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Final Fantasy XV Judgment Disc demo out now on JPSN & JP Xbox Store

I need a little help here with a few things:

1) is it possible to fast travel to a location without having to watch the entire car trip?

2) I am having difficulty comprehending a few combat things. For example it seems to me that the game likes to make you hold buttons the entire time. And i honestly hate that. I just found out that if you hold the defense button that it is the best way of defending yourself against enemy attacks which are impossible to telegraph 90% of the time since the battle is hectic all around. So that is 1 button the game asks you to hold, then there is the attack button... 2 buttons so far and finally you have to keep the lock on target button the entire time...

Thats 3 damn buttons the game wants me to keep holding during combat. Isnt it ridiculous? I mean surely they have to give the option to lock on to targets via toggle! If there is another way, please help me
 
Based Tabata put in camera distance options for battle. With the closer up option it's more like Metal Gear Rising / Ninja Gaiden now and I can actually see enemy movements and Noct's proximity to dodge instead of that far out God of War cam shit. Manual dodge feels so much better and more responsive now too.

vijmyt.gif

This is huge. It was a problem with Duscae.

I'm finally DLing the demo on my peasantPS4. Let's sew how it looks and play.
 
I need a little help here with a few things:

1) is it possible to fast travel to a location without having to watch the entire car trip?

2) I am having difficulty comprehending a few combat things. For example it seems to me that the game likes to make you hold buttons the entire time. And i honestly hate that. I just found out that if you hold the defense button that it is the best way of defending yourself against enemy attacks which are impossible to telegraph 90% of the time since the battle is hectic all around. So that is 1 button the game asks you to hold, then there is the attack button... 2 buttons so far and finally you have to keep the lock on target button the entire time...

Thats 3 damn buttons the game wants me to keep holding during combat. Isnt it ridiculous? I mean surely they have to give the option to lock on to targets via toggle! If there is another way, please help me

1) Yes. Costs 10GIL.
2) I don't get your point. You can't Attack and Defend in the same time. So you're holding two buttons max at battle. Lock-on + Attack/Defend button.
 
Ehh... I think I'll still enjoy exploring the world in the final game, but everything else feels janky.
Such jank is not something I'm used to find in Japanese games.

The control input lag is very bad and inadmissible for an action game (for any game really).
The IQ is not as bad as Duscae but still way too rough for my tastes, and there's no aniso on textures which worsen the effect...

I feel the game could've been goty material if the engine did not feel so mediocre.
 
I need a little help here with a few things:

1) is it possible to fast travel to a location without having to watch the entire car trip?

2) I am having difficulty comprehending a few combat things. For example it seems to me that the game likes to make you hold buttons the entire time. And i honestly hate that. I just found out that if you hold the defense button that it is the best way of defending yourself against enemy attacks which are impossible to telegraph 90% of the time since the battle is hectic all around. So that is 1 button the game asks you to hold, then there is the attack button... 2 buttons so far and finally you have to keep the lock on target button the entire time...

Thats 3 damn buttons the game wants me to keep holding during combat. Isnt it ridiculous? I mean surely they have to give the option to lock on to targets via toggle! If there is another way, please help me

Once you've driven back and forth between two points, when you do it again you'll fast travel. There should be an icon of double arrows next to the name in the list of locations when in the car travel menu.

Can't you release the lock-on button when you've closed in on an enemy? I usually only lock + warm strike into the enemy.
 
I need a little help here with a few things:

1) is it possible to fast travel to a location without having to watch the entire car trip?

2) I am having difficulty comprehending a few combat things. For example it seems to me that the game likes to make you hold buttons the entire time. And i honestly hate that. I just found out that if you hold the defense button that it is the best way of defending yourself against enemy attacks which are impossible to telegraph 90% of the time since the battle is hectic all around. So that is 1 button the game asks you to hold, then there is the attack button... 2 buttons so far and finally you have to keep the lock on target button the entire time...

Thats 3 damn buttons the game wants me to keep holding during combat. Isnt it ridiculous? I mean surely they have to give the option to lock on to targets via toggle! If there is another way, please help me


Well, I'm sure not playing this with 3 buttons held down.

