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

Wait, there IS a tour with Ignis? I swear I camped multiple times after Prompto's tour and nothing ever happened after that. Should I keep trying or is there some other way to trigger it?

I don't think I have done anything special, I got the tour prompts on consecutive mornings: Gladiolus -> Prompto -> Ignis
 
I agree with you the voices are fine. Are they amazing? no but they are far from omg bad worst thing ever that every gaffer seems to think.

They're bad for a multi-million dollar game. I expect better when games being made for less are putting in a better localization/voice acting effort.
 
In anticipation of FFXV, everyone is being incredibly melodramatic.

I dunno man. Batman Noctis criticism, I get it. That the lines are disjointed, I get that too. A lot of them sound like they were recorded without context/direction and/or in a hurry (which falls right in line with Tabata saying he Batman Noctis was something he found out after the fact and it was too late to change for the demo)

Considering how VA work usually goes, it's not particularly surprising that a demo kinda had corners cut. I mean the whole sequence with Gladio's tutorial ("HOLD ON A SEC!" "huh?") pretty much implies slotting in stuff that wasn't meant to be used that way, for a bunch of things that either aren't going to be in the main game (combat tutorial for obvious reasons) or iterated upon.

I really, really want this game to hit XII levels of VA and direction again. I really do. We'll see.
 
I dunno man. Batman Noctis criticism, I get it. That the lines are disjointed, I get that too. A lot of them sound like they were recorded without context/direction and/or in a hurry (which falls right in line with Tabata saying he Batman Noctis was something he found out after the fact and it was too late to change for the demo)

Considering how VA work usually goes, it's not particularly surprising that a demo kinda had corners cut. I mean the whole sequence with Gladio's tutorial ("HOLD ON A SEC!" "huh?") pretty much implies slotting in stuff that wasn't meant to be used that way, for a bunch of things that either aren't going to be in the main game (combat tutorial for obvious reasons) or iterated upon.

I really, really want this game to hit XII levels of VA and direction again. I really do. We'll see.

Yeah I'm definitely hoping the lines sounded so disjointed and some of those tutorial sequences (like your example of "hold on a sec!" "huh") was only for the demo and the full game won't sound like that. It definitely felt rushed. It's not a big deal to me as long as it won't be like that when the game releases.

Wanting it to hit XII levels of VA/direction again might be a bit much, though. It'd be awesome, but... :( If they make a XII HD remake, it'd be great if they somehow fixed the whole "voices recorded in a wind tunnel" sound though lol
 
I dunno man. Batman Noctis criticism, I get it. That the lines are disjointed, I get that too. A lot of them sound like they were recorded without context/direction and/or in a hurry (which falls right in line with Tabata saying he Batman Noctis was something he found out after the fact and it was too late to change for the demo)

Considering how VA work usually goes, it's not particularly surprising that a demo kinda had corners cut. I mean the whole sequence with Gladio's tutorial ("HOLD ON A SEC!" "huh?") pretty much implies slotting in stuff that wasn't meant to be used that way, for a bunch of things that either aren't going to be in the main game (combat tutorial for obvious reasons) or iterated upon.

I really, really want this game to hit XII levels of VA and direction again. I really do. We'll see.

I do as well, but they really need to get rid of the bad anime dub thing they got going on for that to happen. In the words of Yoshi-P: RECOMPOSE.
 
They're bad for a multi-million dollar game. I expect better when games being made for less are putting in a better localization/voice acting effort.

I think we should wait for the final game release to judge anything about the VA because really I think they did a good job for a rushed dubbing for the demo.

Let's be a little more optimistic ok? Gaf has that constant veil of drama in almost every thread no matter how good a game is.
 
One thing I've noticed in VA sessions I've been involved in (Not FFXV) is that when people are told that they're doing a video game, they kind of go into this... 'cartoon' mentality. Especially the ones who haven't done video games before, or are relatively new. It takes a lot of coaching to break them out of that. It's kinda like when you tell people "video game music" and they instantly think of bleepbloop, despite 20 years of tech advancement.

It's doubly bad when you're told it's a localization and the game wasn't originally in English. All the anime tropes (most of which are honestly questionable to begin with) get trotted out.

