So I played this for the first time last night. Luckily got a demo voucher through a Twitter raffle (thanks
GermanFFBlog!) and waited a few weeks for the 2.0 patch. Kicked back with one of my best buddies, whom I've been playing FFs with since FFVII, for this occasion.
Well, it was... okay. They still have a looong way to go and there's obviously still a lot of room for improvement on the camera, lock-on, mob design (way too many enemies at once, which doesn't work with this battle system, right now), etc.
Funny how I was annoyed by the same issues that I defended on here before I played it myself. Battles really are too hectic and button-mashy (especially because 2.0's enemies are too easy). I didn't even think of using Guard 90% of the time because I was just trying to see what's happening on-screen with all the bushes and tress in the camera's way in many parts of the map. I definitely have to get used to guard more, but on the other hand there's no reason to do so for most of the enemies (in 2.0 at least) as they can just be mashed away.
Fighting the Behemoth was really janky, with the camera glitching through everything not being able to keep up, and man, when you lose you have to do the whole battle plan sequence again, ugh.
Btw, it's not like I'm a noob when it comes to action-based games. I've always loved and played a lot of Character Action games, so I don't think I'm the problem, haha. Maybe I have to play the demo a bit more for a better impression. I have to admit that I pretty much rushed through to show my friends the summon.
My FF-bud really was impressed by the new battle system and the modernized presentation (we both agree that it was time for a big change in this franchise), though, and another friend of ours who was watching me play and never played/saw a FF before liked it, too. Of course, the summon was the biggest wow-moment for them
All in all, there's potential, but obviously it's still a long way off at this point. Many things will only fall in place in the last months often times.
A few things I think need to be improved for the final game:
- Enemies who move around like crazy just don't work with this kind of battle system (at least right now) with its more weighty, non-attack-cancelling animations, and also the camera lock-on following is annoying, always clipping and being blocked by object
- Make the MP bar easier to read in the midst of chaotic battles, or maybe have another small indicator more centered pop up when it's nearly empty
- Sprint duration is way too short, traversal on foot too slow (I hope Chocobos can be called instantly at any time, otherwise exploration could get tiring)
- I would love Noctis to be more flexible when it comes to vertical traversal (grabbing ledges when jumping doesn't suffice) -- wait, do the other party members jump, I can't remember ever seeing them do!?
- Remove the aerial weapon slot (which I only remembered using at the end of the demo, anyway) to then have the remaining 4 weapon skills be used with a modifier-button (L2/R2) + face-button, instead of having to cycle through them with the D-Pad, the same with Magic
- Never cancel cued item usage even if attacked (make Noctis repeat the action until it's executed), as I had some moments during the Behemoth fight where it wasn't clear if Noctis is going to use the Potion or not after he was interrupted
Enough criticizing. It's not a demo, it's obviously an early-access or advanced alpha. Looking forward to the changes in the final game next Fall. I just want to see one more big story trailer at gamescom before I'll go on a media blackout (if I can resist, that is

).