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

Is there any bonus content when you finish the demo this time?

3+ gigs is a lot. There might be some additional assets?
 
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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 that they are taking the wrong inspirations from open world games though.

I'll try it tonight but wow.. it seems they didn't fix anything actually lol..Which makes me think the game will release like that now..


Wow.. People would have called that a bullshot some month ago lol. Next gen am here
 
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 that they are taking the wrong inspirations from open world games though.

I wish they would try and do more of their own thing on that front. They tried to copy western games with Lightning Returns too and it was really half-baked.
 
The reflections in the water. Whoa!

This is impressive for sure.

SSR! Quality looks to be on par with Driveclub's.

There no option to bring in the camera that close as I had to keep pushing the camera down onto the floor. Really hoping the final game lets us choose camera distance to Noctis during battles.
 
I'll try it tonight but wow.. it seems they didn't fix anything actually lol..Which makes me think the game will release like that now..
They did fix things, but they are hard to put into words. Playing it definitely feels better. Combat is actually a bit more fun now. The previous version had a lot more issues than that.

I wish they would try and do more of their own thing on that front. They tried to copy western games with Lightning Returns too and it was really half-baked.

It seems like so far they're doing the "look there's random filler content everywhere. Here are the quest markers where you have to go. Go nuts" open world design. At least the electrical towers aren't used to reveal the map :p
 
One of my biggest concerns is their side content when it launches. Outside of that cave, I wouldn't care if I never seen or have played those side missions again. They were utterly pointless.
 
It seems like so far they're doing the "look there's random filler content everywhere. Here are the quest markers where you have to go. Go nuts" open world design. At least the electrical towers aren't used to reveal the map :p

I hope they just felt the need to do that just for the sake of the demo since they really didn't want to include any story. That's what I'm hoping anyways and it makes sense so I could see them doing that.

Does anyone know if we can still get out of the zone or did they fix that bug?
 
One of my biggest concerns is their side content when it launches. Outside of that cave, I wouldn't care if I never seen or have played those side missions again. They were utterly pointless.

Yeah I agree. They need to focus on meaningful side content not random MMO-style fetch filler that populates a lot of popular western games these days.
 
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.

There's only 2 way to dodge, the auto dodge that cost mp and the dodge roll that's free but you can't parry. Perfect dodge is an after effect of the auto dodge, you just pressed the button at the right time causing it to cost no mp. As is the parry, you held the button when the attack prompt appeared telling you a parry opportunity is about to occur. They aren't dodges in their own right, they're just mechanisms built into the auto dodge.
 
They did finx things, but they are hard to put into words. Playing it definitely feels better. Combat is actually a bit more fun now. The previous version had a lot more issues than that.

That's why i'll try it. I basically never had fun playing the whole demo the first time. And i remember all those things you mentioned as not fixed were my main problems lol..

So complex and not intuitive, no auto lock, which made that thousand goblin battle an endless and boring hell in the cave..

That game could be so good if they just didn't try to make it something else than what it should be.

I'll say it again, the balance is pretty easy to fix. Just make the whole action thing more automated/easy, so you can compensate by having more tactical team choices, and BAM that's a final fantasy.. And again, i'm pretty certain it would also make it a bigger seller cause not only it would not frustrate the usual rpg audience, but you could put more "push a for awesome" accessible things the combat. Which is somewhat the direction they seem to go (lots of qte, scripted "cinematic" fights etc..), except theyr game design goes in the other direction.

i'm still pretty certain this team has no clue what they really do.
 
Loving all of these little updates combined that seriously enhance and improve the combat, it feels really great now. (and it's amazing how much detail was put in the animations/particles when you rewatch some recorded footage). Also loving the increased camaraderie with the extra camp stuff.

Are Naga's in the cave this time?
 
There's only 2 way to dodge, the auto dodge that cost mp and the dodge roll that's free but you can't parry. Perfect dodge is an after effect of the auto dodge, you just pressed the button at the right time causing it to cost no mp. As is the parry, you held the button when the attack prompt appeared telling you a parry opportunity is about to occur. They aren't dodges in their own right, they're just mechanisms built into the auto dodge.
I understand what they all do, I just don't think they all need to be there. More isn't always better. Just having one way to dodge and one way to parry would be enough.
So complex and not intuitive, no auto lock, which made that thousand goblin battle an endless and boring hell in the cave..
Yeah that's sadly still the case. It definitely smells a bit of "too many cooks"/"designed by committee". Lots of systems and gameplay functions that aren't balanced well against each other. Like they want to make an action game but are scared to go all the way or don't really know how.
 
