iou90
发表于 2016-9-2 15:47
wzh5555 发表于 2016-9-2 13:44
毕竟队长是做足准备来的,顶级液体金属魔导甲,魔抗高,年龄轻,对国王和其基友又熟悉。全方面都是优势。 ...
12年前被国王用魔法轰走现在还是被魔法轰飞,但基本没咋受伤?了但那时国王用来逃走的力量还是有的 还是在国外 这次在自个儿家里不能只逃不战了
年龄上其实差不太多 国王也才40+吧 只不过力量耗损的太多 其实电影中明显感觉国王比帝国老大年轻的 感觉他和电影中的公主特配233
wzh5555
发表于 2016-9-2 15:53
本帖最后由 wzh5555 于 2016-9-2 15:55 编辑
iou90 发表于 2016-9-2 15:47
12年前被国王用魔法轰走现在还是被魔法轰飞,但基本没咋受伤?了但那时国王用来逃走的力量还是有的 还是 ...
这个液体金属魔导甲挺BUG的(最后光耀戒指的火焰居然也只能慢慢融化它),老国王2次对战能做到的都只是击退队长,似乎没能造成什么实质伤害。
老国王应该接近50了(设定里貌似提到30年前和基友出行),维持新墙和王者之剑消耗太大,加速衰老。
老国王眼睛又大又萌
iou90
发表于 2016-9-2 18:27
Final Fantasy 15 interview: Tabata talks delays, Versus, fan expectation and more | VG247 // 小田田的心路历程 很长 采访时间8.17 http://t.cn/RcwflYJ
港真 小田田每接受一次采访就愈加让我喜欢他 真的能看到他的热情 这次是看清他实力最好的机会了
原文:
ajime Tabata talks in detail about Final Fantasy 15’s sometimes rough but fascinating development.
ARTICLE CONTINUES BELOW
final_fantasy_15_new (4)
Japanese developers are typically a bit buttoned-up. There are exceptions, of course, like Street Fighter’s wonderfully eccentric Yoshinori Ono, but mostly they remain cool-headed. After our chat at gamescom a few weeks ago, Final Fantasy 15‘s Hajime Tabata has added himself to the exception list.
At one point, mid interview, his expression changes in recognition. “VG247?” he asks as I finish a question. I nod, and he launches into an excited ex**ation that he’d read my preview of the master build of FF15. “It was long! Awesome,” he says in Japanese. Then “Thank you so much,” in English. He seems entirely cool with the fact that it wasn’t all positive, too.
Halfway through the interview as we indulgently discuss favourite FF games, he playfully teases a colleague. As we finish, he quips that he wishes we could continue our FF nerd discussions over a drink (the concept of which likely horrifies PR).
The long story short, anyway, is that Tabata appears to be a lovely man with an incredible enthusiasm for his project and the FF franchise that hasn’t been dimmed by a turbulent, difficult development. Whatever you think of FF15’s rough journey to store shelves, it’s clear the man at the helm cares deeply, and though this is a whopper of an interview I think we could’ve chatted for a good while longer, which is a rarity. Here’s our chat.
final_fantasy_15_new (15)
ff15_tabata
Hajime Tabata, the man with the unenviable task of steering Final Fantasy.
VG247: So, it’d be amiss not to start with the big news – the delay. When was the decision made? It seemed to me like it was a fairly rapid change.
ARTICLE CONTINUES BELOW
Hajime Tabata: I made the decision myself the week before last… It was Monday last week when I spoke to all the stakeholders involved and made the decision.
It was two weeks ago when I really started thinking seriously about it. We’d created the disc for mass production, we’d got to that stage… and I then asked people, okay, are we okay to go ahead with this disc? I started thinking… well, am I really satisfied with this? It was Monday last week when I approached everyone, including the people in this room and said look, I’m really sorry, but can we extend it a little? I really want to improve the quality.
So, I’m a huge Final Fantasy nerd, and so I’ve been following this project since the Versus 13 days…
I have to ask, what is your favourite Final Fantasy? I only joined FF with 15, but Hasegawa-san (FF15 art director Tomohiro Hasegawa, also present in the room) started with 8.
“We’d created the disc for mass production, we’d got to that stage… and I then people asked, okay, are we okay to go ahead with this disc? I started thinking… well, am I really satisfied with this?”
9. And your favourite is 6, yes?
Ahhh! 6, yes! When you say that you like FF9, I get a strong impression of what you like in Final Fantasy.
ARTICLE CONTINUES BELOW
: Not yours, 8!
Tomohiro Hasegawa: Hey, I worked on 9 as well!
I like 8 as well! So, about that Versus 13 lineage… how do you regard FF15? Do you consider it more a continuation of Versus, or an all-new game that uses elements from it?
Hajime Tabata: Well, the way the game is being made is completely different to what the original ** was, so in that sense it really is a completely different game. The hardware generation is so different that there’s just no way we could’ve carried that over.
I mean, certainly when it came to the switch over when we decided to turn Versus 13 into Final Fantasy 15, we decided that it would really be the best thing to keep as much of the content that had already been announced to the fans as possible… we wanted to try to reuse those ideas and keep those ideas within the design of FF15. We got together and discussed that and decided on that policy to keep as much as we could.
The thinking behind it really was… because we approached this as a new game with new hardware, rather than saying “okay, what can we do to restart the versus project and try to make that using the new structure,” we decided what we wanted to do instead was show the fans what we think is the ultimate FF for now, what we wanted to do with FF for now. So it was that approach rather than saying “okay, we’ll keep Versus and try to recreate that”.
final_fantasy_15_gamescom_2015_1
Was it frustrating at all, being partially tied to an older project? Was there anything where you thought that if fans weren’t anticipating it, you would’ve cut or changed it?
ARTICLE CONTINUES BELOW
Hajime Tabata talks in detail about Final Fantasy 15’s sometimes rough but fascinating development.
ARTICLE CONTINUES BELOW
final_fantasy_15_new (4)
Japanese developers are typically a bit buttoned-up. There are exceptions, of course, like Street Fighter’s wonderfully eccentric Yoshinori Ono, but mostly they remain cool-headed. After our chat at gamescom a few weeks ago, Final Fantasy 15‘s Hajime Tabata has added himself to the exception list.
