Final Fantasy XV towns, summons, battles and camping detailed in Famitsu

Final Fantasy XV director Hajime Tabata has a lot to say about the game in this week’s Famitsu, having come fresh off Jump Festa this weekend with a new trailer, in development showcases and more. Speaking with the magazine, he shed some light on some of the game’s features including the return of fully realized towns, summons, combat and camping. Thanks to both Sokuho@Hokanko and Gematsu, we’ve got the main points summarized here.

    About the game’s world:

  • Battles against huge enemies are carried out in the same fashion as standard battles, but there will be some exclusive party co-op actions for the bigger fights.
  • There will be several mini-games, including fishing.
  • Lestallum is being made in the image of the Bahamas.
  • Right now, the ropeway in Lestallum 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.
  • Lestallum is the main town in the first half of the game.
  • Cidney 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.
  • Summons and battle system:

  • 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.
  • Exploration:

  • After the Tokyo Game Show this year, the systems in the demo version were slightly changed as a result of fan feedback. Not only will you be able to drive around, but walking, fighting, and camping is also possible.
  • 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.

About the Author

Erren Van Duine As a self-professed Final Fantasy fan, Erren created Nova Crystallis in 2009 as a place to collect the latest information on her favorite series. As owner and Editor-in-Chief, she also spends her time as a freelance illustrator.

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