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Hobo Elf

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FF 14 reached its peak around end of Stormblood.
Ew, no. Everyone hated Stormblood. The entire thing felt like a side story and they simplified all the jobs to be much clunkier and less interesting than they were in Heavensward.
 

Mojobeard

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FF 14 reached its peak around end of Stormblood.
Ew, no. Everyone hated Stormblood. The entire thing felt like a side story and they simplified all the jobs to be much clunkier and less interesting than they were in Heavensward.
I wasn't talking about the 4.0 story, I said it was picking up. Also, it had the Omega and Ivalice raids.
And absolutely wrong. Not counting one or two jobs, every single other one was at its peak. Plus, MCH will just never be good. Shadowbringers was what started casualizing the gameplay.
 

Hobo Elf

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I wasn't talking about the 4.0 story, I said it was picking up. Also, it had the Omega and Ivalice raids.
And absolutely wrong. Not counting one or two jobs, every single other one was at its peak. Plus, MCH will just never be good. Shadowbringers was what started casualizing the gameplay.
Dunno what jobs you played but WAR, PLD, SCH, WHM and SMN were total fucking shit in Stormblood. My entire FC quit playing in Stormblood because the gameplay was so bad. Shadowbringers at least made most of the jobs fun and smooth again, but not on the same level as HW.
 

Duraframe300

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Mojobeard Hobo Elf
....

For all this arguing Takai (Assistant Director on XIV RR and HS) and Maheiro (Main Writer on XIV RR and HS) were janked from FFXIV post Heavensward. They only had *supervisor* roles after.

So if anything moaning about XIV post Heavensward is a good indication here.
 

Mojobeard

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Sorry, I was supposed to reply with a "I'll agree to disagree" post. But apparently didn't.
I'll just say most people I know liked what jobs were shaping up to be at the end of Stormblood, and that yes, Shadowbringers 5.0 was the big money bringer. After which I felt the team stopped giving a fuck.
 

karoliner

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Maybe it will be good after all?

Final Fantasy XVI producer Naoki Yoshida interviews – real-time combat, AI party members, no open-world, more​

Third trailer planned for release this fall.
Interviews with Final Fantasy XVI producer Naoki Yoshida have gone live across several outlets worldwide, which include new information on the summer 2023-due numbered Final Fantasy game.

Interviews have been published at the following websites:

New key information includes:

  • Protagonist Clive has an arsenal of powerful attacks and abilities based off traditional Final Fantasy summons, which can be cycled through in real-time, enabling powerful combination attacks. After Clive claims an Eikon’s (summon’s) power, he will be able to unlock its abilities in an “ability tree” through points earned in battle.
  • There will be times where the player controls an Eikon in real-time, battling other Eikons. Each Eikon vs. Eikon battle is unique. One may be reminiscent of a 3D shooter, while another may be more like a pro wrestling match, while a third may transform the entire arena into a battle field. Each will have slight differences in user interface as well.
  • Clive will be accompanied by one or more companions for most of his journey, who will participate in battle, as well as banter with Clive. These party members will be AI-controlled.
  • The wolf-pup from the first trailer is named Torgal. As for whether Torgal will eventually play a role in combat, Yoshida said to “wait and see.”
  • Creative Business Unit III chose a medieval fantasy style theme for Final Fantasy XVI becasue much of its core members, including Yoshida, simply enjoyed that style the most.
  • The game uses an “independent area-based game design that can give players a better feel of a truly ‘global’ scale,” and is not open-world.
  • The game will be “a complete experience” at launch, and there are currently no plans for other tertiary content.
  • Players will follow the life of Clive through three stages: his teens, his 20s, and his 30s.
  • Final Fantasy XVI is currently fully playable from start to finish, but voice-overs in multiple languages still need to be recorded, and as it is a very action-oriented game, much play testing is required to fine-tune difficulty, put the final touches on cutscenes, and for full-scale debugging.
  • A third trailer is planned for release this fall, which will concentrate more on the world, lore, and storyline.
 
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Why can't the actual game director Hiroshi Takai speak for his game himself? Feels like Yoshida is stealing his thunder.
 

Duraframe300

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Why can't the actual game director Hiroshi Takai speak for his game himself? Feels like Yoshida is stealing his thunder.
Because that's kind of Yoshida's role at Square. PR.

He did mention that all game related decisions are made by Takai and Maehiro.

Anyway, sound good from everything told.
 

Shrimp

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Why can't the actual game director Hiroshi Takai speak for his game himself? Feels like Yoshida is stealing his thunder.
Thanks to FFXIV Yoshida has amassed a horde of rabid worshippers who gladly will gobble up anything with his name on it.
I can guarantee you there are plenty of people whose only interaction with the franchise is through the MMO who will end up playing XVI solely because of the people working on it.
 