At one point, mid interview, his expression changes in recognition. “VG247?” he asks as I finish a question. I nod, and he launches into an excited ex**ation that he’d read my preview of the master build of FF15. “It was long! Awesome,” he says in Japanese. Then “Thank you so much,” in English. He seems entirely cool with the fact that it wasn’t all positive, too.
Halfway through the interview as we indulgently discuss favourite FF games, he playfully teases a colleague. As we finish, he quips that he wishes we could continue our FF nerd discussions over a drink (the concept of which likely horrifies PR).
The long story short, anyway, is that Tabata appears to be a lovely man with an incredible enthusiasm for his project and the FF franchise that hasn’t been dimmed by a turbulent, difficult development. Whatever you think of FF15’s rough journey to store shelves, it’s clear the man at the helm cares deeply, and though this is a whopper of an interview I think we could’ve chatted for a good while longer, which is a rarity. Here’s our chat.
final_fantasy_15_new (15)
ff15_tabata
Hajime Tabata, the man with the unenviable task of steering Final Fantasy.
VG247: So, it’d be amiss not to start with the big news – the delay. When was the decision made? It seemed to me like it was a fairly rapid change.
ARTICLE CONTINUES BELOW
Hajime Tabata: I made the decision myself the week before last… It was Monday last week when I spoke to all the stakeholders involved and made the decision.
It was two weeks ago when I really started thinking seriously about it. We’d created the disc for mass production, we’d got to that stage… and I then asked people, okay, are we okay to go ahead with this disc? I started thinking… well, am I really satisfied with this? It was Monday last week when I approached everyone, including the people in this room and said look, I’m really sorry, but can we extend it a little? I really want to improve the quality.
So, I’m a huge Final Fantasy nerd, and so I’ve been following this project since the Versus 13 days…
I have to ask, what is your favourite Final Fantasy? I only joined FF with 15, but Hasegawa-san (FF15 art director Tomohiro Hasegawa, also present in the room) started with 8.
“We’d created the disc for mass production, we’d got to that stage… and I then people asked, okay, are we okay to go ahead with this disc? I started thinking… well, am I really satisfied with this?”
9. And your favourite is 6, yes?
Ahhh! 6, yes! When you say that you like FF9, I get a strong impression of what you like in Final Fantasy.
ARTICLE CONTINUES BELOW
: Not yours, 8!
Tomohiro Hasegawa: Hey, I worked on 9 as well!
I like 8 as well! So, about that Versus 13 lineage… how do you regard FF15? Do you consider it more a continuation of Versus, or an all-new game that uses elements from it?
Hajime Tabata: Well, the way the game is being made is completely different to what the original ** was, so in that sense it really is a completely different game. The hardware generation is so different that there’s just no way we could’ve carried that over.
I mean, certainly when it came to the switch over when we decided to turn Versus 13 into Final Fantasy 15, we decided that it would really be the best thing to keep as much of the content that had already been announced to the fans as possible… we wanted to try to reuse those ideas and keep those ideas within the design of FF15. We got together and discussed that and decided on that policy to keep as much as we could.
The thinking behind it really was… because we approached this as a new game with new hardware, rather than saying “okay, what can we do to restart the versus project and try to make that using the new structure,” we decided what we wanted to do instead was show the fans what we think is the ultimate FF for now, what we wanted to do with FF for now. So it was that approach rather than saying “okay, we’ll keep Versus and try to recreate that”.
final_fantasy_15_gamescom_2015_1
Was it frustrating at all, being partially tied to an older project? Was there anything where you thought that if fans weren’t anticipating it, you would’ve cut or changed it?
ARTICLE CONTINUES BELOW
There were things like that… I’d always try to take things to a level where I was comfortable with it and could put it into the finished game. There were things where if I couldn’t do that, I cut them.
I really felt that within my own personal preferences and my own priorities that rather than have something that’s been announced in an unfinished state that we cannot get finished, we cannot make a final product – much more important than that is having a finished, enjoyable game that people can play and like. So when it became the choice between that, I had no doubt in my mind that we had to cut things for the purposes of the game.
“Whenever we’ve had to remove something, it’s always been a very vivid, negative reaction. It’s been quite hard for me to tell – is this a reaction from someone who is speaking from the point of view of a FF fan first, or are they just a fan of Versus, or are they just people who just want to say bad things?”
…But every time I do that, people start bashing me!
Whenever we’ve had to remove something, it’s always been a very vivid, negative reaction. It’s been quite hard for me to tell – is this a reaction from someone who is speaking from the point of view of a FF fan first, or are they just a fan of Versus, or are they just people who just want to say bad things? It can be really hard to tell. I didn’t take too much heat, but some people around me were quite shocked by that and didn’t like the reaction they got. I feel I did cause some people some problems there – I feel sorry they had to endure that.
ARTICLE CONTINUES BELOW
I think a lot of them are just overzealous but ultimately love the series and mean well. And a few are crazy.
Well, ever since we made the decision to take FF15 in that direction, we’ve been travelling around the world and talking to all sorts of different people, to FF fan groups from around the world. From that, it really has become quite clear what fans around the world value in the games.
That was a decision I made – rather than relying on people on the internet where you’re not really sure who’s writing these comments in the first place, if you’re talking to an actual fan who’s in front of you… you can tell they’re fans, and you can work out what those people value. I made a promise to always value what real fans say to me personally.
You made some comments where you referred to the ‘FF Disease’ – the idea that the series can never fail and has to be certain things being toxic. How important do you think it is to kick back against those attitudes?
It’s not so much about kicking back or resisting people – I just really wanted to make the Final Fantasy that I felt would be the ultimate idea of FF in my mind. I think that’s what FF is – it’s about trying to do that each time, rather than relying on the past. Every challenge I can take on to make 15 what it needs to be, I’m going to do it.
final_fantasy_15_new (12)
“One other aspect that I’ve really been learning about from Western-developed games is this idea of really appealing to a wider audience; in having a game where even if people have never heard of the game or even the franchise before can pick up the controller and play it and immediately get into it.”
You’ve name-checked some Western RPGs in the past. How much of an inspiration and influence have these games been?
