NinjaCoachZ
Member
Guys, which FF XV version will have japanese audio with english subtitles ? Certainly do not want to play with english dubbed version.
The game will have dual audio. French and German dubs exist as well.
Guys, which FF XV version will have japanese audio with english subtitles ? Certainly do not want to play with english dubbed version.
Guys, which FF XV version will have japanese audio with english subtitles ? Certainly do not want to play with english dubbed version.
Guys, which FF XV version will have japanese audio with english subtitles ? Certainly do not want to play with english dubbed version.
Could it be that the episode is lacking so much dialog on purpose
Giving the viewer some room to imagine whatever they want about prompto?
If not, than what you just said makes perfect sense.
To be fair ignis has the weakest episode,makes sense being the weakest bro and allI think you might have just spaced out during some crucial part. I did the same thing on Ignis' episode 3 times and I still don't totally know what happened.
To be fair ignis has the weakest episode,makes sense being the weakest bro and all
I still say he will that's endgame he has plenty of time, sneaky ass butlerIgnis creeps me out man, I have discarded the option that he will betray the team after ch 0 reveal.
But something about him, he's always so careful and quiet.
Chapter 0, thoughHere's my only concern. We essentially begin in a story and gameplay section (albeit very modified to fit the new narrative) that originally happened. Meaning the game would have opened up and slowed down at this current point after a very action packed, linear intro. Right now, the game essentially begins in medias res and it's not done very gracefully. Kingsglaive is a must watch intro scene in order to not feel directionless. Can't think of a singleplayer FF game where nothing much of consequence or impact happens in the first hour or two .after the Invasion intro in Versus
Here's my only concern. We essentially begin in a story and gameplay section (albeit very modified to fit the new narrative) that originally happened. Meaning the game would have opened up and slowed down at this current point after a very action packed, linear intro. Right now, the game essentially begins in medias res and it's not done very gracefully. Kingsglaive is a must watch intro scene in order to not feel directionless. Can't think of a singleplayer FF game where nothing much of consequence or impact happens in the first hour or two .after the Invasion intro in Versus
There are tonnes of JRPGs with slow starts that turned out great. There are plenty of things that worry me about FFXV but this isn't one of them.Here's my only concern. We essentially begin in a story and gameplay section (albeit very modified to fit the new narrative) that originally happened. Meaning the game would have opened up and slowed down at this current point after a very action packed, linear intro. Right now, the game essentially begins in medias res and it's not done very gracefully. Kingsglaive is a must watch intro scene in order to not feel directionless. Can't think of a singleplayer FF game where nothing much of consequence or impact happens in the first hour or two .after the Invasion intro in Versus
FFVIII and FFXIV right off the top of my head. Though XIV is an MMO, so I guess that might not meet your criteria. I also don't recall XII being "action packed" in it's first hour either.
There are tonnes of JRPGs with slow starts that turned out great. There are plenty of things that worry me about FFXV but this isn't one of them.
Chapter 0, though( ͡° ͜ʖ ͡°)
I honestly think they should've just started directly with the car-pushing. Generally I think it's refreshing to have a low-key beginning in the series.
EDIT: Looking at your avatar, I can't remember FFXII having action-packed opening hours. In fact it was pretty slow and just walking around carelessly in the city and surrounding desert, as far as I remember (haven't played it in a while). Okay, you could count the intro sequence where you played Vaan's brother, but that's funnily not that different from Chapter 0 in FFXV,.just a flashback instead of flash foward
EDIT2: Oh, and FFVIII.
FFVIII is certainly slow, yes, I agree. Even if does have the hype intro going for it.
XII though is theso it does have a lot going on. You're probably thinking of theReks section in the past when Nalbina(?) is under attackportion after it that's uneventful.Vaan
He's the only one that acts like someone who whose job is to look after and be around royalty. His personality makes sense to me.Ignis creeps me out man, I have discarded the option that he will betray the team after ch 0 reveal.
But something about him, he's always so careful and quiet.
