[OT] Final Fantasy XV

robvandam111

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[QUOTE="FinalxxSin, post: 6508217]There are no plans for sequels and/or prequels with FFXV, hence why this method may be getting taken for a short amount of time.[/QUOTE]


Actually there was but that's before they decided to rehash the game. They better keep it that way lol.

I played the demo yesterday, couldn't go around the Iron Giant. I had to force the Carbuncle to recover me. I was dragging the battle the entire way.
 

K2D

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Downloaded the newest FFXV demo and handed the controller to my gf.. I gotta say, I really like the Iron Giant :)
 

FinalxxSin

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[QUOTE="Vyse, post: 6508264]I have to admit, the song selection for the newest trailer seems really fitting for the game. It's a very well-edited trailer.[/QUOTE]
I fully agree. I do have to wonder if Noctis is going to end up alone when this is all said and done.

[QUOTE="robvandam111, post: 6508366]Actually there was but that's before they decided to rehash the game. They better keep it that way lol.

I played the demo yesterday, couldn't go around the Iron Giant. I had to force the Carbuncle to recover me. I was dragging the battle the entire way.[/QUOTE]
Yeah the Iron Giant can be a bit on the annoying side. I noticed the dodge roll got cut back so now it feels more realistic and less spammy. I had something similar happen to me so don't feel bad. I am still getting used to the controls. I am ok with the attack animations for Noctis, but I can see where others are coming from with the lack of responsiveness. You are correct on the sequels part, but that was back when the project was still Versus XIII.

[QUOTE="K2D, post: 6508389]Downloaded the newest FFXV demo and handed the controller to my gf.. I gotta say, I really like the Iron Giant :)[/QUOTE]
:)
 

Ixion

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[QUOTE="robvandam111, post: 6508366]I played the demo yesterday, couldn't go around the Iron Giant. I had to force the Carbuncle to recover me. I was dragging the battle the entire way.[/QUOTE]

You have to go all the way to the right and grab the Fire magic. That kills him in four hits or so.
 

robvandam111

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[QUOTE="Ixion, post: 6508402]You have to go all the way to the right and grab the Fire magic. That kills him in four hits or so.[/QUOTE]

In 4 hits? That's....insane.
 

FinalxxSin

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[QUOTE="robvandam111, post: 6508450]In 4 hits? That's....insane.[/QUOTE]
You need enough crystals to be able to use them though. I read that number is like 250.
 

Vyse

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=O



The magazine’s 20-page cover story offers an in-depth look at the game with exclusive information. Game Informer visited Square Enix’s offices in Tokyo, where it had “unprecedented access, playing the game for hours” and interviewing the team behind the title about “exploration, narrative, combat, summons, and more.”
[video=youtube;l1mcnZCy22Y]https://www.youtube.com/watch?v=l1mcnZCy22Y[/video]
 
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FinalxxSin

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[QUOTE="Vyse, post: 6508530]....[/QUOTE]
I hate GameInformer with a deep jellyness atm.
...........................................................................................................................................
There has been a lot of info on FFXV released over the past few days. This won't be easy to keep up with, but I'll eventually have the major parts added here on the first page.

In the mean time here's the link for Brotherhood episode 1 for anybody that hasn't seen it yet:
[video=youtube;fsVhwsUFaDE]https://www.youtube.com/watch?v=fsVhwsUFaDE[/video]

Here's a GameInformer 20 page article over the title that should be getting printed in May:
https://ddavmw.by3301.livefilestore...UGDDH9rHMbxdQgft5sQ/FinalFantasyXV.pdf?psid=1

It's a damn good read from what little I read
Edit: There may be some spoilers so proceed with caution.
 
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FinalxxSin

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Since the Uncovered event, news has been coming out at a high frequent rate. I'll use spoiler tags to help condense the post.

Tabata interview with PlayStation Access (April 2016):
[video=youtube;7fACw0LnW0k]https://www.youtube.com/watch?v=7fACw0LnW0k[/video]

Tabata interview with gamereactorTV (April 2016):
[video=youtube;tedjuyFnuss]https://www.youtube.com/watch?v=tedjuyFnuss&app=desktop[/video]

What I found interesting with the gamereactorTV interview is how Tabata explained how FFXIII at the core was still built with the same traditional structure as FFVII and beyond (probably excluding the online titles). FFXV is taking a different route by using modernizing methods to help create FFXV. The summons are going to named Astrals this go around and will have different conditions for being summoned.
 

Vyse

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More details on the flying car:



The flying car teased at the end of last week’s Final Fantasy XV trailer is indeed a full-blown vehicle that players will be able to control, a new Game Informer preview confirms. The scene showcased in the trailer isn’t just a short sequence that players before a fast-travel menu opens.

