Go_Ly_Dow
Member
This needs to be in the OP.
A world apart from how it runs in the shitty IGN player.
Yeah, I figured that would be the case. I just don't want to see Square put less focus on high-budget console-based Final Fantasy games if FFXV does not do well. However, FF7R could recoup the cost of FFXV if it sells very well.
Also, forgot to ask, but there's no way to convert this engine into Unreal Engine 4? KH3 and FF7R already looks good and polished with UE4.
Impossible to convert to UE4 at this point. Besides, UE4 would really struggle to run ffxv's massive open spaces complete with fully dynamic time of day, weather, particle effects, cloth physics, and tons of foliage on console specs. Just look how choppy ff7R runs in a tiny battle arena with no foliage. Kingdom hearts is not doing anything near what ffxv is trying to do. I'm pretty sure SE's proprietary engine actually runs ffxv better than UE4 would.
The engine isn't the problem here. It's the hardware. Ffxv already takes some advantage of Neo due to the dynamic resolution system. PS4 will probably be at 900p/~30 most of the time, while ps4k will stay at 1080/30 with few to no frame drops.
Unfortunately the lightning/skyboxes seems to have taken a noticeable graphical hit even compared to Duscae demo in this footage.
The sacrifice to achieve a stable 30fps.
Hopefully they improve controller response. Combat will feel a lot better with that.
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Impossible to convert to UE4 at this point. Besides, UE4 would really struggle to run ffxv's massive open spaces complete with fully dynamic time of day, weather, particle effects, cloth physics, and tons of foliage on console specs. Just look how choppy ff7R runs in a tiny battle arena with no foliage. Kingdom hearts is not doing anything near what ffxv is trying to do. I'm pretty sure SE's proprietary engine actually runs ffxv better than UE4 would.
The engine isn't the problem here. It's the hardware. Ffxv already takes some advantage of Neo due to the dynamic resolution system. PS4 will probably be at 900p/~30 most of the time, while ps4k will stay at 1080/30 with few to no frame drops.
Huh? The video was really smooth for me.Yup, still looks pretty and runs poorly.
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Impossible to convert to UE4 at this point. Besides, UE4 would really struggle to run ffxv's massive open spaces complete with fully dynamic time of day, weather, particle effects, cloth physics, and tons of foliage on console specs. Just look how choppy ff7R runs in a tiny battle arena with no foliage. Kingdom hearts is not doing anything near what ffxv is trying to do. I'm pretty sure SE's proprietary engine actually runs ffxv better than UE4 would.
The engine isn't the problem here. It's the hardware. Ffxv already takes some advantage of Neo due to the dynamic resolution system. PS4 will probably be at 900p/~30 most of the time, while ps4k will stay at 1080/30 with few to no frame drops.
NGL, I am worried about the combat. It needs to feel smoother and more satisfying. I don't think they'll fix it but oh well.
http://i.4cdn.org/v/1463510913216.webm
^ That shows off satisfying combat much better, and all the stuff here is in the game. SE are demoing it against non-humanoid enemies and that doesn't show well. The video is also poorly cut.
Just show me vs. Aranea or more Magitek Troops, please.
Stuff has changed since Duscae though.
IDK. Personally, the fight against the Giant in Platinum was fun. However, Armiger mode needs some work IMO, as does the jumping.
Also, not sure if this was just an issue with the Xbox One version but it ran like ass and was very jaggy.
Stuff has changed since Duscae though.
IDK. Personally, the fight against the Giant in Platinum was fun. However, Armiger mode needs some work IMO, as does the jumping.
Also, not sure if this was just an issue with the Xbox One version but it ran like ass and was very jaggy.
Music in the clip reminded me of MGSV
If that's in the game, then I'm even more hyped to hear the variety of music in XV's soundtrack.
I really hope this game is a success for Square due to the budget and the amount of people who are making this game, but I just have a weird feeling this game is not going to review well, which will effect sales in attracting new people to this franchise.
