Hobo Elf
Arcane
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.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.FF 14 reached its peak around end of Stormblood.
I wasn't talking about the 4.0 story, I said it was picking up. Also, it had the Omega and Ivalice raids.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.FF 14 reached its peak around end of Stormblood.
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.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.
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:
- English
- Japanese
- German
- 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.
Because that's kind of Yoshida's role at Square. PR.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.Why can't the actual game director Hiroshi Takai speak for his game himself? Feels like Yoshida is stealing his thunder.
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.
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.
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.
is shit and should never have been a thing.Not terribly important. Kingdom Hearts
The name FF brings with it certain expectations
FF was sabotaged internally by Enix after the merger.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.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.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
ATB is pretty much turn based and most (all?) of those ATB systems have an option to pause when the meter is full.Final Fantasy hasn't been turn-based since 3 with the exception of 10.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
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.ATB is pretty much turn based and most (all?) of those ATB systems have an option to pause when the meter is full.Final Fantasy hasn't been turn-based since 3 with the exception of 10.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 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.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.ATB is pretty much turn based and most (all?) of those ATB systems have an option to pause when the meter is full.Final Fantasy hasn't been turn-based since 3 with the exception of 10.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
It's not dissimilar to RTWP (which XII essentially was). But its nowhere near traditional turn based.
Fair enough.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.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.ATB is pretty much turn based and most (all?) of those ATB systems have an option to pause when the meter is full.Final Fantasy hasn't been turn-based since 3 with the exception of 10.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
It's not dissimilar to RTWP (which XII essentially was). But its nowhere near traditional turn based.
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 girlI'd push this back to FFVIII, maybe IX, but otherwise, I agree.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
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 girlI'd push this back to FFVIII, maybe IX, but otherwise, I agree.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
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 openI 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.
The combat was fun, though.