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[Siliconera] Director Nomura Talks Similarities Between Final Fantasy XV And Kingdom Hearts

post #1 of 7
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Quote:
“The starting point will have a sense of control that is similar to that of Kingdom Hearts’ ‘easy and refreshing action,’ so it won’t be difficult,” says Nomura. “Most of it will come pretty naturally to you. We’re currently testing out different operational methods with each hardware. Regarding allies, in addition to cooperative attacks, there will also be situational actions, which will be part of various scenarios in battles.”



According to Nomura, the nation of Accordo (pictured above) is heavily inspired by the city of Venice, Italy. Nomura visited Venice visited back in 2004 and 2005. In addition to Accordo, Lucis, Solheim and Tenebrae are the four great nations that were originally entrusted to protect the four crystals. However, the Kingdom of Lucis remains to be the only one that’s been able to protect it up until now. There will also be several cities and towns in the world of Final Fantasy XV.

Nomura, who says they’re focusing greatly on the sense of speed, compares it to the Kingdom Hearts series in that players can get a grasp of the character’s movements, but a person who is simply watching might not understand what’s going on.

“While Final Fantasy XV focuses on the realistic side of things, Kingdom Hearts is more about the ‘bold action,’” says Nomura in regards to the comparison. “In short, it’s about having movements that wouldn’t be possible, but making it look real instead of unnatural. In a way, it connects it to Kingdom Hearts’ fresh characteristics.”

Source
post #2 of 7
Holy crap the picture is breathtaking.
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post #3 of 7
Impressive visuals.

It would be great if the combo attacks and the situational moves are worth doing even late in the game.

The FF12 version of limit breaks became completely obsolete later in the game as you had better damage just using regular physical attacks with your Zodiac Spear or Tournesol.
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post #4 of 7
After seeing the earlier actual gameplay footage (pre XV renaming), definitely looked more like a KH battle system than the typical FF.. maybe type 0 but IDK.
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post #5 of 7
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Originally Posted by DoktorCreepy View Post

It would be great if the combo attacks and the situational moves are worth doing even late in the game.

The FF12 version of limit breaks became completely obsolete later in the game as you had better damage just using regular physical attacks with your Zodiac Spear or Tournesol.

This has been my only recurring complaint about the various combat systems they've used over the years. Limit Breaks and summons have ranged from inconsistent to downright useless depending on the game. Final Fantasy IX's Trance was difficult to plan for. Final Fantasy X's Overdrives were good but summons were a bit situational. Final Fantasy XII's Quickenings were only really useful for quickly taking down bosses once they entered Fury mode, and summons were by and large useless. Final Fantasy XIII's summons served no purpose whatsoever.

Hopefully they focus on balancing these moves and making 'em viable combat options again. Some of the co-op and situational attacks looked like finishers to me (e.g. using the Iron Giant's sword to kill him). Should be interesting.
post #6 of 7
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Originally Posted by Paradox me View Post

This has been my only recurring complaint about the various combat systems they've used over the years. Limit Breaks and summons have ranged from inconsistent to downright useless depending on the game. Final Fantasy IX's Trance was difficult to plan for. Final Fantasy X's Overdrives were good but summons were a bit situational. Final Fantasy XII's Quickenings were only really useful for quickly taking down bosses once they entered Fury mode, and summons were by and large useless. Final Fantasy XIII's summons served no purpose whatsoever.

Hopefully they focus on balancing these moves and making 'em viable combat options again. Some of the co-op and situational attacks looked like finishers to me (e.g. using the Iron Giant's sword to kill him). Should be interesting.

I fully agree I just find it really strange that SquareEnix has IP's from past titles that have had good combo systems and they don't use them or to be more precise they don't scale the combo attacks/limit break equivalents properly or they make them too clunky/gimmicky to use.

Two or 3 person combo attacks should be as powerful as they were in Chrono Trigger- Luca and Marle's Antipode 3, Magnus, Robo, and Luca's triple tech that was unlocked by the blue rock accessory Omega Flare, those are combo's that were actually worth doing because hey hit HARD, harder than a regular physical attack or special attack from any character in that game used 3 times.

Single character limit breaks should be like FF X like you said or like some of the better ones from FFVII like Omnislash and Highwind and scaled properly, the guy who is using it should truly be opening a can on whoever is the target.

Summons for the great majority of the FF games are useless, only in FFVII and FFVI are they really useful because some of them are really hard hitting, provide useful negative status effects on enemies or help character stat growth.

I think if they do have summons remain in any of the future main FF games any summon of any kind should only be able to be used once per battle(so no using Irift and Ramuh in the same battle) and they would perform a really hard hitting attack/status effect(/debuff (all summons would have relatively equal damage too and it would be scaled appropriately for lvl) on the target and grant a powerful buff for your party then the summon would end. This way the summons you acquire earlier in the game wouldn't collect dust as each summon would provide their own unique mixture of damage type, status effects, debuffs and buffs that would remain useful throughout the entire game and using the right one in a given boss fight would give you an advantage.

Also summons would have the power and epic feel they deserve.

For example if you summon Shiva she would hit the target with a series of attacks that do very large ice damage that would also inflict them with a large damage ice dot that would last several turns, debuff their physical attack by a medium amount as well as causing a more powerful version of slow on the target and empowering your party's weapons and spells to cause bonus ice damage for several turns.

Making bosses harder would be great too smile.gif
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post #7 of 7
Frankly I'm hoping in future Final Fantasies summons can be used to alter the playing field. At the minimum summons could make terrain destructible. At the most expansive the summons have auras that transform the environment to more closely match the properties of their home territory. Altering the terrain in this manner can give you serious advantage over enemies unaccustomed to operating in certain terrain types while you are equipped to fight on them.
Quote:
Nomura, who says they’re focusing greatly on the sense of speed, compares it to the Kingdom Hearts series in that players can get a grasp of the character’s movements, but a person who is simply watching might not understand what’s going on.

A friend of mine had that feeling of not knowing what was going on as I showed him the trailer and pointed out which sections where gameplay. He started to feel really old after getting confused by the section where Noctis was moving around in the tornado with the leviathon. smile.gif
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