Acccording to Game Informer, the car functions similarly to airships of previous Final Fantasy games. The ground falls away after take-off and you soar in the sky, with full control over your movements. You’ll travel quickly, but won’t be able to circumnavigate the world map in a matter of seconds like previous Final Fantasy titles featuring airships, as the world this time around is much larger. Apparently, landing the ship isn’t as simple as pressing a button either, and the first landing will likely be a rough one for many players.

Final Fantasy XV director Hajime Tabata says not to worry about facing any troubles in the sky. “We don’t plan on placing enemies in the sky,” he said. “Rather, the vehicle will be dedicated for transportation purposes.”

However, given that it has the ability to fly anywhere in the world, you won’t get the ability to fly easily or early.

“The player will obtain the flying Regalia near the end of the game as an additional challenge,” Tabata said. When certain conditions are met, the car is remodeled to the flying model.”

Final Fantasy XV is due out for PlayStation 4 and Xbox One on September 30.
Source
 

FinalxxSin

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For some time a few members of the official FFXV forum were working on this project. I think the project turned out great ^_^. Several other members provided messages for the video to do what they could to help out. P.S. This is not the video that I have been working on.
[video=youtube;HZmCwOfFbKg]https://www.youtube.com/watch?v=HZmCwOfFbKg[/video]
 

Vyse

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A collection of pre-beta gameplay in the video below:

[video=youtube;MRzeYg2Q5eY]https://www.youtube.com/watch?v=MRzeYg2Q5eY[/video]
 

Vyse

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Some interesting new details for the game:

rapius002 said:
While they didn't get to summon Titan of their own accord (a developer would trigger it for them), they were told that summons each have different ways of being summoned and under certain conditions. Each of them is different and is not seemingly triggered by a "call anytime" button press. That said, they also stated that people can put aside their fears of worrying about them being like Episode Duscae. From what they gathered with the development team, it doesn't even seem like any of them are triggered from 0 HP on Noctis or anything like that (although, for one of the summons, it may be possible). It was also mentioned that there are at least 7 summons in the game (Carbuncle, Leviathan, Titan, and Ramuh, with hints at Shiva, Ifrit, and potentially Bahamut as well).

Those worried about the modern look of the game shouldn't fear: they saw plenty of concept art of later bits of the game and it is just as fantastical, whimsical, and extraordinary as we've come to expect with Final Fantasy. This includes monster designs.

Cities are all seemingly on the scale of Novigrad from The Witcher III. In fact, they stated they are a little worried how filled these cities will be because of how big they are. Expect a lot of shops, alcoves, landmarks, etc.

Character interactions are important. Whether it be via the combat (like TC stated), the banter in the car, the animations in the field as they run around, or cutscenes where they are all together; how these characters interact and play off each other is a very core piece of the game.

The world is open but shouldn't worry those who prefer more linear-based worlds. They described it as being (like many of us have stated) 1:1 interpretations of the old games' worlds. Just open enough to provide plenty of side stuff to do, but linear enough to focus on the main story and not get so sidetracked that it detracts from the focus.

For those who are fans of the pre-PS2 era, fear not. Many of the staff working on this game are fans of the older ones (as well as many having actually developed those older ones). V and VI were notable as being the largest influences. However, VII, VIII, and IX are definitely big inspirations as well.

Elemental magic is found via naturally occurring areas in the world, similar to FFVIII drawpoints.

Areas of Chapter 1 aren't chock full of tons of "goodies", but there is plenty of wildlife running around, NPCs every now and then, as well as a couple handfuls of secret areas and landmarks to distract you if you want. It should also be noted, they highly emphasized, that Chapter 1 is in a desert area and is therefore somewhat purposely sparse compared to other segments of the game (it's also meant to be as an introduction). They pretty much said you will see just as much in the desert as you did in Episode Duscae.
Source
 
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K2D

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[QUOTE="FinalxxSin, post: 6508803]Since the Uncovered event, news has been coming out at a high frequent rate. I'll use spoiler tags to help condense the post.

Tabata interview with PlayStation Access (April 2016):
[video=youtube;7fACw0LnW0k]https://www.youtube.com/watch?v=7fACw0LnW0k[/video]

Tabata interview with gamereactorTV (April 2016):
[video=youtube;tedjuyFnuss]https://www.youtube.com/watch?v=tedjuyFnuss&app=desktop[/video]

What I found interesting with the gamereactorTV interview is how Tabata explained how FFXIII at the core was still built with the same traditional structure as FFVII and beyond (probably excluding the online titles). FFXV is taking a different route by using modernizing methods to help create FFXV. The summons are going to named Astrals this go around and will have different conditions for being summoned.[/QUOTE]
Why is that interesting? It is only a half truth, because prior games put weight in progress at your own pace and reason to revisit locations. I.e made it work.