(Incidentally the best VA reel I've ever been privy to on the back end in recent history was probably Bioshock Infinite. A+ talent, very competent writing and good direction all coming together)
 
(Incidentally the best VA reel I've ever been privy to on the back end in recent history was probably Bioshock Infinite. A+ talent, very competent writing and good direction all coming together)

Wasn't the woman who voiced Elizabeth new to video games as well? She did such an amazing job - especially in the Burial at Sea DLCs.
 
I do as well, but they really need to get rid of the bad anime dub thing they got going on for that to happen. In the words of Yoshi-P: RECOMPOSE.

Disjointed, inconsistent, a little hokey, sure. But "bad anime dub"? That's hyperbole. Unless bad and anime in your formulation both modify dub, as in, this is a bad dub for a multi-million dollar game, and it's reminiscent of anime.

But if you mean this dub is comparable to bad dubs in anime, no way. That's giving genuinely bad anime dub work way too much credit.

https://www.youtube.com/watch?v=4MS7TmRjV-c
 
I'm sure the final game's VA will get more TLC than the demo did.

If things are really unbearable, there's always the import option ( or possibly multiple audio tracks).
 
Yes.

http://en.wikipedia.org/wiki/Courtnee_Draper

Incidentally she also did some additional stuff for KH2.

dem disney hookups man

Interesting, didn't know that about KH2.

Her performance in Bioshock Infinite really made that game for me I think. I mean, Troy Baker as Booker was great as well, of course, but that was just Baker being Baker. :P

Beat the demo save the game ,
continue from the title menu then camp.

you should unlock Ignis Tour.
Kinda boring to be honest -_-

Ah thanks, I'll give that a go. Shame about it being boring, but the others were too kind of (Prompto's was at least a little amusing though), too though.
 
Got around to checking out the 2.0 changes last night.

1. Really like the dodge roll, feels pretty good to roll out of the way of an attack.

2. Perfect Dodges are awesome.

3. Really like the Link-Synq attacks, especially when you initiate it, dodge roll out of the way of an attack into the yellow circle, and start the attack.

4. Camera feels WAY better and locking on feels better.

5. Lower MP cost of skills was welcome, felt good to spam a few attacks in a row rather than having to wait for a good opening to use a single attack.

It has been a couple of months since I last played the demo, so I had to get acclimated to the controls again. Once I did though, I was dodging, parrying, warping in and out, and using team attacks like a pro. Really like what they've done with it. Can't wait to see how magic plays in to it.
 
As for general game system wise, the final game needs;

-minimap (already confirmed by Tabata)
-ability to place maker on the map anywhere I want
-fast travel not just to the last camp, but all the designated sites
-ability to skip/fast-forward time
-save anywhere. multiple save slots
 
Disjointed, inconsistent, a little hokey, sure. But "bad anime dub"? That's hyperbole. Unless bad and anime in your formulation both modify dub, as in, this is a bad dub for a multi-million dollar game, and it's reminiscent of anime.

But if you mean this dub is comparable to bad dubs in anime, no way. That's giving genuinely bad anime dub work way too much credit.

https://www.youtube.com/watch?v=4MS7TmRjV-c

It's about as bad as FF13's dub right now, which was really hard for me to sit through and I couldn't finish it having finished the Japanese version.

FF14 also has really poor voice direction in its English dub so it's not "GAF melodrama" centered on this single game. SE has been downhill since FF12 and they really need to step it up to compete with modern English localization standards for AAA games.
 
It's about as bad as FF13's dub right now, which was really hard for me to sit through and I couldn't finish it having finished the Japanese version.

FF14 also has really poor voice direction in its English dub so it's not "GAF melodrama" centered on this single game. SE has been downhill since FF12 and they really need to step it up to compete with modern English localization standards for AAA games.

Yeah, this I can pretty much agree with. I think there are high points in some of the post-12 voice acting, but certainly plenty of lows too. Overall it's just too uneven.
 
It's about as bad as FF13's dub right now, which was really hard for me to sit through and I couldn't finish it having finished the Japanese version.

FF14 also has really poor voice direction in its English dub so it's not "GAF melodrama" centered on this single game. SE has been downhill since FF12 and they really need to step it up to compete with modern English localization standards for AAA games.
Being mediocre and being a bad anime dub are not the same thing. Sounds like melodrama to me.
 
Took out Catoblepas this morning with only 2 Ramuhs, and then the warp up to his back and descend approach. Fairly speedy (10 minutes?). Armiger makes it go faster, though I'm still not super high level (40 or so).

Wonder if it's a viable leveling strategy for Noctis (obviously everyone else dies so gets no XP).

I'm still kind of amazed that this thing is stomping around in real time, rendered w/ everything else on the field.
 
If you say so.

My original cheeky statement:

If as the steward of all of these FFXV threads, you find this inaccurate, then I'll defer to you.

Do you blame people though? This game was announced 9 years ago. I think people have the right to say what's been said since most projects festering around for that long are usually a mess.
 
What I hope they do to make the big monster fights more interesting is deliver on that old promise of targeting body parts to cripple and/or weaken foes. It seems like they have half of that already in place. Even mid sized monsters have multiple areas where they can be targeted. Now they just need to add good reasons to target those areas.

Being able to take the behemoth's tail out of commission or even just predictably making him fall by targeting a limb would do a world of good. Ideally, the different areas will have their own HP pools tied to the main HP bar so that you can actually see how close the creature is to staggering or how much more effort must be put in to cripple a limb altogether. I'm not optimistic for climbing, but this feature at least could still make it in.
 
Do you blame people though? This game was announced 9 years ago. I think people have the right to say what's been said since most projects festering around for that long are usually a mess.
As someone who was a member of FNC specific fan sites going back to 2006, believe me, I know that it has been a frustratingly long wait. I just don't find acting like the sky is falling at every single piece of information particularly helpful or cathartic, so I might poke a bit of fun. Of course people have the right to say whatever they want, I never meant to imply otherwise. Thankfully, the festering seems to have stopped a few years ago when SE swept up the joint, so I'm not particularly pessimistic.
 
Captured a video of me getting stuck under a tree. Had to reset back to camp, nothing else worked to get me out of there.

https://www.youtube.com/watch?v=8kF2ISUVH4c

Camera during Cross Chains was very glitchy for me and there were some texture-popups here and there, those didn't happen in 1.0. Other than that, combat is much much better. I've yet to fight the Catoblepas but I should be able to tonight.
 
Multi-component boss fights have been in FF since forever. If they could make the Behemoth have several lock-on points each with its own HP that would work. Bringing different parts down to 0 HP could have various changes to the behavior depending on the part and what order you do it in.

What I am less sure about is how to bring "verticality" to the fight without it looking silly. In this world it makes more sense for Noctis' rest state to be on the ground, so how you combat with enemies 10s of meters taller than you gets problematic. You are either stuck always flying up and back or have a state where Noctis is in the air, neither of which is ideal. You could also carefully position/make use of terrain but that is rather limiting.
 
I agree with you the voices are fine. Are they amazing? no but they are far from omg bad worst thing ever that every gaffer seems to think.

I dont think they're amazing. But I liked Noct/Prompto the best.

Prompto sounds like James Arnold Taylor which is great in my book. I dont mind Noct's "Batman" voice or the one now.

Y6G5cmB.gif

I guess I am. But thank you for that. Laughed my ass off.
 
What I am less sure about is how to bring "verticality" to the fight without it looking silly. In this world it makes more sense for Noctis' rest state to be on the ground, so how you combat with enemies 10s of meters taller than you gets problematic. You are either stuck always flying up and back or have a state where Noctis is in the air, neither of which is ideal. You could also carefully position/make use of terrain but that is rather limiting.

They've already shown aerial combat. We don't know how it works control-wise, but we've seen what it looks like.

I wonder if they'll put a new system to stop people from cheesing the Catoblepas fight with the spear though.


