Dissidia Final Fantasy Arcade pre-location test live stream

I'm actually liking the stage selection a lot more here - the PSP games mainly used the final dungeons, which while important in their own games kind of got a little samey when put up against each other. Midgar, Castle Cornelia and Eden are much more distinct representations of each game's aesthetic - hopefully XIV receives something similarly iconic.
Crossing fingers for either The Navel or Howling Eye here

We are totally getting Coil or CT aren't we
 
Glad they acknowledged a PS4 version. The UI is fucking horrendous though. Takes up like 3/4 of the screen.

As I said in the other thread.

Well seeing how it's a 3 vs 3 fighter and all of the characters fight on screen simultaneously at once, unlike say something like Marvel Vs Capcom 3 which each character takes their turns.

You would need to have 6 life bars available at once. 3 for your team members, and 3 for the opponents. They could probably overlay the bravery gauges on top of the life bars, which should reduce some of the clutter.

However because this isn't one on one and there is 6 characters doing something on the screen at once at all times, the player will need that information to know the status of his teammates.

It would not be useful to hide the bars of characters you aren't currently controlling, and then you swap to one of your team members and find out they are half dead because you didn't didn't have the information in front of you to deal with this problem otherwise.
 
As I said in the other thread.

Well seeing how it's a 3 vs 3 fighter and all of the characters fight on screen simultaneously at once, unlike say something like Marvel Vs Capcom 3 which each character takes their turns.

You would need to have 6 life bars available at once. 3 for your team members, and 3 for the opponents. They could probably overlay the bravery gauges on top of the life bars, which should reduce some of the clutter.

However because this isn't one on one and there is 6 characters doing something on the screen at once at all times, the player will need that information to know the status of his teammates.

It would not be useful to hide the bars of characters you aren't currently controlling, and then you swap to one of your team members and find out they are half dead because you didn't didn't have the information in front of you to deal with this problem otherwise.
The problem is not the amount of information it displays, but how much space it takes

Do we really need this massive portrait plus other icons occupying the entire lower part of the screen? Do we really need teammate's and enemy portraits near their lifebars? Does those summon meters near the clock need to be so big? etc
It's fine to have this much on the HUD but there's a lot they could tone down
 
Looks pretty good.

SE being smart with the use of their IPs recently, letting Team Ninja handle this and that other dev handle Dragon Quest Heroes etc. while making FFXV, Kingdom Hearts 3 etc. themselves.
 
What kind of animations did you expect with a game with 50 playable characters?
That's hardly an excuse at this point given that the game will launch with less than 50. Other fighting games field about the same amount of characters and have better animation, no? A better excuse to provide on SE's behalf is that it's a fresh game that's still settling its infrastructure before improving.
 
The problem is not the amount of information it displays, but how much space it takes

Do we really need this massive portrait plus other icons occupying the entire lower part of the screen? Do we really need teammate's and enemy portraits near their lifebars? Does those summon meters near the clock need to be so big? etc
It's fine to have this much on the HUD but there's a lot they could tone down

How would you determine which character life gauge is which without the portraits or likely resorting to font that is actually readable that could potentially take up too much space? It's far easier to identify a character with the glance of their portrait rather needing to read a name, especially when you are being being attacked by possibly three opponents at once all at the same time.

As I said earlier overlaying the bravery gauges on top of the life gauges can reduce some of the clutter. Also making the gauges thinner would fix up some of the space issues.

Outside of simply removing the 3 on 3 aspect and making the game 1 vs 1 to remove the need all of those life gauges, I really don't see what else can be done outside of shrinking everything, which being a possible solution.
 

damn this is looking good, why you making me wait a year+ for this SE!

give_it_to_me.gif
 
Hmm, just the 14 main characters at launch? I'd think they would sneak some villains in there
also what a great opportunity for Square to ditch Vaan and put Balthier in the starting roster

Shantotto is enough of a hero and villain to keep everyone else busy.

Heck, with the ability to have 3 of the same character in a team, you can probably make a Shanttoto Ascension team with the original, Domina and Belle.
 
How would you determine which character life gauge is which without the portraits or likely resorting to font that is actually readable that could potentially take up too much space? It's far easier to identify a character with the glance of their portrait rather needing to read a name, especially when you are being being attacked by possibly three opponents at once all at the same time.

As I said earlier overlaying the bravery gauges on top of the life gauges can reduce some of the clutter. Also making the gauges thinner would fix up some of the space issues.

