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

That phone looks super close to the one I use.

Oh I see... So when they add product placement for you, THEN you don't care. I see how it is.

Final Fantasy XV |OT| Brought to you by Kagari's Phone.


Anyway, I still can't find a stream that allows me to lower the quality of the video >.>

Guess I'll be hanging around Youtube until someone starts uploading stuff.
 
There seems to be minor lag time between warp strikes and the already stated "perfect dodge". Seems like combat is a tad bit slower compared to 1.0?
 
Whew, this is so good. Feels like a different game. Way more fluid and fun.
Man, they should have had this be the first impression.
 
Not sure how I feel about the Cross Attacks or whatever. As far as I can tell, it seems like it gives you free reign to do shit tons of damage without consequence.
 
They should have delayed the demo until all of this was ready. I would have waited.

That would've been bad PR, and given less apparent urgency to buy Type 0.

Now they not only had a demo w/ Type 0, but they listened to our feedback on the demo and released a free update that addressed some of that feedback. And since the demo was fine then, and better now, the PR is better.

Not to mention they gave people a reason to go back to a 3 month old demo right around E3. Giving them even more attention despite the game not being at E3.
 
The 'On-Tour' quests are new too, right? (Unless I missed those in 1.0)

Loving the new interactions between the members during the fight. Shame they couldn't add magic. The TGS '14 demo is coming out sometime later this summer, no?
 
RipeOblongIchneumonfly.gif

#420NOSCOPEDODGEMLGSWAG
 
Hm, yeah I suppose with the indication, the player has a large enough window to parry while largely ignoring the guard on other instances. I guess I'd be satisfied if parrying on it's own was a little bit more of an independent action. Like I said before, I just want it too feel too scripted or too much like a QTE, so I think I'd be satisfied if they just made the window for pressing square a little shorter, removed the button prompto, and made the animation/slowdown less exaggerated so it flowed better with the rest of the combat. Ideally though, they'd just make it so that L1+Square has noctis put his sword up independently of what's going on and you just have to do it in time with the indicator/attack to parry, so that it essentially exists as it's own thing.

Actually I completely agree, especially on the proposed parry changes. I'd adore a "true" guard that uses L1 and square as you describe. As a side note, glad you saw my post. My phone showed it as a double post, and I tried deleting that and it apparently got rid of all I wrote as it wasn't a double post... Embarrassing.
 
btw, has the normal dodge completely lost every particle effect?

If so, then did they add like, a third dodge? Seeing some stuff and when the guy does a normal dodge, Noctis still leaves a trace behind, it's just less pronounced.
 
That would've been bad PR, and given less apparent urgency to buy Type 0.

Now they not only had a demo w/ Type 0, but they listened to our feedback on the demo and released a free update that addressed some of that feedback. And since the demo was fine then, and better now, the PR is better.

Not to mention they gave people a reason to go back to a 3 month old demo right around E3. Giving them even more attention despite the game not being at E3.
Most of the stuff here was what they planned anyway.
 
WHY. I actually liked that effect. Fucking Hell - Tabata changing shit that doesn't need to be changed. It makes Noctis look hella sick... now it looks like him casually changing weapons as if he carries the weapon in his invisible inventory.

Many times moves like this are performance-based tunes.
 
Okay re-finished the demo. Combat is definitely feels better overall and the little side missions with one other person is are pretty cool. Game is definitely shaping up to be something special. Full game needs to get here ASAP. 2016 is too far away :(


Also it's going to suck playing the Witcher with it's combat. I like this so much better.
 
Oh I see... So when they add product placement for you, THEN you don't care. I see how it is.

Final Fantasy XV |OT| Brought to you by Kagari's Phone.


Anyway, I still can't find a stream that allows me to lower the quality of the video >.>

Guess I'll be hanging around Youtube until someone starts uploading stuff.

Dude, don't put words in my mouth. I didn't say I liked it or anything.

That said, this type of stuff is fine because it isn't throwing logos in people's faces.
 
