Final Fantasy XV [XO, PS4, PC]

some tech details from latest famitsu on the Luminous Engine.

Luminous Studio

The current version of the engine is version 1.40. When the Episode Duscae demo launches, it will be at 1.50. The final version of the game is planned to be 2.00.
There are about five million polygons per frame, witch each character made up of at max 100,000 polygons. The inner hair alone has about 20,000 polygons, which is five times the previous generation.
Character models have around 600 bones, which is roughly 10-12 times greater than what was seen last generation.
Data capacity for textures is also much greater than before.


Final Fantasy XV

Battles against huge enemies are carried out in the same fashion as standard battles, but there will be some exclusive party co-op ctions for the bigger fights.
There will be several mini-games, including fishing.

Restalm (we called it Restaru, then Restarg, we were wrong twice – it’s hard to play by ear sometimes) is being made in the image of the Bahamas.
Right now, the ropeway in Restalm cannot be rode. We might add the ability to ride it if there is time to do so.
The development team wants players to get a feel for the world and find it relatable not just through sheer visuals, but also through the characters.
In town, you can stay in hotels or go shopping.
NPCs in town are controlled by AI, and you can talk to them.

Restalm is a main town in the first half of the game.
Cindy shows up in different places throughout the game. Something happens with her at the start that shakes her up and gets her moving around.
While she’s not deeply involved in the story, she’s relevant because of her profession as a mechanic.
Players will have to fight Summon Beasts in order to be able to use them.
Summon Beasts in the game are a symbol of the power of stars. Only Noctis can actually summon them.
Combat-wise, the plan is holding down a button will start a set combo, but timed button presses are what will enable coordinated moves with other party members
.
To parry enemy attacks, you have to match the timing of their strike. This is intended for expert players.
Magic isn’t what consumes MP, nor is the system akin to the Draw system Final Fantasy VIII had.
MP is consumed by using special actions, such as dodging and warping.
Weapons are equipped several at a time, with one main weapon. The main weapon has a corresponding ability, and it’s also possible to switch the main weapon during combat.
Combos are automatically formulated based on which weapon is currently being utilized out of the ones being equipped.

Abilities aren’t separate from a weapon’s given category and there are also weapons that have no abilities at all. Apparently not unlike what was seen in Captain Tsubasa 5, a game that Tabata apparently worked on back in the day.
Rare weapons that can be acquired from dungeons and other sketchy areas could potentially have some hack-and-slash aspects to how they’re used. The Phantom Sword, which floats in midair, will also be acquirable as a special weapon.
The battle system from the demo is planned to be fully featured.
After the Tokyo Game Show this year, the systems going into the demo were slightly changed as a result of fan feedback.
Players will also be able to run around in areas such as the mountainous areas where the Behemoths roam.
In the full version, you’ll be able to rent Chocobos.

Camps are inherently designed to be a safe haven, making them ideal headquarters when setting out to explore new areas.
There are bonuses that come with cooking ingredients purchased in towns and cities. You can also get ingredients off monsters in the wild.
Additionally, the magazine reveals that a Final Fantasy Type-0 HD Blu-ray Disc music soundtrack is being planned for release.

Final Fantasy XV is in development for PS4 and Xbox One.


Read more at http://gematsu.com/2014/12/final-fantasy-xv-detailed-famitsu#i3KvC05Gltw8qAeG.99.
 
I hope the camera angle will totally be free of control.

From what I saw there is a fixed/locked camera only during scripted events/QTE but you can turn the camera during the game or while exploring.
The soft-lock during combat locks/shifts the camera angle though.
 
Last edited:
Anyone know what native-res the game is currently running at? Looks sub-full hd in the latest 1080p trailer

http://images.gamersyde.com/image_final_fantasy_xv-27234-2754_0014.jpg
Took a quick glance, seemed like 1080p or something close to it:

KYnalu6.png


11 pixels over 11 edge stairsteps.
 
Terrible post aa and terrible low AF or non existent would contribute to the less than pristine iq as of now, but still far better than a in your face 900p from ACU. Does anyone know if all the footage we've seen are from consoles or PC with console spec?
 
I wonder why they did not simply use SMAA. on PC, it have very low performance penalty and sweep lots of jaggies.
 
Question for FF gamers...

I have only completed - and played the hell out of - FFX and one thing I loved was that I reached the point where my attacks dealt 9999 damage (or 99999? can't remember) which was great for the optional mega difficult monsters.

Did FF games after X have that? I never finished 13.
 
New details about the demo and the challenges they're working on (including the technical challenges with adding an airship). A few highlights below:

Originally in the demo there was a Meteor area where you’d be able to drive around, amounting to one hour of gameplay. Instead the demo will be located in an area in which you lose access to the car temporarily in the main game. Some of the features of the final game won’t be available in the demo, but the development team feels that this zone would be more effective, because it would allow users to get a better feel of what kind of experience the demo offers.

Tabata-san also mentioned that the team managed to overcome a big hurdle in terms of creating a “horizontally seamless world” (IE: the ground level), so the natural environment you see in the Duscae region is indeed seamless. On the other hand making the large cities seamless is still a big challenge that the developers are facing.

When the player rides an airship, they could have it hover above the ground and just switch to an overland map after a loading screen, but that wouldn’t be an exciting experience. Instead, the development team would like players to be able to see the airship take off and actually fly over the world at a certain altitude. That’s the next challenge the team is facing after finalizing the horizontally seamless world, so they can’t yet promise it will be done.

n addition to that, Tabata-san mentioned that Square Enix is planning activities involving game development students from North American colleges. The publisher has been in talks with a couple of colleges, and the details will be announced at a later time. The development team is excited about the idea of connecting with future game developers, and even a bit nervous.
 
ff series have crazy architecture that maybe wont easily works in seamless open world. Something like Destiny's Traveler that will make crazy amount of shadow and looked weird if its open world? or something like Cocoon in FF XIII.

Making the world itself as battle arena also adding more work if the dev dont want any weird clipping or animation stumbling.
 
J&D, especially the sequels!

It's just a matter of streaming assets efficiently in between 'cities'.
hmmm... perhaps the complexity of the work is a problem, and also the possibilit that each place may contain its own rules.The world may also be of a much much larger scope. AFAIR J&D werent exactly seamless. Many areas had loading camouflaged as doors that you were waiting to open. Something that may not be fitting for what they want to make.
 
i wonder how they will make the airship works. free flow like flying plane in GTA or "contained" like in any other FF series.
 
Back
Top