It very much does target a younger audience, that was the main intention behind the project.
Oh that explains it then.
It very much does target a younger audience, that was the main intention behind the project.
You can use Libra to see the conditions before toppling them. Just need to use L1/R1 to toggle between them. Need to topple to imprisim them though.You select heal for moogle, then you go left, it will go to select the enemies list.
You can't see anything on fenrir because he has a mirage on top of his head. You need to make them fall first, then you can libra him.
Thought I'd seen and caught everything there was in the demo, with Behemoth, Bomb, Chocochick, Fenfir, Moogle, Mandragora and Tonberry, when all of a sudden Ahriman showed up with some bats!
I was able to get it into imprism status, but after 6 or 7 attempts, it still wouldn't catch. Is it possible in the demo?
EDIT: I see on Page 6 that someone mentioned having it in their team, so I guess that answers my question. Hopefully I see it again!
Nothing actually carries over from the demo right? just the skin for beating it?
Thought I'd seen and caught everything there was in the demo, with Behemoth, Bomb, Chocochick, Fenfir, Moogle, Mandragora and Tonberry, when all of a sudden Ahriman showed up with some bats!
I was able to get it into imprism status, but after 6 or 7 attempts, it still wouldn't catch. Is it possible in the demo?
EDIT: I see on Page 6 that someone mentioned having it in their team, so I guess that answers my question. Hopefully I see it again!
Your monster inventory wasn't full, was it? Had this happen but it's because I had no space on my team.
What's really the purpose between switching between chibi and the bigger forms? What purpose does that serve?
Being in chibi (M) means you can use Large (L) mirages. You might have captured a nice powerful Behemoth or Malboro or whatever, but if you want to use it, you have to be in chibi (M) form. Being in large (L) form means you can use Medium (M) mirages like Tonberry, Chocobo, etc. It's all about optimising your stack setups with different mirages and different abilities. Remember that if two members have Fire, the ability gets upgraded to Fira... and so on.
Also in terms of stacking the large monsters, noticed the Behemoth stack already has a "Good" stability while Ahriman started off as "Weak," you improve stability by just leveling it up on the sphere-grid like structure right?
Yes. Actually i wished in this game, the character voices was completeply muted. The voices are so forced high pitch it makes me want to punch my ears. I wonder how the japanese voices are compared to the english ones.
Yeah, not sure about how stability works as of yet. A weight combination of 2, 4, 7 resulted is GOOD stability, but a weight combination of 2, 3, 6 resulted in WEAK stability. Mirages might have an innate stability stat not visible to us perhaps? We'll find out once the game releases.
More like No ni Kuni than Pokémon to be fair.FF x Pokemon the game of legends
I found the menus simples on the go... I played 30 minutes up to the first save point and get how the battle/mirage system works.This game isn't for me... Hate pokemon type stuff and I found the UI confusing and everything is so kiddy... I don't mind that type of stuff usually but it just seems too much.
I was excited for this one too...
Oh well, XV will give me that fill.
I know you can ride chocobo outside of battle, but what about behemoth/fenrir?
That might be what they say, but I find it has much more appeal to hard-core FF fans.
Unlock in ability menu. Cost sp.
Edit: And is there no way to access spells / abilities from Basic menu without switching to Classic menu? Really?
For example in Wait the ATB stops but in resume for exemple if you cast a Champion that takes 30 seconds the ATP will run to everything reaching it turn before the cast ends... so everybody will be at the top of the bar ready to action.... while in wait the place is the bar are maintained until the cast ends.So are there spells or abilities that take time to cast?
If not, I see no reason for the wait time between turns while using "Wait" mode... There should be a Wait/Instant option... unless there is cast time for some things which affect strategy.
Even on highest battle speed, I find myself holding R1 needlessly just to move things along quicker...
Edit: And is there no way to access spells / abilities from Basic menu without switching to Classic menu? Really?