Well first of all I think the technical challenges of this are very important. It all comes down to trying to get the top level of technology and the best technical abilities that we have – then, we try to create the game around those technical abilities. I feel that originally FF was all about that.
That’s part of our challenge this time – it’s taking on that idea, and learning from other people and other technologies where we can and where we need to. My aim has been to base Final Fantasy on that again.
One other aspect that I’ve really been learning about from Western-developed games is this idea of really appealing to a wider audience; in having a game where even if people have never heard of the game or even the franchise before can pick up the controller and play it and immediately get into it. Creating those entrances into a franchise, that’s a key point I really have tried to learn from.
It’s something I really am taking a lot of care over – the idea that the core gameplay experience really can be something for the hardcore and for the core fans to enjoy… but you shouldn’t make the way into it, the entrance, the contact point for the game into something that only appeals to core people.
We really want to get as many people in as we can, and then they can enjoy the rest of the game for what it is. And keep that FF essence in there, as well – that’s really important.
final_fantasy_15_fist_bump
Let’s talk about the semi-open nature of the game. I find the restrictions on driving interesting, for instance. How do you decide where to draw the line?
The basic philosophy is that because this is a FF game the story experience is one of the most important factors. The story has to progress towards a set conclusion and give you that decent story experience on that set path. That wasn’t going to change. The idea was that the journeys that you go on along the way towards that conclusion should really be as free and as reflective of the player’s intent as possible. That was the overall philosophy of where we draw the line and how we approached it.
“The story has to progress towards a set conclusion and give you that decent story experience on that set path. That wasn’t going to change. The idea was that the journeys that you go on along the way towards that conclusion should really be as free and as reflective of the player’s intent as possible.”
Compared to something like GTA for example where you’re completely free to do absolutely anything you want, any kind of bad, terrible crimes or whatever you’re free to do in that game.
For Final Fantasy that really wouldn’t work. There’s that balance there between going in new directions and keeping that essence of Final Fantasy. Making it something where you can, again, play in the living room with your family and still have that kind of experience that many players had with the older games.
The big themes we want to show in the story are things like the bond between father and son and comrades and friends… if you’re trying to tell a story with those big themes and at the same time you have Noctis driving around, running people over and laughing… it wouldn’t fit, would it?!
I have to admit, I tried in the demo.
Everyone tries! We understand people’s instinctual need to do that… even I have tried! But FF15 isn’t a game that’s made that way. That’s why we’ve tried to inject freedom in other areas.
In the past FF has featured very broad customisation – with something like the job system, the same character can be twisted in a lot of ways. How deep does your customisation go? I noticed in the build I played Noctis had 29 abilities he could eventually unlock, I think?
29, yes. This is actually one of the areas we really are focusing on hard in our last push and our fine tuning. We really want to make it so that the differences in the player’s styles in terms of how they play and control the game can have that differentiation there. We’re putting a lot of time and work into finishing that so it can be really satisfying.
To give a basic outline for how you can change it, there’s basically two broad choices there: you’ve got people who want to play the game in a more action-based style, and so you can develop your characters along those lines. Then there’s people who want to play in a more logistical, tactical and traditional way, so you can also develop your characters along those lines as well.
“Every challenge I can take on to make 15 what it needs to be, I’m going to do it.”
That’s actually a very difficult balance to get right, in fact!
It’s a big, difficult balance to get right, but also maybe because of that and also because I think that kind of system can appeal to both groups… the people who want to play it as an action game and as a tactical game… to appeal to both of those groups is something I think we can only do with a game like FF15.
There’s such a value to doing that, I really think it’s worthwhile to do that. It’s a big challenge.
For what it’s worth, I disagree with the people who feel FF should be enshrined as only turn-based forever.
That gives me confidence, to hear somebody who says they’re a long-time FF fan say that – it really does. I really feel that it’s not what FF should be, to be a series that just brings back nostalgic memories to people. It shouldn’t be that.
Originally slated for release on September 30, Final Fantasy 15 will now arrive on PS4 and Xbox One November 29.
iou90
发表于 2016-9-2 18:27
Final Fantasy 15 interview: Tabata talks delays, Versus, fan expectation and more | VG247 // 小田田的心路历程 很长 采访时间8.17 http://t.cn/RcwflYJ
港真 小田田每接受一次采访就愈加让我喜欢他 真的能看到他的热情 这次是看清他实力最好的机会了
原文:
ajime Tabata talks in detail about Final Fantasy 15’s sometimes rough but fascinating development.
ARTICLE CONTINUES BELOW
final_fantasy_15_new (4)
Japanese developers are typically a bit buttoned-up. There are exceptions, of course, like Street Fighter’s wonderfully eccentric Yoshinori Ono, but mostly they remain cool-headed. After our chat at gamescom a few weeks ago, Final Fantasy 15‘s Hajime Tabata has added himself to the exception list.
At one point, mid interview, his expression changes in recognition. “VG247?” he asks as I finish a question. I nod, and he launches into an excited ex**ation that he’d read my preview of the master build of FF15. “It was long! Awesome,” he says in Japanese. Then “Thank you so much,” in English. He seems entirely cool with the fact that it wasn’t all positive, too.
Halfway through the interview as we indulgently discuss favourite FF games, he playfully teases a colleague. As we finish, he quips that he wishes we could continue our FF nerd discussions over a drink (the concept of which likely horrifies PR).
The long story short, anyway, is that Tabata appears to be a lovely man with an incredible enthusiasm for his project and the FF franchise that hasn’t been dimmed by a turbulent, difficult development. Whatever you think of FF15’s rough journey to store shelves, it’s clear the man at the helm cares deeply, and though this is a whopper of an interview I think we could’ve chatted for a good while longer, which is a rarity. Here’s our chat.
final_fantasy_15_new (15)
ff15_tabata
Hajime Tabata, the man with the unenviable task of steering Final Fantasy.
VG247: So, it’d be amiss not to start with the big news – the delay. When was the decision made? It seemed to me like it was a fairly rapid change.
ARTICLE CONTINUES BELOW
Hajime Tabata: I made the decision myself the week before last… It was Monday last week when I spoke to all the stakeholders involved and made the decision.
