Final Fantasy XV feedback live stream full report: Episode Duscae 2.0 coming mid-May
posted on 04.28.15 at 03:14 AM EDT by (@salromano)
Regional thoughts, feedback changes, and more.

Final Fantasy XV

Square Enix held a Final Fantasy XV: Episode Duscae feedback-focused live stream this morning, detailing the changes the development team are making in response to user feedback, announcing the release of an upcoming patch to the demo, and announcing plans for E3 and Gamescom, the latter of which promotion for the main game will officially begin. 

Find everything summed up below.

■ An Evaluation of Episode Duscae by the Numbers

The global average score determined by everyone who played the demo is 8.3. In North America, the game scored an 8.6, in Japan an 8.0, and in Europe an 8.3.

Global Breakdown

  • Music – 9.3
  • Weapons design – 8.9
  • World design – 8.9
  • Event scenes – 8.8
  • Graphic quality – 8.9
  • Open-world gameplay – 8.6
  • Voice acting – 8.6
  • Character dialogue – 8.5
  • Main character design – 8.5
  • How much did you like Noctis’ personality? – 8.4
  • How much did you like Gladiolus’ personality? – 8.5
  • How much did you like Ignis’ personality? – 8.4
  • How much did you like Prompto’s personality? – 7.9
  • Sub-character design – 8.1
  • Game difficulty – 7.9
  • Story – 8.4
  • Tutorial – 8.2
  • Navigation – 8.2
  • Map design – 8.3
  • Battle system – 7.7
  • Amount and variety of content – 7.8
  • Controls – 7.4

Japan Breakdown

  • Music – 9.4
  • Weapons design – 9.0
  • World design – 8.9
  • Event scenes – 9.0
  • Graphic quality – 9.0
  • Open-world gameplay – 8.4
  • Voice acting – 9.1
  • Character dialogue – 8.8
  • Main character design – 8.4
  • How much did you like Noctis’ personality? – 8.6
  • How much did you like Gladiolus’ personality? – 8.6
  • How much did you like Ignis’ personality? – 8.6
  • How much did you like Prompto’s personality? – 8.1
  • Sub-character design – 8.3
  • Game difficulty – 8.0
  • Story – 8.5
  • Tutorial – 8.3
  • Navigation – 8.4
  • Map design – 8.5
  • Battle system – 7.8
  • Amount and variety of content – 8.0
  • Controls – 7.1

North America Breakdown

  • Music – 9.4
  • Weapons design – 9.0
  • World design – 9.0
  • Event scenes – 8.8
  • Graphic quality – 9.1
  • Open-world gameplay – 8.8
  • Voice acting – 8.2
  • Character dialogue – 8.4
  • Main character design – 8.6
  • How much did you like Noctis’ personality? – 8.3
  • How much did you like Gladiolus’ personality? – 8.5
  • How much did you like Ignis’ personality? – 8.4
  • How much did you like Prompto’s personality? – 8.1
  • Sub-character design – 8.1
  • Game difficulty – 8.0
  • Story – 8.6
  • Tutorial – 8.2
  • Navigation – 8.1
  • Map design – 8.3
  • Battle system – 7.6
  • Amount and variety of content – 7.7
  • Controls – 7.5

Europe Breakdown

  • Music – 9.3
  • Weapons design – 8.7
  • World design – 8.7
  • Event scenes – 8.7
  • Graphic quality – 8.6
  • Open-world gameplay – 8.6
  • Voice acting – 8.6
  • Character dialogue – 8.4
  • Main character design – 8.4
  • How much did you like Noctis’ personality? – 8.2
  • How much did you like Gladiolus’ personality? – 8.3
  • How much did you like Ignis’ personality? – 8.0
  • How much did you like Prompto’s personality? – 7.7
  • Sub-character design – 7.9
  • Game difficulty – 7.9
  • Story – 8.2
  • Tutorial – 8.2
  • Navigation – 8.0
  • Map design – 8.0
  • Battle system – 7.6
  • Amount and variety of content – 7.6
  • Controls – 7.5

What interesting you about Final Fantasy XV?

  • It is the new numbered Final Fantasy game – 69% (Japan) / 48% (NA)
  • I like all Final Fantasy games – 74% (Japan) / 52% (NA)
  • I like games set in an open world – 15% (Japan) / 17% (NA)
  • I like RPGs – 38% (Japan) / 50% (NA)
  • I like games with action-style battle systems – 21% (Japan) / 26% (NA)
  • I heard good things about it from somebody I know – 0% (Japan) / 1% (NA)
  • It has open-world gameplay – 8% (Japan) / 17% (NA)
  • The artistic design – 3% (Japan) / 18% (NA)
  • The graphics – 25% (Japan) / 15% (NA)
  • The story – 7% (Japan) / 26% (NA)
  • The car – 2% (Japan) / 1% (NA)
  • The music – 10% (Japan) / 12% (NA)
  • The voice acting – 3% (Japan) / 1% (NA)
  • The character dialogue – 2% (Japan) / 1% (NA)

Did you complete the demo?

