One of the most exciting announcements at last week’s Uncovered event was the news of a new playable demo for Final Fantasy XV. After the many thrills of the conference, it was an enticing thought that we’d be able to actually have a crack at the game shortly after.
Of course, we’ve had a decent look at the game already, or at least those of us who bought Final Fantasy Type-0 have. Last spring’s Episode Duscae was a nice little glimpse at how Square Enix expected their new game to play out, giving us a short, multi-part quest to follow and a fairly large expanse of land to traverse. The message was simple; here’s how the game plays, and here’s what you can expect the environments to be like. The message we get from Platinum Demo is much less clear.
We begin as Noctis, only it’s not the same slightly moody guy we might be used to. After some unexplained event (maybe that Marilith attack we see in the beginning of Brotherhood?), a young Noctis awakes in a sunlit glade. He’s greeted by an incredibly cute incarnation of recurring series summon Carbuncle, who tells him – via text message, of course – that he’s stuck in a dream, and serves as our young protagonist’s guide as he runs, jumps, and fights through a few short, linear environments. It’s an odd demo, to be sure, as Noctis travels towards the Royal Citadel in an attempt to wake up. Far removed from Episode Duscae‘s wide-open plains, Platinum Demo plunks our diminutive hero into three small areas where all he really has to do is find the exit.
Beginning in that peaceful glade, we follow a forested path out into a rocky canyon, collecting some shining orbs along the way. These unlock strange metal plates embedded in the ground that, when stepped on, trigger various effects. We can change the time of day, watching the lighting adjust in real-time, or switch up the weather, going from bright sunshine to cloudy skies, and finally to a grey downpour. Other plates trigger very short cameo appearances from summons like Titan and Leviathan, while in the second area, in a scene surely inspired by 1989 classic Honey, I Shrunk the Kids, a tiny Noctis can transform into a pickup truck (yes, really) and drive around the table legs in a huge dining room, before climbing stacks of books to reach the exit on the tabletop.
Next, we find ourselves in the streets of Altissia, a striking city on the water, and while there’s still not much to do, it’s nice to get a feel for what towns might be like in the full game. The chunk of the city we’re given to run around in is fairly small but dense, with plenty of stairways and alleys to search, but again, our only objective is to find that exit, and to that end, Carbuncle tells us to look for a long corridor (insert Final Fantasy XIII joke here). Of course, we have a few more of those transformation plates dotted about, and here they turn Noctis into one of three animals. …No, I don’t know why, either. Stepping on a plate triggers a random transformation into either a crocodile thing, a buffalo thing, or a giraffe-antelope thing, and you can use these forms to rather clumsily attack the handful of enemies that litter the streets.
Noctis can, of course, fight through these three areas, but with only a toy sword and squeaky hammer to defend himself for the most part, it’s not the most engaging thing in the world. It effectively boils down to holding circle to win, with the occasional tap of square to evade. There are a handful of funny, childlike spells to find, such as ‘raindrops’, which pours a shower of neon sparks over the affected area, or Firework, which goes off like a firecracker and deals damage to nearby enemies, but there’s little here to set pulses racing.
The young Noctis gameplay is all rather lightweight and uninvolving, and it’s built on an odd premise, too. Really, this is a tech demo, built to show off the time of day and weather systems, while giving us a brief look at how magic and things like driving will work in the final game – both things that were conspicuous by their absence in Duscae. Tying it up in a strange dream narrative in environments that surely bear little-to-no resemblance to the wide open world map we’ll traverse in the full game is an incredibly bizarre choice; as someone who played Episode Duscae to death, it’s nice to get a sneak peek at some of those mechanics that were missing, but this is the demo that Square Enix have chosen to make available to everyone – it’s not behind a paywall that only the most dedicated fans would be willing to scale. If this was my first point of contact with the game, I have to think I’d be rather put off.
Thankfully, the final part of the demo is a little better. As Noctis reaches the Royal Citadel, he’s faced with an enormous Iron Giant that wishes to prevent him from waking up. Realising that he is in control of his dreams, Noctis promptly grows up, becoming the young man we all know, and we finally get the opportunity to properly get to grips with the battle system.
