Instant buy, looks great!
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
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
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.
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
SAME
Last edited by Lazuli; 2020-09-17 at 04:51 AM.
Wish they made more FF games like FFX. Turn based.
Hi
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).
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.
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.
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.
- 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:
- 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:
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.
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.
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