It was two weeks ago when I really started thinking seriously about it. We’d created the disc for mass production, we’d got to that stage… and I then asked people, okay, are we okay to go ahead with this disc? I started thinking… well, am I really satisfied with this? It was Monday last week when I approached everyone, including the people in this room and said look, I’m really sorry, but can we extend it a little? I really want to improve the quality.
So, I’m a huge Final Fantasy nerd, and so I’ve been following this project since the Versus 13 days…
I have to ask, what is your favourite Final Fantasy? I only joined FF with 15, but Hasegawa-san (FF15 art director Tomohiro Hasegawa, also present in the room) started with 8.
“We’d created the disc for mass production, we’d got to that stage… and I then people asked, okay, are we okay to go ahead with this disc? I started thinking… well, am I really satisfied with this?”
9. And your favourite is 6, yes?
Ahhh! 6, yes! When you say that you like FF9, I get a strong impression of what you like in Final Fantasy.
ARTICLE CONTINUES BELOW
: Not yours, 8!
Tomohiro Hasegawa: Hey, I worked on 9 as well!
I like 8 as well! So, about that Versus 13 lineage… how do you regard FF15? Do you consider it more a continuation of Versus, or an all-new game that uses elements from it?
Hajime Tabata: Well, the way the game is being made is completely different to what the original ** was, so in that sense it really is a completely different game. The hardware generation is so different that there’s just no way we could’ve carried that over.
I mean, certainly when it came to the switch over when we decided to turn Versus 13 into Final Fantasy 15, we decided that it would really be the best thing to keep as much of the content that had already been announced to the fans as possible… we wanted to try to reuse those ideas and keep those ideas within the design of FF15. We got together and discussed that and decided on that policy to keep as much as we could.
The thinking behind it really was… because we approached this as a new game with new hardware, rather than saying “okay, what can we do to restart the versus project and try to make that using the new structure,” we decided what we wanted to do instead was show the fans what we think is the ultimate FF for now, what we wanted to do with FF for now. So it was that approach rather than saying “okay, we’ll keep Versus and try to recreate that”.
final_fantasy_15_gamescom_2015_1
Was it frustrating at all, being partially tied to an older project? Was there anything where you thought that if fans weren’t anticipating it, you would’ve cut or changed it?
ARTICLE CONTINUES BELOW
Hajime Tabata talks in detail about Final Fantasy 15’s sometimes rough but fascinating development.
ARTICLE CONTINUES BELOW
final_fantasy_15_new (4)
Japanese developers are typically a bit buttoned-up. There are exceptions, of course, like Street Fighter’s wonderfully eccentric Yoshinori Ono, but mostly they remain cool-headed. After our chat at gamescom a few weeks ago, Final Fantasy 15‘s Hajime Tabata has added himself to the exception list.
At one point, mid interview, his expression changes in recognition. “VG247?” he asks as I finish a question. I nod, and he launches into an excited ex**ation that he’d read my preview of the master build of FF15. “It was long! Awesome,” he says in Japanese. Then “Thank you so much,” in English. He seems entirely cool with the fact that it wasn’t all positive, too.
Halfway through the interview as we indulgently discuss favourite FF games, he playfully teases a colleague. As we finish, he quips that he wishes we could continue our FF nerd discussions over a drink (the concept of which likely horrifies PR).
The long story short, anyway, is that Tabata appears to be a lovely man with an incredible enthusiasm for his project and the FF franchise that hasn’t been dimmed by a turbulent, difficult development. Whatever you think of FF15’s rough journey to store shelves, it’s clear the man at the helm cares deeply, and though this is a whopper of an interview I think we could’ve chatted for a good while longer, which is a rarity. Here’s our chat.
final_fantasy_15_new (15)
ff15_tabata
Hajime Tabata, the man with the unenviable task of steering Final Fantasy.
VG247: So, it’d be amiss not to start with the big news – the delay. When was the decision made? It seemed to me like it was a fairly rapid change.
ARTICLE CONTINUES BELOW
Hajime Tabata: I made the decision myself the week before last… It was Monday last week when I spoke to all the stakeholders involved and made the decision.
It was two weeks ago when I really started thinking seriously about it. We’d created the disc for mass production, we’d got to that stage… and I then asked people, okay, are we okay to go ahead with this disc? I started thinking… well, am I really satisfied with this? It was Monday last week when I approached everyone, including the people in this room and said look, I’m really sorry, but can we extend it a little? I really want to improve the quality.
So, I’m a huge Final Fantasy nerd, and so I’ve been following this project since the Versus 13 days…
I have to ask, what is your favourite Final Fantasy? I only joined FF with 15, but Hasegawa-san (FF15 art director Tomohiro Hasegawa, also present in the room) started with 8.
“We’d created the disc for mass production, we’d got to that stage… and I then people asked, okay, are we okay to go ahead with this disc? I started thinking… well, am I really satisfied with this?”
9. And your favourite is 6, yes?
Ahhh! 6, yes! When you say that you like FF9, I get a strong impression of what you like in Final Fantasy.
ARTICLE CONTINUES BELOW
: Not yours, 8!
Tomohiro Hasegawa: Hey, I worked on 9 as well!
I like 8 as well! So, about that Versus 13 lineage… how do you regard FF15? Do you consider it more a continuation of Versus, or an all-new game that uses elements from it?
Hajime Tabata: Well, the way the game is being made is completely different to what the original ** was, so in that sense it really is a completely different game. The hardware generation is so different that there’s just no way we could’ve carried that over.
I mean, certainly when it came to the switch over when we decided to turn Versus 13 into Final Fantasy 15, we decided that it would really be the best thing to keep as much of the content that had already been announced to the fans as possible… we wanted to try to reuse those ideas and keep those ideas within the design of FF15. We got together and discussed that and decided on that policy to keep as much as we could.
The thinking behind it really was… because we approached this as a new game with new hardware, rather than saying “okay, what can we do to restart the versus project and try to make that using the new structure,” we decided what we wanted to do instead was show the fans what we think is the ultimate FF for now, what we wanted to do with FF for now. So it was that approach rather than saying “okay, we’ll keep Versus and try to recreate that”.
final_fantasy_15_gamescom_2015_1
Was it frustrating at all, being partially tied to an older project? Was there anything where you thought that if fans weren’t anticipating it, you would’ve cut or changed it?