There's no need to hold down the target button unless I'm beginning my assault on a particular enemy. After you begin attacking an enemy, Noctis is going to keep attacking that enemy and keeping focus on that enemy, unless you specifically tilt toward another enemy.

And that square dodge button. It's not meant to be held down all the time. Sometimes you should be using square to roll out of the way. Sometimes you want to press square to parry attacks via the on-screen prompt. I only hold the square button when I specifically think I'm about to be hit. Doesn't it drain MP too to hold it down? (it was like that in an older demo anyway).

The O button... Yeah, that's auto battle if you hold it down. Or it's "tap-tap-tap" individual sword strikes. I believe the O button is like the "Fight" commands on old FFs. You could hold down the button and it will select it over and over again... or you could just choose it once. No one's telling you you need to lean on that button the whole time.
 
Ehh... I think I'll still enjoy exploring the world in the final game, but everything else feels janky.
Such jank is not something I'm used to find in Japanese games.

The control input lag is very bad and inadmissible for an action game (for any game really).
The IQ is not as bad as Duscae but still way too rough for my tastes, and there's no aniso on textures which worsen the effect...

I feel the game could've been goty material if the game engine did not feel so mediocre.
Hopefully the final game map isn't so empty otherwise what's the point of this open world section.
 
1) Yes. Costs 10GIL.
2) I don't get your point. You can't Attack and Defend in the same time. So you're holding two buttons max at battle. Lock-on + Attack/Defend button.

Yes i can. I am using control scheme B

Attack is square
Defense is L1
Lock on is R1

I sometimes feel like i am playing one of those Heavy Rain moments :D

I am ok with defense and attack to be honest. Its lock on that i just cant farhom...
 
Ehh... I think I'll still enjoy exploring the world in the final game, but everything else feels janky.
Such jank is not something I'm used to find in Japanese games.

The control input lag is very bad and inadmissible for an action game (for any game really).
The IQ is not as bad as Duscae but still way too rough for my tastes, and there's no aniso on textures which worsen the effect...

I feel the game could've been goty material if the game engine did not feel so mediocre.

Are the people saying "input lag" (and you're not alone in saying that) treating this game as if it were a Bayonetta or something? Because it is a pseudo-RPG system. The buttons aren't meant to make the character instantly parrot your button commands like an action game. They're auto-battle commands.

If you push O, Noctis isn't going to respond with an instant sword strike. He's going to switch to a mode that automatically and continuously makes sword strikes.

If you know all this, and still consider it input lag, then by all means explain. But it seems to me that this system is based on automized character actions, not direct action input, so calling it out for input lag seems fundamentally incompatible with that concept to me.
 
Yes i can. I am using control scheme B

Attack is square
Defense is L1
Lock on is R1

I sometimes feel like i am playing one of those Heavy Rain moments :D

I am ok with defense and attack to be honest. Its lock on that i just cant farhom...

Yeah, you can't. The game will ignore your attack commands as long as you're holding defence.

Also, you can hard lock on an enemy by pressing R3 afrer holding R1 to target it, so there's no need to keep holding R1.
 
I am ok with defense and attack to be honest. Its lock on that i just cant farhom...

If you've begun attacking an enemy, Noctis is already "locked on" to him and will stay on him. You don't need to hold any button.
 
Yeah, you can't. The game will ignore your attack commands as long as you're holding defence.

Also, you can hard lock on an enemy by pressing R3 afrer holding R1 to target it, so there's no need to keep holding R1.

I am telling you i keep holding both the aatack and defense and Noct defends and attacks. Sure when he phases to avoid being attacked ge doesnt attack at the same time obviously, but when he completes his defensive move he turns to attack.

As for the lock on with R3 that is a huge improvement thanks
 
I love Galdin Quay. It's winter here, dark and snowing like hell, but I can forget all that shit when I hang out at the beach with my buddies Gladio and his abs.
 
I'm not the biggest fan of how this game handles music. The overworld generally has no music, and relies on battle or walking to certain areas to trigger musical moments.

