• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

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

wmlk

Member
They toned down the effect that shows up when you do normal MP dodge. It's way too feint now I think, compared to everything else.

I think 1.0's was a bit ridiculous. It had an insane number of particles for even the most simple of dodges.

Not just that, it wasn't even true to Noctis' character and concept I feel. The perfect dodge we see now has the silhouette of Noctis when teleporting that they've introduced since E3 2013. They toned down the normal dodge and now the perfect dodge looks appropriate.

I haven't played 2.0 but everything I see seems better than what was there before. Even the camera (which is still pretty bad). I don't mind the MP being less important because everything just looks more fun now. It may seem easier, but I like that tradeoff.

And for the combo attacks, they should just have different button prompts instead of the same one. It makes it more engaging if you have to pay attention to what you're pressing.
 
I think 1.0's was a bit ridiculous. It had an insane number of particles for even the most simple of dodges.

Not just that, it wasn't even true to Noctis' character and concept I feel. The perfect dodge we see now has the silhouette of Noctis when teleporting that they've introduced since E3 2013. They toned down the normal dodge and now the perfect dodge looks appropriate.

I haven't played 2.0 but everything I see seems better than what was there before. Even the camera (which is still pretty bad). I don't mind the MP being less important because everything just looks more fun now. It may seem easier, but I like that tradeoff.

And for the combo attacks, they should just have different button prompts instead of the same one. It makes it more engaging if you have to pay attention to what you're pressing.

Yeah, I really like the new dodge effects -- as noted by others, much easier to quickly differentiate normal from perfect dodge.
 

wmlk

Member
Also, they have animation cancelling by using perfect dodge. That's pretty cool.

It has everything to be a twitch-based action game while still having options for auto-dodge by holding L1. That's awesome.

I still don't see any reason to change weapon decks, though. It seems like there is a very small difference and is probably negligible.
 

chozen

Member
I'm gonna be starved on info for two or three months now :/. But hey e3 might get my mind off XV for a bit... What am I saying I never forget about XV
 

Go_Ly_Dow

Member
Took this shot. Simply incredible.

wify9Ds.jpg
 

Gbraga

Member
Did anyone else notice how the AI is much dumber when it comes to them coming to save you? When those magitek soldiers pierce you with that critical attack, they don't come to save me anymore as much.. I think they saved me once out of 5 times...which wasn't like that at 1.0.

My experience was the complete opposite, actually. Every time I entered the danger stage, I just popped a potion because I'd wait forever if I wanted them to heal me, but in 2.0, of the 2 hours I played, my beautiful husbando Gladio already revived me twice, which is twice as many times as they did in, I don't know, 12 hours of 1.0?
 

benzy

Member
And for the combo attacks, they should just have different button prompts instead of the same one. It makes it more engaging if you have to pay attention to what you're pressing.

The combo prompts are actually a little bit difficult to get right, there's a much shorter time frame to hit the button for the last prompt. I can't imagine doing it with different prompts, as I don't even look for the square button, there's a yellow glow orb appearance and sound feedback that I rely on which makes it much easier.
 
Also, they have animation cancelling by using perfect dodge. That's pretty cool.

It has everything to be a twitch-based action game while still having options for auto-dodge by holding L1. That's awesome.

I still don't see any reason to change weapon decks, though. It seems like there is a very small difference and is probably negligible.

There are differences though -- for instance, I find having a spear opener is really helpful against the wolf monsters (closes distance far better when opening a combo). In addition, using the zweihander for ravage works quite well in the cave, where the goblins are all bunched up (and are quite susceptible to knockdown).

Obviously, putting bloodsword in ravage gets you a lot more MP to use on skills and warp strikes too, though it's weak.

I imagine the tactical potential of the different decks will be highlighted in the full release w/ a wider range of weapons and enemies.
 

wmlk

Member
There are differences though -- for instance, I find having a spear opener is really helpful against the wolf monsters (closes distance far better when opening a combo). In addition, using the zweihander for ravage works quite well in the cave, where the goblins are all bunched up (and are quite susceptible to knockdown).

Obviously, putting bloodsword in ravage gets you a lot more MP to use on skills and warp strikes too, though it's weak.

I imagine the tactical potential of the different decks will be highlighted in the full release w/ a wider range of weapons and enemies.

Yeah, I just want to see a really clear-cut and specific uses for the different weapons. Like, a Zweihander Ravage combo not working against an enemy that recovers quickly from hitstun, and needing to use the Bloodsword instead since it's faster. Stuff like that. We'll see, though. Maybe it clicks if I actually played it.