ARTICLE CONTINUES BELOW
There were things like that… I’d always try to take things to a level where I was comfortable with it and could put it into the finished game. There were things where if I couldn’t do that, I cut them.
I really felt that within my own personal preferences and my own priorities that rather than have something that’s been announced in an unfinished state that we cannot get finished, we cannot make a final product – much more important than that is having a finished, enjoyable game that people can play and like. So when it became the choice between that, I had no doubt in my mind that we had to cut things for the purposes of the game.
“Whenever we’ve had to remove something, it’s always been a very vivid, negative reaction. It’s been quite hard for me to tell – is this a reaction from someone who is speaking from the point of view of a FF fan first, or are they just a fan of Versus, or are they just people who just want to say bad things?”
…But every time I do that, people start bashing me!
Whenever we’ve had to remove something, it’s always been a very vivid, negative reaction. It’s been quite hard for me to tell – is this a reaction from someone who is speaking from the point of view of a FF fan first, or are they just a fan of Versus, or are they just people who just want to say bad things? It can be really hard to tell. I didn’t take too much heat, but some people around me were quite shocked by that and didn’t like the reaction they got. I feel I did cause some people some problems there – I feel sorry they had to endure that.
ARTICLE CONTINUES BELOW
I think a lot of them are just overzealous but ultimately love the series and mean well. And a few are crazy.
Well, ever since we made the decision to take FF15 in that direction, we’ve been travelling around the world and talking to all sorts of different people, to FF fan groups from around the world. From that, it really has become quite clear what fans around the world value in the games.
That was a decision I made – rather than relying on people on the internet where you’re not really sure who’s writing these comments in the first place, if you’re talking to an actual fan who’s in front of you… you can tell they’re fans, and you can work out what those people value. I made a promise to always value what real fans say to me personally.
You made some comments where you referred to the ‘FF Disease’ – the idea that the series can never fail and has to be certain things being toxic. How important do you think it is to kick back against those attitudes?
It’s not so much about kicking back or resisting people – I just really wanted to make the Final Fantasy that I felt would be the ultimate idea of FF in my mind. I think that’s what FF is – it’s about trying to do that each time, rather than relying on the past. Every challenge I can take on to make 15 what it needs to be, I’m going to do it.
final_fantasy_15_new (12)
“One other aspect that I’ve really been learning about from Western-developed games is this idea of really appealing to a wider audience; in having a game where even if people have never heard of the game or even the franchise before can pick up the controller and play it and immediately get into it.”
You’ve name-checked some Western RPGs in the past. How much of an inspiration and influence have these games been?
Well first of all I think the technical challenges of this are very important. It all comes down to trying to get the top level of technology and the best technical abilities that we have – then, we try to create the game around those technical abilities. I feel that originally FF was all about that.
That’s part of our challenge this time – it’s taking on that idea, and learning from other people and other technologies where we can and where we need to. My aim has been to base Final Fantasy on that again.
One other aspect that I’ve really been learning about from Western-developed games is this idea of really appealing to a wider audience; in having a game where even if people have never heard of the game or even the franchise before can pick up the controller and play it and immediately get into it. Creating those entrances into a franchise, that’s a key point I really have tried to learn from.
It’s something I really am taking a lot of care over – the idea that the core gameplay experience really can be something for the hardcore and for the core fans to enjoy… but you shouldn’t make the way into it, the entrance, the contact point for the game into something that only appeals to core people.
We really want to get as many people in as we can, and then they can enjoy the rest of the game for what it is. And keep that FF essence in there, as well – that’s really important.
final_fantasy_15_fist_bump
Let’s talk about the semi-open nature of the game. I find the restrictions on driving interesting, for instance. How do you decide where to draw the line?
The basic philosophy is that because this is a FF game the story experience is one of the most important factors. The story has to progress towards a set conclusion and give you that decent story experience on that set path. That wasn’t going to change. The idea was that the journeys that you go on along the way towards that conclusion should really be as free and as reflective of the player’s intent as possible. That was the overall philosophy of where we draw the line and how we approached it.
“The story has to progress towards a set conclusion and give you that decent story experience on that set path. That wasn’t going to change. The idea was that the journeys that you go on along the way towards that conclusion should really be as free and as reflective of the player’s intent as possible.”
Compared to something like GTA for example where you’re completely free to do absolutely anything you want, any kind of bad, terrible crimes or whatever you’re free to do in that game.
For Final Fantasy that really wouldn’t work. There’s that balance there between going in new directions and keeping that essence of Final Fantasy. Making it something where you can, again, play in the living room with your family and still have that kind of experience that many players had with the older games.
The big themes we want to show in the story are things like the bond between father and son and comrades and friends… if you’re trying to tell a story with those big themes and at the same time you have Noctis driving around, running people over and laughing… it wouldn’t fit, would it?!
I have to admit, I tried in the demo.
Everyone tries! We understand people’s instinctual need to do that… even I have tried! But FF15 isn’t a game that’s made that way. That’s why we’ve tried to inject freedom in other areas.
In the past FF has featured very broad customisation – with something like the job system, the same character can be twisted in a lot of ways. How deep does your customisation go? I noticed in the build I played Noctis had 29 abilities he could eventually unlock, I think?
29, yes. This is actually one of the areas we really are focusing on hard in our last push and our fine tuning. We really want to make it so that the differences in the player’s styles in terms of how they play and control the game can have that differentiation there. We’re putting a lot of time and work into finishing that so it can be really satisfying.
To give a basic outline for how you can change it, there’s basically two broad choices there: you’ve got people who want to play the game in a more action-based style, and so you can develop your characters along those lines. Then there’s people who want to play in a more logistical, tactical and traditional way, so you can also develop your characters along those lines as well.
“Every challenge I can take on to make 15 what it needs to be, I’m going to do it.”
That’s actually a very difficult balance to get right, in fact!
It’s a big, difficult balance to get right, but also maybe because of that and also because I think that kind of system can appeal to both groups… the people who want to play it as an action game and as a tactical game… to appeal to both of those groups is something I think we can only do with a game like FF15.
