2000km2 seamless open world

>2000km2 seamless open world
>dialogue choices and colloseum are back
>all party members have own skill tree
>over 200 quests "main quest,minigame,regional quest,mobhunt"
>huge and varied cities/towns
>There are many types weapons. "sword,greatsword,spear,dagger,firearm,machine,magic,royal weapon,shield"


What went right?

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I am still am kind of hype for this game but that demo when they fought the titan was awful

If Witcher 3 has taught me anything, it's that you can still have a great game with clunky as fuck gameplay. So I'm still optimistic for FFXV as of now

I want to lick his nose!

...

XV-kun is part of Sup Forums folklore now
I hope he is proud of it

Even if the combat is as bad as people say it is (hell, I enjoyed the first NieR)
I'll still buy it as a travel and sightseeing simulator

...

i've seen one where they make it look a bit more fun.

Can't play as a girl so I'm not interested

cute

>main characters are the car-ride scene from Zoolander but for the entire game

no sankyou

>No playable waifus
blunder of the century

someone post awoo~

Okay, but how is the GAMEPLAY?

>2000km2 seamless open world

[citation needed]

Holy fuck, I've fapped to that pic of Stella so many times
Why doesn't he make more porn of XV?
Maybe with Luna since he likes her now

fuck off bazztek

I'm not him, I can't draw for shit

game need alternative outfits and haircuts and/or visible armors.

I've seen it replayed 2 more times by different people and it looked a little better. They were actually teleporting up to the arm and doing air combos instead of just being slapped around. I think the game's combat will only be as fun as you make it to be. I can see people getting really bored just holding X while few others will be experimenting and making combat exciting.

This is from the best showcase.

Game is still shit.

I think SE is too afraid of player failure. FF has never exactly been known as a challenging game, and a big portion of their fanbase play almost exclusively for the story/worldbuilding.

So they figure the best thing to do is design a system that allows for high-level play but doesn't necessarily punish novice players either. If you look closely you can actually see how XIII was designed with this philosophy -- you can get through every battle with a boring COM-RAV-MED(and occasional SEN) paradigm, but you'll end up one- or two-starring everything and it's a miserable experience. This is reaching a bit, but I'd go so far as to say they were so worried this system would fail that they wasted an inordinate amount of time iterating it and ended up having to cut back on some of the series more signature minigames and immersion.

Fortunately it seems that worldbuilding and exploration are major design pillars for XV, but the battle system philosophy doesn't seem to have changed much from XIII. The best thing they could invest in/learn from at this point is working on a tighter difficulty curve and better, less obtrusive tutorials.

MUH DICK
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