I can appreciate that it's become this more realistic "sim" of a fantasy world by allowing for moments of realistic quiet.... but it's become a little less "FF" to me in the process. I liked how beautiful music in old FF was omnipresent, and even on an overworld you felt like you were always part of an emotionally stirring moment.

I think I love the handling of XII's music the best. Overworld music played constantly. It didn't even change the track during a battle, leading to a feeling of driving adventure. Of course these music tracks had to have both high and low moments to cover the breadth of intense/calm activities, but it worked for me. It gave me the feeling of FF being a dramatic fantasy in which every moment, even a treck across an overworld, was magical.

I guess XV is more of a "listen to podcasts while you play" game now. You only need to pay attention to music in certain moments.

Don't even Bethesda games have ever-present music? So it's interesting that XV is even more minimalistic.
 
Hopefully the final game map isn't so empty otherwise what's the point of this open world section.

It's really annoying to explore such a empty map with few collectables on foot and got old after 5 hours. Here's hoping chocobos will make exploring feels better.
 
It's really annoying to explore such a empty map with few collectables on foot and got old after 5 hours. Here's hoping chocobos will make exploring feels better.

They deleted all the side quests from the demo so there's that, but yeah don't expect the world map in this game to be exactly a theme park.
 
It's really annoying to explore such a empty map with few collectables on foot and got old after 5 hours. Here's hoping chocobos will make exploring feels better.

One of the previews said that Leide acts more like a tutorial and that things really start in Duscae.

It wasn't until I entered the third chapter and made my way to the Duscae province — yes, as in the "Episode Duscae" demo — that it all finally fell into place for me. Everything that happens in Liede, it turns out, works more or less like a tutorial, a prologue: A fact that became clear at the very outset of the chapter, when the game finally allowed me to take the wheel of the group's car and drive myself around instead of issuing orders to Ignis. Of course, FFXV still makes you stick to the road as you drive Regalia; there's no Grand Theft Auto-style off-roading in this luxury car. But that's OK, because you can make a beeline directly for a sidequest that will grant you speedy passage across the countryside once you make it to Duscae: Acquiring chocobo rentals.

Think there's more hunts and a quest
where a car has broken down and you need to bring them a spare part
in the final game, there's also the dungeon which should be accessible.

Also for as empty as it is, exploring rewards you with new items and vistas and sometimes even a new outpost or camp.
 
I like the map as it is, doesn't shove stuff in my face constantly and I can just enjoy the scenery. There's enough interest points around all the outposts.
 
I think the game needs an auto lock option.

Camera is hideous in closed spaces and they need to make vegetation disappear when its in the line of view of the player, like every game does
 
Well the IQ is certainly there on the Pro anyway. Crazy to think how far this is from the first Duscae demo. It's a shame it's locked to easy. I really wanted to get a feel for the combat but it's well... too easy. Any hints on a fight that might give a better impression?
 
I'm not the biggest fan of how this game handles music. The overworld generally has no music, and relies on battle or walking to certain areas to trigger musical moments.

I can appreciate that it's become this more realistic "sim" of a fantasy world by allowing for moments of realistic quiet.... but it's become a little less "FF" to me in the process. I liked how beautiful music in old FF was omnipresent, and even on an overworld you felt like you were always part of an emotionally stirring moment.

I think I love the handling of XII's music the best. Overworld music played constantly. It didn't even change the track during a battle, leading to a feeling of driving adventure. Of course these music tracks had to have both high and low moments to cover the breadth of intense/calm activities, but it worked for me. It gave me the feeling of FF being a dramatic fantasy in which every moment, even a treck across an overworld, was magical.

I guess XV is more of a "listen to podcasts while you play" game now. You only need to pay attention to music in certain moments.

Don't even Bethesda games have ever-present music? So it's interesting that XV is even more minimalistic.

Didn't play the demo yet (downloading) but I prefer the way it is for what youo describe. A track looping endlessly ends up getting annoying, even if it's good, atleast IMO. Especially in this game where we probably stay in the same area for a lot of time compared to an old school FF.
 
