I have never in my life been more pissed off at a super hype pr building and a countdown site than I was for the one that ended up being for the iOS downport.
GimmiegimmiegimmiegimmiegimmieGIMMIE!!!!
Gods, just listening to that field theme makes me want to play Chrono Trigger again even if the lasting memory I had in playing the DS version was absolutely and utterly destroying it due to having so much more experience with playing RPGs compared to the first time I played it.
World of Darkness end boss from Final Fantasy XIV:
It still impresses the heck out of me how much care and effort they put into this three-part love letter to Final Fantasy III.
It just makes me eagerly await the day they do something similar with one of the big FFs.
The entire Crystal Tower sequence is one massive amount of fanservice, and even for those who aren't 100% sold with it, will still be able to appreciate all of the insane care and attention to detail the place got. I was commenting when we were doing our uber high ilvl alliance rampage to get the weekly done that the texturing and modelling for the damn floors in the Labyrinth were really amazing. There's jutting stones on the pathways and really nice lighting which just boggles the mind how the place will look with the DirectX11 client.
As for the final boss in the World of Darkness, the one thing I will say about it is: Thump thump thump thump thump... Easily the most hilarious way to kill a player
But for Seifer to see Squall as not living up to that standard and to be jealous of Squall's abilities, wouldn't Siefer have to try to be a hero himself? He's really a bully and he's selfish, which means that Seifer doesn't even try to be heroic like Laguna's character in the movie. I guess that's what you mean by "petty and pointless"?
Seifer is kind of a walking contradiction. He's all about his romantic dream, but he doesn't see how much damage he's doing while pursuing his impossible goal.
Why do you think Seifer decided to continue to use a Gunblade even though he's mediocre at it? Why do you think, even after being freed from Edea's control, he still decided to protect the "Princess".Why do you think they fought in the intro.
Seifer was ALL ABOUT trying to be the hero himself. And if you're going to be the hero, you have to defeat the villian.
But for Seifer to see Squall as not living up to that standard and to be jealous of Squall's abilities, wouldn't Siefer have to try to be a hero himself? He's really a bully and he's selfish, which means that Seifer doesn't even try to be heroic like Laguna's character in the movie. I guess that's what you mean by "petty and pointless"?
Seifer is kind of a walking contradiction. He's all about his romantic dream, but he doesn't see how much damage he's doing while pursuing his impossible goal.
Why do you think Seifer decided to continue to use a Gunblade even though he's mediocre at it? Why do you think, even after being freed from Edea's control, he still decided to protect the "Princess".Why do you think they fought in the intro.
Seifer was ALL ABOUT trying to be the hero himself. And if you're going to be the hero, you have to defeat the villian.
I dunno that he's mediocre at it. I mean, he did cut Odin in half. But yeah, I guess I can get behind this reasoning.
But for Seifer to see Squall as not living up to that standard and to be jealous of Squall's abilities, wouldn't Siefer have to try to be a hero himself? He's really a bully and he's selfish, which means that Seifer doesn't even try to be heroic like Laguna's character in the movie. I guess that's what you mean by "petty and pointless"?
Seifer is kind of a walking contradiction. He's all about his romantic dream, but he doesn't see how much damage he's doing while pursuing his impossible goal.
Why do you think Seifer decided to continue to use a Gunblade even though he's mediocre at it? Why do you think, even after being freed from Edea's control, he still decided to protect the "Princess".Why do you think they fought in the intro.
Seifer was ALL ABOUT trying to be the hero himself. And if you're going to be the hero, you have to defeat the villian.
I dunno that he's mediocre at it. I mean, he did cut Odin in half. But yeah, I guess I can get behind this reasoning.
Plus he basically bested Squall in the intro.
I never got the impression that Seifer was bad at his job. In the end, he just didn't GF hard enough (and had fewer allies).
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
But for Seifer to see Squall as not living up to that standard and to be jealous of Squall's abilities, wouldn't Siefer have to try to be a hero himself? He's really a bully and he's selfish, which means that Seifer doesn't even try to be heroic like Laguna's character in the movie. I guess that's what you mean by "petty and pointless"?
