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

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Very happy about this. The animations are pretty incredible and the Dinosaur fight is a much needed addition. Having the dinosaurs rotate on the spot felt...archaic...

Also, IQ on the PS4 parts gave the impression of being slightly improved, but that was probably just the contrast coming out with the Xbone version...

To be honest, I think if they can up the res and get some of the shadowing and vegetation details from the October build, this will shade out W3 visually. I think some of the modelling and lighting is already more impressive, particularly the catoblepass which looks incredible. The character and enemy models look to be dialed up higher than environmental detail at the moment. I hope they balance that out.
 
One thing I noticed off the new tech demo video was that the monster skeletons interact with terrain a lot more naturally.

In Duscae 1.0 for example, the behemoth's legs (especially the hind ones) tend to slide around on the ground a lot. I guess new tech being integrated will make all this interact more naturally with terrain geometry.

edit: And of course, there was moonwalking catobeplas in the TGS (or JF?) trailer lol
 
Has the vegetation improved too or is it just my impression? Looks a lot less sparse, no?

Edit: Looking at older videos I don't see much difference actually, I guess I just didn't remember it already looked good.
 
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?
It is a free update, the question is if you can get a copy of Type-0 with it as it was a limited thing. Then again, I'm not sure how well it sold so anything is possible.
 
Does anybody knows if demo is available, i cant find this info anywhere. I have seen ff type 0 in my local shop with ff15 demo sticker on it. I dont wanna waste money and than find out i can not download the demo.
 
Does anybody knows if demo is available, i cant find this info anywhere. I have seen ff type 0 in my local shop with ff15 demo sticker on it. I dont wanna waste money and than find out i can not download the demo.

the normal demo is available yes and the new one which we are talking about is a patch for that one. Patch comes in 4 days.
 
To be honest, I think if they can up the res and get some of the shadowing and vegetation details from the October build, this will shade out W3 visually. I think some of the modelling and lighting is already more impressive, particularly the catoblepass which looks incredible. The character and enemy models look to be dialed up higher than environmental detail at the moment. I hope they balance that out.

I hope they upgrade or just completely redo the tree models in the forest area. Both this and Witcher 3 use Speed Tree but W3's forest is way more diverse looking.

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Yeah, the trees, not dense and varied enough. Too much flat, open plains that you can see the other side, kinda kills the mood for exploration to me. Hope to see this improved.
 
Yeah, the trees, not dense and varied enough. Too much flat, open plains that you can see the other side, kinda kills the mood for exploration to me. Hope to see this improved.

Yeah I think this stuff is important. As the visuals improve this sort of stuff sticks out like a sore thumb. The consistency in the W3 world is what really sells it. With FFXV I feel they have a really powerful base engine which is compromised in too many ways at the moment. I hope they can really improve it on consoles, because I feel at the moment if they release a PC version...there could be some pretty large differences. Much more so than in say W3.
 
Everythings looking good, putting me to ease just gotta wait for the air combat. As for the yellow indicator.


I would say it has to stay (they can make look a bit softer than it does now though) because I was just playing KH2FM on level 1 Critical mode
and whenever I needed to do a reaction command with Triangle for a boss, I would press it and end up doing a Limit like Donald's Comet, and then I lose the chance to use the bosses reaction command (the reaction command and Donald comet button is triangle)
seriously messing up the fight and wasting mp. One command simply overrides the other randomly when it shouldn't, Yes I was using auto-comet because I sometimes don't like navigating menus in critical mode. So I had to deal with the issue.

For this reason I think these co op attacks require that you go onto a specific spot near the enemy (and you can warp there easily then Press Y/Triangle) is pretty much fixing the issue. This way you know when you are using your abilities and when you want to use the co op moves so it doesn't randomly get in the way like it did in KH2FM. Good choice honestly a definite improvement over KH2.

On a side note, WHY IS THERE STILL FALLING DAMAGE? Like they expect us to warp up and dive attack the Cabletopas to the ground then do it again? We would keep killing ourselves that way, the game shouldn't even have fall damage
 
On a side note, WHY IS THERE STILL FALLING DAMAGE? Like they expect us to warp up and dive attack the Cabletopas to the ground then do it again? We would keep killing ourselves that way, the game shouldn't even have fall damage

I'm assuming if it ever becomes a problem, "safely warp to ground" could be a move you can use. Don't press it, splat.
 
Did they ever mention if the summon in the demo was temporary in terms of how it will work in the main game? Seems kind of pointless to me to have a perma-win mechanic.
 
It's like if the Field of Fonons from Tales of the Abyss was made out of a giant puddle of urine.

Dunno looks gold colored to me, but it could look blue for other people :P.Maybe give it a color slider.
Can't really see why it's such an eyesore , unless you guys think such a mechanic has no place in a Final Fantasy game.
 
Everythings looking good, putting me to ease just gotta wait for the air combat. As for the yellow indicator.



I would say it has to stay (they can make look a bit softer than it does now though) because I was just playing KH2FM on level 1 Critical mode
and whenever I needed to do a reaction command with Triangle for a boss, I would press it and end up doing a Limit like Donald's Comet, and then I lose the chance to use the bosses reaction command (the reaction command and Donald comet button is triangle)
seriously messing up the fight and wasting mp. One command simply overrides the other randomly when it shouldn't, Yes I was using auto-comet because I sometimes don't like navigating menus in critical mode. So I had to deal with the issue.

Couldn't this be avoided if you just unequip Auto Limit?
 
Yes this thing. Burn it with fire.
They could have an option to see how detailed it is in the menu. Kind of like ability effects in FFXIV. I turned them all off when playing as a DRG, but when I was a WAR, I had it on on partial so I could see Bards Flaming Arrow DoT's and the SMN one.

I don't want it, but some people will need it. Kind of like racing lines.
 
The animations here are jaw dropping and a god send coming off from The Witcher 3.

It's true. I really dig the storytelling and world in W3, but XV's animations are miles better.

On another note, I like that they're showing more of camping now - the menu screen only approach from Duscae 1.0 was immersion breaking. What happens at the camp site is part of the story, and offers a ton of non-forced character building opportunities.

Oh, and regarding the urine puddle, battles are hectic enough that I think they do need something obvious like this to show a special team attack is available. Could improve the indicator look I suppose.
 
That yellow AOE indicator thing needs to go. Looks horrendous.
The effect itself looks fine, but I'm not a big fan of the yellow either. It catches the eye a bit too much. Perhaps a more neutral white could be better, bend the hue towards orange, or just make the thing a bit more transparent.
 
The effect itself looks fine, but I'm not a big fan of the yellow either. It catches the eye a bit too much. Perhaps a more neutral white could be better, bend the hue towards orange, or just make the thing a bit more transparent.

I agree, I'm fine with the indicator itself as a tool for aiding positioning for team attacks. I'm not sure how else they could indicate it to the player... What's with the big orb on every strike though? It looks strange.
 
I remember being frustrated by the tracking on some of the moves. For instance, hitting anything with drain was a lost cause. I hope they do something about that.
 
Will probably delete my save and start fresh for 2.0. I think I have forgotten most of the intricacies of the combat by now anyway.
 
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