There’s such a value to doing that, I really think it’s worthwhile to do that. It’s a big challenge.
For what it’s worth, I disagree with the people who feel FF should be enshrined as only turn-based forever.
That gives me confidence, to hear somebody who says they’re a long-time FF fan say that – it really does. I really feel that it’s not what FF should be, to be a series that just brings back nostalgic memories to people. It shouldn’t be that.
Originally slated for release on September 30, Final Fantasy 15 will now arrive on PS4 and Xbox One November 29.
幽香
发表于 2016-9-2 18:28
verona 发表于 2016-9-2 13:02
看完,作为游戏预告片来说7/10分,纯粹作为电影来说4.5/10,不如AC。
剧情和设定还是描述得比较清楚的,看 ...
居然说不如圣子降临。。。圣子降临比你说的王国之剑的未交待地方多太多了,况且你说的好几点都可以说到游戏里详细解释也行,露娜的使命公布太早肯定涉及剧透。圣子降临除了装B中二看不出来什么剧情,特别是圣子降临里小孩子的中二更让人无语已经算够弱智的剧情了。。。无非就是炫一波萨菲罗斯。
阿吹
发表于 2016-9-2 18:40
幽香 发表于 2016-9-2 18:28
居然说不如圣子降临。。。圣子降临比你说的王国之剑的未交待地方多太多了,况且你说的好几点都可以说到游 ...
圣子降临的镜头至少不碎,几场打斗都很连贯很有特色
就算基佬三人组SB,但是有游戏铺垫,主要角色们的身份经历行为都有理有据。
相反国王之剑就呵呵了。
verona
发表于 2016-9-2 18:46
幽香 发表于 2016-9-2 18:28
居然说不如圣子降临。。。圣子降临比你说的王国之剑的未交待地方多太多了,况且你说的好几点都可以说到游 ...
王国之剑给我的感觉是非常别扭的,像AC那样干脆简单中二的干一架看个爽快倒也罢了,动作酷霸狂拽运镜流畅节奏别拖沓老角色刷一波情怀也就符合预期了。
王国之剑在剪辑节奏上不如AC流畅,最终战的时髦值也没有后者高。在剧情上,王国之剑是把关键信息藏着掖着又偷偷摸摸地给。我之前提到的几个不满,就像楼上很多人提到的,根据剧情线索是可以解释过去的,但是即使解释通顺也非常别扭,让人难以带入这些角色的逻辑,难以形成共鸣。
幽香
发表于 2016-9-2 18:56
verona 发表于 2016-9-2 18:46
王国之剑给我的感觉是非常别扭的,像AC那样干脆简单中二的干一架看个爽快倒也罢了,动作酷霸狂拽运镜流畅 ...
这么说吧国王之剑可能是立于给不玩游戏的观众也能观看一下,而圣子降临就是完完全全的粉丝作。战斗国王之剑最后主角战斗是很乱特别是最后那些巨人飞来飞去画面又暗不能明显分辨,不过你提人物塑造,总比圣子降临突然刷下过场要好吧。普罗大众还是觉得能看懂整个贯穿主线的剧情要来的痛快啊,要看打斗爽快我觉得还不如看没剧情的MV来的带感呢。
shizumaru2009
发表于 2016-9-2 19:18
ac的打斗居然有人说好。。。。后面打萨菲螺丝的时候几个队友轮番把克劳德往上托把克劳德托得直冲云霄那段看得人尴尬症都犯了
iefA
发表于 2016-9-2 19:34
shizumaru2009 发表于 2016-9-2 19:18
ac的打斗居然有人说好。。。。后面打萨菲螺丝的时候几个队友轮番把克劳德往上托把克劳德托得直冲云霄那段看 ...
几个队友轮番把克劳德往上托把克劳德托得直冲云霄那段是打巴哈姆特吧
shizumaru2009
发表于 2016-9-2 19:36
iefA 发表于 2016-9-2 19:34
几个队友轮番把克劳德往上托把克劳德托得直冲云霄那段是打巴哈姆特吧
那我记错了。反正觉得那段儿戏般演出配合克劳德严肃的表情特别囧
iou90
发表于 2016-9-2 20:02
iou90 发表于 2016-9-2 18:27
Final Fantasy 15 interview: Tabata talks delays, Versus, fan expectation and more | VG247 // 小田田 ...
一些重点...田田最爱6 衫本浩二最爱8
田田说的很直接 对比versus ffxv就是全新的游戏 但确实想能保留的都保留 但却还是完全不同 谈到自由度与开放世界 田田表示ff的剧情是非常重要的内涵与精华 而完全的开发完全的自由 比如gta 与ff是无法契合的
关于学习欧米游戏 他认为欧米游戏受众真是广啊真是广 我们要多学习多学习 额 主要努力就是那个哪哪都不像的战斗系统?
Exm842
发表于 2016-9-2 20:12
单论音乐,降临之子打7个国王之剑没问题吧?
bando
发表于 2016-9-2 20:18
wzh5555
发表于 2016-9-2 20:23
Exm842 发表于 2016-9-2 20:12
单论音乐,降临之子打7个国王之剑没问题吧?
AC有很多7的原曲的要素,对玩家有大加成
KG目前还享受不到这个加成,单听就是中规中矩的水平。等到15游戏出来以后可能体会又会有不同。
wzh5555
发表于 2016-9-2 20:27
话说,关于胖子吃的药Oiseaurare,到底是止痛药还是别的药? 有没有什么迹象?
Oiseau rare这个名字难道单纯就是神圣的复仇者这个梗? 单纯象征难民们?
bando
发表于 2016-9-2 20:29
wzh5555
发表于 2016-9-2 20:30
bando 发表于 2016-9-2 20:29
下村阳子才不会写出这么量产型的配乐,这片子只有staff的最后一段是ff15的 ...
初看的体会也是只有staff的味道是FF的传统味道
Exm842
发表于 2016-9-2 20:43
bando 发表于 2016-9-2 20:29
下村阳子才不会写出这么量产型的配乐,这片子只有staff的最后一段是ff15的 ...