Correct me if I'm wrong, but XIII was all about rushing the player forward the majority of the game.

The old system would work if utilized correctly. And I'm sure their new can as well. The just have to prove it first. And the FFXIII fans and reviewers will have to be the beta testers. It's easy.. If I don't hear rave feedback, I'll know I'm fine without.
 

FinalxxSin

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Game Infomer interview with Tabata over feedback and the current series status (April 2016):
[video=youtube;XZBJ1lWDnVc]https://www.youtube.com/watch?v=XZBJ1lWDnVc[/video]

Game Infomer interview with Yoko Shimomura (April 2016):
[video=youtube;adPcZuU9cRs]https://www.youtube.com/watch?v=adPcZuU9cRs[/video]

Game Infomer interview with Art Director Yusuke Naora (April 2016):
[video=youtube;lG5oxtY6Lko]https://www.youtube.com/watch?v=lG5oxtY6Lko[/video]

Game Informer interview with lead animator Taisuke Ooe on animation (April 2016):
[video=youtube;nh019uaXZco]https://www.youtube.com/watch?v=nh019uaXZco[/video]

[QUOTE="K2D, post: 6510559]....[/QUOTE]
It's a subjective interest. I'd pay it no mind.
 
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K2D

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Regarding the Tabata interview, I just wanna walk into their dev studio and shake some sense into everyone there!

FFVII isn't their best game. It's only "everyone's" favorite game due to it being the first FF most people played.

I'd say their best games categorized by platform were:

Snes: FF6,
PS1: FF9, and
PS2: FFX

I can't say it absolutely, but I believe these are their.. objectively.. "best" Final Fantasy games. (Don't take THIS as opinion, @FinalxxSin..!)

Edit: As a whole though, the most important thing I feel SE lost last generation, was perspective - of the fact that a lot of fans feel strongly about all of their games. Not just the one (FF7).
 
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K2D

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Never mind. Seems I only garner hostility talking about Square Enix here. It comes from a place of love though. Signing off.
 

FinalxxSin

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[QUOTE="K2D, post: 6510705]Never mind. Seems I only garner hostility talking about Square Enix here. It comes from a place of love though. Signing off.[/QUOTE]
??????? Did something happen, and I completely missed it? With FFVII it depends on what angle is taken with it. We know sales wise as a single player experience it is the still the bread winner of the company. I agree that it was the first RPG for a lot of people, and that may be the only RPG some of those people ever touched. Far as the titles you felt are the best of each gen, that's a subjective thing. I could ask a different person and get different answers. The reason being is that our tastes aren't 100% the same. There isn't harm in having different interest from the next person. What I think took place last gen with FF was that it was probably leaning too much on brand name, and lost touch with a good number of people in the process of that.

Luckily Tabata does not have that mindset with FFXV. He understands that not as many people know the brand as he originally thought. Tabata is approaching the project as a challenger, not a champion. I do believe this is a part of having a good mentality which can lead to successful results. There has also been a lot of feedback taken in, which is really a first for a single player FF title.
 

FinalxxSin

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Dan Seto shows off some of the artwork for FFXV (April 2016):
[video=youtube;D9QMtXw5KQ0]https://www.youtube.com/watch?v=D9QMtXw5KQ0[/video]
 

FinalxxSin

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Famitsu Interview with Tabata and Sakaguchi (god father of FF) May 2016:
original link: http://www.famitsu.com/matome/ff15/2016_05_13_eng.html
Sakaguchi and Hajime Tabata Discuss Their Passion for the Series and Behind-the-Scenes Episodes from the Final Fantasy XV Reveal Event

Hironobu Sakaguchi and Hajime Tabata Discuss Their Passion for the Series and Behind-the-Scenes Episodes from the Final Fantasy XV Reveal Event
公開日時:2016-05-13 21:00:00
Hironobu Sakaguchi and Hajime Tabata Discuss Their Passion for the Series and Behind-the-Scenes Episodes from the Final Fantasy XV Reveal Event

The FFXV reveal event, “Uncovered: Final Fantasy XV”, was held in Los Angeles on March 30, 2016 (local time).

Opening the event was Hironobu Sakaguchi, creator and father of the Final Fantasy series.

How does Sakaguchi, a legendary figure who has worked on numerous Final Fantasy titles, view the series' newest installment, FFXV - a title presented as a challenger in the world market?
(Interviewer: Katsuhiko Hayashi, Famitsu Editor in Chief)

Translation: Jake Ayres (Impetus)


tobira
In the wake of the big reveal†

--”Sakaguchi-san, you took part in an official Final Fantasy event for the first time in a long while.”