  • Europe – No (11%) / Yes (89%)
  • Japan – No (28%) / Yes (72%)
  • NA – No (10%) / Yes (90%)

Will you play the demo again regardless of clearing it or not?

  • Europe – No (11.8%) / Yes (88.2%)
  • Japan – No (11%) / Yes (89%)
  • NA – No (36.50%) / Yes (63.50%)

Why have you stopped playing the demo?

  • I have played all of the content and am fully satisfied – 5% (Japan) / 78.9% (NA) / 40.6% (Europe)
  • The world was bare and without things to do – 5% (Japan) / 27.4% (NA) / 17% (Europe)
  • I don’t like the battle system – 4% (Japan) / 16.4% (NA) / 15.1% (Europe)
  • I didn’t like the controls – 5% (Japan) / 15.6% (NA) / 8.2% (Europe)
  • Didn’t like the characters – 20% (Japan) / 5.4% (NA) / 5.1% (Europe)
  • The world was not open enough – 1% (Japan) / 7.5% (NA) / 3.6% (Europe)
  • The world was too open – 0% (Japan) / 3.8% (NA) / 2.8% (Europe)
  • Too difficult – 14% (Japan) / 2.8% (North America) / 2.2% (Europe)
  • Didn’t like the story – 0% (Japan) / 1.9% (NA) / 1.9% (Europe)
  • Didn’t like the artistic direction – 0% (Japan) / 1.5% (NA) / 1.5% (Europe)
  • Didn’t understand goals – 20% (Japan) / 1.6% (NA) / 1% (Europe)
  • The demo is too long – 5% (Japan) / 1% (NA) / 0.9% (Europe)

How close of an impression of the Final Fantasy game do you think the demo game do you think that the demo gives you?

  • Very close impression – 3% (Japan) / 18% (NA) / 20.6% (Europe)
  • General impression – 46% (Japan) / 61.6% (NA) / 50.1% (Europe)
  • Somewhat of an impression – 43% (Japan) / 17.7% (NA) / 25.9% (Europe)
  • Not a very good impression – 7% (Japan) / 2.3% (NA) / 3.2% (Europe)

Will you get Final Fantasy XV when it’s released?

  • Will definitely buy – 74% (Japan) / 81.9% (NA) / 82.1% (Europe)
  • Will probably buy – 18% (Japan) / 11.9% (NA) / 12.4% (Europe)
  • I don’t know – 7.0% (Japan) / 4.2% (NA) / 4.3% (Europe)
  • Will probably not by – 1% (Japan) / 1.6% (NA) / 0.9% (Europe)
  • Will definitely not by – 0% (Japan) / 0.5% (NA) / 0.3% (Europe)

To what effect did the demo being included influence your decision to get Final Fantasy Type-0 HD?

  • This demo was the reason – 39% (Japan) / 20% (NA) / 13.4% (Europe)
  • It influenced my purchase greatly – 39% (Japan) / 37.2% (NA) / 35.9% (Europe)
  • I don’t know – 16% (Japan) / 3.9% (NA) / 4.6% (Europe)
  • Didn’t effect it much – 5% (Japan) / 25.1% (NA) / 25.9% (Europe)
  • Didn’t effect at all – 1% (Japan) / 13.2% (NA) / 20.1% (Europe)

What type of communication would you like to see with the development teams going forward?

  • A survey like this – 73% (Japan) / 63.6% (NA) / 37.9% (Europe)
  • Frequent video releases like the Active Time Report – 64% (Japan) / 54.7% (NA) / 29.9% (Europe)
  • An event where the developer and users interact – 34% (Japan) / 35.1% (NA) / 22.3% (Europe)
  • A forum with registered users – 20% (Japan) / 26% (NA) / 17.4% (Europe)
  • Creation and operation of a supporters club – 16% (Japan) / 9.1% (NA) / 7.5% (Europe)
  • I don’t really care about communicating with the dev team – 10% (Japan) / 3% (NA) / 1.2% (Europe)

■ Hear My Cries! Raw Unedited Feedback from the Players

#1 – The lock-on is useless.

The issue: The lock-on itself is too difficult to use, and there’s also the issue of it not keeping the targeted enemy in the center of the screen, or if the locked-on enemy moves, the camera doesn’t follow it properly.

Tabata’s comment: “I see. Honestly, there were many instances where we also felt that the targeting system wasn’t behaving as we had envisioned. We do take it seriously that this was the #1 criticism. Right after the demo was released, our team was able to play it from a consumer standpoint, and concerns about the targeting immediately came up. The most common internal criticism was that the targeted enemy would go off-screen.

“There are two rationales for this, and for the first one, regarding the targeted enemy getting lost off-screen, this was due to an imperfect implementation of the system. We’ve already begun addressing it.