I don't think this game starts in an ideal way for grabbing new fans. The intro cutscenes are very mundane, then a forced "stay in a room and do what I say" tutorial, and then they throw you into an open world desert with little spectacle and low-key or nonexistent music. I just find it not particularly thrilling or "you gotta see this" as the best of FF openings can be.

I get that XV's opening is aiming for "different from the norm", but I think I prefer the norm when it comes to intros. Give me a hyper-stylish FMV opening, a "storming the castle (or mako reactor!)" opening level with dramatic moments.... after that you can dump me into a low-key open world.

The Omen trailer was exactly in line with my desires. But it's not in the opening (or maybe even in the game?) is it.

I think the game itself is great. And I'm sure based on the videos I've watched that it will have stylish spectacle later on... But if FFXV is designed to reel in newbies as they say on the startup screen? You should have had some stylish and cool spectacle up front.


Didn't play the demo yet (downloading) but I prefer the way it is for what youo describe. A track looping endlessly ends up getting annoying, even if it's good, atleast IMO. Especially in this game where we probably stay in the same area for a lot of time compared to an old school FF.

You say that in optimism before you've even played it... but if you've spent hours in silent environments with nothing but footstep noises and men grunting and gasping? That's a soundscape I wanted to tune out of and put a podcast on or something.
 
I don't think this game starts in an ideal way for grabbing new fans. The intro cutscenes are very mundane, then a forced "stay in a room and do what I say" tutorial, and then they throw you into an open world desert with little spectacle and low-key or nonexistent music. I just find it not particularly thrilling or "you gotta see this" as the best of FF openings can be.

I get that XV's opening is aiming for "different from the norm", but I think I prefer the norm when it comes to intros. Give me a hyper-stylish FMV opening, a "storming the castle (or mako reactor!)" opening level with dramatic moments.... after that you can dump me into a low-key open world.

The Omen trailer was exactly in line with my desires. But it's not in the opening (or maybe even in the game?) is it.

I think the game itself is great. And I'm sure based on the videos I've watched that it will have stylish spectacle later on... But if FFXV is designed to reel in newbies as they say on the startup screen? You should have had some stylish and cool spectacle up front.




You say that in optimism before you've even played it... but if you've spent hours in silent environments with nothing but footstep noises and men grunting and gasping? That's a soundscape I wanted to tune out of and put a podcast on or something.
I feel like Kingslaive is the game's actual opening, it works better as massively extended opening cutscene than an independent movie.
 
I don't think this game starts in an ideal way for grabbing new fans. The intro cutscenes are very mundane, then a forced "stay in a room and do what I say" tutorial, and then they throw you into an open world desert with little spectacle and low-key or nonexistent music. I just find it not particularly thrilling or "you gotta see this" as the best of FF openings can be.

It's striking how removing the Insomnia chapter from Versus XIII was such a dumb decision. It was looking to be a perfectly fine first chapter, and it feels like they just removed it wholesale with nothing to replace it.

Now it just feels amateur and scatterbrained, with no proper set-up for the context nor the stakes.
And I'm not even talking about that complete shit fast-forward sequence...
 
It's striking how removing the Insomnia chapter from Versus XIII was such a dumb decision. It was looking to be a perfectly fine first chapter, and it feels like they just removed it wholesale with nothing to replace it.

Now it just feels amateur and scatterbrained, with no proper set-up for the context nor the stakes.
And I'm not even talking about that complete shit fast-forward sequence...

You're supposed to watch kingslaive and brotherhood
 
You say that in optimism before you've even played it... but if you've spent hours in silent environments with nothing but footstep noises and men grunting and gasping? That's a soundscape I wanted to tune out of and put a podcast on or something.

Well, yeah can't say for sure, but I played Duscae and I liked it, and that had no music whatsoever minus the combat. Same with games like Souls that are totally silent, or Dragon's Dogma and FFXIV ARR (not Heavensward), that have the fade in and fade out music depending on location or just time. I like to be able to hear the ambient noises clearly (provided they do a good job with it).
 
