Share

PAX West: Massive Final Fantasy XV Demo Shown

As for the reasons why the developing team decided to make it like that, Tabata explained that he essentially preferred to keep the flow of the story going at its climax. And also the freedom to steer your auto. Players are fighting a creature of the mechanical variety and developers stressed that you’ll need to use different tactics against these. Aside from the whole optimization element, the other big factor was the game balance. We are ensuring that people will be able to better navigate the information and play at ease.

Advertisement

Tabata explained this design choice to IGN at PAX over the weekend, also calming fears that much of the game would be linear. In order to get back home, they have to team up with iconic characters from the series, and face off against villains and Mirages – this game’s version of summons and Eidolons. That way, you won’t get bored of an open-world as the rest of the game gets tightened up, so we made it in a way that you’ll also get to advance through it as you have in conventional Final Fantasy games.

The change over will apparently happen after a specific point: “After [a] train sequence, it kind of episodically goes through the story and takes it up to the end”, explains Tabata. That said, there is a gonna be a menu function that allows you to access the earlier areas that you roamed around in the earlier parts of the game. Indeed, from what we’ve seen so far, to suggest the opposite would be a ridiculous notion, especially with game director Hajime Tabata having stated previously that you can easily sink upwards of 200 hours into completing absolutely everything.

But FFXV hasn’t drastically changed, which means players shouldn’t be intimidated by the video game turning into something completely unrecognizable, based on the report of Mobipicker.

Advertisement

World of Final Fantasy follows the story of two young protagonists who one day find themselves inside the world of Grymoire.

Final Fantasy XV screenshot