VIDEO | PS4, Xbox One Thursday, October 13, 2016 | 6:37 PM

Final Fantasy XV: Death Spell Gameplay

Final Fantasy XV: Death Spell Gameplay

Unveiled last week, here is in good quality the latest gameplay video of Final Fantasy XV that shows Death, one of the spells granted by the Ring of the Lucii.

Death Spell

All comments

Commented on 2016-10-13 19:38:15
The difference between the e3 2016 build and the latest build is insane. The game looked like crap before and i kinda accepted it so im glad they did a great job with the optimization process. Also the game runs better which is probably the biggest improvement considering how terrible the framerate was in both duscae and platinum demo. I hope the ps4 pro version will make things even better.
Commented on 2016-10-13 23:15:34
The graphic is sooooo better now,hype~
Commented on 2016-10-14 02:34:24
Game looks awesome. Thanks for the high quality vid.
Commented on 2016-10-14 04:47:27
Its so nice to have some games that get upgraded instead of downgraded. This and gears 4 mp were such a great surprise
Commented on 2016-10-14 05:07:15
Also, for those possibly worrying about this spell being op, its an endgame spell.
Commented on 2016-10-14 07:08:37
I'm really starting to adjust my expectations based on these trailers. When they are releasing videos for a single spell and highlighting individual enemy types. It's certainly not going to have the variety of past FF games. I'll be going in expecting a much longer character action game, and not expecting the content of a traditional JRPG.
Commented on 2016-10-14 11:50:05
I'm still keeping my expectations around where the demo was. We don't know how this was shot. Might be on a super high end PC rig for all i know.

That said, it bugs the shit out of me that the cahracters don't cast shadows. Or at least VERY selectively depending on the light source.
Commented on 2016-10-14 13:35:30 In reply to Megido
Posted by Megido
I'm still keeping my expectations around where the demo was. We don't know how this was shot. Might be on a super high end PC rig for all i know.

That said, it bugs the shit out of me that the cahracters don't cast shadows. Or at least VERY selectively depending on the light source.
shadows seem to work how you would expect. only what seems to be a lack of AO isn't helping things. but based on the footage characters have shadows during the day or in front of a flashlight. they don't if they are in shadow themselves or at night (makes sense) some AO would do wonders in creating some indirect shadows around their feet in the instances where they don't cast a full shadow. it would ground them more.

i'm actually kinda warming to this boy band simulator. i may have to pick it up in the future.
Commented on 2016-10-14 13:39:02
It doesn't really make sense that only the flashlight produces shadows, as the entire scene is lit by more than the flashlight. I imagine it's just cheaper to have no shadows when the flashlight is active. Also no shadows on the beach. Which looks super weird. But i mean it's a tiny complaint, and only stands out because the game looks really nice in general.

http://www.gamersyde.com/pop_images_final_fantasy_...
Is he standing around, or floating in the air? It's a mystery :)
Commented on 2016-10-14 13:56:56 In reply to Megido
Posted by Megido
It doesn't really make sense that only the flashlight produces shadows, as the entire scene is lit by more than the flashlight. I imagine it's just cheaper to have no shadows when the flashlight is active. Also no shadows on the beach. Which looks super weird. But i mean it's a tiny complaint, and only stands out because the game looks really nice in general.

http://www.gamersyde.com/pop_images_final_fantasy_...
Is he standing around, or floating in the air? It's a mystery :)
nothing is illuminating him in terms of actual light sources in the world in that image, so technically he wouldnt have a shadow. but it's a video game so you always get that weird secondary glow around you so you can see where your characters feet are planted. in reality you'd just see blackness besides the cone of light cast from his flashlight...but then you wouldn't be able to see where you're stood.

as i said. AO. it's what the game needs to give a sense of indirect shadows. a lot of games have this problem too. dark souls for instance.

http://static.gosunoob.com/img/1/2016/04/Winged_Kn...
Commented on 2016-10-14 14:04:01
Nothing is illuminating him? So I can't see him?
Commented on 2016-10-14 14:07:21 In reply to GriftGFX
Posted by GriftGFX
Nothing is illuminating him? So I can't see him?
nothing in the WORLD is illuminating him.. as in, if you recreated the scene, at night, in a field, nothing would illuminate a person like that. the moon wouldn't and there is no light sources directed at the main character...as i said, it's one of those video game invisible lights situations. put there so you can see where you are. but that makes zero sense in regard to the worlds actual light sources.
Commented on 2016-10-14 14:09:31
The moon totally casts shadows. Indirect light casts shadows. That image looks flat as hell.

Night is tough though. Day shots look much better.
Commented on 2016-10-14 14:12:58 In reply to GriftGFX
Posted by GriftGFX
The moon totally casts shadows. Indirect light casts shadows. That image looks flat as hell.
it looks flat because they shoved a big glowy invisible light up the main character arse and havn't used any AO to ground him. lol

quick example of what that scene would more likely look like (ignoring the other guys in the background and assuming it isn't a super bright full moon) if you went out into a field with a flashlight.

http://imgur.com/HkxY3fa

now imagine playing that while being expected to understand where you are in the context of the environment...you wouldn't be able to. it's why so many games go for this crappy approach to night time or dark areas. this strange outer glow. because the realistic alternative is just impractical. BUT...some AO would help.
Commented on 2016-10-14 14:14:51
heh.. invisible light :D
Commented on 2016-10-14 14:15:37 In reply to KORNdog
Posted by KORNdog
nothing in the WORLD is illuminating him.. as in, if you recreated the scene, at night, in a field, nothing would illuminate a person like that. the moon wouldn't and there is no light sources directed at the main character...as i said, it's one of those video game invisible lights situations. put there so you can see where you are. but that makes zero sense in regard to the worlds actual light sources.
If you discount things like the moon, then nothing in the WORLD illuminates them during the day either. Or is the moon just not a light source, whereas the sun is?:P The moon should priduce a faint directional light, especially with the rather bright ambient illumination of the scene.

But even if the light sources on the characters were the issue, it's not like they couldn't still have shadows that just ignore that. Or if the lighting with the flashlight takes too much resources, just put an old school little shadow blob under the character. Wouldn't look amazing, but better than nothing. AO would also work ofc, depending on how strong it is.
Commented on 2016-10-14 14:20:21 In reply to GriftGFX
Posted by GriftGFX
heh.. invisible light :D
yeah, you know. like when you make a light invisible to rendering, yet maintain it's effect on the environment. like the guy doesnt actually have a series of glowsticks tied around his waist. like there is no actual light source in the world creating that light.
Commented on 2016-10-15 00:48:20
Real-time shadow rendering is still highly expensive. You won't see many games on current gen that have dynamic shadow casting from every light source.

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