finalfantasyxv:

Moogles will be present in Final Fantasy XV!

After a recent poll put up by the official Final Fantasy XV twitter account, director Hajime Tabata responded to fans today – thanking them for taking part in the voting and confirmed Moogles will indeed be in the game… but they may not be exactly what you expect.

According to Tabata: ”I will think of a fun little way to feature Moogles in Final Fantasy XV… It won’t be a very chatty Moogle, but will be done with a suitably light level of development work as a fun little FFXV extra.”

To clarify, Tabata has also made it clear that the implementation of Moogles will not disrupt the overall development of Final Fantasy XV as he will “not be making a trade off with the other work remaining in order to fit them in.” (source)

finalfantasyxv:

New info on FFXV monsters from Paris Games Week 2015

  • Catoblepas is a massive and creepy creature. Art Designer Chihiro Hashi states that “more than anything the monster is just really, really large, so we dedicated a lot of effort to getting the design on the highly visible face and leg sections not to look too goofy and ridiculous.”
  • Art Director Tomohiro Hasegawa shares an early stage Mesmerize design. He states that the design really captures a good balance between fantasy and realism. Upon brainstorming various ideas as a team, they felt that an idea to give it a kind of protuberance like a seahorse was intriguing, although it was hard work to try to get that idea looking like a plausible, real animal. 
  • The art team’s Hiromitsu Kawashima shares the Goblin. This monster doesn’t have any specific concept art and was created in an interesting and unusual way, with the character modeler producing the model directly from Yoshitaka Amano’s pictures. This monster is the result of trying to insert the art created by Mr. Amano for FF2 into FFXV in a realistic way. It was very difficult finding the right balance to align on in order to capture both zoological realism and the unique character of Mr. Amano’s art.
  • Chihiro Hashi the Art Designer shares the art of the chocobo. The chocobo was designed to be a sweet, much loved partner on the player’s journey through FFXV. One of the most difficult points in perfecting the design was getting the right level of stylization to give a realistic avian appearance but also have those loveable touches that stop it from just being a big bird.
  • The design of the Numb Blade by Chihiro Hashi has a Japanese touch as this character is modeled after samurai. For instance, look at the tied knot of the waist string – this particular way of tying a knot called a “ronin (masterless samurai) knot” is a representation of his social status as a poor ronin. As kimono and swords are not imaginary but rather they are traditional elements of the Japanese culture, the team took great pains to create assets that are true to traditional structures by researching specialized books and carefully observing real swords.
  • The Naga resides in the dark – a contrast to the wildlife monsters – and it is an FFXV-quality, realistic representation of Amano-san’s original artwork. Art Director Tomohiro Hasegawa states that the most challenging thing in creating this asset was to make it look real while maintaining the coquettishly scary feel of Amano-san’s original artwork. One wrong step could have turned being scary into being very comical, we painstakingly worked to find the right balance. (source)

finalfantasyxv:

Final Fantasy XV’s automatic weapon change system has been removed.

In a recent post on the official Final Fantasy XV forums, game director Hajime Tabata has has confirmed that the automatic system from the Episode Duscae demo has been removed for the final version of the game.

Originally, the automatic system consisted of different attacks in a combo or outside of a combo with each attack using a different weapon e.g. Crush→Ravage→Vanquish with the weapons Avenger, Blood Sword and Wyvern Lance respectively.

Replacing the old design is a system that enables players to freely switch weapons at any time during attacks. Each of the weapons equipped can be changed in real time using the up, down, left or right directional buttons on the game controller. Tabata notes that this is “normal” in a continuous attack. It also prevents weapons from being automatically changed in unintended timing. This also opens up opportunities of creating combinations of real time weapon switching. In short, players can perform continuous attacks with a different weapon on the fly.

Additionally, for ‘Counter’ attack and ‘Raid’ attack – those attacks will be executed based on the weapon currently being held but players can set a specific weapon to use for those attacks in the customization menu of the game. (source)