I wish Tabata or SE would say something about what's up with weapon abilities. They made a huge deal about them in Duscae and I enjoyed the idea that many new weapons came with a new ability to boot. In the Platinum demo and this recent footage, the system seems to have been gutted and largely removed though, and that's killed a bunch of my hype. Would really dampen the entire weapon system for me if it remains that way.
I highly doubt that's a song from the game, but coincidentally the MGS4/PW composer, Yoshitaka Suzuki, does arrangements for FFXV, see this very energetic, MGS-y arrangement of one of FFXV's battle-themes in the Niflheim battle footage from January:
https://www.youtube.com/watch?v=GO7nyrNBFXA&feature=youtu.be&t=1m37s
Can't you still use them? Broadsword's Tempest is Attack + Down on the analog stick. Holding down while attacking with the Airstep Sword allows you to perform aerial combat, etc.
Though I'm not sure what you had in mind.
I noticed that as well when playing the demo, but as I said this seems to indicate an extremely reduced system. The abilities aren't even mentioned in the weapon info directly anymore, you don't see their names on screen when you use them, and most of the weapons in the Platinum demo had no ability or very minor abilities like the airstep sword. You also aren't seeing grandiose things like Jump, Spiral Thrust, Drain Blade etc. in the newer footage and in fact weapons of the same type are starting to look like they function the same. We'll definitely see and I hope there's nothing to worry about, but so far I liked Duscae's approach to abilities a lot more.
The Duscae region from the demo is different from the rest of the game. You can see it at this point in the video:
https://youtu.be/LwUNpb7FCyw?t=27s (not the best video though lol, couldn't be bothered to find another one)
It goes from a hazy look to a more natural look with blue skies. We also have the full weather system here so the clouds are going to look very different. Looking at Platinum Demo, the skyboxes were great.
https://www.youtube.com/watch?v=V5AbD-d2Dag
I think the current face button arrangement makes more sense with Warp being Triangle. But yeah, I don't think they're going to remove that. The Airstep Sword still makes you go airborne, the Bloodsword will draw HP from enemies, etc. even if they are the same weapon class. I don't think that will change. It would be odd if it was just a directional input, but it does save up other buttons for other things.
I wish Tabata or SE would say something about what's up with weapon abilities. They made a huge deal about them in Duscae and I enjoyed the idea that many new weapons came with a new ability to boot. In the Platinum demo and this recent footage, the system seems to have been gutted and largely removed though, and that's killed a bunch of my hype. Would really dampen the entire weapon system for me if it remains that way.
And not to split hairs but the aerial thing is more of a trait like ignoring defense on the Zweihander (and Broadsword) than an ability like Drain Blade. If I recall, Noctis just automatically goes aerial if you keep attacking after holding back because the animation of that attack on swords makes him do a flip which puts him in the air. The Shuriken also shares this exact ability... Ugh not trying to be a Debbie downer here. Hopefully I'm just completely wrong which is why I'd like to hear about it again from official sources.
Yeah i was perfectly fine with the Abilities as they were in ED.
Perfect blend of action and command based.
I really hope they come back to this.
It's likely still in the game, just a directional input now.
That's what i don't like, putting them behind a button combination make it feel too much like a character action game, where the Duscae version felt more closer to traditional turn based combat (you actually had to stop and select the ability to use).
But maybe it's just me.
And not to split hairs but the aerial thing is more of a trait like ignoring defense on the Zweihander (and Broadsword) than an ability like Drain Blade. If I recall, Noctis just automatically goes aerial if you keep attacking after holding back because the animation of that attack on swords makes him do a flip which puts him in the air. The Shuriken also shares this exact ability... Ugh not trying to be a Debbie downer here. Hopefully I'm just completely wrong which is why I'd like to hear about it again from official sources.
The Shuriken actually does not make you go airborne. Directional inputs mean nothing on the ground using it. It only keeps you airborne if you use it when you're in the air.
Also, as it stands, the Airstep Sword and Shuriken are the only weapons in the game (that we know so far at least) that allow you to stay airborne, and the Airstep Sword is the only weapon that allows you to begin aerial combat with that manoeuvre.
