Page 5 of 50 FirstFirst ...
3
4
5
6
7
15
... LastLast
  1. #81
    Herald of the Titans TigTone's Avatar
    5+ Year Old Account
    Join Date
    Apr 2019
    Location
    Westfall
    Posts
    2,747
    Instant buy, looks great!

  2. #82
    Legendary! SinR's Avatar
    10+ Year Old Account
    Join Date
    Dec 2010
    Location
    My Own Personal Hell
    Posts
    6,355
    Had me until I saw Action RPG Combat.

    Sorry. That's a pass. looks pretty but lol cutscenes
    We're all newbs, some are just more newbier than others.

    Just a burned out hardcore raider turned casual.
    I'm tired. So very tired. Can I just lay my head on your lap and fall asleep?
    #TeamFuckEverything

  3. #83
    Gotta be honest, it's very underwhelming.. Mid generation PS4 graphics, Devil May Cry looking gameplay and stereotypical bad english accents and accompanying stereotypical character types with a vague and slightly bland plot? I dunno, I guess we will know more in 2025 when it comes out.
    Probably running on a Pentium 4

  4. #84
    It looks nothing like FF(outside of summons and chocobos), which judging by recent series history might be a good thing. Series became a dumpster fire, burn that shit to the ground and start anew.

  5. #85
    Quote Originally Posted by Graeham View Post
    FF9 used the term 'Eidolon'.
    You're right, I got them mixed up. Thanks!

  6. #86
    Banned Lazuli's Avatar
    10+ Year Old Account
    Join Date
    Oct 2012
    Location
    Your Moms House
    Posts
    3,721
    Quote Originally Posted by agentsi View Post
    FF13 has sold more copies than FF15 when considering additional games and DLCs for both. So sorry, but I am not.

    https://www.digitaltrends.com/gaming...fantasy-games/

    One of many, MANY websites putting FF15 at or near the bottom for games in the series.
    I don't care about sales, your argument is the same as saying D3 is good because it got high sales. As if D2 didn't carry that into existence, same case with 13 sales and probably why 15 sold worse (if what you say is to be believed) after the experience of 13. 15 easily way better than 13, and you're failing at your pathetic attempts. Get better material.

    By the way a quick search from december 2019 reveals you are completely wrong. What a massive fail lol. 13-2 didn't even make the list top kek.

    https://www.tweaktown.com/news/69437...ies/index.html

    Quote Originally Posted by Asrialol View Post
    Wish they made more FF games like FFX. Turn based.
    SAME
    Last edited by Lazuli; 2020-09-17 at 04:51 AM.

  7. #87
    I am Murloc! Asrialol's Avatar
    10+ Year Old Account
    Join Date
    Oct 2009
    Location
    Norway
    Posts
    5,868
    Wish they made more FF games like FFX. Turn based.
    Hi

  8. #88
    Quote Originally Posted by Asrialol View Post
    Wish they made more FF games like FFX. Turn based.
    It has been twenty years since FFX. At this point, we need to accept that we will never get another turn based entry in the mainline franchise. If you want turn-based JRPGs, I would recommend taking a look at Dragon Quest and the Trails series (though apparently Trails will be incorporating action elements in the next entry, which could mean we will get more QTEs in between turns like timed hits/additions/link attacks like in the Cold Steel games, or we could be going full on real time with pause like in FFXII/Dragon Age).

  9. #89
    Quote Originally Posted by agentsi View Post
    When people argue with you, but don't bother to read any of the sources you link, that are verified trusted sources. Then still tell you you're wrong.

    https://www.vgchartz.com/game/73124/...xv/?region=All

    Ah, I love stupid people.

    - - - Updated - - -



    Of course, the creators of the game think it was a success. When do folks bad mouth their own product? Jesus christ you're glib.

    I already linked where I found the numbers, as well as the sources. One of the souces in the link I sent is the FF wiki page.

    https://www.vgchartz.com/game/73124/...xv/?region=All

    And, if you count the iOS games of FF15 and the DLC packs, then, and only then, did it sell almost 9 million copies. This has been confirmed multiple times.

    A game selling 5 million copies is great, but that hardly makes it a success in terms of Final Fantasy.

    Why are you people so fucking retarded?
    Off of your very own link
    https://www.vgchartz.com/article/441...its-worldwide/

    Take special notice of this little blurb from the very beginning of the article that not only say's it's not one of the worse selling ones but is in fact in the top three of the franchise.

    Square Enix has announced Final Fantasy XV has shipped 8.9 million units worldwide. That makes it the third best-selling mainline game in the franchise, behind Final Fantasy VII and Final Fantasy X. This news comes from video game analyst Benji-Sales via Twitter.