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For most of his journey, Clive will be accompanied by one or more companions. These companions will participate in battle, as well as trade banter with Clive. That said, the party members will be AI-driven so as to allow players to focus solely on controlling Clive," Yoshida explains.

I don't understand this. This is game is branded as a Final Fantasy game. The name FF brings with it certain expectations, not the least of which being a cast of different characters and the player being able to play as their favorite ones. I'm confused as to why they didn't learn from their mistake with FF15. Hopefully we might get a post-launch patch the rectifies this and allows the other characters to be playable, but a Final Fantasy game should have been designed from the start to fulfill these basic expectations. It's like FF13 being designed with the player never being able to explore the world, or FF10 not having a world map or the so-called "airship" being relegated to a mere menu.
 
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Thac0

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I'm very into cock and ball torture
So we have:
>skilltree confirmed (thank god)
>minigames for every Eidolon fight
>Ai companions confirmed
>hub based level design over open world (based)
>team prefers medieval fantasy (extra based)
>they are at least trying to not become a XIII or XV clusterfuck where you need like 2-6 more games and DLC to understand the story

this all sounds very very good

For most of his journey, Clive will be accompanied by one or more companions. These companions will participate in battle, as well as trade banter with Clive. That said, the party members will be AI-driven so as to allow players to focus solely on controlling Clive," Yoshida explains.

I don't understand this. This is game is branded as a Final Fantasy game. The name FF brings with it certain expectations, not the least of which being a cast of different characters and the player being able to play as their favorite ones. I'm confused as to why they didn't learn from their mistake with FF15. Hopefully we might get a post-launch patch the rectifies this and allows the other characters to be playable, but a Final Fantasy game should have been designed from the start to fulfill these basic expectations. It's like FF13 being designed with the player never being able to explore the world, or FF10 not having a world map or the so-called "airship" being relegated to a mere menu.

Not terribly important. Kingdom Hearts has rotating unplayable guest characters for each world aswell, and it is enough to characterise them well. It would be pretty based if they elaborate on the team attack system in FFXV and make team attacks like in Kingdom Hearts 2, clearing an entire room of enemies with Bushido together with Auron was sick in that game.
 

Duraframe300

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For most of his journey, Clive will be accompanied by one or more companions. These companions will participate in battle, as well as trade banter with Clive. That said, the party members will be AI-driven so as to allow players to focus solely on controlling Clive," Yoshida explains.

I don't understand this. This is game is branded as a Final Fantasy game. The name FF brings with it certain expectations, not the least of which being a cast of different characters and the player being able to play as their favorite ones. I'm confused as to why they didn't learn from their mistake with FF15. Hopefully we might get a post-launch patch the rectifies this and allows the other characters to be playable, but a Final Fantasy game should have been designed from the start to fulfill these basic expectations. It's like FF13 being designed with the player never being able to explore the world, or FF10 not having a world map or the so-called "airship" being relegated to a mere menu.

Not commenting on this as a whole as *playing* as my favourite one was never a concern for me in a FF game. I wouldn't even know in which FF that was a thing except maybe (very) late game of various titles. 6 even constantly gives you a different party until ruin.

Eh, what I wanted to say is that according to other sources AI companions will have a gameplay system attached to them. I don't expect it to be remotely as drab as XV.
 
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GhostCow

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I'll never stop being butthurt that they forgot how to make good games after FFX. If it's not a classic turn based jrpg it shouldn't be called final fantasy
 

Duraframe300

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I'll never stop being butthurt that they forgot how to make good games after FFX. If it's not a classic turn based jrpg it shouldn't be called final fantasy
Final Fantasy hasn't been turn-based since 3 with the exception of 10.
 

mediocrepoet

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I'll never stop being butthurt that they forgot how to make good games after FFX. If it's not a classic turn based jrpg it shouldn't be called final fantasy
Final Fantasy hasn't been turn-based since 3 with the exception of 10.
ATB is pretty much turn based and most (all?) of those ATB systems have an option to pause when the meter is full.
 

Duraframe300

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I'll never stop being butthurt that they forgot how to make good games after FFX. If it's not a classic turn based jrpg it shouldn't be called final fantasy
Final Fantasy hasn't been turn-based since 3 with the exception of 10.
ATB is pretty much turn based and most (all?) of those ATB systems have an option to pause when the meter is full.
No it isn't and no it doesn't. The option to pause, which isn't even the standard option in a lot of games, is based on you entering a menu, not when the meter is full. And that just acts as a full stop, doesn't influence amount of actions available at all (aside from the fact that not-waiting counts the time you spend in the menu too, which is usually negligible). That's determined on whatever influences the speed of the bar.