This is the only little piece we got:I tried to hold off on watching this but I caved in. Glad I did, It's looking great on PS4. Would love to see some PS4 Pro footage now. I will be playing on that.
my 720p TV
hard to put to words how disgusted and disappointed I am with the "modern" rpg game design of this game. quest markers, constant HUD prompts and so on. what happened to figuring out stuff on your own and seamless storylines instead of mmo-style quests with check boxes and markers making sure you never get lost. what an awful disgrace this is.
hard to put to words how disgusted and disappointed I am with the "modern" rpg game design of this game. quest markers, constant HUD prompts and so on. what happened to figuring out stuff on your own and seamless storylines instead of mmo-style quests with check boxes and markers making sure you never get lost. what an awful disgrace this is.
you are missing the point. the game has those things because it wouldn't work without them, it's designed to be used with markers or there would never be a need for them. turning off all that stuff is far from being the same thing as a game designed without them from the start.You can turn off most of the things you are talking about:
bigger in terms of stuff, content whatever sure. not qualitative play time. is the kind of bigger we want 200 fetch quests that consists of running in a straight line to get a box checked and some narrative content as a payoff at the expense of integrated experiences where the world and quests plays a meaningful part of actually providing stimulating and well designed gameplay and exploration.Games are bigger and packed with things to do. They're easy to get lost in without some kind of direction. If you pick up FF6 after a long break and have the airship late in the game, you'd be absolutely clueless about where you're supposed to go and what you're supposed to do.
Naah, I'm really satisfied with its image (Samsung LE32B450). Got it with my PS3 in '10. It's also only 32" and I'm generally sitting pretty far away anyway, which is why everything looks naturally better and smoother to mePSY・S;219786812 said:Dude.... save the money and get a better TV or monitor.
You can turn off most of the things you are talking about:
You can still figure out and find things on your own. That I promise.
hard to put to words how disgusted and disappointed I am with the "modern" rpg game design of this game. quest markers, constant HUD prompts and so on. what happened to figuring out stuff on your own and seamless storylines instead of mmo-style quests with check boxes and markers making sure you never get lost. what an awful disgrace this is.
I guess these days it's pathetic to complain about the game part of games eh? it's all about the narratives I suppose...-_-
What a pathetic thing to complain about. From a game design persepctive a "figure it out yourself" storyline or questing is highly problematic in open world or even RPGs of this scale.
this game is designed like most open world games are designed - to eliminate the need for actual design. you bring in tons of quest designers and all they have to do is script some events and put a marker on the map, as opposed to an integrated product where the designer actually has to think about how to make the player get there through their own agency in a coherent way that is fun and feels good to play.This game isn't designed like something akin to FF9. FF9 funnels you into very small parts of map initially to get you familiarized. FF15 goes for the straight out "heres the world, sorta" approach.
yeah, like kill the 3 monsters in the desert at the spot of the marker on your screen.Not to mention that FF9 has very very few side quests so you can keep track of them all quite easily. FF15, on the other hand, seems to have quite a few side quests just from the first hour alone.
like I said this is not a valid argument. the game is designed with markers in mind, so of course it would be frustrating without them. the issue here is that sort of design, not whether you can turn them off or not.But, then again, you could just turn the hud elements off and not moan about easier quest completion design. :/
I didn't mean the button prompts, I don't care about them, I meant the text saying "hey you are on this quest and this is what you are going to do next".As for button prompts, don't like them; turn them off. You can look for the flashing the enemies do when you need to block their attacks.
-_-
What a pathetic thing to complain about. From a game design persepctive a "figure it out yourself" storyline or questing is highly problematic in open world or even RPGs of this scale.
But, then again, you could just turn the hud elements off and not moan about easier quest completion design. :/
As for button prompts, don't like them; turn them off. You can look for the flashing the enemies do when you need to block their attacks.
To be fair unless quests and the world are designed with it in mind I doubt you will be able to actually compete quests in a worthwhile way with the markers turned off.
It is the kind of thing that I am also disappointed by, but have learned to live with since it is how a lot of games are now. It's better to just expect that that is how a game will be and be happily surprised if it isn't then to be constantly disappointed.
Edit: It's a similar situation to me as reading about the invisible walls. Hate them and would rather be able to jump off things/have to find a long way back up if I did something ill advised since that just adds more to the gameworld, but I know not to expect that kind of freedom/design so complaining about it is just a waste of time.
I guess these days it's pathetic to complain about the game part of games eh? it's all about the narratives I suppose...
it's hard, because you know, good game design is actually hard. still, there are games that do it and do it well. ask yourself what the point of open world is when it's used this way. it's pointless, it's just a visual background, it doesn't actually integrate with the game in a meaningful way. it's ground you have to cover. nothing else.
this game is designed like most open world games are designed - to eliminate the need for actual design. you bring in tons of quest designers and all they have to do is script some events and put a marker on the map, as opposed to an integrated product where the designer actually has to think about how to make the player get there through their own agency in a coherent way that is fun and feels good to play.
yeah, like kill the 3 monsters in the desert at the spot of the marker on your screen.
like I said this is not a valid argument. the game is designed with markers in mind, so of course it would be frustrating without them. the issue here is that sort of design, not whether you can turn them off or not.