  10. #90
    I am Murloc! Selastan's Avatar
    10+ Year Old Account
    Join Date
    May 2010
    Location
    IN THE MOUNTAINS
    Posts
    5,772
    Quote Originally Posted by Lindon View Post
    You do know that FFXV was universally liked?
    I wouldn't say 'universally'. I never got into it. Turn-based or die.

  11. #91
    Legendary!
    15+ Year Old Account
    Join Date
    Sep 2008
    Location
    Norway
    Posts
    6,380
    Quote Originally Posted by WintersLegion View Post
    Okay these are all user reviews for FFXV
    Steam it has a Very Positive rating at 80% positive
    PS Store has 4 and a half stars
    Amazon it has 4 and a half stars

    And for review sites
    IGN 8.2/10
    PC Gamer 78%
    Metacritic 85%

    And FFXV has sold 8.9 million units not 5 million.
    I like XV, but put it up against the greats of the series and it's bottom tier.

  12. #92
    Quote Originally Posted by dope_danny View Post
    I get the feeling storywise we are getting something like Tactics meets Type Zero which bland gameplay aside had a pretty interest world and story. I just hope what we see of combat is more character action meets rpg than 15's absolutely abysmal "hold x to auto attack, square to auto dodge, your one spell is a grenade you change the element of and summons only exist as a mechanic to end fights that take you too long so most players rarely see them at all" trash. I'll take a refined FF7R style as long as they fix the shitty deal of flying enemies when you lack a ranged party member.

    Still its interesting that we get a mainline FF game once every 7 years for the last 14 years. Remember when it was every 12 months in the 90's?

    Still Yoshi has absolutely earned some trust after A Realm Reborn that he won't phone it in so i'm more confident in this than whatever the fuck nomura does with part 2 of the 7 remake.
    It'd be bonkers if they kept the FF7R battle style going forward. J(A)RPG combat has never felt better since they left the classical turn based combat of FFX IMO. The battle style of FFXII was interesting, but FF7R was spot on, both in terms of graphics and feeling.

  13. #93
    Herald of the Titans TigTone's Avatar
    5+ Year Old Account
    Join Date
    Apr 2019
    Location
    Westfall
    Posts
    2,747
    This thread has devolved into turn base vs action RPG and sales...


    Instead of what final fantasy is really about the stories and their unique take on fantasy.
    Last edited by TigTone; 2020-09-17 at 06:46 AM.

  14. #94
    Quote Originally Posted by WintersLegion View Post
    Okay these are all user reviews for FFXV
    Steam it has a Very Positive rating at 80% positive
    PS Store has 4 and a half stars
    Amazon it has 4 and a half stars

    And for review sites
    IGN 8.2/10
    PC Gamer 78%
    Metacritic 85%

    And FFXV has sold 8.9 million units not 5 million.
    In comaparison, FFXIII, the still steaming 10 year old pile of shit, has a 72% positive rating on Steam.
    Do not trust these ratings.

  15. #95
    Dunno what to think. Or how to feel. XV left me cautious. So much potential, missed. Granted, it had a troubled development. I haven't played the MMO titles in the franchise, so don't know what to expect from any inspiration from those. However, imo there hasn't been a great FF title since X. This is just my feeling, XII was good, but had some flaws that held it back (mainly in the plot and characters, I just didn't care, not in the way I did for previous titles at that point), the XIII trilogy was a hot mess, still imo good games that does somethings very well, but the flaws for me were too prominent and obvious to let slide (for example, DA2, I can let slide its flaws, they weren't fatal for me). Then XV, with so much of its plot taking place off screen, a world of ruin that you can't really explore, so many missed opportunities to be a great game. I am just not convinced that they have learned lessons from previous titles. The move away from traditional turn based JRPG combat never bothered me. A mixture of lackluster stories, lackluster characters and lackluster worlds that can't hook me and get me to care, that title after title fell short, having similar flaws passed down through them don't leave me confident. I cannot wait for the day that I can play an FF game and I get hooked. Right now I am not hopeful that this will be it. I will keep watch for new stuff regarding it, and will cross my fingers.
    Quote Originally Posted by Gelannerai View Post


    Remember, legally no one sane takes Tucker Carlson seriously.

  16. #96
    Quote Originally Posted by TigTone View Post
    This thread has devolved into turn base vs action RPG and sales...


