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8 Things We Know About Final Fantasy Type-0 HD

October 13, 2014 by Patrick Kulikowski

Eight things we learned about Final Fantasy Type-0 HD at New York Comic Con 2014

3. The camera and targeting systems need some work.

With another analog stick at the player’s disposal, Type-0’s camera can finally be fully controlled. Manual control of the camera felt manageable, but some issues cropped up when the game took that control away.

When I clicked in the right analog stick to target a nearby foe, the camera zooms in closer behind the character and focuses towards the direction of the targeted enemy.  This zoomed-in view really made it difficult to get a scope of the entire battlefield, resulting in a lot of moments where I was blindsided by enemies that were out of view.

To make things even more awkward, when an enemy was defeated, the targeting reticule still focused on its motionless figure. At this point you’re supposed to press a button that lets you suck out that enemy’s soul, which grants you a little MP and differently colored “Phantoma,” used for enhancing skills and magic. My character had to be still in order to absorb the Phantoma, otherwise they would just uselessly attack the defeated foe.

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