I didn't mean the button prompts, I don't care about them, I meant the text saying "hey you are on this quest and this is what you are going to do next".
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nn; I hope they'll be able to improve the pop-in distance for those bush shadows on the Pro version.
This is the only little piece we got:
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Sometimes it's nice to have an open world just for the sense of freedom. Not every single aspect of a game has to be hooked into its structure to justify it.
I just find his argument slightly weird. But I can see where it may be coming from. You can find dungeons and side quests by exploring. The game itself rewards you for exploring. Additionally the markers can be turned off so its not intruding your view; allowing you to maybe not open your map and allowing you to look around like in the "good ol' days."
I guess these days it's pathetic to complain about the game part of games eh? it's all about the narratives I suppose...
it's hard, because you know, good game design is actually hard. still, there are games that do it and do it well. ask yourself what the point of open world is when it's used this way. it's pointless, it's just a visual background, it doesn't actually integrate with the game in a meaningful way. it's ground you have to cover. nothing else.
this game is designed like most open world games are designed - to eliminate the need for actual design. you bring in tons of quest designers and all they have to do is script some events and put a marker on the map, as opposed to an integrated product where the designer actually has to think about how to make the player get there through their own agency in a coherent way that is fun and feels good to play.
yeah, like kill the 3 monsters in the desert at the spot of the marker on your screen.
like I said this is not a valid argument. the game is designed with markers in mind, so of course it would be frustrating without them. the issue here is that sort of design, not whether you can turn them off or not.
I didn't mean the button prompts, I don't care about them, I meant the text saying "hey you are on this quest and this is what you are going to do next".
I understand both perspectives, tbh, but TW3 had that kind of marker-based design too and I ultimately still loved the hell out of it because I enjoyed the content at those markers instead of what's inbetween them, if that makes sense. I'm kinda fine with this type of design in open-world games when the writing is good and it hides well the underlying fetch quest-y nature of most quests in RPGs. Of course, in smaller-scale, linear games I'd want more organic design. This is just the way these AAA games are nowadays. Better to accept that now and find joy in other aspects. Play smaller games for the kind of focused design you're looking for.It's problematic in that it is harder to do, yes. The extra effort required to make quests and the gameworld in a way that you don't require quest markers/tracking just doesn't seem worth it to a lot of devs and that's a shame. Not to mention how low the amount of people that really enjoy/would appreciate that is. Being one of those people sucks, but you can either accept it or just get mad at most games/constantly hearing people claim "well you can turn it off if you don't like it" like that changes the game design to accommodate it.
Skinpop's biggest mistake is thinking that the game even had a chance to have that kind of design. Hope springs eternal I guess, but I always think that it's better to aim low with your expectations and run the risk of being pleasantly surprised then the alternative.
That button prompt thing you mentioned is one of those pleasant surprises. The game being made in a way that accommodates being functional when you turn off display systems is a big plus to me for sure.
Okay, I see what you mean. Yeah, that's just too much work to do at this scale and volume of content in AAA RPGs.Gone off on too much of a tangent already but I can give a short example. It can be as small as the difference between a quest being "Go kill these monsters" and then there just being a quest marker that shows up where you need to go, and the quest doing the same thing but the npc also tells you where they are generally located/when they come out and how to get to them. The first one isn't designed with not using quest markers in mind while the second one doesn't suffer at all from people that want to use the markers as well as accommodating people that prefer to have them off. The second one also adds a ton of extra text and needed knowledge of the gameworld to write that text. Multiply that for every quest and you can see why it's not done often anymore even if it makes for a better/more believable (imo) gameworld. Of course that was just a simple example that doesn't take into account more complex quests or how you have to design the world itself differently to make things easier to navigate without the use of markers/constant map checks, but as I said, trying to keep this tangent short.
you are missing the point. the game has those things because it wouldn't work without them, it's designed to be used with markers or there would never be a need for them. turning off all that stuff is far from being the same thing as a game designed without them from the start.
I guess these days it's pathetic to complain about the game part of games eh? it's all about the narratives I suppose...
it's hard, because you know, good game design is actually hard. still, there are games that do it and do it well. ask yourself what the point of open world is when it's used this way. it's pointless, it's just a visual background, it doesn't actually integrate with the game in a meaningful way. it's ground you have to cover. nothing else.
this game is designed like most open world games are designed - to eliminate the need for actual design. you bring in tons of quest designers and all they have to do is script some events and put a marker on the map, as opposed to an integrated product where the designer actually has to think about how to make the player get there through their own agency in a coherent way that is fun and feels good to play.
yeah, like kill the 3 monsters in the desert at the spot of the marker on your screen.
like I said this is not a valid argument. the game is designed with markers in mind, so of course it would be frustrating without them. the issue here is that sort of design, not whether you can turn them off or not.
I didn't mean the button prompts, I don't care about them, I meant the text saying "hey you are on this quest and this is what you are going to do next".
Gone off on too much of a tangent already but I can give a short example. It can be as small as the difference between a quest being "Go kill these monsters" and then there just being a quest marker that shows up where you need to go, and the quest doing the same thing but the npc also tells you where they are generally located/when they come out and how to get to them. The first one isn't designed with not using quest markers in mind while the second one doesn't suffer at all from people that want to use the markers as well as accommodating people that prefer to have them off. The second one also adds a ton of extra text and needed knowledge of the gameworld to write that text. Multiply that for every quest and you can see why it's not done often anymore even if it makes for a better/more believable (imo) gameworld. Of course that was just a simple example that doesn't take into account more complex quests or how you have to design the world itself differently to make things easier to navigate without the use of markers/constant map checks, but as I said, trying to keep this tangent short.
Edit: Didn't see you edit when I posted. I'm not arguing anything. Also not implying or assuming how the game itself will have these things designed. One of my points is even basically "don't expect things since you don't know how they will be".
Examples, please. I'd like to play them.it's hard, because you know, good game design is actually hard. still, there are games that do it and do it well. ask yourself what the point of open world is when it's used this way. it's pointless, it's just a visual background, it doesn't actually integrate with the game in a meaningful way. it's ground you have to cover. nothing else.
hard to put to words how disgusted and disappointed I am with the "modern" rpg game design of this game. quest markers, constant HUD prompts and so on. what happened to figuring out stuff on your own and seamless storylines instead of mmo-style quests with check boxes and markers making sure you never get lost. what an awful disgrace this is.
Examples, please. I'd like to play them.
People complain about the 'open world bloat' but maybe it's just because the major gameplay mechanics like combat are just not fun to them? I know the combat in Witcher 3 didn't really entertain me so that affects my opinion on the game. Everyone's allowed to complain about anything, but I think the term "pathetic" is used because you're essentially saying the devs are lazy and I believe a great number of people will take issue with that.
And this is why you aren't designing this game, and why I'm thankful as fuck you aren't.
On paper the "immersive, non-hand hold" questing design is nice. But in practice it hold a LOT of problems. These problems tend to correspond with attention requirements, time, and memory. Having systems in place to mitigate that is actually a good thing since it allows more people opportunity to play for longer and for more sessions than if it didn't.
I'll use FF9 as an example again. At disk 3 when you have to deal with the Guardians, I decided to give the game a rest and work on some stuff. I came back to the game a week or 2 later and completely forgot what I was doing, where I was going and what point in the story I was. I went all over the world map in multiple cities and remembered maybe an hour and a half later what to do.
The average consumer would have gotten frustrated and quit the game right there and probably never come back to it. In a game like a 50 hour RPG and one that will have dlc, that is something you REALLY don't want.
Hell, even if you do it like FF12's way, you add and extra step in finding where you need to go. "Did I enter the wrong way?" "of I went to the exit that was just south of the exit I was supposed to" etc etc. And the need to Look up a map every time is cumbersome.
You might think that having map markers, and a pointer on the mini-map and having your quest is "lazy" and "not design" but if anything it enables easier reentry into the game after being away for a bit. It enables a wide range of gamers to experience and stay with the game despite being strapped for time. Considering the majority of gamers today are adults with working jobs where their entire day isn't spent on remembering which section of the canyon they have to be on to activate a quest, having markers is an easy and effective way to keep people invested. It might not be as immersive as you want, but if even one extra person keeps playing because of a design decisions, then I would consider it a good one.
I wonder if you also hate it when Linear games like FPS or whatnot also have objective markers and objective text.
This game isn't made just for you. Its made for the masses. I, for one, like that we have this easy to grasp design to enable more people to play the game. And to enable me to be busy and complete a side quest or 2 every day or 2 if I get busy.
So sorry. I meant to "he's" and not "you're." You've been nothing but level-headed in this. I apologize if that came off as an attack.
hard to put to words how disgusted and disappointed I am with the "modern" rpg game design of this game. quest markers, constant HUD prompts and so on. what happened to figuring out stuff on your own and seamless storylines instead of mmo-style quests with check boxes and markers making sure you never get lost. what an awful disgrace this is.