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

Saying Kingsglaive is practically the opening cutscene to the game is giving the movie a lot of credit. Every remotely important thing in the movie is going to be shown again in the game. It was more or less a filler movie. Fun to watch! But still wholly inconsequential.
 
Is it bad? :/

It's a combination of the quality of the story and dialogue and my straight up moral disagreement with people we are supposed to root for.
Entire rule of insomnia is based on a bunch of stuck up knight ghosts, that treat you as dirt even when you fight to near death for them and vague idea of "future" that is never explained as anything more than a vague idea. It's so empty of a slogan throughout entire ending, it's like "think of the children" of Final Fantasy universe.
 
I have a feeling I'm going to appreciate the movie more after I'm done with the game and see the big picture. At least I hope so. I still dug it but some of the motivations weren't exactly clear to me (ie: stuff regarding Galhad)

Just finished downloading this demo and can't believe I'm dipping my feet into the XV world. ^_^
 
im trying lol

MedicalAmusingGalapagostortoise.gif
 
Loved this demo. I only played through the main quest stuff and didn't do a bunch of exploring. I'm gonna save that for the full game.
 
Saying Kingsglaive is practically the opening cutscene to the game is giving the movie a lot of credit. Every remotely important thing in the movie is going to be shown again in the game. It was more or less a filler movie. Fun to watch! But still wholly inconsequential.
Um...lol have you seen how they cover the invasion in the game? To say it's inconsequential is a bit overstated. Even previews have stated that if you don't watch Kingsglaive you will be missing a major portion of the plot.
 
Yeah. All those people who cried bloody murder over the delay look mighty silly now.
I'll admit I was one of them ^^"
That proper optimisation for standard PS4 wow! Looks really good and clean I have no problems with the visuals at all now they went in
 
I see some people having lock on issues and others not having it at all. Can you hold lock on to remain hard locked? When I played PD, there was something like that.

And I dunno, walking/running is slow but Chocobo makes up for that.
 
Pretty sure the devs actually explicitly mentioned that teleporting outside of combat like that to traverse the map wouldn't be feasible from a technical standpoint.

Not even the short-distance "dodge roll" style warp you use when you're not locked onto something?

I'm not buying it.

The inability to use that outside of combat coupled with the weird momentum Noctis has when jumping (he moves forward then appears to hit an invisible wall in mid-air and always falls straight down) make some of the movement and traversal feel really stiff and antagonistic.
 
Could be a number of things. Having a target to lock on to, for one.

But I'm talking about the "dodge" warp that's just Left Stick + Tapping /\.
Not the point warp where you stay suspended and regain HP/MP, and not the lock on warp that results in "Shift Break/Warp Strike."

I just can't wrap my head around how the game's put together that that move would break things outside of combat, but is magically "safe" when there's enemies around.
 
So what is it that keeps the exact same move from glitching out when "in-combat?"

When you're in combat, there's a specific radius where the battlefield takes place where they can handle how things are streamed. It's completely different from being able to warp in a completely free map with no loading screens.
 
When you're in combat, there's a specific radius where the battlefield takes place where they can handle how things are streamed. It's completely different from being able to warp in a completely free map with no loading screens.

So the world actually sort of instances itself when you're in combat?
Now that's an explanation that I can understand and see the tech behind.
 
But I'm talking about the "dodge" warp that's just Left Stick + Tapping /\.
Not the point warp where you stay suspended and regain HP/MP, and not the lock on warp that results in "Shift Break/Warp Strike."

I just can't wrap my head around how the game's put together that that move would break things outside of combat, but is magically "safe" when there's enemies around.

Yeah, it doesn't make a lot of sense. But I don't think it would be very useful for traversal at all, you'd enter stasis after a few teleports, and that annoying animation would play out. Better to just sprint and tap at the end to get an instant refill. Or use Chocobos.
 
Yeah, it doesn't make a lot of sense. But I don't think it would be very useful for traversal at all, you'd enter stasis after a few teleports, and that annoying animation would play out. Better to just sprint and tap at the end to get an instant refill. Or use Chocobos.

It'd be extremely useful for crossing gaps and extending jumps because of the weird way the game handles Noctis' jumping momentum/trajectory.
It's like Noctis jumps the way you'd expect a video game character to, but then a few feet out he hits an invisible barrier and falls straight down.

The lack of out-of-combat short-range warping + the weird way Noctis handles when jumping makes me feel like they're intentional decisions to prevent sequence breaking and out-of-bounds exploits.
 