宴会那段是
Exm842
发表于 2016-9-2 20:43
wzh5555 发表于 2016-9-2 20:23
AC有很多7的原曲的要素,对玩家有大加成
KG目前还享受不到这个加成,单听就是中规中矩的水平。等到15游戏 ...
tifa教堂那段,天来,片翼天使,7AC没加成也比KG强
wzh5555
发表于 2016-9-2 20:50
Exm842 发表于 2016-9-2 20:43
tifa教堂那段,天来,片翼天使,7AC没加成也比KG强
AC里旋律、辨识度方面出彩的主要都7里老本呀,即便不考虑加成,这个分数很大一部分还是应该算给游戏吧
nukejoker
发表于 2016-9-2 20:55
shizumaru2009 发表于 2016-9-2 19:18
ac的打斗居然有人说好。。。。后面打萨菲螺丝的时候几个队友轮番把克劳德往上托把克劳德托得直冲云霄那段看 ...
这个“居然”用的真是妙。
“我这么高水平的鉴赏能力居然都不认同我,泥潭居然这么Low?”
Exm842
发表于 2016-9-2 21:06
wzh5555 发表于 2016-9-2 20:50
AC里旋律、辨识度方面出彩的主要都7里老本呀,即便不考虑加成,这个分数很大一部分还是应该算给游戏吧 ...
AC的音乐多数都是remix,没玩过游戏的人基本都是第一次听,显然不能算成游戏的。
KG音乐我只记得一段,宴会一段用的黄昏之章试玩的标题音乐,这还是在玩过游戏的前提下才有印象,其他时间包括最终决战一点点记忆都没有。
你可以说是我个人喜好问题,我认为是KS音乐不出彩。
wzh5555
发表于 2016-9-2 21:15
Exm842 发表于 2016-9-2 21:06
AC的音乐多数都是remix,没玩过游戏的人基本都是第一次听,显然不能算成游戏的。
KG音乐我只记得一段,宴 ...
我的意思是,AC的辨识度和旋律明显强于KG是事实
但是AC的关键用曲基本都是延续游戏设定,甚至可以说基本只能选这些曲子,例如Those Who Fight和One Winged Angel 。
这样的情况不太像单纯在比较配乐水平了
freshboom
发表于 2016-9-2 22:16
C.W.Nimitz 发表于 2016-9-1 01:50
和同行比,这次电影也是剧情稀烂还非常跳跃,卡普空给生化危机五和六做的广告cg电影剧情比这个强多了。 ...
你确定?那个不也是一群挂逼上窜下跳的吗 而且有些设定在不是系列粉丝面前也看不懂
mhfdt
发表于 2016-9-2 22:41
wzh5555 发表于 2016-9-2 13:27
话说,关于胖子吃的药Oiseaurare,到底是止痛药还是别的药? 有没有什么迹象?
Oiseau rare这个名字难道单 ...
是法语,指稀有鸟类,即正常情况下不应该在某地区或季节出现的鸟类。
该词据考出现于十九世纪的法语,亦有指代凤凰一类的神话中的鸟类。
有时也指那些象征着超自然力量的鸟类,比如白色乌鸫。
wzh5555
发表于 2016-9-2 22:45
mhfdt
发表于 2016-9-2 23:02
wzh5555 发表于 2016-9-2 15:45
恩,FF5里有同名怪
不过这里估计和这个怪关系不大, 感觉和其衍生的harpy的关系可能更大一点。
那可能就是成瘾性镇定剂吧
jxw
发表于 2016-9-2 23:33
这电影主角让我想起扎克斯,为了主角牺牲的炮灰,出个外传人气可能要盖过主角
体质的错
发表于 2016-9-3 04:41
本帖最后由 体质的错 于 2016-9-2 16:43 编辑
讲道理,AC是FF7的后传,KG是FF15的前传,AC主要角色和游戏有延续性,KG主要角色和游戏没延续性,把它们拎出来当单独电影看,当然是KG更有必要自圆其说一些,不然和预告片有什么区别。
AC每个角色的动机都很清楚,都合情合理。KG除了主角和便当女以外,每一个角色(甚至是路人)都有非常奇葩的行为逻辑,把聚聚们对影片演出中似是而非的脑补抛开,大部分角色-都很难自圆其说,这根本不李菊福啊。这只能说明编剧是奇葩。
KG根本不是剧情复杂得难懂,而是逻辑奇葩得正常人很难懂。
而且别说鸟山求了,这片也是三句不离hero hero的,但是我真没看出来这个hero有得到有效的探讨。主角对hero的执念被其他人质疑的时候,我真的没看出来这些质疑有任何的道理,也没觉得体现了任何讽刺性。
阿吹
发表于 2016-9-3 09:57
本帖最后由 阿吹 于 2016-9-3 09:59 编辑
shizumaru2009 发表于 2016-9-2 19:18
ac的打斗居然有人说好。。。。后面打萨菲螺丝的时候几个队友轮番把克劳德往上托把克劳德托得直冲云霄那段看 ...
AC的打斗就是非常好,很多场战斗看过的人都记得住
1. tifa教堂战(tifa的极限技轮番放)
2. 摩托车隧道追逐战(cloud摩托单挑3基佬)
3. 巴哈姆特战(主角队每个人都出来亮了相放了技能)
4. 最终战揍萨菲罗斯(C和S的精典战斗,两个人都华丽的炫技)
每场战斗都定位明确,能举出很多记忆深刻的细节来
并且层层递进,越来越精彩
再看王剑
1. 片头打大怪物(闪电,瞬移,开龙卷风)
2. 中间各种闪电,瞬移,开罩,秒杀??摆pose
3. 最终战上面旧墙打,下面盗贼打战士(闪电,瞬移)
我真不是想黑他.......
verona
发表于 2016-9-3 10:35
wsswtk 发表于 2016-9-3 10:18
看你怎么看
AC那种打斗无重量感,蹬一下10米高,碰一下就飞老远的形式说实话真是不好看。
与之相比王者之 ...