And also, they really did add AF to the demo.

2.0
bc5f9e9e78195e0000ec.jpg_news

1.1
bc619e9e786578000040.jpg_news
 
Also, they have animation cancelling by using perfect dodge. That's pretty cool.

It has everything to be a twitch-based action game while still having options for auto-dodge by holding L1. That's awesome.

I still don't see any reason to change weapon decks, though. It seems like there is a very small difference and is probably negligible.
I imagine that will change once you have a variety of weapons with different passives and techniques attached to them, though.
 

Soriku

Junior Member
I put off Episode Duscae till the 2.0 update came out, though I played it a bit. Playing it more seriously now and I'm enjoying the combat. I think enemies still have too much HP, and the lock on needs to be more like Kingdom Hearts. The team attacks when parrying are also too often obstructed by the environment (talking about the camera here). Other than that it's fine.

I just sparred Gladiolus and he was literally pulling this off on me.

tgozRbp.gif


I had his back stuck to a rock, but he was dodging every hit of my combo :x
 
Just finished it now. Combat is enjoyable but the camera is a mess. Other than that there's a really solid framework for something special. Combat is deep and there seems to be a variety of cool moves.

Also, I get why they didn't give access to the car, but running from place to place is incredibly tedious.
 

Ceravic

Member
The demo fixed pretty much all of my concerns with combat. It established a very solid base for them to grow on. There were still some issues where the camera acted weird on bigger enemies, but I have a feeling that's just the Dark Souls effect and stuff like that'll be hard to fully nail. I'm now 100% in hype mode.
 

TheFatMan

Member
I really wish I could try out this demo without buying the shit fest that is Type-0.

Cheap marketing tricks are cheap marketing tricks Square.
 

luka

Loves Robotech S1
i love the idea of combo attacks, but they need to be more controllable and consistent. having random events increase the chances of them being available isn't enough. you should have some way to know when and where they will trigger, or let you trigger them yourself by performing certain actions in a certain way, as well as let you target specific enemies rather than weak ones that are about to die. also the actual timing of the attacks themselves should become more strict and varied the longer you keep the chain going, or some kind of skill-based mechanic.

otherwise, i don't really see the point in critiquing the minutiae of this demo, like the apparent uselessness of switching sword decks or the purpose of directional attacks, or fussing about elemental weaknesses or damage types or any minor systemic detail that's clearly a long way from being properly implemented or balanced. i'm pretty pleased with the immediate changes to the controls and the overall responsiveness and balance as it pertains to this specific demo. i find getting into massive furballs with a herd of monsters and having several waves of soldiers dropping in isn't an annoyance anymore- i'm actually having fun with the combat and getting caught without buffs is no longer a huge pain in the ass. the lockon is still weird, but i find it's more of a hassle than it's worth seeing how effective the auto targeting is if you point him in the right direction since you still get full control of the camera and it wont get crammed into an awkward position when fighting in tight spaces.

it feels pretty nice to run around and hit things now, so i'd say they're making good progress. i'll fret over the other stuff when the game is closer to completion.
 

SilverArrow20XX

Walks in the Light of the Crystal
Been playing after the update for about an hour. The battle controls are MUCH better than they were before. they feel so much less clunky and awkward. Countering seems a lot more intuitive too. Still annoyed with the infinite enemy reinforcements. It's just annoying when you're trying to kill a yellow Garula and the seventh airship full of soldiers arrives.

Trying to get Catoblepas to fight me now. Whenever I pass in front of his line of sight, he roars, but I can't seem to get him to approach me.
 
So I just took on Catoblepas. Three consecutive Ramuh summons downed him (and the storm effects in the open plane are awesome). Doubt I'd have the patience to chip away at him otherwise. A TON of target points on him, but couldn't figure out if there was a strategic advantage to any of them.

It was funny to warp attack his butt though. And, jank aside, it's pretty awesome to warp attack his head when it's way up (though I think I took fall damage after). Really impressive sense of scale when he does a head sweep attack, or rears up to step on you. Camera is a mess for fighting something this big though.

Edit at silver arrow: did you do Prompto's mushroom hunting quest? After that Cat comes onto dry land where you can smack him (and vice versa).
 
Huh, there was a fourth tour, post behemoth, where you go with Gladio back to the hunting ground to find a missing brooch. Figured there would be just one tour per teammate!
 

raven777

Member
So for graphical improvements in 2.0.

-foliage improvement
-looks less blurry in the distance
-added AF


Now in the final game they should add AA and make it native 1080P it would be gorgeous looking game.
 

