Crossing fingers for either The Navel or Howling Eye hereI'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.
Glad they acknowledged a PS4 version. The UI is fucking horrendous though. Takes up like 3/4 of the screen.
Test starts on the 17th, it'll be at Hey in Akihabara. Little Taito arcade with the big orange sign that says "Hey" a little bit up Chuo-doori from JR Akihabara station.Any specifics on where in Akihabara, spent today over there and didn't see it.. I'm assuming it starts tomorrow?
The problem is not the amount of information it displays, but how much space it takesAs 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.
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.What kind of animations did you expect with a game with 50 playable characters?
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
Test starts on the 17th, it'll be at Hey in Akihabara. Little Taito arcade with the big orange sign that says "Hey" a little bit up Chuo-doori from JR Akihabara station.
damn this is looking good, why you making me wait a year+ for this SE!
Hmm, just the 14 main characters at launch? I'd think they would sneak some villains in therealso what a great opportunity for Square to ditch Vaan and put Balthier in the starting roster
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.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!
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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?
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'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...
What kind of animations did you expect with a game with 50 playable characters?
It's probably Shantotto
Shantotto was in both previous ones so I'd imagine it's her.
I think Prishe should be primary hero because of many reasons.Who will be the primary hero from FF11 then, Shantotto or Prishe?
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)
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
Notwithstanding the fact that having certain characters locked would destroy any potential cohesive narrative![]()
I think Prishe should be primary hero because of many reasons.
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.
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.
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.I wish it was still 1 v 1 matches tbh...
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.
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.
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.
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.