If you remember in Duscae, you could do the same backflip with the Bloodsword but nothing would happen. That's probably still going to be the case.
And yeah, I wanna hear more about the weapons themselves. Tabata recently talked about weapons having status effects, so I'm sure there's depth there.
I think they may have just gotten rid of the abilities that you can select with a face button and replaced it with the party member attacks like tempest for Gladio, mark for Ignis, the flare thing for Prompto, etc. I'm sure there will be a ton of different abilities we can have the other party members learn and choose which ones to have "equipped". Seems pretty cool to me because it will make it feel like you're more in control of the whole party rather than just Noctis.
Off topic but what happened to the difficulty setting and switching play styles?
Yeah I know you can go directly in the air with the Airstep Sword, I'm just still of the opinion that that's an incidental effect of the backwards animation shared with all swords and not an ability. As it stands, the Shuriken and Airstep Sword just seem to share a quality "aerial" rather than an ability. Baking all of these things into directional inputs muddies the waters really badly, but the majority of the weapons introduced in the Platinum Demo had no additional ability. Likewise, despite having a huge range of weapons (according to Game Informer) we aren't seeing footage of any new weapon abilities or even old ones being used. Despite the presence of a spear in a lot of the footage, we don't see Jump or Spiral Thrust executed. We do see Tempest come off of the Broadsword, which I can grant you.
I dunno man. It just looks like the system may have been diminished to a strong extent. There are of course plenty of other possibilities though. Some of the interviews about the leveling system could indicate the weapon abilities have been removed from weapons themselves and instead baked into Noctis' progression. I wouldn't like that very much for the aforementioned reason of weapon collecting being a bit more bland as a result, but at least the abilities would be there. Likewise, it could just be this build didn't implement them for whatever reason, but that seems a bit more of a stretch to me. You'd still think SE would show them off in some of their own footage which contained some different builds.
No offense but that would totally suck. I'd rather have the abilities executable by the only character you can control than just get to watch them be used by the party members you can't. Ideally, both Noctis and his party will have access to these skills to get the best of both worlds.
I hope this is the case.
The realistic sky boxes in Duscae are great. I prefer them over the ones in this vid.
That's what i don't like, putting them behind a button combination make it feel too much like a character action game, where the Duscae version felt more closer to traditional turn based combat (you actually had to stop and select the ability to use).
But maybe it's just me.
There is no difficulty setting, they said they would talk about that Auto and Manual setting closer to release if I recall correctly.
I guess I kinda know what you mean but isn't pressing a button to have another character perform an ability when you decide almost the same thing as pressing a button to have your main character perform that ability? Either way, you don't need an explanation for your preference.
They actually just recently hinted at difficulty setting in the interview with Tabata and Sakaguchi.
They actually just recently hinted at difficulty setting in the interview with Tabata and Sakaguchi.
There's a bit of a disconnect in that you aren't using the ability yourself- the camera pans over to the character using it and they close the distance to the intended enemy if necessary and then automatically execute the skill. In my opinion, while it will give a great feeling that your companions are useful, involved and in your corner, it won't feel as satisfying as executing it through the character's avatar. I'd prefer both options be present- and we already know party commands are in so that's not an issue.
Source? I'd really like to know
Famitsu said:Tabata: The actual feedback from the demo is clearly divided between those who want more depth to the action, and those who prefer having it simpler. When Sakaguchi-san asked me what we were planning to do, I told him we're considering adding an Easy Mode; a decision he approved of.
Sakaguchi: Tabata-san was worried because there's never been a numbered FF which allows the user to select difficulty. Personally, I think it should be fine if thats the solution they arrived at through thinking about the current generation of users.
Tabata: Sakaguchi-san told me theres no need to stick to tradition as long as youre doing it for the fans.
I actually rather there be more disconnect between the inputs and the actions. Some of us don't like action RPGs.But why would you want to have an action rpg feel like a turn based one?