It's pretty boring as a result of its design.I wouldn't go that far as to call it boring, it does need some work though.
Nevertheless, I am assuming the intro sequence will be something more bombastic and action-oriented to wow and hook the player.
Duscae looks like the first area after the intro, once the player is comfortable with the game.
Because from a level design standpoint it's boring?
It's pretty boring as a result of its design.
The enemies aren't particularly fun to fight, the terrain isn't fun to traverse, and the quest chain isn't particularly engaging from a narrative or gameplay perspective.
As for the bolded, that's why I'm disappointed they removed the invasion gameplay section; it was a great way to put the player directly into the story during an exciting event.
It's pretty boring as a result of its design.
The enemies aren't particularly fun to fight, the terrain isn't fun to traverse, and the quest chain isn't particularly engaging from a narrative or gameplay perspective.
As for the bolded, that's why I'm disappointed they removed the invasion gameplay section; it was a great way to put the player directly into the story during an exciting event.
It's pretty boring as a result of its design.
The enemies aren't particularly fun to fight, the terrain isn't fun to traverse, and the quest chain isn't particularly engaging from a narrative or gameplay perspective.
As for the bolded, that's why I'm disappointed they removed the invasion gameplay section; it was a great way to put the player directly into the story during an exciting event.
To be fair, Type-0's level design seemed a bit hampered by the PSP's limitations, especially considering it already took up two UMDs.Are you implying that the rest of the game will have any better level design? lol
This is the team that made Type-0...
There are many things you can expect the game to have. Level design is not one of them.
It's pretty boring as a result of its design.
The enemies aren't particularly fun to fight, the terrain isn't fun to traverse, and the quest chain isn't particularly engaging from a narrative or gameplay perspective.
As for the bolded, that's why I'm disappointed they removed the invasion gameplay section; it was a great way to put the player directly into the story during an exciting event.
You have to be kidding me. They removed that amazing looking section that got everyone excited for the game again during the re-reveal? What is there left in this game from Versus XIII?
The music will be there, I'm not worried. Lest we forget the XIII demo had like 2 songs and that was it :V
You have to be kidding me. They removed that amazing looking section that got everyone excited for the game again during the re-reveal? What is there left in this game from Versus XIII?
Truth. At least we still Shimomura's amazing music to listen to. I hope she channels some of that Parasite Eve influence into the more urban areas of the game.
You have to be kidding me. They removed that amazing looking section that got everyone excited for the game again during the re-reveal? What is there left in this game from Versus XIII?
If I remember correctly the invasion still happens and shit goes down, but Noctis with his party was placed away from that chaos (they get out of Insomnia just before shit hits the fan) instead of attending the party.
Granted, Tabata said he wasn't sure if they'd be able to implement the Leviathan fight the way it was shown in the E3 trailer.
Every single FF has had good music, even the spinoffs.
To be fair, Type-0's level design seemed a bit hampered by the PSP's limitations, especially considering it already took up two UMDs.
A bunch of games on the PSP had to be broken up into small rooms. That didn't stop them from having level design... Heck, this room from BBS has more level design than the entirety of Type-0. And BBS is also a game that was hampered by the PSP's limitations... It's also a game that didn't have any stellar level design, but there was a clear effort there to make them fun.
I'm a fan of Type-0, but the level design in that game is one of those things that I just can't defend...
What's wrong with it being one of the starting areas? I don't see that as a problem at all. That's actually preferable in my eyes. You'd rather it be a later area in the game? I'd rather start with a more "vanilla" area and have then get more interesting as the game goes on.
Words and visuals are two different things.
Really hope Duscae isn't the starting area cause... hooo boy.
It was basically Midgar 2.0 and that's why I'm salty as fuck over the loss of it.
Are you implying that the rest of the game will have any better level design? lol
This is the team that made Type-0...
There are many things you can expect the game to have. Level design is not one of them.
Are you implying that the rest of the game will have any better level design? lol
This is the team that made Type-0...
There are many things you can expect the game to have. Level design is not one of them.
I guess I'll be able to compare the two when I play Birth by Sleep in a few weeks.
Archylte Steppes, Veldt and Calm Lands were all pretty late in their respective games tbqh
Has FF level design ever been good or memorable? I can only speak for myself, but after 25 years of playing these games, the moments I remember and the great things that I would bring up to sell someone on the series are the story, characters, and as the series goes on, the set pieces. The dungeons have never been anything special, and I'm not sure I've ever really even thought about FF level design outside of the arguments that sprung up when XIII came out and people kept throwing those stupid "everything is a straight line" images up.
I dont mind starting in Duscae as long as i have some freaking chocobo to ride because it takes forever when you walk, also isnt the whole quest of collecting money to fix the car was made just for the demo?
It's not really just KH. I chose it just because it's another game with the same limitations as Type-0 and made by SE.
Type-0's level design is comparable to the random dungeons from the first .Hack games.
Except Type-0 is not randomly generated and .Hack still had some fun in it because of the keyword system...
So, midnight for EST?
Has FF level design ever been good or memorable? I can only speak for myself, but after 25 years of playing these games, the moments I remember and the great things that I would bring up to sell someone on the series are the story, characters, and as the series goes on, the set pieces. The dungeons have never been anything special, and I'm not sure I've ever really even thought about FF level design outside of the arguments that sprung up when XIII came out and people kept throwing those stupid "everything is a straight line" images up.
You have to be kidding me. They removed that amazing looking section that got everyone excited for the game again during the re-reveal? What is there left in this game from Versus XIII?
They removed the party scene from Versus XIII, where enemies invaded the Lucis kingdom.
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The re-reveal with Leviathan is supposedly still in the game.
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I'm hoping we at least get the opportunity to run around Insomnia, pre-invasion. I'd be super-bummed if our time spent there only amounts a few closed-off areas. (i.e. walk down hallway to progress story)It was basically Midgar 2.0 and that's why I'm salty as fuck over the loss of it.
I'm hoping we at least get the opportunity to run around Insomnia, pre-invasion. I'd be super-bummed if our time spent there only amounts a few closed-off areas. (i.e. walk down hallway to progress story)
I thought Tabata said in a ATR that we'll still get to explore parts of Insomnia?
I'm hoping we at least get the opportunity to run around Insomnia, pre-invasion. I'd be super-bummed if our time spent there only amounts a few closed-off areas. (i.e. walk down hallway to progress story)
Am I the only one who doesn't want constant background music when exploring areas? Yeah it's what we're used to, but I personally feel having some music loop over and over as I travel a large landscape would get tedious after a while. Maybe having some ambient music kick in after a period of silence before fading back out would be ok, kind of like Skyrim, but otherwise I'm perfectly fine with not really having any.
For towns and certain smaller areas having music is cool and something I want, but large open areas like Duscae I don't want constant looping music.
I'm hoping we at least get the opportunity to run around Insomnia, pre-invasion. I'd be super-bummed if our time spent there only amounts a few closed-off areas. (i.e. walk down hallway to progress story)
This so much, it effectively locks us out of a pre-destroyed Lucis if we really come back at the end of the game. They should let us free roam and go back to a story point when we are ready to progress.
That's the artwork of Regis holding Noctis that's covered up.
No need to cover it up lol. We've already seen it.
That's the artwork of Regis holding Noctis that's covered up.
No need to cover it up lol. We've already seen it.
I hold hope that they haven't done this as they have shown Insomnia day/night cycle lighting implementation.
https://youtu.be/_ajDPjrvBaA?t=69