Haha, oh wow. If you summon Ramuh for the Catoblepas battle, it turns towards you and tries to do a gust attack from its snout to kill you and stop the summon. You can avoid it by skilfully circling him though. Three Ramuhs and he's down! Also the thunder clouds build-up to the summon appears to last much longer than with Behemoth. Don't have the patience to do it the legit way.
 
Actually I completely agree, especially on the proposed parry changes. I'd adore a "true" guard that uses L1 and square as you describe. As a side note, glad you saw my post. My phone showed it as a double post, and I tried deleting that and it apparently got rid of all I wrote as it wasn't a double post... Embarrassing.
Yeah, I know FFXV isn't supposed to be a pure action game, but I feel like refining the action elements and controls is very important to the overall quality of the gameplay. Once magic and the gambit system are added I'm sure there will be more strategy involved, but if we're only directly controlling Noctis, the moment to moment gameplay will largely be a fast paced action experience. Right now my primary concerns are:

-How well will the combat work against human sized bosses?

-How well can you mesh the party management and action elements at high level play?

The latter is particularly important, as Noctis is supposed to gain more and more mobility that the AI party members will likely be unable to match, and battles that force the player to take advantage of that may be too difficult for the AI to keep up. Anyone who has played KH2FM should know that pretty much any high level boss can make Donald and Goofy useless because Sora is the only one potentially fast enough to dodge/block all the attacks.
 
Haha, oh wow. If you summon Ramuh for the Catoblepas battle, it turns towards you and tries to do a gust attack from its snout to kill you and stop the summon. You can avoid it by skilfully circling him though. Three Ramuhs and he's down! Also the thunder clouds build-up to the summon appears to last much longer than with Behemoth. Don't have the patience to do it the legit way.

Can you use Ramuh to damage it 2 times, then kill it the "real" way to get exp/items/etc? Or does any use of the summon make it so you don't get full credit?
 
Can you use Ramuh to damage it 2 times, then kill it the "real" way to get exp/items/etc? Or does any use of the summon make it so you don't get full credit?

I tried, but I'm only on level 66 and can barely make a scratch on him. He shrugs off my Armigers like it's nothing. I'd give it a proper go if I was higher level.
 
I gotta say, I'm really liking the changes. These link partner attacks make combat so much more fun, especially during those long 10 minute night battles. Sabertusks are still a pain though.
 
Holy shit!

New combat is so much better it is not even funny. The flow and pacing of the combat is a lot better, and the camera just adds to the experience. New dodge roll + less MP usage means the game is a whole lot easier now.

This is just a tiny update to the demo. Imagine what kind of improvements the final combat might have with the addition of magic and other voodoo :o

Tabata has my full trust now. Hopefully he makes an epic game and blows us all away at Gamescom.
 
I tried, but I'm only on level 66 and can barely make a scratch on him. He shrugs off my Armigers like it's nothing. I'd give it a proper go if I was higher level.

Maybe I should level up a bit more as well before attempting it, lol. I really hope they balance encounters in the full game to not just be huge HP sinks for the "end game" and optional bosses/fights. I'd rather the boss have a realistic health pool and be more about strategy and the challenge coming from figuring out the best way to kill them and stay alive than just have the enemy have an enormous pile of HP. The behemoth fight wasn't even that hard - it was just time consuming due to the amount of HP.
 
Any info on if we will be able to customize/control noctis' weapon cycle in the full game? now it's automatic right? For example if I want to fight with shortsword only would that be possible?
 
Hmm. That one couple that were arguing by the chocobo place aren't arguing anymore. They're all lovey dovey now. More changes based on feedback? Lol.
 
combat feels much better now, I really like the flow of it.

but in 2.0 I am having problems in Phantom Swords Mode. Noctis dashing/warping in other directions I aiming for. This worked better for me in 1.0, or did they changed something in that regards?
 
Hmm. That one couple that were arguing by the chocobo place aren't arguing anymore. They're all lovey dovey now. More changes based on feedback? Lol.

Didn't they always start like that?

