As it turns out, Final Fantasy fans have OPINIONS. And Final Fantasy XV director Hajime Tabata is listening very closely to those opinions.
In a presentation last night that was chock full of interesting details about the upcoming fifteenth Final Fantasy game (for Xbox One and PS4; no release date yet), Tabata and Square Enix marketing manager Akio Ofuji read through a list of the most common criticisms of Final Fantasy XV: Episode Duscae, the demo they released last month. They nailed just about every legitimate complaintâand remarkably, Tabata promised that almost all of them will be addressed, not only in the final game but possibly in a patch that they hope to release for the demo in late May.
Yep, a patch. For a demo. Final Fantasy!
The videoâs really long, and I imagine most of you donât have the time or energy to sit through an hour and a half of subtitles, so I put together the full list of criticisms Tabata addressed. (If you do want to watch the whole video, itâs on the bottom of this article.)
Hereâs the list:
1) âThe lock-on is uselessâ â Lock-on doesnât keep enemies on screen; the camera doesnât follow them properly. Tabata agreed, noting that you could press R3 for a better lock-on option, but that the demo never quite made that clear. Things will be FIXED.
2) âThe camera is too close, I canât tell whatâs going on.â Especially during battles and in confined spaces. âNot being able to tell whatâs going on in the game is unacceptable,â Tabata said, promising that theyâve got a lot of work left to do on the camera. ââŠUltimately, we may consider allowing the player to choose from different camera distances.â
3) Poor/âheavyâ camera control: âWeâll make sure the camera is smoother.â
4) âThe AI is dumb. Allies get in the way.â Players say that party members get in Noctâs way as they try to move around. For the final game, Tabata said he wants to get more feelings of camaraderieâbros broing outâso theyâre doing plenty more work on the AI, and adding a lot more of the types of bro interactions you see in the demo. âThe demo is just a glimpse of what might be possible,â he said. So this will presumably become less of a problem.
5) âThe jaggies. But the drop in frame-rate is even more concerning.â Theyâre going to add anti-aliasing to fix the jaggies. Frame-rateâwhich they say was the #1 complaint from players in North America and Europeâis a âhigh-priority issue,â Tabta said. Theyâre going to prioritize it during optimization. Their goal is âfull HDâ (1080p) and 30FPS, but frame-rate is more important to them than resolution. (Smart!)
6) âSo I get that motion is realistic. But because of that, it feels slow.â Heavy weapons will feel sluggish, Tabata noted. âWe are highly focused on footing, or being connected to the ground.â Immersion is a big thing for them, which might have led to these complaints. Tabata wondered if this particular gripe drew from people watching the E3 2013 trailerâwhich Tabata admits was a target, not a reflection of real gameplayâand thinking combat should look more like that.
7) âCan you at least add a minimap or compass?â Thatâs the plan. Theyâre also looking into a radar of some sort to show where enemies/allies are on screen, although Tabata wonât promise that.
8) âI want a dodge action that doesnât rely on MP.â There actually is a dodge roll, Tabata saidâthatâll be your default dodge action. The âwarp-dodgeâ that was in the demo is a higher-level dodge; the normal dodge-roll couldnât be implemented for Duscae.
9) âA game thatâs all about hiding behind rocks and replenishing MP.â Huh. âThatâs one way to put it,â Tabata said, laughing. I guess the real complaint here is that people had to spend too much time regenerating their MP, which Tabata says wonât really be a problem, because in the final game youâll have many more options in combatâmagic, combos, etc.âand battles will be shorter, so you wonât have to replenish MP as much. But Tabata said he likes the strategy of running away and recovering MP when youâre in a pinch. âItâll be about how you construct your battles with the available MP.â
10) âBattles are too difficult. No, battles are too easy.â Japanese players said the game was too hard; Western players said it was too easy. âI think the best solution is to include difficulty options,â Tabata said. Theyâre planning on a simultaneous worldwide release for FFXV instead of releasing first in Japan and then in the rest of the world.
11) âItâs too monotonous.â Battles felt repetitive, players said, both because of control issues and because they were way too lengthy. The devs said theyâre thinking about adding button remapping. âThe monotony is probably due to battles feeling long,â Tabata said, adding that in the real game, youâll have more options, so battles wonât feel as repetitive.
12) âThe stamina needed for dashing is annoying.â Tabata and Ofuji both agreed that this isnât really a problem, although they said that dashing distance and speed could be improved by eating certain foods at camp.
13) Players would like to see warping usable as a regular means for moving around. âUntil some part of February, this was actually possible,â Tabata said. That was the plan, but it caused a lot of bugs, so they scrapped warps for regular field movement. All that said, Tabata noted that the final release will offer a lot more warp points, especially in battlesââIt will become part of your strategy.â
14) âPlease let me cancel attacks by evading.â Tabata agreed. âI was actually screaming inside for this too.â In the final game, youâll be able to evade mid-attack.
15) âLots of bugs.â
Ofuji: âWeâre very sorry.â
Tabata: âWho wouldâve thought you could get to Titan like that?â
You can watch the entire presentation with English subtitles right here:
You can reach the author of this post at [email protected] or on Twitter at @jasonschreier