SilverArrow20XX

Walks in the Light of the Crystal
HAHA. Tried fighting Catoblepas at level 40. Fought him for about 10 minutes, then I messed up a dodge and he one shot me. Like, I didn't even get a stagger. Instant game over from full health. Can't even use Ramuh. I think i'm good though. Don't feel like level grinding just for this.
 

Kagari

Crystal Bearer
So for graphical improvements in 2.0.

-foliage improvement
-looks less blurry in the distance
-added AF


Now in the final game they should add AA and make it native 1080P it would be gorgeous looking game.

I think they can at least on PS4.
 
The water reflections in this game are bananas. Was standing by the edge of the lake in the middle of the night looking at the reflection of the moon. Took a couple steps in the shallows, and the resulting ripples distorted the moon's reflection pretty much exactly as happens in real life. Other impressive subtle lighting things I just noticed: the interior of the camper trailer you can see through the door window has exactly the ephemeral quality of camper lighting I remember from my childhood (hard to articulate, but know it when I see it), the atmospherics affecting the distant lights of Lestallum you can see from the hill next to the chocobo ranch are just about perfect, and the Milky Way star effect around midnight is something to behold. Whatever technical or graphical shortcomings the game may have currently, they've nailed the lighting.
 

Exentryk

Member
Here is that Catoblepas video without the summon or Armiger or cover.

https://www.youtube.com/watch?v=vLvgc_lsync

Would have preferred if the other weapons also let you stay airborne, but guess they haven't designed that aspect yet. It's cool that you can stay airborne indefinitely though, and I'd like to see the devs build on this a bit more. Large enemy fights shouldn't be just about hitting their feet.

Armiger would speed up this fight, but I wanted to beat it without. Party AI is completely trash here, and I'm hoping there is a way to command your party such that they can stay alive and be useful.
 

Turin

Banned
1080p would be cool but I'm hoping they don't make any sacrifices for it. Zones are a must though.

As for MP depletion, that's something that should improve as you level up, right?

The rapidity of it in 1.0 took a lot of the fun out of the fighting for me. I'm pretty sure it even depleted just for pressing L1 at all which was ridiculous.
 
Here is that Catoblepas video without the summon or Armiger or cover.

https://www.youtube.com/watch?v=vLvgc_lsync

Would have preferred if the other weapons also let you stay airborne, but guess they haven't designed that aspect yet. It's cool that you can stay airborne indefinitely though, and I'd like to see the devs build on this a bit more. Large enemy fights shouldn't be just about hitting their feet.

Armiger would speed up this fight, but I wanted to beat it without. Party AI is completely trash here, and I'm hoping there is a way to command your party such that they can stay alive and be useful.

Nice. Is that dragoon lance that keeps you up there? (Would be fitting.)
 
This game going to be something special if Magic, gambit/weapons decks are properly implemented. My only concern is the lack of aerial attacks since I doubt noctis will have double jumps or juggles for that matter.
 

HeelPower

Member
And framerate locked with no dips, here's hoping!

Framerate with no dips at 1080p ?

Impossible on a PS4.Maybe if they keep the resolution at 900p.

Yeah, I tried to fight that, and I got owned, hard.

I definitely feel like they made the game a lot easier. It's either that, or I magically got a lot better between 1.0 and 2.0, even though I hardly played at all.


Enemies are a lot less aggressive.Even a Garulla herd or Sabertusk pack hardly posses a threat in this version.
 

luka

Loves Robotech S1
it's kind of a given, but being able to camp until nightfall would be nice. i love the night atmosphere, but i also love my buffs :)
 

Dark_castle

Junior Member
it's kind of a given, but being able to camp until nightfall would be nice. i love the night atmosphere, but i also love my buffs :)
Speaking of which, I find the idea of camping and eating food as preparation for combat/ dungeon kinda weak. Witcher 3 did preparation by spreading appropriate oil on weapon, read about enemy weakness from beastiary, drink potion/decoctation, sharpen weapon/armor.
 

sensui-tomo

Member
#feepfornoctis

You already have a job coming up in the future, only issue is that it'll be next year and for Koei... who knows you might be able to expand into a second role ( If they add any Yuan members, your voice is PERFECT for them) ... I also think you'd be better as Ignis Scientia.
 

sensui-tomo

Member
Yeap. English dub sounds like a cartoon.

At least its passable unlike Type-0... god they even had good voice actors/actresses and they still found a way to fuck that up. Voice director of that game should be fired on the spot. Worst voiced FF ever, even steven blum couldnt redeem that game and he sounded bored.
 
Top Bottom