    Instead of what final fantasy is really about the stories and their unique take on fantasy.
    • FFI-III are nothing to write home about, but II started the idea of the job system. II also had a primitive TES like system where you leveled up skills by using them repeatedly.
    • FFIV was pretty interesting at the time for having the protagonist (and his friend Kain) start out as enforcers/lieutenants of the big bad. You also play as a Dark Knight, a job newly introduced to the Kingdom of Baron that practices Dark Magic, which people are afraid of. Talking to the NPCs is pretty interesting because - since you're pretty much Darth Vader - people are either afraid of you ("uh, yes my lord! We are paying our taxes on time! We've been loyal subjects!"), or they piss on you for annexing their countries/practicing dark magic/working for the evil empire.
    • FFV started the idea of having multiple/parallel worlds, with the big bad trying to recombine the two worlds into one. The story was also rather funny.
    • FFVI experimented with having a dozen different POVs. Also notable for trashing the world, so you get to "rediscover" or explore the world for a second time and see how it has changed since you last left. Second half is pretty nonlinear for a JRPG.
    • FFVII's Materia system allowed for players to build their characters how they wanted. Rather than leveling up characters, you leveled up materia, which could be swapped between characters at will. You would never have a situation where characters would be underleveled. A plethora of overpowered builds allowed players to feel strong and breeze through the game how they liked. There was also the Weapon superbosses wandering the overworld. There's something special seeing these alien looking machines of death that dwarf you, wandering about, and the approaching them for battle. Losing your healer near the end was also a way to amp up the tension in gameplay because the game got a whole lot harder. FFVII also has a lot of minigames which spruce up the gameplay. Also, really liked the use of camera during battle and the camera cuts, really made it feel cinematic.
    • FFVIII The player can obtain the summon, Odin, who has a chance of appearing at the start of a battle and one shotting all of the mobs by bisecting them with a single stroke of his sword. During a climatic boss battle with one of the villains, if the player has Odin, Odin will appear at the beginning of the fight and do his usual attack... except the villain parries the attack and bisects Odin instead. A huge "OH SNAP!" moment, and very effective at establishing the villain's powerlevel.
    • FFIX each character feels unique, as they have exclusive access to game mechanics. Vivi is the only one who can cast black magic, for example.
    • FFX way too much stuff to praise.
      Spoiler: 
      • Top notch road design. Mi'ihen Highroad doesn't feel like an empty corridor with monsters prowling on it, but... an actual road! There are traveling merchants, historians, military volunteers, priests, etc traveling on the road who you can interact with and see throughout your journey. The roads are at most three screens long, and the fixed camera angle makes the journey visually appealing to look at with the vistas and such. In Besaid, not only do you travel on cliffsides, but you also swim through the water, and in some places you also dive underwater and explore underwater ruins and caverns. You climb mountains. You travel through unique places like the Thunder Plains. It really made the roads feel more engaging.
      • Monster design encouraged you to use every character. Flying enemies are out of reach for the melee characters (there is a hit chance), so they can only be hit by magic or by Wakka's blitzball. Agile enemies like wolves and lizards will dodge the attacks of slower moving characters (again, not always but a high miss chance), so you need to use a fast character like Tidus. Magical enemies have high defense, so you want to bring out Lulu to nuke them with elemental magic. Due to the sphere grid, it is possible to later stack up any character's accuracy or magic stat enough so that they can reliably kill any monster. Tidus' sword will bounce off armored enemies, but Auron can shatter the armor, allowing everyone else to attack. Rikku was super effective against Machina enemies. Combined with the convenience of switching party members, you are incentivized to use every character in the party, rather than just having a "main" team. (IDEA: What if enemy types were combined? What if you had to defeat the types of protection in sequence? What if the armor reflected magic, so you couldn't just use Yuna/Lulu?)
    • FFXI had an overarching storyline plotted out from the beginning, which was planned to conclude in the second expansion. That initial storyline of base game through Zilart and concluding in Chains of Promathia felt very tight and the payoff at the end of CoP was very satisfying. Too bad most people didn't get to experience it because they dismissed FFXI as just a MMO, and back then MMO review sites didn't talk about the story, so pretty much anyone who would have appreciated a well written overarching storyline never heard about it. Gameplay wise, FFXI was unique in allowing you to level up every job on a single character (which FFXIV would do as well). FFXI also had a lot of horizontal progression, with certain items being obtained at level 30 being essential to level capped builds and content.
    • FFXII had a lot of quality of life stuff like target lines. Also, the weather changes the very geography of certain maps. When you first visit the Giza Plains, they are dry and you can easily traverse the map. When you return there later on, the plains have experienced heavy flooding and the place becomes a maze as you traverse from one hill-turned-island to the next, and the low level mobs like rabbits are replaced by high level mobs like alligators. It makes an old area new again and fresh to explore. It also had a linear plot with an open world. The world expands as you progress through the plot, and there are a few zones you can explore that you don't have to visit to complete the game. You can also go to a few higher level zones before the story takes you there, and can be rewarded with some powerful loot.
    • FFXIII had good aesthetics and music.
    • FFXIV has a lot of minigames which spruce up the gameplay (I particularly like the minigames introduced in the seasonal events, would be cool if those minigames/ideas were integrated into the base game). There are also some unique boss mechanics, like Susano's teacups, where he will trap a player in 1 of 3 tea cups, spin the cups, and then the rest of the party has a few seconds to free the player from his cup before he is killed. It's test your ability to track the fast moving tea cups and is pretty fun. In Shadowbringers, you have tethers - targeted boss attacks - that can be taken by other players, which is pretty interesting.
    • FFXV really nails the feeling of camaraderie. I also felt really immersed in the experience of going on a road trip.
      Spoiler: 