Sakaguchi: That's true. The last event I participated in was the reveal for FFXII. I mentioned my love for Matsuno (Yasumi Matsuno, creator of numerous popular games including the Ogre Battle series. Supervised the production of FFXII) at the event, and there were all sorts of rumors flying around afterwards. (laughs)

--”I remember that now. (laughs) Was it Tabata-san’s suggestion that Sakaguchi-san appear at the beginning of the event? ”

Tabata: That's right.

Sakaguchi: When Tabata-san came to my office and asked me to open the event, my reaction was “Hmmm? Are you sure?” (laughs)

--”What led up to this request?”

Sakaguchi: I'd enjoyed several meals with Tabata-san, and we’d had a passionate discussion at one point, not related to this event. Apparently I can be pretty inspiring with a glass or two, though details are sketchy. (laughs)

Tabata: Wait. You don't remember? (laughs)

Sakaguchi: I do have a vague memory. Something along the lines of “You need to challenge yourselves! I'm doing so myself!” A while later, he asked me to share that discussion at the event’s opening, so I agreed.

--”Tabata-san, what made you seek Sakaguchi-san’s help for the event’s opening?”

Tabata: I could give you any number of reasons, but the biggest reason was my gut instinct. I wanted Sakaguchi-san, the creator of Final Fantasy, to stand on the FFXV presentation stage and invite our users to enjoy the event together. When we were eating out together, I told Sakaguchi-san that I wanted to bring Final Fantasy back to its roots as a challenger. His response to my words was the first thing I wanted everyone to hear at the event, so I asked him to tell them what he’d told me. I wanted to open the event with a heartfelt message from us to the fans.

--”Sakaguchi-san, what ran through your mind when you were offered this role?”

Sakaguchi: Thinking about it objectively, I found this an interesting twist. Wait, I’m the first one in…? (laughs)

Tabata: You told me the crowd would roar! (laughs) You were immediately seeing things from a producer perspective.

Sakaguchi: I requested subtitles, as waiting for interpretation each time would disrupt the flow.

Tabata: The idea was to display subtitles behind him so the audience would get excited at the same pace, also allowing him to talk at his own pace. We knew the event was going to be streamed online too, so we discussed and agreed that this would allow both the online viewers and attending audience to see the same thing.

Sakaguchi: That's right. I found myself thinking about how to showcase myself. (laughs)


--”So the message conveyed at the event was written by Sakaguchi-san himself.”

Sakaguchi: It was. The message was a condensed version of my dinner discussions with Tabata-san; we wanted to get across that XV would be returning to Final Fantasy's roots as a challenger in the market. Not to say that the previous titles weren’t challengers in their own right.

--”Each installment did indeed have its set of unique ambitions.”

Sakaguchi: What we meant is that the challenge this time around is as big as ever.

--”After opening the event you got to sit down and watch; what did you think of the presentations?”

Sakaguchi: When a Japanese product or company is presented to a Western audience, the presentation tends to be one of two extremes: very Japanese, or completely Western. This event, though, struck me as featuring Japanese elements while also being relatable for a global audience. A combination that has been hard to pull off. The atmosphere was fantastic.

Tabata: That happens to be something at the very heart of the Final Fantasy series. It’s an IP with strong Japanese elements, while also being popular worldwide. The event was designed to reflect that.

--”Tabata-san, what was your impression of the event, in retrospect?”

Tabata: I felt a strong sense of accomplishment that day, while also knowing that there was no going back now that we'd finally set the release date.

Sakaguchi: Tying our own nooses in front of everyone with the actual date! (laughs)

Tabata: Precisely. (laughs) That being said, the announcement gave our team a sense of resolve and responsibility; we’re feeling more driven as a result.

Sakaguchi: So it's been a good experience for the team.

Tabata: We're really grateful for the event. The cheers and support of the audience really pumped us up. Though Sakaguchi-san did have some qualms after the event. (laughs)

Sakaguchi: I did?

Tabata: “Air Button*? Are you serious!?” (laughs)

*Air Button: a physical button held by Tabata, and not a button carried by the MC, was meant to be pressed to announce the release date. However, Tabata had to improvise after appearing onstage without being handed a working button. He took out an imaginary button from his pocket and made a show of pressing it, announcing “It’s Air Button!”

Sakaguchi: That’s not what I meant! I was impressed that you improvised in English!

--”An impressive feat indeed.”

Sakaguchi: Right! That was well played. By the way, I'm not complaining, but because my appearance on stage was meant to be a surprise, I was driven up to the rear entrance of the venue and hastily ushered in before anyone notices me. Not all fun and games behind the scenes. I realized how much effort goes into springing a surprise! (laughs) I had another ordeal onstage too. Under orders from my wife, I was doing my utmost to suck my belly in.

