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Below is a quick translated summary of the FF XV Q&A + On-site Playing Session conducted between FF XV’s new director, Hajime Tabata, and Square-Enix marketing rep at TGS 2014. Lots of solid info. (Start in video: 17:21)
Duscae = actual area name in FF XV. 「ダスカ＝出すか」という寒〜い駄洒落では決してありませんよええ。
Demo content features about one hour of story if you solely travel by car. Playing time will expand to 3-4 hours if you travel by foot and dive into dungeons, or even longer if you decide to do extra things like hunting. (Or just stand there staring. I did that plenty in FF XII :P)
Viva open world environment…!
There are also plans to include chocobo as a travel method in the demo, though said decision is not final at this point—all will depend on scope management within the next few months.
While the demo features an initial stage from the game story-wise, a good deal of character status has been unlocked so that you could experience the rich battle system to a fuller extent.
There will be no boss battle in the demo, but enemies with great impact will be available (e.g. those familiar to fans of the series).
The Adamantoise from the trailer = fightable (!!), though if you decide to go that route, you’ll likely be spending an insane amount of extra time in-game.
The car can be either driven by yourself, or turned to auto mode a.k.a. player sets a destination, Ignis drives the car while other characters converse and enjoy the passing view during the road trip.
And yes, the demo will indeed be available as a DLC.
Comments during the actual playing session:
The promotional shot where Noct and folks are BBQing (?) at a mountain range = a fairly significant scene in the story.
Everything you see in this playing session = real-time render. This particular video is fast forwarding the standby scenes in order to show the intricate change in time and environment.
Location in the scene = City Hall. (Of Noct’s country??)
Prompto’s character design has changed slightly (e.g. hair, facial expressions) to make him appear a bit more… manly. (Now that wasn’t too effective but oh well)
Sunny or rainy, don’t expect Ignis to crack his cool attitude. (LOL田畑さんんん)
Weather/daylight change is a norm in the environment design since time flows by in-game at a 24-hour cycle just like in the real world. This will also change the composition of scenes real-time, i.e. after a certain amount of rain, paddles will form on the ground, clothes/hair get a more “wet” appearance (or dry up gradually after the rain stopped for a while), etc.
In other words, the "living world" feel is valued very highly in the design of this game. Hardcore physics there.
Quality of the scenes you’re looking at (in the above video) is about 70-80% compared to the final product standard e.g. graphics, movement, camera, lighting.
Behemoths and Goblins are seen more often in caves than in streets. Hah.
Example of in-field controls: keep pressing the Defend button and character will auto-dodge (multiple enemies that come at him), special controls and conditions are required to collaborate with your teammates in-battle, vice versa. (The demo will teach you how to play)
More playing details will be available at the upcoming Jump Festa. Square-Enix Presents will be posting new footage as the event opens.
Tabata is the man. Let more fan voice be heard. And ah, Type-0 is looking good too!