      • Party banter, real sense of camaraderie. (However, as is typical with party banter, it gets repetive after a while and you start filtering it out)
      • Photos with Prompto, choosing them at the end of the day. The ending in which Noctis goes to his death and looks over the photos, remembering all of the fun times he had over the journey, looking for the one photo to take with him.
      • End of day camping and cooking. Feels communal to see the party sit around a campfire, chilling out and eating food. You can pick the dish to be cooked for a buff. It's satisfying to see your EXP tallied up at the end of the day, makes your progress feel more definitive and see everyone level up and gain access to new skills at once (rather than seeing level ups and skill acquisitions spread out over the game). The whole experience feels special.
      • Flavor lore: the people talking in resturants, the advertisements on the radio, pinball machines, the silly mascots you sit with and take photos, etc.
      • Most JRPG parties simply shut up and follow the main character around, but in the cup noodle quest, Gladio is motivated to do something (visit the cup noodle shop) and prompts to player to go there. Makes the characters feel like they have their own wants and desires. Prompto getting excited over Chocobos and asking Noct if they can detour for them.
      • Ignis, one of your beloved party members, is blinded during a major plot event and a turning point in the tone of the game. After that, his functionality as a member of your party is crippled. He stumbles around, requiring you to stay close to him and escort him. He almost always misses. He's near useless in combat and has to be protected. You as the player, and the characters in the story love Iggy, and don't want to leave him behind, but you are forced to confront the reality that he is dragging you down, which becomes a source of drama. Great gameplay and story integration, making you feel the frustration.

  17. #97
    Quote Originally Posted by TigTone View Post
    This thread has devolved into turn base vs action RPG and sales...
    If mainline Mario games had gone from platformers to visual novels, you can be sure it would come up in the discussion about every new game.

  18. #98
    Obviously hard to judge FFXVI when we only have a 5 minute teaser to go off of, but it's looking like it has potential for great action combat. The combat system is being designed by Ryota Suzuki, who designed the combat for Dragon's Dogma, Marvel vs Capcom 2, and Devil May Cry 5.

    Dragon's Dogma had some really, really cool gameplay ideas. You could climb up ogres and try to stab them in the head. You could light yourself on fire, and set a harpy on fire when that harpy tries to pick you up. If you created a lightweight character, you'll be carried away by harpies (and thus can reach normally inaccessible locations by waiting until the harpy flies over that place, and then shank the harpy and drop to the ground and hopefully not die). If you created a heavyweight character, when a harpy tries to pick you up, you will instead drag the harpy down to the ground so the rest of your party can kill it. If you can pick up monsters and throw them off a cliff. You can coordinate with your party members. You can jump off of the shield of a party member to grab onto a flying enemy, or hold enemies in place while your comrade deals the killing blow.

    In Devil May Cry 5, one of the three playable characters was V, who played like a puppetmaster from the Naruto Ultimate Ninja Storm games in that he stood in the back while he controlled summons who fought for him at the front line. It feels awkward at first but you get used to it, and then it becomes very fun. He also had interesting limitations. Wheras the other two playable characters, Dante and Nero, could double jump and dodge roll on the spot, when V jumps or dodges, there is a slight delay as his summons come back to him and help him perform the maneuver (if V tries to double jump, his bird comes back to him and lifts him up, or if V tries to dodge roll, his cat comes back to him, morphs into the ground underneath V, and moves him to the side, so V dodges by literally standing and doing nothing).

    The action combat design of Dragon's Dogma, and the class design of V in DMC 5 makes me very excited at the potential for FFXVI's action combat system.

  19. #99
    Brewmaster
    7+ Year Old Account
    Join Date
    Jan 2015
    Location
    Some where in Europe
    Posts
    1,406
    Quote Originally Posted by AryuFate View Post
    It seems they went from emo band (FFXV) to actual dark fantasy. Aren’t they a few years late to the show?
    the "emo band" was the pinnacle of FFXV

  20. #100
    Looks great. Seems like they keep the ffxv style combat which I loved even though it was barebone. Always thought it was good foundation but needs more time to be fleshed out.

    I expect them to go the ff7 route which has the same style.
    Last edited by Kumorii; 2020-09-17 at 08:05 AM.
    Error 404 - Signature not found

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •