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

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This is what we had back in last September.



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This is what we have now
 
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.

Yea that would be one of the good option. Right now the only thing is forcing finisher but it's not enough. Also different movesets for different directional input with left stick would be nice.
 
...You do realize he's swapping weapons in the first gif, right? GG..........

The three slashes with the short sword are still different from the animations in the demo.

Considering the gif -was- from a fully functional build, I think it's relatively safe to hypothesize that it's akin to a higher level ability/combo/weapon/whatever considering it's more flashy. The lance finisher on the other hand is exactly as in the demo.
 
Yeah, I want 1080p native and some AA. The game looks a bit rough right now, and it would be nice to see improvements.

Good thing that sort of stuff comes toward the end of development - the polishing stage that is. They still have over a year to go.
 
The three slashes with the short sword are still different from the animations in the demo.

Considering the gif -was- from a fully functional build, I think it's relatively safe to hypothesize that it's akin to a higher level ability/combo/weapon/whatever considering it's more flashy. The lance finisher on the other hand is exactly as in the demo.

It could also be a permanent change across all weapons, considering they added a more pronounced hitstop since JF 2015 and had an actual battle UI since then.
 
ImportantSneakyHorseshoebat.gif

This is what we had back in last September.



HauntingVigilantFirebelliedtoad.gif

This is what we have now

I'm sure it has something to do with Noctis's current level and attributes. I certainly do not hope that the game is as slow as it is in Episode Duscae for the rest of the game. There are way too many contact pauses in that second GIF.
 
Exactly this. The combo strings are much slower now and there's a more pronounced hitstop. A bit too much.

If its anything like Kingdom Hearts, you will only get faster attacks with less endlag and more combo options at higher levels.

KH2 early-game combo is pretty much as sluggish as the second gif, but endgame-level combos are much faster than the first gif
 
Delaying it past that timeframe is something they definitely do not want to do.
Hopefully they are done polishing the game by then because I certainly don't want to play an unpolished and rushed game to met the deadline.

ImportantSneakyHorseshoebat.gif

This is what we had back in last September.



HauntingVigilantFirebelliedtoad.gif

This is what we have now
Are you saying that the combat is dumbed down now, because.... come on.

In case you forgot, Tabata had already revealed that the tech demo had a very OP Noctis. Heck they had some nice team moves that we never get to see in the demo.
 
I feel the hype crawling up my spine. I tell it to go away but it doesn't listen.

edit: if the rest of the score is half as good as the song in the trailer, we got ourselves a stew goin' baby
 
Good thing that sort of stuff comes toward the end of development - the polishing stage that is. They still have over a year to go.

Yeah the major thing that botherered me from the first version was that the shadows for the grass and plants radius was too small such that you could easily see them popping in in front of you.
 
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)

It feels much heavier than the 1.0 demo to me, but it might just be my memory. The fact that it's still far from perfect just shows how stupid it was in 1.0, if I'm right. Noctis was swinging that shit like it was nothing.

They should look at Souls to see how you do big ass weapons right.

Exactly this. The combo strings are much slower now and there's a more pronounced hitstop. A bit too much.

The pronounced hitstop is only for critical hits, the enemy was knocked down, you can see it ends torwards the end of the gif.
 
Are these gifs not in real time or has Noctis' speed in combat been drastically and unfortunately reduced since then?

The first .gif is clearly in real time. We saw similar movements during the TGS 2014 live gameplay as well.

We just have no idea if/when and how it gets to that speed in the final game.

The pronounced hitstop is only for critical hits, the enemy was knocked down, you can see it ends torwards the end of the gif.

There's also a hitstop for the Vanquish finisher move.

I was just saying how the hitstop makes it look slow.
 
I read the op many times and i still can't find any mention to fixed locking/cameras.. So this is still as bad basically ?
 
ImportantSneakyHorseshoebat.gif

This is what we had back in last September.



HauntingVigilantFirebelliedtoad.gif

This is what we have now

You mean the attack speed? I believe Noctis may become faster and faster as you level up in the final game. Remember, Tabata made clear that the characters were "high level" during those demonstrations.
 
The first .gif is clearly in real time. We saw similar movements during the TGS 2014 live gameplay as well.

We just have no idea if/when and how it gets to that speed in the final game.

Bro - this should be your avatar.

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Also quite crazy since several people on here have said my avatar looks like a real world ned flanders.
 