Hi guys,

Sorry if this has been asked
I am able to download games by logging in to the PSN store.
How can I DL the demo update or will it be DL already when I get home.

Thanks

Edit: I left my plantation 4 on
 

How thw hell do you fight one? Both in the water for me, and can't get close enough to lock on or start a fight or anything.

Only new mission I got was a tour with gladio, and then a prompt about link strikes in combat later one.
 
Still find it hard to believe they're shooting for a completely open world. Pretty crazy quality, if they manage to push it back up to full HD.

This would easily be the best looking (open-world) game when it launches.

I'm still expecting zones, hidden by cutscenes and whatnot.
 
How thw hell do you fight one? Both in the water for me, and can't get close enough to lock on or start a fight or anything.

Only new mission I got was a tour with gladio, and then a prompt about link strikes in combat later one.

From what I saw you have to go there from an On Tour quest and he comes out.

I'm guessing he just hangs around there afterwards.
 
Still find it hard to believe they're shooting for a completely open world. Pretty crazy quality, if they manage to push it back up to full HD.

This would easily be the best looking (open-world) game when it launches.
I have no idea how they're planning to pull it off and I don't really have faith that they are going to.
 
Still find it hard to believe they're shooting for a completely open world. Pretty crazy quality, if they manage to push it back up to full HD.

This would easily be the best looking (open-world) game when it launches.

Yeah, and the lighting quality and amount of detail they've put into the catoblepas is awesome. Can't imagine what Adamantoise is going to look like up close.
Tabata really needs to let us turn the whole HUD off...

ogbupyfytj.jpg


gymoegpseo.jpg


wdcbcpniws.jpg


Prompto's about to get his ass sucked into its nose.

hrudgtbjnv.jpg
 
How thw hell do you fight one? Both in the water for me, and can't get close enough to lock on or start a fight or anything.

Only new mission I got was a tour with gladio, and then a prompt about link strikes in combat later one.

When you finish Gladio's tour, go back to the camp fire where you got his tour mission. Rest and another tour mission starts with Prompto and will have you fighting one.
 
It seems like so far they're doing the "look there's random filler content everywhere. Here are the quest markers where you have to go. Go nuts" open world design. At least the electrical towers aren't used to reveal the map :p

Ouch, this is painful to read. I really hope this doesn't define the final game, but like others I worry they're just looking at the wrong games as models for FFXV's world.
 
I'm still expecting zones, hidden by cutscenes and whatnot.
Same. And there ain't no shame in that. The world itself will still be massive.
Yeah, and the lighting quality and amount of detail they've put into the catoblepas is awesome. Can't imagine what Adamantoise is going to look like up close.
Tabata really needs to let us turn the whole HUD off...

ogbupyfytj.jpg


gymoegpseo.jpg


wdcbcpniws.jpg


Prompto's about to get his ass sucked into its nose.

hrudgtbjnv.jpg
Jeez, whoever said that months ago people would have cried bullshot, were not kidding. These are direct captures from an incomplete demo and I still don't believe how good this game looks.
 
I would agree that in the demo that having so many different ways to dodge is a bit too much. However in the full game which, will have hundreds of different enemy types it would be pretty nice to have the choice and to work out for yourself the best dodging method for different enemy types.

I'm enjoying the more free battle system, but things still need to be refined to reduce the chaotic nature.
 
The lighting and animation literally puts all other announced games to shame, except Uncharted 4 (which is doing a lot less).
 
Same. And there ain't no shame in that. The world itself will still be massive.

Jeez, whoever said that months ago people would have cried bullshot, were not kidding. These are direct captures from an incomplete demo and I still don't believe how good this game looks.

Agreed.
 
I agree too.

I mean XBX has a massive world and all we are hearing is how it is "boring". Nothing wrong with Zones as long as they can make the traveling throughout these zones full of genuine fun stuff to do and explore, and not some boring ass quests =/
 
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