Outside of simply removing the 3 on 3 aspect and making the game 1 vs 1 to remove the need all of those life gauges, I really don't see what else can be done outside of shrinking everything, which being a possible solution.
You could say, have small icons near the life bar to show whose it is instead of something that is bigger than the bar itself. It's just an example of course.

Personally I do think getting rid of that big-ass grey bar on the bottom and not having your character art occupy like 10% of the entire screen would solve most of the jank
 
The arcade models look so much better than the PS4 versions...why is Terra so ugly in the console version?

Also, this would be an excellent opportunity to replace Vaan with Ashe, the actual main character of FF12. I'd love to see her wielding those two fancy swords that were central to the plot line.
 
Oh my. I need this so badly @___@

Also, it seems like they removed Ex Bursts entirely? And from what I saw on the loading screen, you can only select one HP Attack at a time?
 
Also, it seems like they removed Ex Bursts entirely? And from what I saw on the loading screen, you can only select one HP Attack at a time?

I'm all for dropping the mini-games associated with the PSP Dissidias - they could be quirky, but kinda of messed with the flow of things, and don't seem really viable now that your victim gets to have 2 teammates that could interrupt you.

On the other hand, they were the perfect setup for Mash/Sabin to suplex people, since they're the closest the games had to throw states... I'm rather divided about this...
 
Hmm, just the 14 main characters at launch?

Am I the only one who would be okay if this used a MOBA/Arena model where the game was free to download, had 14 heroes default, but then you pay for any extra characters you want?

I know it's frowned upon by the majority, but I'd be totally down with that, and considering SE's track-record in the mobile and MMO market, it would make sense.
 
Do we know if this will have any sort of story? Say what you will about the narrative in Dissidia but it was pure nonsense fun! And yeah I get that they need to display a ton of information but JEEZUS is that UI up in your face.
 
I'm all for dropping the mini-games associated with the PSP Dissidias - they could be quirky, but kinda of messed with the flow of things, and don't seem really viable now that your victim gets to have 2 teammates that could interrupt you.

On the other hand, they were the perfect setup for Mash/Sabin to suplex people, since they're the closest the games had to throw states... I'm rather divided about this...

I suppose summons replace the 'spectacle' that came with EX Bursts this time around, since it seems to be something you have to charge up
 
What kind of animations did you expect with a game with 50 playable characters?

That's really cop-out answer. Take a look at Ultimate Marvel Vs. Capcom 3 and Smash Bros. They had 50+ characters roster, and the companies did fantastic jobs with their animations.


It's probably Shantotto

Shantotto was in both previous ones so I'd imagine it's her.

Who will be the primary hero from FF11 then, Shantotto or Prishe?
I think Prishe should be primary hero because of many reasons.
 
Honestly, I've played the past two Dissidias and I found myself only leveling up and gearing up the 4 characters I gave half a shit about. (Golbez, Cecil, Jecht, and Firion)

To be fair there were a decent amount of characters that I didn't find myself using outside of what was necessary story wise, but the idea of not having all characters on a even ground right from the start, ala MOBA, sounds terrible.

Notwithstanding the fact that having certain characters locked would destroy any potential cohesive narrative :(
 
I suppose summons replace the 'spectacle' that came with EX Bursts this time around, since it seems to be something you have to charge up

This in turn makes me wonder if there's bound to be some sort of summon affinity system inspired by the source games - we've only seen Ifrit so far, but AFAIK that model isn't specific to any one game.
It's not hard to imagine Squall making it easier to summon Shiva and Quezalqotl because he started with them in VIII, Lightning having something of the sort of Odin, since she was bound to that one in XIII, etc... And Yuna having a universal boost on all/most of them since as a summoner that's pretty much her thing.
 
Notwithstanding the fact that having certain characters locked would destroy any potential cohesive narrative :(

I guess that's a good point. Chances are the console version would have a story mode.
I enjoyed the Dissidia storyline even if the consensus was that it was 'glorified fanfiction'. The Lightning x Firion aspect was neat. To find a link between a character from 1988 and one from 2009 was interesting.
 
they should stick with the original soundtrack version and not this... thing. Her voice doesnt sound good and when she 'sings' those high notes... Ugh.
 
This in turn makes me wonder if there's bound to be some sort of summon affinity system inspired by the source games - we've only seen Ifrit so far, but AFAIK that model isn't specific to any one game.
It's not hard to imagine Squall making it easier to summon Shiva and Quezalqotl because he started with them in VIII, Lightning having something of the sort of Odin, since she was bound to that one in XIII, etc... And Yuna having a universal boost on all/most of them since as a summoner that's pretty much her thing.

