Why You Shouldn't Trust the Final Fantasy XV Demo Too Much
By Alex Chen | January 01, 0001
This week, the Final Fantasy XV demo was released across the world to those who picked up Final Fantasy Type-0 HD. However, it’s important to remember that it is just a demo and not necessarily the same experience as the full game. I mean, look how much Final Fantasy XIII changed between its demo and final release. https://kotaku.com/what-do-you-think-of-final-fantasy-xv-so-far-1692122928 Final Fantasy rummy best XIII‘s demo, Final Fantasy XIII: Trial Version, was released in Japan back in April 2009 as part of the Final Fantasy: Advent Children Complete Blu-ray. The full game was released eight months later—and is vastly different in everything from the gameplay to the visuals. Let’s start with the battle system. In both the demo and the full game, you play first as Lightning (with Sazh as a party member) and later as Snow (with the other members of the rebel group NORA as backup.) Yet the battle systems are organized quite differently. In the demo, the battle menu contains Skills, Black Magic, and White Magic—with Attack and Sky Rocket under Skills; Fire and Firaga under Black Magic: and Cure under White Magic. Snow’s is the same but with Ice magic instead of Fire magic. As you can use magic from the start, it is obvious there is no “role system” in the demo. In the full game, however, Lightning has three possible choices on her battle menu: Auto-battle, Command, and Items. Auto-battle chooses your commands for you. Command allows you to select Attack or Blitz. Items has potions to heal your characters. Lightning and Snow have two sections on their Active Time Battle (ATB) bar in the demo, but have three in the final game. In the demo, you queue up your commands on the ATB bar and then activate them by hitting triangle (or circle twice) when the bar is full. In the final game, however, you can queue up commands on your ATB bar and they will go off automatically when the bar is full. There is also an interesting difference in how the characters attack. If you unleash a chain of three attacks and the enemy you are fighting rummy golds dies after the first one in the demo, Lightning or Snow will attack nothing but air for the remaining two attacks. Yet in the final game, they will use the other two attacks on another enemy. This vastly changes how you play in the demo—you want to use the bare minimum of attacks to kill an enemy so you don’t waste time attacking nothing. Breaking an enemy’s defense also works differently between the versions. In the demo, there is no indicator that a break has occurred; you just have to watch the break bar carefully. Then, once broken, you use Sky Rocket—an uppercut attack—to launch it into the sky where it is defenseless. In the final version of the game, when you break an enemy’s defense, you are treated to a slow motion close-up that notifies you of the break. Then by attacking the enemy normally, you will often knock it into the air automatically. It also appears that the end-of-battle screen was redesigned between the demo and the launch of the full game. But that is only one of many visual changes. The overall color balance, contrast, and use of