Final Fantasy XV Episode Duscae 2.0 |OT| This is a fantasy based on feedback.

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This scene reminds me of Final Fantasy VIII.
Prompto is so Zell.

This made me smile so much.

God, I want this game.
 
I'm just wondering how the pace of the game will be in the final build. It's clearly going to be a lot slower and more tactical than Kingdom Hearts, but does that mean we're stuck whacking at bison for minutes at a time?

I guess my point is I wonder what the curve will be like where you enter a new area and fight new monsters and how much time it takes until they go down quick enough for it to be fun.

The combat in the demo is a bit of a chore so hopefully secondary systems like unlocking abilities and customization through leveling will add incentive to whittling down these mobs.
 
I'm just wondering how the pace of the game will be in the final build. It's clearly going to be a lot slower and more tactical than Kingdom Hearts, but does that mean we're stuck whacking at bison for minutes at a time?

I guess my point is I wonder what the curve will be like where you enter a new area and fight new monsters and how much time it takes until they go down quick enough for it to be fun.

The combat in the demo is a bit of a chore so hopefully secondary systems like unlocking abilities and customization through leveling will add incentive to whittling down these mobs.

Tabata mentioned that in the final game there will be many ways to make the battle time shorter than the demo (addition of more moves, magic, co-op attacks, etc.)
The current battle for the demo takes too long but I think the pace will be better in the final game. But yea I think it will be slower than Kingdom Hearts.

Nice. Did they fix the AA and framerate though? And can we all agree the composer is a goddess?


Not sure about AA but they did say they were going to fix the framerate.
 
I haven't seen it mentioned that they looked like they were underwater at one point. Couldn't you only go waist deep before?

Edit: Watched the video again and that was probably just a really foggy area actually...
 
Gonna pick up a PS4 with Type-0 HD which I assume comes with Duscae 1.0. Is 2.0 gonna be a free update?

Just got Type-0 HD in the mail yesterday and downloaded 1.0

I want to experience these updates firsthand.

Honestly though, I'm primarily hoping for a good story and fun dialogue & interaction between the guys for the full game.
 
Jokes on us. Because this is actually FFXV all along.

Version 3.0 coming to Tokyo Game Show will include the car and chocobo riding....

Version 15.0 will be the complete version.






/s

LOL!!! Oh ma gawd.
 
Couldn't this be avoided if you just unequip Auto Limit?

yeah but like I said during critical mode I don't like navigating menus while fightning bosses who can insta kill you, I'd rather have auto limit on so it'd be handy.
 
this looked good.

i remember the active time report before the latest one, when the music got a 9.0+ rating from all territories.

it will probably be the best part of the game.
 
I'm actually really excited to play 2.0. Want to see how it feels compared to the first one. Also how much better it runs.
 
This looks interesting tbh

The animations are easily among the best ones I've ever seen

Also, how many versions are we expecting this demo to have? :p
 
You know how KH has "dive to the heart"

Maybe FFXV has "dive to the head"

Oh, so that's why he falls through the head. I just need Catoblepas' head to shatter to a thousand pieces.

That high level of jank could easily be fixed if they had incorporated this move from E3 2013.

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Oh, so that's why he falls through the head. I just need Catoblepas' head to shatter to a thousand pieces.

That high level of jank could easily be fixed if they had incorporated this move from E3 2013.

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There is already a move very similar to that in 1.0...

Just played through 1.0 again, can't wait for 2.0. Wondering how much improved the lock on stuff is, was so bad in 1.0 I never even locked on.
 
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So much of this game seems so high quality and fleshed out, yet looks so janky as well.
This is more of a case of them not implementing proper aerial combat yet. The E3 trailer showed the action on the building walls, which was a tease at the aerial combat. We still haven't seen that implement but it will be definitely in the final game, as there are a lot more huge foes that require slaying in the game.
 
This is more of a case of them not implementing proper aerial combat yet. The E3 trailer showed the action on the building walls, which was a tease at the aerial combat. We still haven't seen that implement but it will be definitely in the final game, as there are a lot more huge foes that require slaying in the game.

Sounds to me like they don't know how to properly code the camera.
 
The camera there seems fine. The attack animation transition just doesn't look complete, which it probably isn't.
 
I wonder if the speed for the Ravage combo string is adjustable in any way. It was much more rapid at TGS 2014, and then they added the hitstop too which makes it seem even slower.
 
I kinda wonder if square can pull off their usual insane amount of polish that a mainline FF game is known for.
Maybe impossible but this could very well end up being the first open world rpg with amazing action combat and almost no jank.
 
I like the new warp to rock move. Felt the dynamism of mid-battle warps was undercut by then hanging unceremoniously like a sack of potatoes at the top of a tower.
 
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Might use claymore inside the dungeon again when I play 2.0

Something about infinite combo string looks and feels really strange, especially when swinging a massive 2-hander weapon through a uniform cycle of animations. Seems very unrealistic and jarring with the highly animated motions.

Oh and I really dislike musou kind of enemy encounter. I much rather have smaller groups of enemies each time so that you have time to plan your actions along with more freedom to position and time your attacks at them. Heavy reliant on status ailments as difficulty is lame.
 
Something about infinite combo string looks and feels really strange, especially when swinging a massive 2-hander weapon through a uniform cycle of animations. Seems very unrealistic and jarring with the highly animated motions.

A lot of the attack motions are like that. They look good in some ways, but when you start looping it looks stupid. Like I really don't like the loop animation for current short swords.
 
Something about infinite combo string looks and feels really strange, especially when swinging a massive 2-hander weapon through a uniform cycle of animations. Seems very unrealistic and jarring with the highly animated motions.

Lightsaber syndrome. Claymore should be moving Noctis around a bit more due to the counterforce from swinging. Right now it looks like the Claymore doesn't weigh anything (hence, lightsaber syndrome)
 
Wow this looks like a huge improvement. So excited to go through and play again.. Also glad that we are getting regular updates too.
Just need release date at E3.
 
Yeah, it definitely feels like he swinging a golf club or something. The more I think about it, the more I feel that hold x to infinitely attack should go, replaced by a more conventional stamina gauge in battles ala Souls, or 3 hits combo, gradually increased as Noctis becomes stronger. Ditch holding to attack as well, tap to attack to make it more engaging. I know current system allows tapping to attack, but it didn't feel like it captures the feeling of actually attacking. Felt more like enabling a string of attacks than actually attacking.

Random rambling.
 
This is more of a case of them not implementing proper aerial combat yet. The E3 trailer showed the action on the building walls, which was a tease at the aerial combat. We still haven't seen that implement but it will be definitely in the final game, as there are a lot more huge foes that require slaying in the game.

That comment applies to a lot more things that just what we see in that gif. The Behemoth fight is another thing that just looks uncomfortably clunky and not fun to play
 
Hopefully more motions are added.

I think at a certain point you want to be very, very familiar with the animation so much so you know exactly the timings to e.g. force a finisher, etc. simply based on looking at the animation. More discrete animations detract from that.

That'd be something of a gameplay consideration vs aesthetics considerations balancing act, really.
 
Anybody know what magic Ignis used with the yellow line leading to a circle on the ground? I couldn't tell if that was a spell effect or an AOE targeting visual.
 
I honestly don't want the 1080p res as much as I want them to fix the AA. 1.0 basically ran with zero AA applied and it was a jaggy mess. I originally played it on a 720p TV where it looked fine but trying it out on a Full HD display was an eye sore because of the jaggies. A shame since the game is absolutely beautiful.
 
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