The first thing to note is that fighting has seen some changes since Episode Duscae. In that demo, you’d set different weapons in a series of slots, which would then determine where those weapons would appear in your combo, carried out by holding the attack button. While you’ll still be holding the attack button in Platinum Demo to effectively auto-combo, we now have real-time weapon switching, with weapons taking up the four direction slots on the d-pad, allowing us to tailor our combos and mix up attacks in a more pleasingly-manual way. Here, we have the Airstep Sword, new in this demo, that allows Noctis to use that iconic Warp technique – whether that’s to swiftly close distance or escape – and the Zweihander, a massive Buster Sword-alike that swings slower but deals more damage, and has a nifty charge attack. Look around the Citadel, and you can also find a couple more weapons, the Cross Shuriken and Hero’s Shield. The Shuriken in particular is good fun to use, allowing you to attack from range and start your combo from a distance, before, perhaps, warping in to continue your assault with one of Noctis’ swords, while the shield allows you to stagger opponents with a well-timed button press.
As in Duscae, you can hold square to enter a defensive state, or manually dodge-roll with a press of the button and a directional input. In Duscae, entering a defensive state allowed to you automatically dodge pretty much everything, at the expense of a rapidly-draining MP meter. Holding the button here doesn’t drain MP anymore, but that trade-off does mean that you no longer dodge everything – you’ll still get hit a fair bit if you only really on holding the button down, but it does allow you to parry certain enemy attacks. The way these are telegraphed has also changed since Duscae, and I preferred the system in that demo, where enemies would briefly flash and a discrete spider-sense-type icon would appear on-screen. Here, we get a huge red “DEFEND” sign pop up in the middle of the screen. I guess it’s easier to notice, but it doesn’t look great.
We also get to use Fire in this battle, and there are a handful of explosive barrels (yes, really) dotted around the battleground for you to blow up – luring the Iron Giant towards one of these before flinging a spell at it is always a good idea, engulfing the enormous boss in a massive fireball in the process. Magic feels good to wield, allowing you to aim and throw it exactly where you want it, but one complaint I do have is that any magic spells you have also need to be set in one of those four d-pad slots, meaning you then have less space for weapons. I would like to see one button – maybe L2? – act as a modifier; hold that and you’d get a second set of four d-pad slots, allowing you eight in total, for instance. Four slots for both weapons and magic just feels too limiting. Perhaps this will actually be the case in the full game, where we’ll have access to far more weapons and spells than we’re afforded here.
Overall, combat feels like one step forward and another one back; while the Armiger mode – essentially Noctis’ limit break, available when he’s at full MP – returns here, the weapon-specific Techniques that existed in the Duscae demo are completely gone in this build. They were an enjoyable wrinkle in Duscae‘s combat, offering a bit of a risk-reward mechanic as they could hit hard or siphon HP while leaving you open to retaliation if you missed. The fact they’re gone here, in a demo far closer to release, is rather concerning, even as the Platinum Demo combat offers its own advances. It’s a bizarre state of affairs.
Once you’ve defeated the Iron Giant, you can choose to respawn him and fight again, and it’s worth doing so to get a proper handle on the battle system. Combat isn’t explained all that well for newcomers, so you’d certainly be forgiven for thinking that combat boils down to holding circle until you win. There’s actually a reasonable amount of depth, even here, with only one character, a handful of weapons and one spell, but there’s no real reason to explore that depth except for your own curiosity. After slogging through three rather sedate areas as Young Noctis, I have to wonder how many people would bother – some would likely be glad it’s all over. A little direction would go a long way – this is supposed to be a demo to get people excited about the game, to show them some of the things that might excite them. If you don’t illustrate anything beyond the basics, the basics – like simply holding circle to combo – are all many players will see.
When all is said and done, it’s that sense of confusion that hangs over the Platinum Demo, and I can’t help but think Square Enix would have been better served sprucing up the existing Episode Duscae demo, perhaps by adding some new areas and quests, and updating the battle system to the one seen here in Platinum Demo. That would surely have been a better indication of the final game’s quality and structure than whatever this is. Again, those of us that played Duscae will appreciate the glimpses at towns, magic, and driving, but newcomers – surely the focus now – are most likely going to be confused and a little bored. The Iron Giant fight at the end is obviously placed at the demo’s climax to get players excited to come back, but it seems a little too lightweight at first blush to really grab the attention. It’s something of a shame that this will be most people’s first experience of Final Fantasy XV, as the game is otherwise looking very impressive, and I personally can’t wait to play it. But this demo did little to make that wait any harder.