Seifer is kind of a walking contradiction. He's all about his romantic dream, but he doesn't see how much damage he's doing while pursuing his impossible goal.
Why do you think Seifer decided to continue to use a Gunblade even though he's mediocre at it? Why do you think, even after being freed from Edea's control, he still decided to protect the "Princess".Why do you think they fought in the intro.
Seifer was ALL ABOUT trying to be the hero himself. And if you're going to be the hero, you have to defeat the villian.
I dunno that he's mediocre at it. I mean, he did cut Odin in half. But yeah, I guess I can get behind this reasoning.
Plus he basically bested Squall in the intro.
I never got the impression that Seifer was bad at his job. In the end, he just didn't GF hard enough (and had fewer allies).
Well, he never passed his seed exam, which is where you're supposed to get a GF of your very own.
Had nothing to do with his combat ability. Remember he basically reenacted the Matrix lobby scene in the Timber TV studio. He barged in, killed every soldier between him and the president, and it was only Edea who stopped him. Who story wise, steam rollered Squall whether you defeat her in the boss fight or not.
How would you even reach the conclusion he doesn't know how to fight?
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Blah, misread that as the demo being included in Type-0. It's strange they're cutting magic n' summons due to unfinished graphics, when the demo ain't even on the horizon. Like, you don't have time to throw a sample set of magic in? There's not exactly a deadline here. Also I still hate Cidney's design.
The demo is included in Type-0 as a code for (future?) download. It's supposed to be only included in first-run copies, but I suspect it won't be a problem finding a copy with the download code even months after release.
I get why they're doing a demo. The game has been in development for 10 years or whatever, so they want to prove it's real and convince people to buy it. But it's sounding more and more like they probably shouldn't do it if they can't include the car and magic.
On the other hand, they are promising hours of content with this demo. They claim that if they included the car then people would be done in an hour or less.
It entirely depends on whether what they offer here will be a big enough taste that will have us wanting more, a case of "Oh man if it's this great now imagine when they add all the shit!".
Also there's a new Tabata report coming later today. Might get more details.
FFXV demo takes place during a moment where you lose your car, features Cidney and a cover system. No magic or summoning.
So... chest-high walls everywhere?
You know that was my first thought too, but from what they described it sounds more like natural formations like rocks and trees.
They've actually done something similar in FFXIV. One of the latest dungeons they added this week has a mechanic where you have to hide behind statues to avoid a boss's super deadly attack.
FFXV demo takes place during a moment where you lose your car, features Cidney and a cover system. No magic or summoning.
So... chest-high walls everywhere?
You know that was my first thought too, but from what they described it sounds more like natural formations like rocks and trees.
They've actually done something similar in FFXIV. One of the latest dungeons they added this week has a mechanic where you have to hide behind statues to avoid a boss's super deadly attack.
....on one hand, I'm glad Final Fantasy is trying new things. On the other, did they have to gank the same mechanic that's been done to death in every shooter over seemingly the last decade?
Again, I think they're inspired more by FFXIV, which actually does a smart job with its cover-based battles.
The most famous example is in Syrcus Tower, where you have this one boss that will freeze players in a block of ice. It turns out this is something you want to happen, because he will then cast an enormous one-hit kill attack that requires players to stand behind the frozen players to act as cover, thus avoiding the attack.
So if they can come up with something along those lines then it falls more under quick-thinking strategy and less bullet-sponge barriers.
FFXV demo takes place during a moment where you lose your car, features Cidney and a cover system. No magic or summoning.
So... chest-high walls everywhere?
You know that was my first thought too, but from what they described it sounds more like natural formations like rocks and trees.
They've actually done something similar in FFXIV. One of the latest dungeons they added this week has a mechanic where you have to hide behind statues to avoid a boss's super deadly attack.
Typically when something is referenced as a "cover system" though it refers to an actual game mechanic system where you interact with cover in a triggered manner. The players for instance moves towards on object that can be used as cover and presses the cover button, the character is now considered in a "cover" state which infers certain benefits/penalties, etc.
In FFXIV it's different because attacks can be coded to use a line of sight method. This typically is simply a matter of "Is X object located in between attack origin point and the character or not" So while the effect is similar the mechanic is typically not referred to as a "cover system".