Well, yeah can't say for sure, but I played Duscae and I liked it, and that had no music whatsoever minus the combat. Same with games like Souls that are totally silent, or Dragon's Dogma and FFXIV ARR (not Heavensward), that have the fade in and fade out music depending on location or just time. I like to be able to hear the ambient noises clearly (provided they do a good job with it).

Yeah I agree with you, and the ambient soundscape in this game is very good IMO.
 
I feel like Kingslaive is the game's actual opening, it works better as massively extended opening cutscene than an independent movie.

Absolutely. I was just thinking about Kingsglaive.

But I think the decision to export the "introduction excitement" of an FF intro to Kingsglaive is flawed all around.

Kingsglaive isn't in the game itself. If you watch it, it will be divorced from the game experience. And to my point about attracting new fans, it won't even be watched by much of those potentially interested in the game. If you're new to the fold, FFXV begins very bizarrely with an arcane scene of older characters fighting a man in a room of fire, before cutting to a scene where an old king says goodbye to a japanese boy band, to a scene where you literally push a car. I don't think it will play well amongst those who aren't already way into FF.

And taking the Insomnia invasion and exporting it to a theatrical movie probably sounded great on paper. I know it sounded great to me. But I think it accidentally ruined this aspect of the story. They turned it into this overlong, ponderous drama starring someone who isn't even in the game. The invasion of Insomnia should have been an introduction that was stylish, punchy and short. But wedging it into this full-length CG bore that you mostly likely aren't watching right before you fire up the game was a mistake.

FFXV might have the gameplay to revitalize FF. It might even have the story. But I don't think it has the opening moments. This is not a "you gotta see this" intro, and that's a mistake in my view.


It's striking how removing the Insomnia chapter from Versus XIII was such a dumb decision. It was looking to be a perfectly fine first chapter, and it feels like they just removed it wholesale with nothing to replace it.

Now it just feels amateur and scatterbrained, with no proper set-up for the context nor the stakes.
And I'm not even talking about that complete shit fast-forward sequence...

I very much agree.
 
Game looks great even on a regular PS4 but man, why does it look like no anisotropic filtering whatsoever exists? It's been in development forever and they couldn't even get good anisotropic filtering in?

Pro version has AF, I wouldn't blame the devs in this case. They clearly care if they bothered to add it on Pro.
 
Classic Final Fantasy games always start slow and then escalate to ridiculous heights as the game goes on. It was only X and onwards when the games tried to become more cinematic.

I'm looking forward to seeing how XV escalates.
 
Classic Final Fantasy games always start slow and then escalate to ridiculous heights as the game goes on. It was only X and onwards when the games tried to become more cinematic.

I'm looking forward to seeing how XV escalates.

I think that's quite opposite. It was games like IV, VI, VII and IX which had dramatic cinematic openings (most often paired with great linear gameplay sequences).

It was games like X and XII which followed their opening FMVs with slower opening sequences. And FFXV eschews even a great opening FMV.
 
I think the in mediae-res with Old Noctis is unnecessary and awfully done: it hardly creates any surprise in the player (because it was spoiled in the marketing), it's not long or flashy enough to really be wowed at the boss, and it's a bad tutorial where you only get to take two steps.
They should have take it out and especially kept it hidden in the pre-release marketing.

My ideal opening hours for CV would have been:
-an opening shot of the Mythology painting, with Luna narrating the myth of the 4 warriors of light, which is what's written in the loading when you start a new game
-cut to the party pushing the car, giving a good contextual tutorial for how to move and rotate the camera, also a callback to the FFVI opening; maybe add just one enemy encounter with wildlife or magiteck soldiers to teach the basics of combat (enemy warning state, switch weapons, attack snd defend, lock on)
-Chapter 1 aka the escape from Insomnia (sigh)
-Chapter 2 starts at Hammerhead and continues from the prologue

This way you'd get a slightly more "iconic" opening segment and tutorial, then thrown into a linear prologue that introduces the player to the world and characters, epic enough to keep everyone hooked, and to learn the various systems more in depth.
Then with Chp. 2 it basically says "you know everything that you learned in the linear prologue? Now use it in this open world".
 