Tabata: Really? (laughs)

Sakaguchi: At the rehearsal she told me it was fine when I was talking, but stuck out when I walked. I kept worrying about it. (laughs)
The team’s colors make the game†

--”Both released on the same date as Uncovered: FFXV, how have users responded to Platinum Demo: FFXV and Brotherhood: FFXV?”

Tabata: Thankfully, reactions to both were better than expected. One of our goals for Platinum Demo: FFXV was to have something playable immediately after the announcement, so the phenomenal response from our fans has been a massive encouragement. I'm really glad we did that. The feedback we’ve received has given us an objective sense of what we’ll need to fix and improve for the game itself. As for Brotherhood: FFXV, the venue audience’s reaction was better than we’d been hoping for. We’re getting many more views than we’d estimated, and it’s turned into a major new point of contact for newcomers to FFXV. We've received a lot of feedback for it too, which we'll be keeping in mind as we work on the series.

--”FFXV does seem to evoke a lot of discussion among the users.”

Tabata: Final Fantasy is indeed something else. To tell you the truth, I wasn’t that passionate about the series when I started working at Square Enix. I’d played the first game a lot, stopped mid-way through FFII.

Sakaguchi: That's because FFII was made by Kawazu (Akitoshi Kawazu. After working together with Sakaguchi on FF and FFII, he went on to create the SaGa series). (laughs)

Tabata: I really don’t know how to respond to that. (laughs)

--”I don’t think that was the implication there.” (laughs)

Tabata: I have no intention of bad-mouthing Kawazu-san. I felt real promise in the fighting system where the characters grow stronger by being attacked. Yet the system made it a valid tactic to attack your own party to boost yourselves. I messed things up a couple of times and it started feeling like a chore. (laughs) Of course, the release of any Final Fantasy title would draw my attention, and this was still true after I became a game developer. I was conscious that I wouldn't be able to make games like that at the company I was with then, so I was also trying to avoid falling in love with the series.

--”So you were almost envious of the series?”

Tabata: You might say that. Only after joining Square Enix did I realize how many people were involved in making Final Fantasy happen, how hard they’d work, and how passionate and sincere the fanbase was... This all became very tangible. The many people here are doing their best to respond to the expectations, criticism included, in creating Final Fantasy, a series which is one of the pillars of the whole company. It was through witnessing what goes into its production that I've come to love the series as I do now. Our recent event made me feel I'll finally be able to actually contribute to Final Fantasy.

--”So you grew an emotional attachment to the series over time.”

Tabata: Ten years ago I would never even have contemplated working on a numbered Final Fantasy title. Now I'm hoping to do my part to truly add to the series.

--”Sakaguchi-san, in the past you commented that in your eyes, all a game needed to be a 'Final Fantasy' title was its trademark blue text box. Tabata-san, how did you come to grips with what a Final Fantasy game is about?”

Tabata: Working together with Kitase-san (Yoshinori Kitase. Joining the team for FFV, he both directed and produced several games in the series) and Nomura-san (Tetsuya Nomura. Selected to design the main characters for FFVII, he has been involved with multiple series titles since) probably influenced me the most. The passion with which the two worked gave me a good sense of what Sakaguchi-san expected from a Final Fantasy title, and what challenges he tackled in its name - including what it takes to be worthy of the Final Fantasy banner.

Sakaguchi: Great to know Kitase had been doing his part too. (laughs) As far as I'm concerned, he’s the one I handed the torch to. It’s heartwarming to know that Kitase's values are living on through you.

Tabata: He never directly told me how things should be done, but I learnt a lot by working with him.

Sakaguchi: His mindset, if you will. Where NOT to compromise.

Tabata: Another essential element of Final Fantasy is the team itself. These aren’t games that could be created by
individuals. I feel it’s the sum of what the team’s members bring to the table that counts.

Sakaguchi: You're right. From the very beginning Final Fantasy was the fruit of a team effort. To compete with games like Dragon Quest or Mario Bros., both of which clearly show the presence of highly talented individuals, I realized we’d need to aggregate the energies of multiple people. Maybe this team approach has grown into a tradition of sorts.

Tabata: I strongly feel that way. It puts you in the mindset of ‘with such a great team, we can aim this high’!

Sakaguchi: It was because we were working as a team that we were able to incorporate CG into the games. If Final Fantasy had been more of a solo effort, the series might have looked quite different now.

--”Sakaguchi-san, do you have any advice about making a numbered Final Fantasy title?”

