Less pre-rendered cutscenes, more player control in Final Fantasy XV

Ever since Final Fantasy VII, the RPG series has been punctuated by non-interactive, pre-rendered cutscenes. But Final Fantasy XV's action combat built with next-gen power will let players play though the game's dramatic moments, director Tetsuya Nomura told Sony in a PS4 video (translated by Gematsu).

"Since the beginning of 3D graphics, Final Fantasy has largely used pre-rendered movies, but what’s different about this new hardware is that it allows you to direct what has previously been pre-rendered and make it real-time," Nomura said. "For this reason, even in considerably dynamic scenes, the player can still control their character."

Nomura said a leviathan attack scene shown in E3 trailers previously would have been the domain of Visual Works, Square Enix's film production team. But in FFXV, players will control the battle through sky and sea in real time.

"Because this game is action-based, we’re doing our best to stay away from situations where the character doesn’t have control. Enemies and allies alike will move around, and fighting within the speedy progression of battle is what makes this Final Fantasy different from previous installments."

That said, attacks and abilities will still be represented on screen with numbers popping up left and right--just with less menus.


  • ultimatepunchrod - September 24, 2013 5:15 p.m.

    Fewer cutscenes. I think I may be one of the only people left who cares about that distinction.
  • GOD - September 24, 2013 1 a.m.

    Everytime I don't start FFXIV at the menu and it goes into the extended opening cutscene on its own... I can't not watch it. It just looks so good. As long as the cutscenes are good I won't complain about the amount of length.
  • BladedFalcon - September 23, 2013 3:49 p.m.

    Don't really care if there are gonna be less or more cut-scenes. Just make the characters more fleshed out and a story that actually makes sense and it's worth a damn, (Unlike anything in FFXIII, for starters) and I'm in.
  • Vonter - September 23, 2013 6:36 p.m.

    This is the same guy that worked in Kingdom Hearts. So a convulated plot could be likely.
  • BladedFalcon - September 23, 2013 9:32 p.m.

    *Sighs* don't remind me >_>;;; I liked Nomura way better when he was just a character designer, (with FFVI) and not a director (FFVII and onwards -.-) But again, I don't know, I really want to believe they have learned a lesson from the mess that is FFXIII or previous FFs bullshit plots.
  • Vonter - September 24, 2013 9:21 a.m.

    He has been the main character designer for Square Enix since ever already and it's style has become less impressive. Also this info from wikipedia I think it describes it's narrative style: When directing Advent Children, Nomura explained how the film was different from Western films due to the lack of direct answers from the plot. He added that he wants viewers to interpret certain scenes themselves and then discussing them with friends as another way to enjoy the film. The same occurs within the Kingdom Hearts series where the scenes that show unknown characters are left to the player's imagination until the following reveals it. ^^ So yeah I think he likes adding "mysterious things" for dramatic value rather than give them a good pay off. P.S. He was a monster designer in VI, he started making character designs until VII.
  • BladedFalcon - September 24, 2013 9:55 a.m.

    Nnnnope! he might not have been the character designer for ALL the FFVI characters, but I know that at least Shadow, arguably the most baddass character in the game, is his creation.
  • Vonter - September 24, 2013 10:12 a.m.

    Well you win this round, sort of. Final Fantasy VI was the first game of the series to feature character designers other than Yoshitaka Amano. While Amano drew most of the character artworks, monster designer and graphic director Tetsuya Nomura created the original designs and many story episodes for Shadow and Setzer Gabbiani, and field graphic designer Kaori Tanaka created the original designs of Edgar Roni Figaro and Sabin Rene Figaro. Co-director Kitase wanted to create as many characters that can stand up to be main characters and that the story did not revolve around one character, so each character can have something to bring to the table.
  • CUFCfan616 - September 23, 2013 2:59 p.m.

    Maybe I'm alone on this, but in a story-driven RPG I like cut scenes, especially ones where you don't have to watch out for which button to press
  • Vonter - September 23, 2013 6:40 p.m.

    It really depends on how good the story is conveyed either way (gameplay or cutscene). I suppose with how smooth the gameplay is, maybe they'll resort to scripted events for some dialog.
  • Talvari - September 23, 2013 2:48 p.m.

    Man, I remember playing through FF7/8/9 and thinking how absolutely amazing the FMVs were and how they looked better with each game. Then FFX came along and just blew any competition out of the water with their jaw dropping FMVs. And again with FF12..and then once more with FF13 and 13-2. Always thought that it would be decades before we'd be able to have those kind of graphics as normal gameplay, yet alone being able to control them. This shouldn't make me super excited but it does...though i'll kinda miss the moments where the screen goes black and an amazing FMV plays out.

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