I don't like that much what they did with chapter 0, it's pretty short and serves as a "hang on the story might be boring in the beginning but will get better" disclaimer.

It might have been better if you could play a short part during the Insomnia invasion, maybe even re-enact a scene from Kingsglaive.

I guess they wanted that effect of having a full and relatively large exploreable area right from the get-go and the game does a good job making you come to grips with it in under 30 minutes.
 
Is it just is the audio really compressed sounding in the game ?

Battle effects,menu sounds,little sounds here and there and even the dialogue is not as high as it could be.

One more similarity with FF12,I guess.
 
Is it just is the audio really compressed sounding in the game ?

Battle effects,menu sounds,little sounds here and there and even the dialogue is not as high as it could be.

One more similarity with FF12,I guess.

When you start the demo for the first time it ask you if you want a TV speaker audio or home system. Maybe you choose the wrong option.
 
I guess they wanted that effect of having a full and relatively large exploreable area right from the get-go and the game does a good job making you come to grips with it in under 30 minutes.

I get the design intention of that.

I might have started with the pushing of the car. No Chapter 0. No bye bye King. And then have a moment not long after you've been playing that cuts to a high-energy introduction.*

*Designed by Kyle Cooper's Imaginary Forces? I love that stuff.

I think the in mediae-res with Old Noctis is unnecessary and awfully done: it hardly creates any surprise in the player (because it was spoiled in the marketing), it's not long or flashy enough to really be wowed at the boss, and it's a bad tutorial where you only get to take two steps.
They should have take it out and especially kept it hidden in the pre-release marketing.

My ideal opening hours for CV would have been:
-an opening shot of the Mythology painting, with Luna narrating the myth of the 4 warriors of light, which is what's written in the loading when you start a new game
-cut to the party pushing the car, giving a good contextual tutorial for how to move and rotate the camera, also a callback to the FFVI opening; maybe add just one enemy encounter with wildlife or magiteck soldiers to teach the basics of combat (enemy warning state, switch weapons, attack snd defend, lock on)
-Chapter 1 aka the escape from Insomnia (sigh)
-Chapter 2 starts at Hammerhead and continues from the prologue

This way you'd get a slightly more "iconic" opening segment and tutorial, then thrown into a linear prologue that introduces the player to the world and characters, epic enough to keep everyone hooked, and to learn the various systems more in depth.
Then with Chp. 2 it basically says "you know everything that you learned in the linear prologue? Now use it in this open world".

Sounds better to me.
 
I feel like items in this game are completely unnecesary, at least for the first chapter, and of course we're playing on easy difficulty. I can just warp out of the battle area and wait for my health to rise, then go again warp into enemies and go on. I don't know, the combat is fun and the music is fantastic, but I feel I'm going to be bored in the end...

Framerate is ok and some areas look incredible, especially at night. Playing on a OG PS4, I'll just wait for the PC version to get my 60fps fix.
 
『Inaba Resident』;224193318 said:
How?
This feels miiiiiiiiiiiiiiiiiiiiiiiiiles different and better than Duscae.

The basic design tenet of the game, ''holding buttons'', is still there.

The game is held back on a fundamental level by this strange,oddball design choice.

Its difficult to have any opinion on this game at this point.

I dont understand shit cuz its japanese.
 
Weird how the welcome message about FF players is even translated to spanish yet the actual demo is full japanese only.

Oh wow. That is weird. I remember thinking how odd it was seeing that the message was in english when I played it (even though Japan is flooded with English, I'd think it was intended to be a blunt message for the players rather than a stylized element as Japanese often use English for)

I guess it's just the typical PS3/PS4 thing where the final game is the same worldwide, but changes based on the region of your console. If this demo was carved at the last minute from the retail release, then the code might be in there to make it spanish.
 
And here's another horrible idea.
Even with them showing the invasion in the game it is done poorly. You have no context to the short clip they show of it. They should have talked about the treaty signing before going to bed and then played that whole sequence from Kingsglaive so players that haven't seen it know what's going on. Right now it's super short and has 0 context around it.
 
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