The planned scale of the open world increased so much that the older technology eventually became obsolete as it was restricting the developers. The need to create new technology to cope with these problems further added to initial development difficulties.[108] The original plan was to have interactive real-time event scenes. Nomura felt that regular storytelling cutscenes in other games interrupted gameplay and caused players to skip them. Furthermore, the development frame could theoretically be shortened as there was no need to create cutscenes-exclusive high-polygon character models.[109] However, seamless transitions of these events into the gameplay were hard to achieve and instead increased the time that had to be invested by the team.[110] After the full shift onto eighth-generation platforms, multiple planned elements were influenced by the new Luminous technology: the in-game cutscene camera was optimized to work similarly to the one used in pre-rendered movies, and more environmental and gameplay elements could be included such as an increased number of destructible environments and the player character's warping to faraway spots on the game maps.[5] It also enabled Nomura to start experimenting with higher facial detail for enemies such as behemoths.[111]
After its appearance at the 2014 Paris Games Week, Tabata announced that XV's release window was "roughly decided", with the company recruiting new staff to work on the master build.[142] While it did not show at E3 2015, it did appear at that year's Gamescom, which Tabata said was the beginning of its official marketing campaign leading up to further announcements.[143] As part of the marketing, the game was distanced from the Fabula Nova Crystallis subseries, as it would have placed symbolic limits upon their target audience.[144] The game's minimal showing at the event caused a negative reaction from fans, with Tabata stating that Square Enix underestimated the importance of the event.[70] Between May and November 2015, the publicity was deliberately kept low-key so staff could focus on completing the pre-beta version of the game. Once done, XV became playable in its entirety, enabling developers to get a full view of the product for the final stages of development and testing.[86][145] Production on the beta version and progression to the debugging phase began in 2016.[64] The master version, the version of the game that would be played at release, was completed in August, although further technical polishing took place after this.[146]
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