Board 8 > Holy crap, FF Versus XIII might not have even hit full production yet.

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Strife2
07/13/11 8:27:00 PM
#151:


Someone also mentioned to him that random battles suck. After that, he made Chrono Trigger...and THANK GOD FOR THAT! Someone should tell the rest of the JRPG/Anime Fantasy Adenture market to get with the program...15 YEARS LATER!

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LeonhartFour
07/13/11 8:28:00 PM
#152:


Good thing FFXIII got with the program, huh?

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Strife2
07/13/11 8:30:00 PM
#153:


I meant random encounters you couldn't stop from occuring, like I-X-2. Stuff like CT, Mana, KH, I don't consider random.

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LeonhartFour
07/13/11 8:32:00 PM
#154:


Exactly.

So it's a good thing FFXIII got with the program!

And FFXII!

And Nier!

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ZFS
07/13/11 8:33:00 PM
#155:


ffxiii such a straight line that you can't avoid encounters anyway burn

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LeonhartFour
07/13/11 8:34:00 PM
#156:


That's what those items that make you invisible to enemy detection are for!

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Strife2
07/13/11 8:36:00 PM
#157:


Yes. Nier was my favorite RPG to come for a long time, simply due to the real-time encounters. Glory of Heracles and Mimana Chronicles can go suck donkey balls for continuing the "tradition" of random battles.

Getting onto the "interactive cutscene" discussion, I take this as the HD equivalent of FFVII and VIII. There were instances where your characters (in total **** renders) could wander around the actual cutscenes. It's possible Nomura went back and saw those and is hoping to tweak that into more impressive or important style.

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Jeff Zero
07/13/11 8:39:00 PM
#158:


LeonhartFour posted...
That's what those items that make you invisible to enemy detection are for!

Wide open spaces >>> invisibility-inducing items in tight confines

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LeonhartFour
07/13/11 8:40:00 PM
#159:


I was being mostly facetious, as I'm (fairly) sure HM was, too.

There are very few areas in FFXIII that I can remember that you absolutely can't avoid a random encounter because there's no room to get around.

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ZFS
07/13/11 8:41:00 PM
#160:


Versus reminds me a lot of FFVII. I'm not sure why, but there's always been a similar feeling there, even though they aren't necessarily the same design-wise.

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Jeff Zero
07/13/11 8:44:00 PM
#161:


ZFS posted...
Versus reminds me a lot of FFVII. I'm not sure why, but there's always been a similar feeling there, even though they aren't necessarily the same design-wise.

If you like VII half as much as I do I'd avoid thinking along that line of thought too much until the game comes out since with the way games are structured these days no matter how decent Versus is I just can't see it retaining the awe I get from VII, Xenogears, et al.

If you don't like VII half as much as I do then feel free to feel that way since you'll avoid disappointment by having much lower standards re: "reminds me of VII" than I do.

And yes, I'm aware that I sound like an FFVII fanboy in this post. Don't really care. :P

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GranzonEx
07/13/11 8:44:00 PM
#162:


I get the FF8/X vibe. Maybe it's because of Noctis and Stella making me think of a Romeo and Juliet sort of story.
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LeonhartFour
07/13/11 8:44:00 PM
#163:


LOL FFVII fanboys

grow up

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Jeff Zero
07/13/11 8:45:00 PM
#164:


LeonhartFour posted...
LOL FFVII fanboys

grow up


and stop talkin bout FFVII like becuz who even cares

FFVI why no one talk about FFVI QQ

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LeonhartFour
07/13/11 8:46:00 PM
#165:


I know right

why does anyone even like Cloud anyway what an uninteresting flat character

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ZFS
07/13/11 8:47:00 PM
#166:


It's more in tone than it is anything else. I don't think there's any significant similarities between the two in the design, characters, or story. My expectations for Versus XIII are pretty checked - the last Square game I enjoyed was a PSP game from 2007!

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Strife2
07/13/11 8:50:00 PM
#167:


Considering XIII was the first Final Fantasy game I never finished, I have low enough expectations already.

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Jeff Zero
07/13/11 8:50:00 PM
#168:


Crisis Core, I guess? Or FFT: WotL?

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ZFS
07/13/11 8:52:00 PM
#169:


Crisis Core, yeah. Probably my favorite Square game of the past decade.

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Jeff Zero
07/13/11 9:10:00 PM
#170:


Ah. I definitely wouldn't give it that much credit myself. I did enjoy it though.

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ZFS
07/13/11 9:31:00 PM
#171:


I got really into it. Loved the characters and the battle system.

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LeonhartFour
07/13/11 9:33:00 PM
#172:


HM loves his villains quoting poetry

Surprising that Kuja isn't one of his faves

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ZFS
07/13/11 9:34:00 PM
#173:


[LOVELESS]

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_Harmonica_
07/14/11 12:23:00 AM
#174:


From: OmarsComin | #147
I remember reading something from Sakaguchi where he talked about how random battles should be quick and relatively non-threatening, that the point is to make the player feel powerful and then challenge them with a boss fight. thought it was interesting at the time.


I agree with this. I thought FFXII's battle system was great for normal battles - they were fast and relatively easy, but you could still be in trouble if you got swarmed, and the lack of battle transitions made the game feel more fluid. The problem was the boss fights, they got really easy towards the end and only took as long as they did because of the stupid Paling abilities. My ideal FF battle system would be FFXII's system for normal enemies and FFX's system for bosses.

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_Harmonica_
07/14/11 12:26:00 AM
#175:


From: ZFS | #120
it's probably too late to try to get people to pay attention to good news, but here's something notable that came from this interview!

"In FF Versus XIII, we've gotten rid of [in-game] cutscenes that the player can't control," he stated. "There will either be pre-rendered movies or realtime event scenes that the player can control. These scenes are part of a new gameplay feature which, as far as I know, hasn't been done anywhere else. It's something that allows for very natural changes in the game experience, a form of expression you don't really see in games. It's not something you can explain quickly since the experience can change with each situation, but you could say it leads to the sort of storytelling you see more in FPSes than in console RPGs."

What inspired this switch away from the non-interactive cutscenes that are part and parcel of JRPGs? Perhaps the fact that not even Nomura has the patience to sit through many of them. "I suppose it's a matter of opinion, but I wind up skipping most cutscenes I run into because I want to get back into the game," he told Famitsu. "I don't think I'm the only gamer like that, and so I wanted storytelling that takes pains not to stop the gameplay. That way, gamers like that can still get into the event scenes in natural fashion. It's also a development time-saver. In the past, we'd make separate high-poly models for the cutscenes, but technology is now to the point where the only difference between the 'high-poly' and 'low-poly' models in FF Versus XIII is in the hair."

http://www.1up.com/news/final-fantasy-xiii-chugging


This is great news, now they just have to start moving away from pre-rendered cutscenes and start focusing on the really important things. Here's hoping the cutscene interaction is more than just QTEs.

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