ImportantSneakyHorseshoebat.gif

This is what we had back in last September.



HauntingVigilantFirebelliedtoad.gif

This is what we have now

I think in the September one, Noctis had Phantom Swords on, while the other one is off. But it definitely feels jarring in Noctis's attack animations, which is bizarre because the game has very detailed animations in general. But when it comes to how Noctis handles his weapons in battle, everything doesn't feel right.

As I said earlier, hold button to attack indefinitely needs to go IMO. The combat in general needs to be very smooth and feels good and punchy. Right now, it's really lacking in that department. In KH2FM, every hit Sora makes felt like it had a right amount of impact yet doesn't feel too slow. They need to find that balance.

Also I just discovered one thing that's been troubling me. When Noctis uses his swords or daggers, it doesn't feel like they are slashing/cutting the enemies. More like hitting. Hitting enemies with a club or a stick.

It's also possible that they may have over-animated Noctis's attack animations. I know they want them to be grounded, realistic and detailed, but it only serves to make the combat feel slow and janky, especially when surrounded by multiple foes. All of these adds up and make the whole thing leaving much to be desired.
 
I think in the September one, Noctis had Phantom Swords on, while the other one is off. But it definitely feels jarring in Noctis's attack animations, which is bizarre because the game has very detailed animations in general. But when it comes to how Noctis handles his weapons in battle, everything doesn't feel right.

The footage is from October. *snark*

Also, the Armiger is not on for that part. You can tell because there aren't any Phantom Swords stabbing through that Niflheim knight.
 
I wonder if after beating the Behemoth again if there is a new tease at the end or something added on. I bet if anything it would be slight, but I am genuinely curious.
 
People shits on it so much, but i actually love and look forward to that aspect of the game a lot.

Yup, me too!
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Random note: I just found out why the name "Tabata" seemed so familiar to me when I first heard of him last year, haha. There's Tabata-training in my workout plan. 4 minutes - exercise for 20 seconds then rest for 10 seconds, and repeat 8 times.
 
I read the op many times and i still can't find any mention to fixed locking/cameras.. So this is still as bad basically ?

Based on the trailer the lock on mechanics are the same, they just put a notice above your HP bar letting you know to click R3 to lock on, as opposed to the original demo where the only way to find out about that was to check the controls in the menu.
 
Hopefully they are done polishing the game by then because I certainly don't want to play an unpolished and rushed game to met the deadline.


Are you saying that the combat is dumbed down now, because.... come on.

In case you forgot, Tabata had already revealed that the tech demo had a very OP Noctis. Heck they had some nice team moves that we never get to see in the demo.


You mean the attack speed? I believe Noctis may become faster and faster as you level up in the final game. Remember, Tabata made clear that the characters were "high level" during those demonstrations.

I am not talking about the speed. Hell I am not even talking about that stupid hit-stop. I am talking about the difference in animation. The current attack animation on that gif look stupid and un-impactful. It just looks like Noctis is dancing forward.

Unless higher level/stronger Noctis gets completely different animation (again, it's not about the speed), the level is irrelevant.
 
Based on the trailer the lock on mechanics are the same, they just put a notice above your HP bar letting you know to click R3 to lock on, as opposed to the original demo where the only way to find out about that was to check the controls in the menu.

I don't understand this... the hitstop and the lock-on are both horrid... don't they want their game to appear less clunky?
 
Nice, battle system is looking more and more solid, though there were never any doubts since the KH team is handling it. Let's just hope the story is just as well done.
 
I am not talking about the speed. Hell I am not even talking about that stupid hit-stop. I am talking about the difference in animation. The current attack animation on that gif look stupid and un-impactful. It just looks like Noctis is dancing forward.

Unless higher level/stronger Noctis gets completely different animation (again, it's not about the speed), the level is irrelevant.

I don't see what the big difference is
 
I don't see what the big difference is

Noctis shuffles his feet and doesn't look like he's really inflicting damage in the demo.

In the October 2014 .gif, he looks much violent and fierce. Less "dancing".

Hopefully that's something that changes with level progression.
 
Living in the UK means that Coleman and ROEN don't exist for me!

wuahahahhaha!!

incoming Burberry :(

Same here in Good Old Germany. Never would have noticed.
I would love to see more of these collabos. It's actually crazy that they haven't thought about doing one with Mercedes or BMW for the car.
I really like this extreme blend of our reality and fantasy. You could see it as a parallel universe, hehe.
 
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