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  #151  
Old 09-23-2014, 09:52 PM
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Originally Posted by cortbassist89 View Post
Are there any other FF sequels/spinoffs that became their own self-contained games? I know FFIX was originally supposed to sequel off of FF1 via Garland.
Obviously I have nothing to back this up at all whatsoever, but I kinda feel like every final fantasy game since FF9 was probably not a mainline Final Fantasy game when it first started development.
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  #152  
Old 09-23-2014, 09:53 PM
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Originally Posted by McClain View Post
The Mana series was originaly Final Fantasy Gaiden.
The early history of Mana is interesting in how it interweaves with Final Fantasy. "Seiken Densetsu" was originally going to be an FDS RPG that would have predated FFI but got cancelled (with Square apologizing to people who had pre-ordered and telling them to look forward to their next game, "Final Fantasy," instead). Several years later, the name (and probably nothing else) was carried over to Final Fantasy Adventure, which was "What if FF were Zelda?" complete with FF-style sprites, a Chocobo, and familiar bosses from the series. The second game was known as both "Final Fantasy IV" and "Chrono Trigger" at various points in its development, and when it came out, it didn't look like anything else; only Moogles were left as an odd artifact of the FF influence. From then on, it was its own thing.


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Wasn't 11 original just FF Online?
Nope—much to many a fan's existential anguish.

Last edited by Kishi; 09-23-2014 at 10:08 PM.
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  #153  
Old 09-23-2014, 10:37 PM
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Originally Posted by McClain View Post
Wasn't 11 original just FF Online?
As Kishi said, both FF11 and 14 are officially named "Final Fantasy 11 (14) Online".

The placement of "Online" on the logo could raise confusion as to the actual name, though.
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  #154  
Old 09-23-2014, 10:40 PM
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Originally Posted by estragon View Post
I don't know about you all, but my FFIII Famicom party was gender-fluid.
Yeah, Ranger is right there next to white mage as female for me.
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  #155  
Old 09-24-2014, 07:50 AM
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Originally Posted by McClain View Post
the original statement said that it "seems to echo recent pop culture trends here of trying to culturally oppress women." It's fair to be leery at this point and even voice concerns as it could positively influence development (see Tomb Raider's early trailers).
*facepalm*

Even a cursory glance at Japanese media should tell you that a lack of female characters is not the problem that they have. It's how those female characters are represented.
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  #156  
Old 09-24-2014, 07:56 AM
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Which is why I said "wait and see." It wasn't even my original comment!
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  #157  
Old 09-24-2014, 08:16 AM
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Now I want the game to have manly Dresspheres.
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  #158  
Old 09-24-2014, 08:18 AM
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Tux spheres.

Pants spheres.
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  #159  
Old 09-24-2014, 08:22 AM
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They should get Adam Sandler and his friends to do the English dub.
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  #160  
Old 09-24-2014, 12:49 PM
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Originally Posted by cortbassist89 View Post
They should get Adam Sandler and his friends to do the English dub.
Which one is Stifler?
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  #161  
Old 09-24-2014, 01:43 PM
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I'd look forward to the "fuck a pie" minigame if I didn't think the pie would be too moe
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  #162  
Old 09-24-2014, 04:35 PM
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Related to my last post, it just struck me that this will be the first time the main series goes action RPG, but the first time such a thing was attempted was way back in 1990. And that time, the game started as a main series entry and developed into something else, and this time, it's the opposite. The world's a funny place.
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  #163  
Old 09-24-2014, 05:46 PM
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Apparently Tabata mentioned in an interview that the battle system would have elements akin to gambits. Excite level rising
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  #164  
Old 09-24-2014, 05:49 PM
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Originally Posted by falz View Post
Apparently Tabata mentioned in an interview that the battle system would have elements akin to gambits. Excite level plummeting
I'm cool if they are options for tweeking AI, but I don't want to have to basically program my characters again.
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  #165  
Old 09-24-2014, 05:50 PM
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Quote:
Apparently Tabata mentioned in an interview that the battle system would have elements akin to gambits. Excite level lowering to unplayable.
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  #166  
Old 09-24-2014, 05:56 PM
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The only problem with Gambits was the implementation: having to buy bits of them, having to recode every one from scratch every time instead of being able to save them, UI wasn't great.
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  #167  
Old 09-24-2014, 05:59 PM
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Quote:
Originally Posted by falz View Post
Apparently Tabata mentioned in an interview that the battle system would have elements akin to gambits. Excite level rising
The closer to FFXII the better as far as I'm concerned.
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  #168  
Old 09-24-2014, 06:02 PM
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I feel like you're more likely going to have some AI presets about what you can have them focus on rather than anything like the level of grognardery that was there in FFXII
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  #169  
Old 09-24-2014, 06:13 PM
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As long as it means my AI buddies won't be casting charm instead of healing me.
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  #170  
Old 09-24-2014, 06:19 PM
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Originally Posted by fanboymaster View Post
I feel like you're more likely going to have some AI presets about what you can have them focus on rather than anything like the level of grognardery that was there in FFXII
something between 13 and 12 would work for me. Like, they have broad AI(s), but I can force it to break it under certain conditions.
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  #171  
Old 09-24-2014, 06:39 PM
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Quote:
Originally Posted by Rascally Badger View Post
The closer to FFXII the better as far as I'm concerned.
Yep.