It's not dissimilar to RTWP (which XII essentially was). But its nowhere near traditional turn based.
 
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mediocrepoet

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I'll never stop being butthurt that they forgot how to make good games after FFX. If it's not a classic turn based jrpg it shouldn't be called final fantasy
Final Fantasy hasn't been turn-based since 3 with the exception of 10.
ATB is pretty much turn based and most (all?) of those ATB systems have an option to pause when the meter is full.
No it isn't and no it doesn't. The option to pause, which isn't even the standard option in a lot of games, is based on you entering a menu, not when the meter is full. And that just acts as a full stop, doesn't influence amount of actions available at all (aside from the fact that not-waiting counts the time you spend in the menu too, which is usually negligible). That's determined on whatever influences the bar.

It's not dissimilar to RTWP (which XII essentially was). But its nowhere near traditional turn based.
I know what you mean and you're not wrong, but this is a pretty autistic take given that it's fairly obvious that the distinction he's drawing is between turn based and pseudo turn based systems vs. the generally real time presentation of the MMOs, XII, and the action games like 7R, XVI, and Stranger of Paradise.
 

Duraframe300

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I'll never stop being butthurt that they forgot how to make good games after FFX. If it's not a classic turn based jrpg it shouldn't be called final fantasy
Final Fantasy hasn't been turn-based since 3 with the exception of 10.
ATB is pretty much turn based and most (all?) of those ATB systems have an option to pause when the meter is full.
No it isn't and no it doesn't. The option to pause, which isn't even the standard option in a lot of games, is based on you entering a menu, not when the meter is full. And that just acts as a full stop, doesn't influence amount of actions available at all (aside from the fact that not-waiting counts the time you spend in the menu too, which is usually negligible). That's determined on whatever influences the bar.

It's not dissimilar to RTWP (which XII essentially was). But its nowhere near traditional turn based.
I know what you mean and you're not wrong, but this is a pretty autistic take given that it's fairly obvious that the distinction he's drawing is between turn based and pseudo turn based systems vs. the generally real time presentation of the MMOs, XII, and the action games like 7R, XVI, and Stranger of Paradise.
Fair enough.
 

GhostCow

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I'll never stop being butthurt that they forgot how to make good games after FFX. If it's not a classic turn based jrpg it shouldn't be called final fantasy
I'd push this back to FFVIII, maybe IX, but otherwise, I agree.
FFX shit the bed when it came to a lot of things, but it had good buildporn and the combat was fun. FFX-2 could have even been good if they made it turn based or at least added a pause option and replaced the white haired dyke with a cuter girl
 

mediocrepoet

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I'll never stop being butthurt that they forgot how to make good games after FFX. If it's not a classic turn based jrpg it shouldn't be called final fantasy
I'd push this back to FFVIII, maybe IX, but otherwise, I agree.
FFX shit the bed when it came to a lot of things, but it had good buildporn and the combat was fun. FFX-2 could have even been good if they made it turn based or at least added a pause option and replaced the white haired dyke with a cuter girl

I suppose I could see that. I mostly remember playing a lot of Blitzball. I bounced off FFX-2 pretty hard early on due to all of the jpop idol cutscenes. They made me question what I was doing with my life, so I took the disc out and forgot about it.
 
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I don't recall FFX having "good buildporn". The Sphere Grid gives you no meaningful progression. +2 def isn't an interesting talent and such trite stat sticks is what all of the nodes are.

Furthermore, you hardly have any actual choice. FFX is a case study in how devs can use fancy presentation to dazzle the player at a first glance, making them think they're looking at a really complex and indepth system, but when you straighten out the trees you realize there is no complexity or depth. You pick one of six lines to go down and then you get tiny stat increases from that line.

u9GrNHz.png


qHXnQYt.png


The combat was fun, though.
 

GhostCow

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I don't recall FFX having "good buildporn". The Sphere Grid gives you no meaningful progression. +2 def isn't an interesting talent and such trite stat sticks is what all of the nodes are.

Furthermore, you hardly have any actual choice. FFX is a case study in how devs can use fancy presentation to dazzle the player at a first glance, making them think they're looking at a really complex and indepth system, but when you straighten out the trees you realize there is no complexity or depth. You pick one of six lines to go down and then you get tiny stat increases from that line.

u9GrNHz.png


qHXnQYt.png


The combat was fun, though.
Well I did say it was good buildporn, not great. It's certainly not Troubleshooter. Which version of the sphere grid is this? The one from the international version and the new HD rerelease have a different grid that's a lot more open
 

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