Sakaguchi: This isn’t just about Tabata-san, but also Yoshida-san (Naoki Yoshida. After working on titles in the Dragon Quest: Monster Battle Road series, he was appointed Producer and Director of FFXIV), who asked me when we met whether his work was worthy of the Final Fantasy name; My answer was to proudly call it so. Both of them were clearly ready and in the challenger’s mindset.

Tabata: You told me to do it my way - words that left a strong impression on me.

First encounter between Sakaguchi and Tabata†

--”You were both at the company at different times, so there wasn't a point of contact between you back then. How did you two meet?”

Tabata: We didn’t have any connection, besides almost bumping into each other at PAX Prime 2014. I’d heard that Sakaguchi-san was coming and was hoping to introduce myself, but my timing was off.

Sakaguchi: I only heard this after the event. I was there promoting Terra Battle, and press commitments prevented us from meeting.

Tabata: I was musing on the missed opportunity when I heard about Sakaguchi-san congratulating us on our 10th anniversary (a joke about the lengthy development period of FFXV)! (laughs)

Sakaguchi: Sorry about that. I was tired from the interview and went a bit far.

Tabata: The comment didn't bother me, but Sakaguchi-san contacted me at a later date saying he wanted to apologize and chat about FFXV. Kitase-san and Sakaguchi-san met as part of Famitsu's Mobius Final Fantasy coverage, so the three of us went for a meal afterwards.

Sakaguchi: That's right. Kitase was there too when we first met.

Tabata: Yes. Sakaguchi-san knew that I was working on FFXV, and his first comment was “Sorry about that '10-year' remark. I finally get to apologize.”

Sakaguchi: I’d been feeling remorse over that comment.

Tabata: Then I introduced myself as working on FFXV, and we talked about many things.

--”What did you discuss?”

Tabata: Our first meeting was pretty casual. My impression of Sakaguchi-san was far more laid back than I’d heard. (laughs)

Sakaguchi: Curious about those rumors. (laughs) Kitase being there might have helped.

Tabata: Over the meal Kitase-san and Sakaguchi-san told me about how they used to work together. Sakaguchi-san also told me to ask him anything, so I asked him how much he was earning! (laughs)

Sakaguchi: That’s one I didn't answer! (laughs)

Tabata: The only one you didn’t, actually. (laughs) We didn’t discuss anything too deep that first time, but our discussions grew deeper with time.

--”Sakaguchi-san, what did you think of Tabata-san’s take on Final Fantasy?”

Sakaguchi: Up until FFXIII, the games were made by members originally from Square, including Kitase, so FFXIV and onwards constitute a new generation of Final Fantasy. Although calling them a 'new generation' may be a stretch, I do feel that the series is evolving into something new. For FFXV, I played the demo and was shown raw footage of the game, and was moved by their dedication to the franchise.

Tabata: You even told me so back when we met.

Sakaguchi: Final Fantasy is my baby in a way, so seeing you working hard on it really makes me happy.

--”The team’s passion for the series must have helped deepen your discussions.”

Sakaguchi: Indeed. I also realized that things probably aren't easy for Tabata-san. It was the same for Chrono Trigger; taking over from someone else and rebuilding a project is hard work. So I was commending him on his effort; “It's actually pretty rough, isn't it?” (laughs)

--”Those words must have been encouraging to Tabata-san.”

Tabata: They were. I was really happy Sakaguchi-san felt I was part of the effort to look after his baby. But what I really appreciated was, when we met before the Uncovered: FFXV event and Sakaguchi-san asked me how I was tackling FFXV, his delight on hearing that I was hoping to return Final Fantasy to its challenger roots.

Masterclass comment from Sakaguchi†

--”What else did the two of you talk about?”

Tabata: When we first ate together, Sakaguchi-san told me there was one thing he was concerned about. I was immediately anxious about his upcoming comment.

Sakaguchi: In the first in-game demo, a Behemoth’s hind leg was sticking through a fence. I told him “You can't have that.” (laughs)

Tabata: Suspension of disbelief.

Sakaguchi: I love getting nitpicky over little details like that. I was all over that hind leg! (laughs)

--”I myself remember Sakaguchi-san mentioning that back then.” (laughs)

Tabata: It must have really bothered you. (laughs)

Sakaguchi: The heinous case of the Behemoth leg!

--”I don't suppose many people would have noticed that detail. You saw it because you cared so strongly.”

Sakaguchi: I figured pointing out this minor detail would let the team know that I really care about their work. Just another reason to pay attention to detail. My own team’s programmers prefer having the finer issues pointed out to them. That being said, the consensus seems to be that this was a drunk outburst from me. (laughs)

Tabata: It was! (laughs) Sakaguchi-san doesn’t pull punches when we’re sharing a drink. There’s usually a comment somewhere pretty much every time we meet. The second time we met, he told me that the character animations looked creepy! (laughs)

Sakaguchi: Oh no, I didn't say it like that, did I? (laughs) I was playing the demo, and when you’re fighting, your companions go out of their way to run up and heal you. My gut feeling was I don't want to be healed by another guy!