But yeah, I kinda thought more of you had enjoyed gambits. I had a blast crafting the best set up for any situation. I'd hope if they went the same direction there would be an option for macros. FFXIII basically let you make macros of predesigned macros. There's gonna be macros in Bravely Default too. In this regard, I'm enjoying the direction squeenix is taking things. My brain stopped releases endorphins upon solving what sort of magic an enemy is weak to a while ago.
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  #172  
Old 09-24-2014, 06:42 PM
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Quote:
Originally Posted by McClain View Post
I'm cool if they are options for tweeking AI, but I don't want to have to basically program my characters again.
My fav part tho.
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  #173  
Old 09-24-2014, 07:52 PM
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If it means that it's like KH but you can try to make your AI companions act less stupid, I'm fine with it.
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  #174  
Old 09-24-2014, 08:25 PM
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I loved the Gambit system, but you absolutely needed to have all the segments from the start, not getting them piecemeal throughout the game.

So, if 15 will have something closer to Dragon Age, I'll be really happy.
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  #175  
Old 09-24-2014, 09:16 PM
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If I want to play a good real-time RPG I have the Souls games.
If I want to play a good turn-based RPG I have many FF games.
If I want to play an RPG that does neither well I can play Dragon Age.

If FFXV is like Phantasy Star IV with macros to enable quick grinding and party commands I'm very interested. If FFXV is a pause the game so I can micro-manage my party members like Dragon Age I'm uninterested.

**
I like the trailer for FFXV. Although it feels like Grand Theft auto FF to me. Driving around until your girlfriend calls...not sure how I feel about that yet.
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  #176  
Old 09-24-2014, 09:46 PM
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It kind of sounds like they're making a simulation of an action game, instead of an action game.
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  #177  
Old 09-25-2014, 06:29 AM
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Quote:
Originally Posted by Bongo Bill View Post
It kind of sounds like they're making a simulation of an action game, instead of an action game.
Now I want a Mega Man game where I can set JUMP JUMP SLIDE SLIDE and Jump & Shoot When Entering Boss Room gambits.
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  #178  
Old 09-25-2014, 06:34 AM
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I'm assuming the main character will control like an action game, with pseudo gambits for the party members. In any case I'm glad the player will have at least some control over the whole party. Interest level rising!
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  #179  
Old 09-25-2014, 07:07 AM
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Controlling actions isn't a big deal. If the game is anything like FFXII or FFXIII you need the ability to control positioning of your sidekicks, because it makes lots of hard fights a cakewalk but the only ways you could ever do so were klugy and indirect.

For as many things as it broke about FFXIII's combat system, XIII-2's option to make your allies use AoE was very nice to have.
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  #180  
Old 09-25-2014, 08:21 AM
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Quote:
Originally Posted by falz View Post
I kinda thought more of you had enjoyed gambits.
I loved gambits, but then again I'm a programmer so...

Anybody who liked fussing around with gambits should probably go try SpaceChem. Its in a completely different genre (puzzle game), but it tickles the same brain centers by virtue of being a "gamified" take on programming.

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Originally Posted by Destil View Post
The only problem with Gambits was the implementation: having to buy bits of them, having to recode every one from scratch every time instead of being able to save them, UI wasn't great.
Quote:
Originally Posted by Umbaglo View Post
I loved the Gambit system, but you absolutely needed to have all the segments from the start, not getting them piecemeal throughout the game.

So, if 15 will have something closer to Dragon Age, I'll be really happy.
I totally get this sentiment, but I also see where they were coming from in terms of trying to slowly introduce new players to the system. There needed to be a learning curve - just dropping a fully unlocked gambit system on the player's lap would have been a mess.

That said: the pacing of that ramp-up was probably too slow, the approach for acquiring new gambit conditions was a mess, and they really needed an "expert" or NG+ mode that gave complete access from the start.

While Dragon Age had more functionality than XII's gambits, it also had a way more cumbersome UI, almost no attempt to explain it to new players, and (in my opinion) had a pretty terrible interaction with the way they had both mana and cooldown.

Quote:
Originally Posted by Sprite View Post
I'm assuming the main character will control like an action game, with pseudo gambits for the party members.
In one of these videos, they are apparently saying that the player can just hold down the "dodge" button to dodge continuously, or the "attack" button to attack continuously. That sounds a lot like XIII, just with "hold X" instead of "mash X." The visual presentation is that of an action game, but it isn't really clear that it will play like one.

Random: so, in the latest gameplay video, it is starting to look like the sword-teleport move only works with specific designer-placed targets, rather than being a general-purpose movement ability. Too bad.
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