For example in Wait the ATB stops but in resume for exemple if you cast a Champion that takes 30 seconds the ATP will run to everything reaching it turn before the cast ends... so everybody will be at the top of the bar ready to action.... while in wait the place is the bar are maintained until the cast ends.
Basic menu is only a shortcut to access commands directally and it is configurable... so you just need to put the spells / abilities in one direction/button and you will have it.... btw it come configured to left direction but I don't remember the button.
You have 4 directions and 4 buttons... so you can have at max 16 shortcuts configured in Basic Menu.
Why is it that a game from 1997 could have characters actually being animated to step forward to physically attack a target and yet a 2016 console game could not?
Lazy? Lack of budget? Dumb design decision?
Why is it that a game from 1997 could have characters actually being animated to step forward to physically attack a target and yet a 2016 console game could not?
Lazy? Lack of budget? Dumb design decision?
So if I would give anyone here who are not feeling it right now or would want to try this demo for the first time, give yourself a treat, and start the game in Active mode + fastest battle speed + UI Classic mode.
The dungeon was kinda tedious with all those battle without anything interesting going on and the UI was really confusing for me too. (Hopefully, there is the "classic" version of it).
Demo is legit. Had a blast with it. There is a part of the world song that is Xenogears-esque. Sounds like the Thames song. Good to copy from the best but it is quite distracting cuz Im thinking Xenogears everytime it plays.
Only thing that truly annoyed me is the character who says "The---" 3 different times.
I hope they come out with a strat guide for this game
I weakened Ifreeta enough t try to capture her but it failed and then i was unable to capture her again
Cockatrice have not been able to weaken enough to capture
So are there spells or abilities that take time to cast?
If not, I see no reason for the wait time between turns while using "Wait" mode... There should be a Wait/Instant option... unless there is cast time for some things which affect strategy.
Even on highest battle speed, I find myself holding R1 needlessly just to move things along quicker...
Edit: And is there no way to access spells / abilities from Basic menu without switching to Classic menu? Really?
The dungeon was kinda tedious with all those battle without anything interesting going on and the UI was really confusing for me too. (Hopefully, there is the "classic" version of it)
But i love the visuals, to bad this game seems to be more about past Final Fantasy games than something new, i realise now that it's a bit disappointing since i love mid budget RPG so much.
Interesting but not day one for me.
Loved the battle system.
- The Basic menu is only a pre-configurable shortcuts to most used skills and to be fair the Classic menu is where you can do strategy with everything you have.
- Battle are faster than old FFs and the fast forward makes it even faster.
- You have 3 type of monster to use S (small), M (Medium) and L (Large)... each party member is formed by a group where you can mix a S, M and L monster like a pyramid (L in bottom and S in top)... your party member is M or S in chibi form and M or L in normal form (you have two battle setthings each one with it own monsters).
- Each party member can play combined in pyramid with everything combined (HP, power, etc) with one turn for the party member or split in 3 monster with 3 turns per party member (the damage is splinted too).
- Each monster has 2-5 variations that you can chance in save spots after unlock it.
- The upgrade grid is cool and you can unlock abilities, monster variation or increase stats fro each monster variation... you can add custom abilities so it heavy customizable.
- Party members can be equipes with abilities learned from the monsters.
- You can uses Champions (Summons) in battle that are the old FF characters and it is super cool.
-You can ride monsters on map too after inlock this upgrade for this mosters but in the demo I just found monster big enough to ride with chibi form.
- You choose the form you want to battle in the map before enter in the battle.
- If you have the same ability in two mosters (one can be the party member) you have a upgraded version of the ability like Cure > Curaga.
I can't say how much I loved the battle system... the monster collection is great.
I did not like the fixed camera that moves wherever you change to a new location... it could allow you use the camera freely.
Haaaaa the battle system is a charm.
Prima games have a strategy guide for the game.
https://www.primagames.com/games/world-final-fantasy/products/world-of-final-fantasy-eguide
Considering this, but don't understand why they're releasing it so close to FFXV - seems odd but i suppose it wasn't planned that way with the delays to XV