王者之剑的打斗大量用到了闪现,这个技能在游戏里可能很酷炫,但是在影视里真的不好看,非常破坏动作的流畅行;人物在空间移动上缺乏连续性,随心所欲地根据闪现出现在另一个位点上,原来的动作和镜头都被打断了。
kiralzb
发表于 2016-9-3 10:36
看完了,其实也没有之前讨论说的那么多内奸啊,基本都是剑队的异乡人,剩下的就是那些已经离开政府的人,好像也是异乡的……
被攻陷还是战力悬殊啊,对面一个穿了黑科技盔甲的就已经来去无阻了,两个机器人一轮散射也跪了一堆元老,最后还有大杀器无差别洗地,这根本就不用打……
而且之前虽然在墙内安全但国力明显是消耗了不少的,不然民众不会那么高兴支持和平
然后是游戏,一开始的中年主角帅是帅但各种惨的感觉,如果真像剧透那样xx那么早离场的话,我大概就选择视频通关这游戏了
漆黑弥塞亚
发表于 2016-9-3 11:01
本帖最后由 漆黑弥塞亚 于 2016-9-3 11:04 编辑
阿吹 发表于 2016-9-3 09:57
AC的打斗就是非常好,很多场战斗看过的人都记得住
1. tifa教堂战(tifa的极限技轮番放)
2. 摩托车隧道追 ...
讲道理,ac这是占了游戏的光,都是大家耳熟能详的人物、武器、技能高清化,但你把蒂法克劳德萨菲罗斯全换成路人,武器装备制式化,和王之剑也就是半斤八两……至少最终战两个人肯定打的没旧墙过瘾
阿吹
发表于 2016-9-3 12:03
漆黑弥塞亚 发表于 2016-9-3 11:01
讲道理,ac这是占了游戏的光,都是大家耳熟能详的人物、武器、技能高清化,但你把蒂法克劳德萨菲罗斯全换 ...
AC本来就是靠游戏的热度再赚一轮,他的目的就是沾游戏的光,所以才说AC的制作人头脑很清晰。
王剑在打击感上本来就应该超过AC,好几年差距了。
王剑能被拎出来说的也基本只有最后一场大战,楼内战那段效仿了AC的最终战,此时主角的闪现和闪电已经看太多没有新鲜感,将军也除了盔甲也没什么能令人记忆深刻的招数。
旧墙和主角一起战斗本可以做的非常亮眼,但是由于旧墙数量太多,天太黑,战斗镜头转换太快,在还未来得及分辨的时候,战斗就已经结束了。
其实电影通篇都存在想要说的东西太多,哪个都不舍得割舍,结果哪个也没表现好的毛病。
反观AC就很聪明,几乎都是单挑战突出个人特色(而且每个人的战斗特**很鲜明,这点王剑就没做好,所有人技能都差不多),对抗巴哈姆特的团队战用搭人梯的方式(= =|||)绕开了对每个人的描写,让你只记住了伙伴们一起协作干死了龙王这件事。
漆黑弥塞亚
发表于 2016-9-3 12:23
本帖最后由 漆黑弥塞亚 于 2016-9-3 12:27 编辑
阿吹 发表于 2016-9-3 12:03
AC本来就是靠游戏的热度再赚一轮,他的目的就是沾游戏的光,所以才说AC的制作人头脑很清晰。
王剑在打击 ...
这不是没做好,是不能做,主角、必杀技、召唤兽、boss,这些全是留给游戏的东西,王之剑有两点前提,必须是路人,必须没有特殊技,包括反派将军也是个路人,明显是不符合ff游戏boss设计标准的,王之剑更是技能受限于设定,必须是国王的跳刀和闪电魔法
换言之,电影这就是npc大战,为游戏做绿叶
PS,想象一下这个电影限定了就是扎古vs杰刚,能做成这样很不错了
wzh5555
发表于 2016-9-3 12:28
体质的错 发表于 2016-9-3 04:41
讲道理,AC是FF7的后传,KG是FF15的前传,AC主要角色和游戏有延续性,KG主要角色和游戏没延续性,把它们拎 ...
逻辑奇葩倒是不至于,但是就像前面讨论的,关键的矛盾点“移民故乡的真实情况,移民和王都人的根本利益矛盾”这些都没细节描述,不够深刻。
导致主角这种亲王派的【信任】基础和反水派的【不信任】的动机都不够令人信服,尤其是前者。
幽香
发表于 2016-9-3 13:26
wzh5555 发表于 2016-9-3 12:28
逻辑奇葩倒是不至于,但是就像前面讨论的,关键的矛盾点“移民故乡的真实情况,移民和王都人的根本利益矛 ...
关于主角“亲王”这点按照电影里的表现一开始男主也是有动摇倾向,参考那些男主沉思回忆过去的场景,毕竟身边同乡朋友大都怪罪王,自己也从来被当外乡人排斥,从动摇到坚定应该是目睹了老国王之死。请注意一幕男主老国王公主三人坐电梯逃跑的时候,男主埋怨保护公主,国王解释是以一个男人对男人的请求。按照编剧表现就是这个思路吧。
allenz
发表于 2016-9-3 13:30
老国王有恩于主角(随然不知道是什么恩),他的感情和其它异乡人有一点区别的
—— 来自 HUAWEI KNT-AL20, Android 6.0
wzh5555
发表于 2016-9-3 13:39
本帖最后由 wzh5555 于 2016-9-3 13:48 编辑
幽香 发表于 2016-9-3 13:26
关于主角“亲王”这点按照电影里的表现一开始男主也是有动摇倾向,参考那些男主沉思回忆过去的场景,毕竟 ...
男主客观条件上应该和胖子一样都是难民主流代表
“被国王救和重用”、“妹妹、亲人的事件”(守护意愿极强)两个内因,应该是把他推向"亲王”的关键原因。其中后者更加关键、也更加有代表性(胖子也类似)
不过光是这两个可能还不够,也许“帝国在政策和道德层面上远低于王国”、“强烈的收复故土的意愿”应该是更基本的先决原因。
男主的特殊性在于内因从始至终都很坚定,产生动摇的点在于大部分难民都有的【基于现状的看不到未来】【王室只顾自己】,电梯里对老国王的质疑可以说代表了几乎所有难民的发声
但是老国王从情亲和守护角度的回答反而打中了男主和很多类似难民的“甜区”, 所以之后男主立马就解除动摇了。 对于【未来】【王室只顾自己】的解释一点都不充分,只能说男主就吃这套,加之老国王的过往的作为和人格魅力值得他们信任。。
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