Possibly, after all Ex Bursts used to have different power levels for each character, with people like Firion and ExDeath having very strong ones compared to others
 
I guess that's a good point. Chances are the console version would have a story mode.
I enjoyed the Dissidia storyline even if the consensus was that it was 'glorified fanfiction'. The Lightning x Firion aspect was neat. To find a link between a character from 1988 and one from 2009 was interesting.

I liked how in the grand scheme of the 1st Dissidia's story, it all began and ended with WoL's quest (sort of an Alpha and Omega of the series thing), and how he was used as a stand-in for XI's player character in the Prishe chapter of Duodecim - made a a silly amount of sense to have the "blank" character from the original game act and the interchangeable player influence in the possible approximation of an MMO story.
 
Credit goes to LandscapeManX on the GameFAQs Dissidia board:



Lightning
https://www.youtube.com/watch?v=o42Mz61B_NE

Cloud
https://www.youtube.com/watch?v=p0mjuRTNJLU

Y'shtola
https://www.youtube.com/watch?v=Br0nZHOU8i0

---------------------

Cloud / Terra / Lightning
https://www.youtube.com/watch?v=oKkJI-p1FBI

In the new Dissidia, each character can equip 7 Bravery attacks - 3 ground, 3 midair, and 1 dashing. Each character can equip only 1 HP attack. So attacks that were once HP attacks are now Bravery attacks - you'll recognize Cloud's Finishing Touch and Terra's Tornado in this vid as Bravery attacks, along with more familiar Bravery attacks like Holy and Climhazzard.

Additionally, Cloud can charge up his Bravery attacks for power, and Lightning's Paradigm Shift returns without Medic; she now shifts between Commando and Ravager.

EX Skills seem to vary - Terra has her typical Trance and Lightning has Army of One, but they can also use Regenga, Mighty Strike, and Bravery Share. Apparently one can equip all of these at once and use them at different times.
 
It certainly looked like there was a 1v1 option during the livestream, but I can't read Japanese. I know there was a button showing 1 silhouette, and a button next to it showing 3 silhouettes.

Hm, that would be awesome. The 3v3 seems too chaotic for my tastes.
 
Someone else on the GameFAQs boards claims it was indeed confirmed there'd be 1v1 again, but I think they were probably running off of the same basis.
 
In the new Dissidia, each character can equip 7 Bravery attacks - 3 ground, 3 midair, and 1 dashing. Each character can equip only 1 HP attack. So attacks that were once HP attacks are now Bravery attacks - you'll recognize Cloud's Finishing Touch and Terra's Tornado in this vid as Bravery attacks, along with more familiar Bravery attacks like Holy and Climhazzard.

I'm not sure how I would feel about it. I meant I'm pretty much used to have 6 Bravery attacks and 6 HP attacks then suddenly we got restricted to only 1 HP move so that would be weird.
 
It seems that's where we're headed, at least in the arcade version. The command list pic for Warrior of Light heavily inferred it, and folks are saying the stream is confirming it. Two HP attacks, one equippable per battle.

Of course I'd always urge at least an inkling of doubt until stuff is totally unequivocally confirmed, and maybe the PS4 version will be different, anyway, but I'm definitely bracing for limitation.
 
I'm not sure how I would feel about it. I meant I'm pretty much used to have 6 Bravery attacks and 6 HP attacks then suddenly we got restricted to only 1 HP move so that would be weird.

Yeah me neither, I mean it's basically one more brave attack slot for FIVE less HP attacks

This also raises the question of how the HP attacks have been affected, are they easier to hit with now?
 
Looks pretty fun. I'm curious as to the visual differences between arcade/PS4. From what I saw it doesn't look like one is clearly better than the other, just different.
 
Hmm looks like it uses the same brave/break gameplay as the psp games, which was the one thing I didn't particularly like about them. 4000 Brave after a break and the guys in the videos only had 2500 health. I prefer it when you aren't 1 shotting each others with HP attacks. Guess it might work better in 1v1v1v1 where you have respawns and stuff but dunno about 1v1. Also VERY dissapointed if you can only have a single HP attack.

Visually it looks pretty great.
 
Hmm looks like it uses the same brave/break gameplay as the psp games, which was the one thing I didn't particularly like about them. 4000 Brave after a break and the guys in the videos only had 2500 health. I prefer it when you aren't 1 shotting each others with HP attacks. Guess it might work better in 1v1v1v1 where you have respawns and stuff but dunno about 1v1. Also VERY dissapointed if you can only have a single HP attack.

Visually it looks pretty great.

From the video I saw, I think respawning is a thing though, which might balance it out somewhat
 
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