A Cover system is more something you typically see in an FPS and while in cover the character has additional actions they may be able to perform that they otherwise would not (or it could limit actions). Conversely a system like FFXIV doesn't modify what a player can do with their character it's simply a check to see if a particular attack connects. Those pillars you mention for instance only work against that one specific attack and not against any other attack that boss has. It's also something that has been in the game for quite some time before the most recent patch as least as far back as the Garuda fight and maybe even before that but my memory can't recall a specific instance. It's a fairly staple MMORPG game mechanic.
More on topic, with the demo i'm really just looking to get a good look at how the game plays on the PS4, what basic combat is like, and a general sense of whether or not i'll enjoy the story at all. Having the magic and other systems in place would be helpful but I should be able to decide from what they are presenting if the game will be interesting to me or not.
Delphinidaes on
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On the other hand, they are promising hours of content with this demo. They claim that if they included the car then people would be done in an hour or less.
Ummm
Isn't that just artificially inflating gameplay time?
On the other hand, they are promising hours of content with this demo. They claim that if they included the car then people would be done in an hour or less.
Ummm
Isn't that just artificially inflating gameplay time?
Pretty much, yeah.
But from what's being said, they're essentially giving you a big area full of stuff, and they want you to mess around in that area instead of just driving to the end objective.
Of course the big question is whether the outside content is worth exploring, or is just empty "wander around and maybe kill some monsters until you're bored".
On the other hand, they are promising hours of content with this demo. They claim that if they included the car then people would be done in an hour or less.
Ummm
Isn't that just artificially inflating gameplay time?
It depends on if you're spending all of your time doing shit or if you're spending it running around. Think running around on foot vs following the roads on your horse in Skyrim. You can get from place to place much faster in your horse, but you skip over tons of stuff.
......it's still a thing where you hide behind a thing so you don't die.
They can call it whatever they want, but I'm hoping FFXV does it closer to FFXIV instead of Gears of War.
This is gonna sound a bit harsh, and I want you to know ahead of time that it's more of a tough love thing given your interest in game design.
You have expressed you are trying to get into the game design industry. Learning the distinction between various systems beyond "it's a thing where you hide behind a thing to not die" is going to be pretty important in that regard.
I mean you are technically correct in that you hide behind a thing so you don't die in both scenarios, but the specifics on how and why you do it make for a very different feel in a game, in FFXIV for example you just position your character behind a pillar (And it's almost always a pillar like structure for this type of mechanic), it's functional, but for the player it doesn't really feel epic or interesting or essentially cinematic.
In a more classic cover system however there are animations associated with moving into cover. The character actually crouches down behind the cover, or has their back to a wall, maybe they can lean past the cover a bit, even fire a weapon blindly, the camera angle changes to give a different viewpoint, etc.
This leads to a much more cinematic feel to the scene and helps to draw the player into the game world further.
Now both systems have their merits and flaws but I feel it's pretty important to distinguish between the two and from what I've seen of FFXV, it would probably be better served by a more classic cover system than the basic LoS mechanic used in FFXIV. Especially given the attention to detail they have shown on the fighting animations and fluid transitions. Imagine rolling into cover for a moment while a slew of enemies pepper gunfire around you, while crouched there you then see an overhanging streetlamp above them. You wait for a break in the fire and roll out from cover, teleport up to the lamp and then drop down on the enemies from above to take them out. Another scenario might be teleporting from cover to cover while closing in on an enemy. Stuff like that would be pretty well served by such a system (provided they try to avoid the cliched waist high cover everywhere problem that plagues such a system.)
NNID: delphinidaes Official PA Forums FFXIV:ARR Free Company <GHOST> gitl.enjin.com Join us on Sargatanas!
I do understand the distinction, and I apologize if it sounded like I was downplaying your informative explanation.
I was just saying that you could meld both lines of thought into FFXV without exclusively following one genre's mechanics over the other. People are quickly rolling their eyes thinking this is just a Gears of War/third person shooter thing whereas I'm being slightly more optimistic in noting that it could be closer to the mechanics found in FFXIV.
