I mean we knew this before, buts it's more exciting to know you can't go back .
There also seems to be an abundance of mechanics that are tied to specific regions and parts of the game that don't carry over once you leave ultimately making them feel unfinished. Chocobo stats don't seem to carry over from region to region and certain gameplay options like Cid's weapon customization all but vanish once you've left one location.
Sounds like XIII in reverse. :/
Uh, okay. It says "late" in the game. From the other thread, I was under the impression that it was the second half of the game. This doesn't sound like that big of a deal. Typically near the end of something the story will play out in a more linear fashion. But we still don't know just how much "late" in the game actually means. It could be a few hours or 30 minutes. Kneejerking doesn't seem sensible at this juncture.
Yikes, different game systems/mechanics that are.. locked? or region specific sounds absurdly horrifying. As a player, I prefer to build on consistency, if this game were put into my lap and I played it I am not sure how these different regional systems mechanics would be alluring to me. But having some itemization and stats of certain creatures become invalid when crossing to another region. Like, how does one feel like they're actually progressing or building strength if that sense of item/equipment strengthening is lost when they go to explore? Exploring and a sense of wonder are important to me too. As is feeling accomplished in having good gear to fall back on.
Just my 2 cents.
On Chocobos:
Chocobos can be hired for up to seven days. Summoning one is as easy as blowing on a Chocobo whistle. Chocobos move quickly off road but you'll still rely on the Regalia to cover greater distances. Your bird accrues experience points when riding it and will level up automatically, increasing stamina and infusing it with the ability and will to join battles. Eventually you'll be able to name, colour the feathers of and pin medals on your steed. And yet it never comes together as a rounded component. As soon as you've taken part in a couple of races, you're whisked off to another city and the Chocobos are gone.
"The elevation of supporting characters is designed to appeal to fans but it's been done at the expense of a strong plot."
Japanese developers suck this generation.
I love it when...A Final Fantasy that plays more like a typical Final Fantasy is a thing you don't want in your Final Fantasy.
Anyway the XV Cycle is already starting strong in this thread, time to abandon
Yikes, different game systems/mechanics that are.. locked? or region specific sounds absurdly horrifying. As a player, I prefer to build on consistency, if this game were put into my lap and I played it I am not sure how these different regional systems mechanics would be alluring to me. But having some itemization and stats of certain creatures become invalid when crossing to another region. Like, how does one feel like they're actually progressing or building strength if that sense of item/equipment strengthening is lost when they go to explore? Exploring and a sense of wonder are important to me too. As is feeling accomplished in having good gear to fall back on.
Just my 2 cents.
...Edge is the most well articulated games journalism magazine you can get.I'll wait for a well articulated piece.
...A Final Fantasy that plays more like a typical Final Fantasy is a thing you don't want in your Final Fantasy.
Anyway the XV Cycle is already starting strong in this thread, time to abandon
Yikes, different game systems/mechanics that are.. locked? or region specific sounds absurdly horrifying. As a player, I prefer to build on consistency, if this game were put into my lap and I played it I am not sure how these different regional systems mechanics would be alluring to me. But having some itemization and stats of certain creatures become invalid when crossing to another region. Like, how does one feel like they're actually progressing or building strength if that sense of item/equipment strengthening is lost when they go to explore? Exploring and a sense of wonder are important to me too. As is feeling accomplished in having good gear to fall back on.
Just my 2 cents.
That was based on Tabata outright saying the game gets more focused towards the end.Hmm, wasn't the thing about itgoing from open world to really linear in those 4chan leaks awhile back?
I think if there's a good storyline reason to leave mechanics behind, for example Chocobos are really important to gameplay in the countryside but have no place at all on the city (I'm making up an example), that's perfectly fine with me. Could even create some interesting changes of pace throughout.
But upgrades disappearing? If you character basically loses what you've put into them from region to region, that's really disappointing. It destroys the sense of progression JRPGs provide.
Yeah. This was what was posted in the other thread going into detail about the Chocobos:
Fuck it, let's get weird. Just hope it's executed well.
I kinda get that sense too. It seems like this article isn't written clearly enough to convey it's message. Interesting.
2nd half sounds super strange but I'll wait on reviews
You can just fast travel back to Cid to upgrade weapons.
You can just fast travel back to Cid to upgrade weapons.
Cross post:
and certain gameplay options like Cid's weapon customization all but vanish once you've left one location.
Sounds like XIII in reverse. :/
...Edge is the most well articulated games journalism magazine you can get.
You probably mean a piece that you agree with then.
I actually LOVE this... I usually get bored by open world before I can finish whatever game it is... but if this game switches to linear at some point, this is absolutely PERFECT.
A lot of it is vague though. Hence all the questions. Not necessarily the guys fault since writing about a 40 hour game is daunting as hell, but the article isn't articulate.Preach!
Hating on Edge for not being well-articulated is *looks at thesaurus* uproarious!
Is it confirmed there are meaningful upgrades to strive for after you leave Cid's area or are you just assuming?
I actually LOVE this... I usually get bored by open world before I can finish whatever game it is... but if this game switches to linear at some point, this is absolutely PERFECT.
I actually LOVE this... I usually get bored by open world before I can finish whatever game it is... but if this game switches to linear at some point, this is absolutely PERFECT.
What well that seems to be in line with any other game. Of course eventually you're going to run out of upgrades. I guess the bad part is he's the only one that upgrades for u so you have to continually go back? Meh not too much of a problemI don't see anything about upgrades disappearing. He's saying that Cid's machine weapon upgrade system isn't carried over to new areas, ie you'll have to go back to him to upgrade (or, once you reach a certain point he'll run out of upgrades).
Preach!
Hating on Edge for not being well-articulated is *looks at thesaurus* uproarious!
I actually LOVE this... I usually get bored by open world before I can finish whatever game it is... but if this game switches to linear at some point, this is absolutely PERFECT.
From what I understand, basically, only Cid can upgrade them and he is located in the first region... so, you have to backtrack...
You can fast travel.
!!! Second half spoilers !!!
"The creative pressures and arguments that have coloured Final Fantasy XV's development are most evident in the second half, where it almost switches geenre, away from the open world desidn of the The Witcher 3, which was an influence on the current team, to a much more traditional linear series of cutscenes and dungeons. Late in the game, a network of cramped corridors, stockrooms and baffling barracks feels like a hangover from another game entirely. Here, Noctis, working alone, must duck into doorways in order to hide from the stalking, haunted guards. The stealth is delivered in a horror style, complete with jump scares, a disembodied, Joker-like voiceover, and Resident Evil-style key-card puzzles."
Update:
To make clear the distinction between the two halves of the game, if you want to return to the open-world area you'll need to travel 'back in time' when at a save point. Once there, you can mop up any unresolved side-missions, until you're ready to return to the present.