Tabata: Sakaguchi-san’s gripe was, they all look so tough but act so touchy-feely. (laughs)

Sakaguchi: Not a sober comment at all. (laughs)

Tabata: He begged me to make the healer a woman, and was disappointed when I told him we simply couldn't. His take was that we then should at least make sure the characters felt more human, lest we alienate our younger users.

Sakaguchi: Did I say that? I sound so self-important. (laughs)

Tabata: At the time the AI was still pretty weak, so character behavior wasn’t organic enough to convey their mutual relationships. So some players may have found their actions creepy.

--”Do you feel this kind of feedback helps the development process?”

Tabata: Of course. When we met for the third time, I showed Sakaguchi-san Kingsglaive: FFXV. A non-sober comment that time was “Sure, the graphics look good, but look right here! The eyes are immaculate. Far too so.”

Sakaguchi: The father (Regis)’s eyes were clear and child-like. Not the eyes of an aged man. I remember telling Tabata-san that they weren't the eyes of someone with a lifetime’s worth of experiences.

Tabata: You mentioned here too that Regis' eyes took away from the immersion. That the visuals were high-quality enough to convey the illusion of watching a movie with human actors, but it was those eyes that betrayed the characters as CGI.

--”Did you decide to fix this?”

Tabata: The director of Kingsglaive: FFXV, Nozue (Takeshi Nozue. Worked on numerous high-quality movies including FFVII: Advent Children), was also there, and he took this feedback back to the team right away. They discussed and decided to do a polishing pass.

Sakaguchi: Now the users are bound to complain about the *jaded* eyes in the final cut. (laughs)

--”That’s some fairly detailed advice, I must say.” (laughs)

Tabata: Another of Sakaguchi-san’s comments was that FFXV’s action-packed battle system might be too much to handle for users more used to turn-based combat. He reminded us to think about our long-time series fans.

Sakaguchi: Something you always need to keep in mind.

Tabata: The actual feedback from the demo is clearly divided between those who want more depth to the action, and those who prefer having it simpler. When Sakaguchi-san asked me what we were planning to do, I told him we're considering adding an Easy Mode; a decision he approved of.

Sakaguchi: Tabata-san was worried because there's never been a numbered FF which allows the user to select difficulty. Personally, I think it should be fine if that’s the solution they arrived at through thinking about the current generation of users.

Tabata: Sakaguchi-san told me “there’s no need to stick to tradition as long as you’re doing it for the fans.”


A message from Sakaguchi to Tabata†

--”Tabata-san, will you continue asking Sakaguchi-san for advice in the future?”

Tabata: I definitely will whenever there's ever something I’d appreciate his opinion on. Every discussion is a masterclass in game creation. For example, I don’t really know about the planning and efforts that went into creating FFVII, as I was in another company back then. It amazes me each time how different and how deep the process was back then compared to what we’re trying to do. It really reminds me of all the effort so far to establish the Final Fantasy brand, and how passive we’ve been in just building on the IP’s existing success. That's why it helps to discuss things with Sakaguchi-san every now and then. To keep our eyes open. The proverbial wake-up call. (laughs)

Sakaguchi: Feeding me alcohol ensures my comments will at least be blunt. (laughs)

--”Aren't you worried that you're going to show him the final game and he'll tear it to shreds?” (laughs)

Tabata: That might well happen. (laughs) But Sakaguchi-san created and produced the Final Fantasy brand; there aren't many people around with that level of know-how. I count myself lucky to be able to go to him for advice. (laughs)

--”Sakaguchi-san, did you ever share your opinions on any of the previous numbered Final Fantasy titles?”

Sakaguchi: I did. I spoke to Matsuno when he was working on FFXII, and both Kitase and Toriyama (Motomu Toriyama. Worked on FFVII and FFX, Director for the FFXIII series) visited me at my home in Hawaii as part of a holiday trip. We had an intense discussion in a yakiniku restaurant. I’m pretty blunt with my opinions, but Kitase doesn't flinch either, so he was probably shaking his head at the old guy asking for the impossible again. (laughs)

Tabata: Kitase-san is a tough debater. I was witness to a heated exchange, where Sakaguchi-san was pointing out that Kitase-san knew in his heart what he should be doing, yet not doing it, while Kitase-san’s argument was that some efforts are simply not realistic.