So yeah, in simplistic terms it's still about hiding behind something so you don't die. But there's ways to make that contextually interesting in an Action RPG atmosphere.
If nothing else I would love it if the cover could be destroyed. Like someone sets a tree on fire or a Behemoth rams into a rock and flings it across the field.
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This game is going to take all my money, isn't it?
YEEEEEEEEEEEEEESSS.
Sequel Fucking When!? ;_;
I have never in my life been more pissed off at a super hype pr building and a countdown site than I was for the one that ended up being for the iOS downport.
// Switch: SW-5306-0651-6424 //
It still impresses the heck out of me how much care and effort they put into this three-part love letter to Final Fantasy III.
It just makes me eagerly await the day they do something similar with one of the big FFs.
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Castle of Flesh, Interdimensional Rift, Void.
Or maybe FFVI.
Sealed Cave, Dragon's Den, Floating Continent.
The format could work well for a lot of FF games, really.
Gods, just listening to that field theme makes me want to play Chrono Trigger again even if the lasting memory I had in playing the DS version was absolutely and utterly destroying it due to having so much more experience with playing RPGs compared to the first time I played it.
The entire Crystal Tower sequence is one massive amount of fanservice, and even for those who aren't 100% sold with it, will still be able to appreciate all of the insane care and attention to detail the place got. I was commenting when we were doing our uber high ilvl alliance rampage to get the weekly done that the texturing and modelling for the damn floors in the Labyrinth were really amazing. There's jutting stones on the pathways and really nice lighting which just boggles the mind how the place will look with the DirectX11 client.
As for the final boss in the World of Darkness, the one thing I will say about it is: Thump thump thump thump thump... Easily the most hilarious way to kill a player
As someone who loves SaGa music, loves Chrono Trigger, and considers TWEWY one of the best things to ever come out of Square's entire existence....
Yeah, I'm buying every damn one of those songs.
Also, who the hell doesn't love Liberi Fatali?
// Switch: SW-5306-0651-6424 //
Totally grabbing Calling.
Seifer was ALL ABOUT trying to be the hero himself. And if you're going to be the hero, you have to defeat the villian.
I never got the impression that Seifer was bad at his job. In the end, he just didn't GF hard enough (and had fewer allies).
How would you even reach the conclusion he doesn't know how to fight?
FFXV demo takes place during a moment where you lose your car, features Cidney and a cover system. No magic or summoning.
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Still wondering how scattershot the demo will feel with several of its key features intentionally left out.
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This sure sounds like a shit demo.
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It entirely depends on whether what they offer here will be a big enough taste that will have us wanting more, a case of "Oh man if it's this great now imagine when they add all the shit!".
Also there's a new Tabata report coming later today. Might get more details.
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So... chest-high walls everywhere?
You know that was my first thought too, but from what they described it sounds more like natural formations like rocks and trees.
They've actually done something similar in FFXIV. One of the latest dungeons they added this week has a mechanic where you have to hide behind statues to avoid a boss's super deadly attack.
Blog||Tumblr|Steam|Twitter|FFXIV|Twitch|YouTube|Podcast|PSN|XBL|DarkZero
....on one hand, I'm glad Final Fantasy is trying new things. On the other, did they have to gank the same mechanic that's been done to death in every shooter over seemingly the last decade?
The most famous example is in Syrcus Tower, where you have this one boss that will freeze players in a block of ice. It turns out this is something you want to happen, because he will then cast an enormous one-hit kill attack that requires players to stand behind the frozen players to act as cover, thus avoiding the attack.
So if they can come up with something along those lines then it falls more under quick-thinking strategy and less bullet-sponge barriers.
Blog||Tumblr|Steam|Twitter|FFXIV|Twitch|YouTube|Podcast|PSN|XBL|DarkZero
Typically when something is referenced as a "cover system" though it refers to an actual game mechanic system where you interact with cover in a triggered manner. The players for instance moves towards on object that can be used as cover and presses the cover button, the character is now considered in a "cover" state which infers certain benefits/penalties, etc.
In FFXIV it's different because attacks can be coded to use a line of sight method. This typically is simply a matter of "Is X object located in between attack origin point and the character or not" So while the effect is similar the mechanic is typically not referred to as a "cover system".