You need to stalk them for long enough before they start fighting.

It's supposed to be something you keep coming back to.
 
That shit seems OP. I don't understand the point of the roll to be honest. Doesn't the entire combat system revolve around using MP to evade attacks?

Most likely, but i'm assuming a lot of people got tired of hiding behind rocks. Myself included after awhile.
 
Didn't they always start like that?

You need to stalk them for long enough before they start fighting.

It's supposed to be something you keep coming back to.
Oh you're right. Strange, I don't remember the dialogue leading up to that part the first time I played, only the last part.
 
I thought the second line would be a giveaway =X

Anyway, if anyone is like me and can't watch streams, here's a video of someone getting owned by a Catoblepas https://www.youtube.com/watch?v=z9HAGLeUbZ4

I like how it tries to kick you out of the summoning. Seems hard to dodge.

Oh well yeah

This voice is exactly the same as the one before...

edit: ok this is a video of the pre-patch game. Can anyone upload the new voice ? Because to me, he sounds exactly the same.

He only has the updated voice in new scenes. Someone uploaded it 2 pages ago but the link is down now for some reason.
 
The new scenes I saw did not have Noctis talking. I've only seen two Tour side missions.

I've never played the demo so i'm not sure where it is in context to everything else, but it wasn't during a tour I think because everyone was there.

I have the video downloaded on my phone but i'm not sure how to get it uploaded somewhere.

-How well will the combat work against human sized bosses?

That's probably where it will be the best. The combat is at it's most rough while fighting something like the Behemoth, at least from what I've seen.
 
I gotta say I like the additional attacks. They add quite a bit, but the beginning enemies suck IMO. Sure they aren't plants, cactuars, t-Rex, some sort of beetle, and so forth. That's what I would like! Instead you have to walk long distances in the forest with little to no reason to explore anything. I can't get too upset because they didn't make this a 2 part demo. The Bohemoth is better off as a wild enemy or even a hunt without all the tiny marks. I wish they would have done something with the car, which there is the "Drive" option. I just get really into a battle with beginner enemies that aren't that fun to fight. I feel that older games including VIII had better starting enemies. I'm just saying this because FF starts off with a hand full of enemies and builds up. This is starting at the low end of the spectrum. I also miss the Level Up in gold above the character's head. I think it's a real shame to have them just level up at camp. I'm hoping there's more to like about Noctis because the party members aren't that interesting at the moment. Maybe it'll have some sorta hook to it later on.
 
Played the demo up to the cave and I'm enjoying it a lot more. Camera is better and combat is improved. Gameplay just feels more polished. Still have a number of issues though


  • Why are there 3 lock on levels? Short press of R1, long press of R1 and hard lock with R3. A single press of R1 to get a lock on would be enough. And why is there no automatic lock on switching to the next enemy after one is defeated?
  • There are now 4 ways to dodge. Auto dodge (hold L1), perfect dodge (press L1 at the right moment, dodge roll (L1 + circle) and parry (square) at flashing attacks. That just seems unnecessary.
  • I still don't understand the gameplay significance of the MP/stasis/taking cover system. What does it add to the game? Removing stasis and taking cover would make battles flow better. I don't see the point.
  • Fights against multiple small enemies are still hectic and the best strategy is warping to enemies and holding square. Fights against a few bigger/stronger enemies are great.
  • Your party is mostly useless except for the rare stun attack from Ignis (?) I'll never remember their stupid names
  • Link strike is OP though
  • Aerial attacks and jumping are useless
  • The tour quests are okay but I wouldn't miss them if they weren't there. Seemed like standard open world filler content
  • The scripted deadeye tailing quest is still boring
  • Selecting skills with the dpad isn't optimal, holding a modifier button like R2 and selecting them with the face buttons would be better
  • Audio (especially the english voice direction) visuals and performance all still need work, but overall it looks nice
  • Some parts of the UI are tiny at reasonable viewing distance

I'm more excited for FF XV now though after playing the update. Still worried that they are taking the wrong inspirations from open world games though.
 
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