Adding a bunch of systems together and realizing that you just threw any and every bit of balancing out the window, and then adding more systems that stops the exploiting... Isn't this what happened to Killer Instinct? =P
 
As for general game system wise, the final game needs;

-minimap (already confirmed by Tabata)
-ability to place maker on the map anywhere I want
-fast travel not just to the last camp, but all the designated sites
-ability to skip/fast-forward time
-save anywhere. multiple save slots

I agree to almost everything.

Ignis's quest made me want a skip/fast-forward time along with a in-game clock system. You can easily see the citizens have their own set schedule (the clerk at the store leaving for a bit to talk with some locales once in a while.) So having a time system would be great so you can properly keep track of the people, bonus points for a day system as well that ties into Holidays, maybe even parades in the game, or special events to help us connect more to XV's world.

Fast Traveling should take a cue from Skyrim and only unlock once you reach that destination, and those fast travels can be turned off/closed during certain game events and or when you have to enter a point through traveling for some quest reason.

Saving anywhere is probably a no no. mostly because you can easily opt out of combat to redo a fight for a drop or something like that. I don't mind the current way it's handled with having to go to a campsite, there are plenty and there are a ton of benefits to begin with to go to a camp site. Leveling up/exp/unlocking quests/ect. Saving is just on top of that, this is a good method to have to finish up for the day, save. and then stop playing the game for a break. Saving at specific locations have been a staple in the series since forever, nothing will probably change that, not even a huge open world. But more save locations would be appreciated though!
 
They've already shown aerial combat. We don't know how it works control-wise, but we've seen what it looks like.

I wonder if they'll put a new system to stop people from cheesing the Catoblepas fight with the spear though.


Adding a bunch of systems together and realizing that you just threw any and every bit of balancing out the window, and then adding more systems that stops the exploiting... Isn't this what happened to Killer Instinct? =P

Which fights are we talking about? In the urban areas? I remember them making use of walls/anchor points a lot.

I'm more curious what would happen in fights like the Catoblepas or the Behemoth in Duscae, where it takes place in an empty field with no terrain to use.
 
Which fights are we talking about? In the urban areas? I remember them making use of walls/anchor points a lot.

I'm more curious what would happen in fights like the Catoblepas or the Behemoth in Duscae, where it takes place in an empty field with no terrain to use.

They've shown Noctis fighting enemies that are climbing walls (I don't think that is related much to terrain, as Noctis himself is only teleporting to the enemy, and not to the building itself).

And they've shown him fighting the Behemoth in the ATR. Which is in the urban area, but it's in the most flat area with nothing around =X, so it'll probably be the same in Duscae.
 
They've already shown aerial combat. We don't know how it works control-wise, but we've seen what it looks like.

I wonder if they'll put a new system to stop people from cheesing the Catoblepas fight with the spear though.


Adding a bunch of systems together and realizing that you just threw any and every bit of balancing out the window, and then adding more systems that stops the exploiting... Isn't this what happened to Killer Instinct? =P

One would presume there are a lot of systems that already have been designed or at least prototyped, but simply aren't in the demo because they aren't visually presentable. Basically the same case as magic.

I know nothing. Honest
 
As for general game system wise, the final game needs;

-minimap (already confirmed by Tabata)
-ability to place maker on the map anywhere I want
-fast travel not just to the last camp, but all the designated sites
-ability to skip/fast-forward time
-save anywhere. multiple save slots

Eh, I'm not sure sure about the saving anywhere mechanic. I feel like that'll make things far too easy in the game. Imagine if you could save anywhere in the Goblin Cave. The difficulty is immediately taken away.

I do agree however, that markers NEED to be able to be placed anywhere on the map. It's annoying only having the key locations having markers on them.
 
One would presume there are a lot of systems that already have been designed or at least prototyped, but simply aren't in the demo because they aren't visually presentable. Basically the same case as magic.

I know nothing. Honest

Right, I'm just wondering if that's how those systems were created in the first place.
 
So I'm just walking through the verdant meadows and Gladio puts his arm around my shoulder teasingly and says something which isn't subtitled for whatever reason, Noctis pushes him away and playfully tries to hit him, then I see a "Link-Synced" notification at the top of my party list. It's a filled yellow circle with a bolt through it, and it's pulsing. What exactly does this mean? It happened once before.
 
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