive on this is the way the chapter ended).

- Repetitive side quests and repetitive lines of dialogue from your friends. They need to patch the dialogue to tone down how much they repeat the same lines. SE, this is a game that people be spending a lot of time in the open world for a considerable portion of it. You have to consider this...

- Confusing story elements (some things weren't explained well enough, which led to confusion on my part, I really wish they would just take the FFX route with this games and hold your hand through through the entire way. It's okay to for games like this)

- The music was brilliant at times, but the best tracks were not the most played and the music switches up too often. It was often that the less memorable tracks that would play for the majority of the game. For games like FFX and FF7 particularly, every scene/environment matched the soundtrack to perfection. Maybe this is just an open world game issue.


On a positive note, the combat is some of the coolest looking I've witnessed in an RPG and it is genuinely fun to play as. An improved summon and magic system would have made this GOAT in my opinion.

As mentioned for before, the soundtrack was brilliant, but there not used appropriately at times.

Pretty much all the characters were from good to great and I'm glad they nailed this. The relationship between all that carried out through the game and growth was for sure a strength.

Animations and visuals were amazing and the game ran smoothly in every area except for Altissia for me.

I think FFXIII was the more complete game, but FFXV was a more enjoyable experience. I'm having a pretty good time with the hunts and working to get improved weapons.
 
I find it very, very hard to believe the logo was originally intended to be Stelluna.

I don't find it very hard.
If the leaks are true (idk if they have been disproven yet), then "the figure that lies asleep in the fantasy" makes sense with the logo in original versus.
As for post alteration, we can infer than they decided on having Luna be the new figure for the logo since at least episode duscae (lore tutorial shows the woman in the sky being the oracle)
 
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