I Played Final Fantasy XVI Early AGAIN | NEW Deep Dive



I go over EVERYTHING there is that you need to know about Final Fantasy 16 and it’s gameplay as well as my NEW first impressions on getting hands on with the latest preview session.

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00:00:00 Introduction
00:01:02 Foreword
00:01:50 Rosalith & Stillwind Marsh
00:10:50 Hideaway & Greatwood
00:15:20 Three Reeds Exploration
00:16:50 Pedigree, Sidequests & More
00:18:45 Combat Questions
00:26:07 Final Impressions

(FFXVI Prelude Background OST by Diego Mitre Music}

#FFXVI #SquareEnix #FinalFantasy

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38 thoughts on “I Played Final Fantasy XVI Early AGAIN | NEW Deep Dive”

  1. In the pax east presentation, yoshi p and koji actually shows an accessory that reduces a garuda skill's cooldown! It is there, just maybe not from the ability tree.

    Reply
  2. I believe. The skill cooldown system is actually is still rooted from DMC. Both DMC & FFXVI combat force players to use various moves & not spam 1-2 fav moves/skills to make combat dynamic and not boring.
    DMC with style system that rewards scores using various moves. FFXVI with cooldown system.

    Reply
  3. Thanks for responding to some of my questions. Sad to see there's no remapping or directional inputs, but it is what it is. Hope one of the preset control schemes has attacks or magic on shoulder buttons in order to make hold inputs and double inputs easier on the hands.

    Reply
  4. Morbol using bad breath but no status aliments. Sounds odd I wonder if it is just for the preview build or if this is how it will be in the final version. Nice video devil.

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  5. I have a question. Is there more to the magic than we’ve seen, even if from the skill tree(s)?

    Magic (and physical attacks) can be charged, but magic variety seems quite lacking. Charging charges from a rapid-fire to a launcher to something else, but it seems like you have the same kind of spell regardless of Eikon equipped, with only differences in element as opposed to functional differences like the guns in DMC games. Furthermore, there do not appear to be any status effect spells, so that’s another layer of combat that might be missing.

    Any clarification you can give would be great!

    Reply
  6. If it's used the same as it is in FFXIV potency is the effectiveness of an ability. IE the more potency an attack has the more damage it deals or the more potency a heal has the more health it restores.

    Reply
  7. Other than using cooldowns as a balancing mechanic, this is looking pretty godlike. Even if I think not adding some motion inputs is a bit of a missed opportunity. This preview's probably the last FFXVI thing I'm gonna watch before launch, unless they have an OST showcase or something. Kudos for analyzing gameplay elements in detail, you've probably got the best pre release FFXVI coverage on youtube

    Reply
  8. My only problem is the difficulty doesn't seem to be engaging at all. It feels like its too easy even at action mode. But hey I'll still play it. 😊

    Reply
  9. I wonder if the game can be adjusted to be a bit more gory, to make it feel more like DMC. I can see some specks of blood when you hit the enemy, but I do hope it can be adjusted to the players preferences

    Reply

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