Final Fantasy 16 State of Play Reaction

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#finalfantasy #finalfantasy16 #playstationstateofplay #finalfantasyxvi #ff16
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"Gives me devil may cry vibes" good catch. They do indeed have people from the DMC series working on ff16

Cruxypoo
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Every Final Fantasy game (excluding ones that are direct sequels to previous games like 10-2) is it's own story in it's own world that just has things that carry over, which is one of the things many things I love about this franchise.

imortal
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1:25 its not just FF16 thats playable on its own, most of the series is designed that any random game is a suitable entry point because they're usually independent settings. Continuations and sequels exist but they're obvious, like FF 10-2 or literally any title in the FF7 subseries

ayanleman
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Happy to see you two interested in the latest Final Fantasy - this latest entry is being developed by the team that created FF14, plus the combat director of Devil May Cry (good job catching the similarity!)
If you want to see the devs show the game live, I'd recommend the rather endearingly named "Yes, you can pet the Torgal" panel from PAX East!

Deuzen_FIN
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The best feeling in a final fantasy game is when something amazing starts happening, you think "there's no way they would...", and then they nail the thing you thought they wouldn't even try to pull off.

Fancy_Raptor
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Every Final Fantasy game is stand alone unless it's stated as a sequel, so it's well worth looking into. Essentially, it an anthology of Fantasy RPGs using common themes and elements throughout the franchise, such Magic Crystals, spells, and powerful summons, brave young heroes and villains grasping for Godhood.

jamcalx
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The combat is similar to DMC because the combat director Ryota Suzuki developed Devil May Cry’s gameplay and is working with square Enix to polish Final Fantasy 16’s combat.

Alltimefox
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When Clive is transforming he’s manifesting different aspects of the “Ikons” which are incredibly powerful monsters and entities which have pretty much always been in the series in some form or another. Sometimes they’re referred to as “summons” or “guardian forces” or “espers” in previous games. They’re not always important to the plot, sometimes they’re just hugely powerful attacks with lavish animations, where you call the creature and it does a big attack. And sometimes they’re plot critical characters themselves.

Some notable ones in the trailer are Titan’s fists, Ifrit’s fiery claws, Shiva’s icy mantle, Bahamut the Dragon King’s wings, Ramuh the Thunder God’s staff, and Odin’s sword.

There are plenty more, it looks like Ikon abilities form the large basis of Clive’s moveset. Controlling so many at once would make him a very odd, standout character in the history of the series. He must be pretty godlike by the end of the game.

spiraljumper
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When Bethany was talking about being blown away by so many facets of the game for different players to enjoy, it brings to mind a particular bit of context. Naoki Yoshida—the overall producer and game director for Final Fantasy XVI—is also the producer and creative director for Final Fantasy XIV Online.

While that may seem simple, let me explain. Final Fantasy XIV Online is an MMORPG, and that genre of game has always been known for being a smorgasbord of different gameplay styles that appeals to as wide an audience as possible. Whether it's questing, Player-versus-Player, massive scale raids against dungeons and bosses, minigames, puzzles, collections, lore-hunting, the works.

On a gameplay standpoint, this also means that the MMORPG will have to cater and accommodate players of different skill levels in order to retain them. If a game is too hard, you'll alienate the casual players. If a game is too easy all across the board, you'll alienate the hardcore players who look for a challenge. In lieu of balancing anything and everything, the other best option to give different player types is choice, and different avenues of play.

In this regard, it seems Yoshida-san and his team have taken those learnings from Final Fantasy XIV Online and implemented them into Final Fantasy XVI. The easiest example here are the Timely accessories. Final Fantasy has always been known to be a turn-based kind of game. Players love it for its strategy element where every turn, your moves matter. However, the big hook of that kind of gameplay is that you're able to take your time with it, and not have to worry about dodging, attacking with complex combos, or paying attention to so many things happening all at once in real time.

With Final Fantasy XVI, they've broken tradition and made the game fully real-time action combat in order to adapt to the landscape of the video game market and the kind of players of the current time. So, while the game is catering to players who are more into action games, the Timely accessories are also a potential hook for older players who are more used to the slower-paced turn-based action of earlier Final Fantasy titles. They hook in new potential fans, while potentially not alienating long-time hardcore fans of the series.

Other examples include adding lore-masters in the game, for those players who may be interested in deep-diving and immersing themselves into the game's narrative and storytelling. You have the Arcade mode for competitive players who may want to flex their skills on the global online leaderboards, on top of a whole slew of other things.

It's a single-player RPG, but the fundamentals that make up the underlying philosophy and gameplay loop appears to be for an MMORPG—which is a good approach to take if one wants to make a game that's timeless and for as wide an audience as possible

PapaDeusVult
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I liked seeing you get excited over the accessibility options. You guys came to mind when I first saw this and they were brought up.

Also, I'd like to see you react to the supers from Dissidia 012 Final Fantasy, a fighting game featuring characters from Final Fantasies I-XIII.

HeadBodyMasterPersonal
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All of the Final Fantasy games are self contained. Some of them have some easter eggs that relate to each other, and they are tied together by common themes (like the presence of Chocobos - the giant birds that the hero was riding around on, which have been in every FF game), and some enemies show up in all of them (not the same individuals, but for example most Final Fantasy games have their own version of Bahamut, for example, and he'll always be a very powerful boss and/or summon that the player can use).

But every single one of the mainline titles has their own setting, their own characters and their own narrative that can absolutely be played in isolation. The only exception is the FF7 remake, which isn't actually a remake at all; it's a sequal to the original FF7, disguised as a remake to throw the audience a curve ball.

seraphinaaizen
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Glad you noticed how much accessibility the game has. Square gets alot of hate and I admit I dislike some of their games, but I give them alot of goodwill simply for their ability to progressively get better and better at easing newcomers into FF without losing the complexity us oldtime fans love. Though they do sometimes get into trouble for being too ambitious and creative for what they can realistically achieve, but I kinda like that when they have problems it's usually because they were being too imaginative for the budget lol

APrinnyDood
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"Devil May Cry Vibes" the originator of DMC and Dragon's Dogma is the Combat Design of 16. He left Capcom specifically to work in this game.

TwoSevenX
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man its so cool that you guys reacted to this, I think FF7 Remake would be a good jumping in place for Final Fantasy and I would gladly watch you play it, I would also gladly watch you play this game when it comes out too lol.

degapalgamer
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Clives powers r related to the eikons. Anytime he beats an eikon or interacts he can take their powers. Im sure the other trailers might have established this in some way. For example when he has wings, hes using bahamuts power, or the green claws are garudas wind power…

ahjinarts
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This year feels like 2018 again, a bunch of returning huge franchises games that all look sound and feel amazing but also CONFIDENT… been hearing that word a lot recently l.

ariseharbinger
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ouch this neon lights and this combat makes my eye and head hurt ! 😣

Smiley-psyc
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I just started replaying the first Final Fantasy, and it is SO turn-based that nothing happens out in the wild unless you move around. Standing still is like hitting the pause button.

thetallestdwarf
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Final Fantasy XVI gameplay is actually directed by the man who worked devil may cry 5.

Rithysak
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If i remember correctly one of the combat directors from devil may cry worked on this game so thats why the combat may remind u of devil may cry

donponcho
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