Sakaguchi: I recall saying something along the lines of “Nothing is impossible, you're just not trying, break the box and think outside it!“ (laughs)

--”There might be a Sakaguchi vs. Tabata version of that debate before this is all over, then. (laughs) With the final stretch around the corner, any words of encouragement for Tabata-san?”

Sakaguchi: With the release date set, you're starting the final struggle uphill and it’s the toughest stretch of them all. When you look back, though, going gold is a very fulfilling moment. Both FFIII and FFIV were finished around the break of dawn, and I couldn't help striking victory poses on my way home alone. (laughs) I still remember those moments as the most enjoyable and fulfilling moments of my life. I'm sure this will be a shining milestone in Tabata-san’s own life, so do what you do, and enjoy every moment of it. This is your Final Fantasy, and the start of a new era.

Tabata: My team will take those words to heart, and hope to bask together in the morning sun as we go gold. We'll be sure to enjoy the process, and won't let up until we're done!

『ファイナルファンタジーXV』ファミ通.com 特設サイト> インタビュー> Hironobu Sakaguchi and Hajime Tabata Discuss Their Passion for the Series and Behind-the-Scenes Episodes from the Final Fantasy XV Reveal Event
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I'm really impressed with how open minded Sakaguchi is with the series that he started so long ago. He provided some great advice in the interview in my eyes.
 

Vyse

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Mar 27, 2006
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Good interview. I found this part interesting:

Tabata: Another of Sakaguchi-san’s comments was that FFXV’s action-packed battle system might be too much to handle for users more used to turn-based combat. He reminded us to think about our long-time series fans.

Sakaguchi: Something you always need to keep in mind.

Tabata: The actual feedback from the demo is clearly divided between those who want more depth to the action, and those who prefer having it simpler. When Sakaguchi-san asked me what we were planning to do, I told him we're considering adding an Easy Mode; a decision he approved of.

Sakaguchi: Tabata-san was worried because there's never been a numbered FF which allows the user to select difficulty. Personally, I think it should be fine if that’s the solution they arrived at through thinking about the current generation of users.

Tabata: Sakaguchi-san told me “there’s no need to stick to tradition as long as you’re doing it for the fans.”
 

FinalxxSin

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Jul 26, 2015
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[QUOTE="Vyse, post: 6511704]Good interview. I found this part interesting:[/QUOTE]
Lightning Returns FFXIII is the only main-line installment thus far that offers difficulty settings. I do find the ending quote something striking. The question is how is that balance between tradition and fan satisfaction balanced when it's all said and done? I don't feel like it's a black and white situation with a clear cut answer.

--”Sakaguchi-san, do you have any advice about making a numbered Final Fantasy title?”

Sakaguchi: This isn’t just about Tabata-san, but also Yoshida-san (Naoki Yoshida. After working on titles in the Dragon Quest: Monster Battle Road series, he was appointed Producer and Director of FFXIV), who asked me when we met whether his work was worthy of the Final Fantasy name; My answer was to proudly call it so. Both of them were clearly ready and in the challenger’s mindset.

Tabata: You told me to do it my way - words that left a strong impression on me.
^ This told me from an OG's aspect that FF doesn't have to be limited to a single format to be considered a FF title based on his feedback to FFXIV briefly mentioned.
 

FinalxxSin

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Jul 26, 2015
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I did a video over my recent thoughts of FFXV, because I felt typing would have taken way too long:
[video=youtube;hTpzrnoFwe0]https://www.youtube.com/watch?v=hTpzrnoFwe0[/video]
 

FinalxxSin

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Jul 26, 2015
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IGN video of high skilled combat for FFXV (May 17th, 2016):
[video=youtube;b2Lxf6yz7c4]https://www.youtube.com/watch?v=b2Lxf6yz7c4[/video]
 

Vyse

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Mar 27, 2006
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New video showcasing the world of Eos below:

[video=youtube;CzIsbgDt5oM]https://www.youtube.com/watch?v=CzIsbgDt5oM[/video]

I can't get over how impressive the lighting in video games are right now. This is amazing stuff.
 
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FinalxxSin

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Jul 26, 2015
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IGN video of a full day and night cycle for FFXV (May 19th, 2016)
[video=youtube;fmTGan39yi4]https://www.youtube.com/watch?v=fmTGan39yi4[/video]
Luminous Engine is OP as fuck, and it won't even be at its maximum potential when the console version of FFXV comes out.
 

Vyse

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Mar 27, 2006
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That's understandable when you consider it's the only game utilizing the Luminous Studio engine right now. But yeah, the visuals do look impressive.
 

FinalxxSin

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Jul 26, 2015
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IGN Interview video with various developers and some gameplay footage from FFXV (May 25, 2016):
[video=youtube;_gEm_WjMy88]https://www.youtube.com/watch?v=_gEm_WjMy88[/video]