A Cover system is more something you typically see in an FPS and while in cover the character has additional actions they may be able to perform that they otherwise would not (or it could limit actions). Conversely a system like FFXIV doesn't modify what a player can do with their character it's simply a check to see if a particular attack connects. Those pillars you mention for instance only work against that one specific attack and not against any other attack that boss has. It's also something that has been in the game for quite some time before the most recent patch as least as far back as the Garuda fight and maybe even before that but my memory can't recall a specific instance. It's a fairly staple MMORPG game mechanic.
More on topic, with the demo i'm really just looking to get a good look at how the game plays on the PS4, what basic combat is like, and a general sense of whether or not i'll enjoy the story at all. Having the magic and other systems in place would be helpful but I should be able to decide from what they are presenting if the game will be interesting to me or not.
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They can call it whatever they want, but I'm hoping FFXV does it closer to FFXIV instead of Gears of War.
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No, it's a Cover system.
Everyone's equipped with a True Knight relic.
Ummm
Isn't that just artificially inflating gameplay time?
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Pretty much, yeah.
But from what's being said, they're essentially giving you a big area full of stuff, and they want you to mess around in that area instead of just driving to the end objective.
Of course the big question is whether the outside content is worth exploring, or is just empty "wander around and maybe kill some monsters until you're bored".
Blog||Tumblr|Steam|Twitter|FFXIV|Twitch|YouTube|Podcast|PSN|XBL|DarkZero
It depends on if you're spending all of your time doing shit or if you're spending it running around. Think running around on foot vs following the roads on your horse in Skyrim. You can get from place to place much faster in your horse, but you skip over tons of stuff.
God help them if it's one of those demos where you can't save.
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This is gonna sound a bit harsh, and I want you to know ahead of time that it's more of a tough love thing given your interest in game design.
You have expressed you are trying to get into the game design industry. Learning the distinction between various systems beyond "it's a thing where you hide behind a thing to not die" is going to be pretty important in that regard.
I mean you are technically correct in that you hide behind a thing so you don't die in both scenarios, but the specifics on how and why you do it make for a very different feel in a game, in FFXIV for example you just position your character behind a pillar (And it's almost always a pillar like structure for this type of mechanic), it's functional, but for the player it doesn't really feel epic or interesting or essentially cinematic.
In a more classic cover system however there are animations associated with moving into cover. The character actually crouches down behind the cover, or has their back to a wall, maybe they can lean past the cover a bit, even fire a weapon blindly, the camera angle changes to give a different viewpoint, etc.
This leads to a much more cinematic feel to the scene and helps to draw the player into the game world further.
Now both systems have their merits and flaws but I feel it's pretty important to distinguish between the two and from what I've seen of FFXV, it would probably be better served by a more classic cover system than the basic LoS mechanic used in FFXIV. Especially given the attention to detail they have shown on the fighting animations and fluid transitions. Imagine rolling into cover for a moment while a slew of enemies pepper gunfire around you, while crouched there you then see an overhanging streetlamp above them. You wait for a break in the fire and roll out from cover, teleport up to the lamp and then drop down on the enemies from above to take them out. Another scenario might be teleporting from cover to cover while closing in on an enemy. Stuff like that would be pretty well served by such a system (provided they try to avoid the cliched waist high cover everywhere problem that plagues such a system.)
Official PA Forums FFXIV:ARR Free Company <GHOST> gitl.enjin.com Join us on Sargatanas!
I was just saying that you could meld both lines of thought into FFXV without exclusively following one genre's mechanics over the other. People are quickly rolling their eyes thinking this is just a Gears of War/third person shooter thing whereas I'm being slightly more optimistic in noting that it could be closer to the mechanics found in FFXIV.
So yeah, in simplistic terms it's still about hiding behind something so you don't die. But there's ways to make that contextually interesting in an Action RPG atmosphere.
If nothing else I would love it if the cover could be destroyed. Like someone sets a tree on fire or a Behemoth rams into a rock and flings it across the field.
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They won't have you fighting outside a dense wilderness all the time, right? At some point you need to fight inside a building with corridors.
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