Is there any good area that has a ton of enemies that you can just practice fighting? It was easy in Duscae because the enemy ships just kept coming lol. Do enemies respawn when you exit, then reload? I haven't played the demo much yet to know what happens.
 
It'd be extremely useful for crossing gaps and extending jumps because of the weird way the game handles Noctis' jumping momentum/trajectory.
It's like Noctis jumps the way you'd expect a video game character to, but then a few feet out he hits an invisible barrier and falls straight down.

The lack of out-of-combat short-range warping + the weird way Noctis handles when jumping makes me feel like they're intentional decisions to prevent sequence breaking and out-of-bounds exploits.

Yeah, the gravity when jumping seems way more realistic for a video game : it's a Fantasy based on Reality ;)
 
I mostly enjoy the combat, it feels fast, fluid and exciting when everything clicks together and all the tools you can use have a distinct purpose.

There are a few niggles: As others have mentioned the open world is a bit boring, I was surprised at how even jumping didn't feel like a great mechanic - quite a few objects have invisible walls to prevent you from jumping on them, and the interactions you can have with others feel less than natural, like you weren't meant to jump on them. Was also surprised at how slow your sprint speed is.

The other thing that has disappointed me is how the camera is "dumb". Outside of locking onto objects to use your shift ability, it never, ever moves to show you what your character might be facing, not even the slightest bit when you're exploring and turning to run in a different direction. Having to play around with the right stick 100% of the time feels a bit strange in a game like this - it makes perfect sense in TPS games since the camera is the game's aiming reticle, but that's not the case here.
 
Possibly brought up in this thread already but a text you can find at that coastal place is interesting, mentions
Bahamut alongside the other five Summons.

Did we already know he was (probably) in the game? I knew about the other five mentioned in the text but I haven't been following the interviews and stuff closely enough to know if they already made any clear statements about him in particular. This is the first time I ever saw anything mention him by name.
 
I'm... struggling with the combat. Any tips?

Not really feeling the game, but I believe that's because I can't understand anything.
 
Is there any good area that has a ton of enemies that you can just practice fighting? It was easy in Duscae because the enemy ships just kept coming lol. Do enemies respawn when you exit, then reload? I haven't played the demo much yet to know what happens.

Enemies don't spawn often and there aren't that many of them, there are some crabs you can fight at the beach in Galdin Quay, then run to the camp nearby and sleepy and the next days the crabs will be there again to fight. There are some Dual Horns around Hammerhead too which can make for some fun fights.

The other thing that has disappointed me is how the camera is "dumb". Outside of locking onto objects to use your shift ability, it never, ever moves to show you what your character might be facing, not even the slightest bit when you're exploring and turning to run in a different direction. Having to play around with the right stick 100% of the time feels a bit strange in a game like this - it makes perfect sense in TPS games since the camera is the game's aiming reticle, but that's not the case here.

There is a button prompt to move the camera in the forward direction toward what Noct is facing, it's really handy.
 
Regroup is a really useful skill. Team heal and brings everyone together.

Good to get people out of the way before you cast magic as well.

Also I think I've figured out how your attacks work.

Everything seems to start off of your first attack.

First attack is a rush attack that closes the distance between you and the target if necessary.

After that attack you can then press directional buttons to branch out into different moves.

Like with the sword you can do Attack > Back Attack > Back Attack which translates into a rush attack followed by a backflip attack then another backflip that actually puts you into the air so you could follow up with Attack to continue your combo in the air.

It seems like a good idea to start Dagger attacks with an aerial attack because that flurry of hits comes out fast and does decent damage and you can continue with a ground combo.

It seems that Daggers cannot use aerial step to get another aerial combo in.

I've only been able to do that with the sword so I'm not sure if other weapons benefit from aerial skills.
 
Hmmm the Prompto photo settings were actually for the color and exposure...:/

Also just found out you can out the roof up on the Regalia. Lol
 
How long is this demo. I just fixed my car the first time and I got to the next area and saw the cutscene with Luna. How long do I have left in the demo?
 
Enemies don't spawn often and there aren't that many of them, there are some crabs you can fight at the beach in Galdin Quay, then run to the camp nearby and sleepy and the next days the crabs will be there again to fight. There are some Dual Horns around Hammerhead too which can make for some fun fights.

I really hope there are more enemies in the final game. The world seems empty enough - at least having a decent amount of enemies would fill in some of the tedium of running around forever. Duscae seemed to have about the right amount of enemies (didn't take too much running to find more).
 
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