“The other thing, for example on the PS4, I think it’s the R3 button. The lock-on can be triggered by pressing R3, but that was not specifically explained in the demo, so there were many people who weren’t aware of this feature. Even internally, a lot of us weren’t aware of this feature, so there were problems trying to stay locked on to a single target.

“we’ve already started working on fixes to the issues regarding players not being aware of this feature and the feature not being up to par with our expectations. The issues will be thoroughly addressed, so please rest assured.”

#2 – The camera is too close. I can’t tell what’s going on.

The issue: Because the camera is too close, it makes it difficult to understand what’s going on. Especially during frantic battles.

Tabata’s comment: “When fighting a herd of garulas, there are times when the player keeps getting hit, and I agree that it’s difficult to understand what’s going on when that happens. And, near the entrance to the dungeon, there’s an enemy called the saberclaw. When facing saberclaws, it gets pretty difficult to see what’s happening.

“There’s also issues with the terrain. In the woods, the camera movement is limited, so it’s even tougher when fighting there. It’s the same with goblins, too. Especially when you’re in a confined space. So these issues, we need to make sure the camera pulls back in these situations to make it easy for the player. The system is designed to do so, but it wasn’t functioning as well as we had hoped. There were also times where it wasn’t functioning well because of the terrain, and we’ve made note of it already.

“So it can definitely be improved, and we will improve it. Not being able to tell what’s going on in a game is unacceptable, so much like the previous criticism about not being able to target enemies, basic functions such as these will be addressed, so that you won’t feel the game is difficult to play.

“Ideally, we would have one camera programmed to adjust to every situation, but in the demo, we noticed many instances where the camera wasn’t able to fully adapt to various terrains. So ultimately, we may consider allowing the player to choose from different camera distances.”

#3 – Camera control was poor and felt heavy.

Tabata’s comment: “We’ll make sure the camera is smoother. Simple as that. It’s the result of a lot of things, but we’ll examine the variables one by one and make sure the camera controls are smooth.”

#4 – The AI is dumb and allies get in the way.

The issue: For example, a party member would barge in and get himself in critical condition, or when you actually want them to do something, they’d just be standing there. The most common feedback was that they’d get in Noctis’ way when trying to move around.

Tabata’s comment: “That’s a pretty direct way of putting it. First, in regards to getting in the way of the player, that’s a hindrance to the game’s experience. So we will properly address it from the programming end so that the party members avoid getting in the way of each other.

“On the ther hand, as far as the AI being dumb, I don’t think that everything about the AI is dumb. There should have been times in Episode Duscae where you felt both camaraderie and a sense of self-awareness from the AI characters.

“Our goal is to be able to really feel each character’s personality and the feeling of being with friends, but we’re not quite there yet. Some of that is there, but the demo is just a glimpse of what might be possible. I’d like to take the time to really polish this aspect.

“So we’re fully aware that the AI is dumb. I get upset, too, when they go and get themselves knocked out.”

#5 – The jaggies and the even more concerning frame-rate drops.

Tabata’s comment: “The frame rate was the most common feedback from North America and Europe, wasn’t it?

“The jaggies and frame rates are two separate issues, but in regards to the jaggies, we weren’t able to implement anti-aliasing in the demo. That’s why the jaggies stood out a bit, but anti-aliasing will be implemented in the full game. The amount of jaggies will be reduced, so for the demo we apologize. They shouldn’t be in the full game, so please rest assured.”

(Will upcoming trailers have anti-aliasing implemented?)

“Well, in terms of whether it can be immediately implemented… We’re currently in the midst of determining how we’d address it and the engineer working on the real-time rendering is looking into this. So it’s hard to give a definitive answer on when it will be implemented.”

(Back to frame rate.)

“As for the frame rate, that is a serious matter. We consider it a high priority issue. If we simply reduce the number of objects that need to be rendered and computed, like reducing the number of monsters or limited AI behavior, we can reduce the processing load on the CPU. Reducing the number of processes would naturally result in a stable, higher frame rate. But achieving a high frame rate by doing so isn’t going to satisfy our fans.

“So the only option is to persistently optimize. Currently, the bottleneck during battles is the VFX and UI. As we head to mastering, we’ll probably repeat the process of optimizing as much as we can and re-evaluate how objects are being rendered.”

(Is the goal still full HD, 30 fps?)

“We are working towards full HD. It’s not just me. The engineers and artists are all aiming for full HD. But from hearing the honest feedback from players who tried the demo, it becomes apparent that the frame rate is more important than the resolution. It’s pretty easy to understand, actually. Prioritizing resolution by sacrificing frame rate is presumably unacceptable for our game, so our highest priority will most likely be the frame rate. Based on that, our approach will be to increase resolution as much as we can. So, ultimately, this may be the order of priority on which our decisions will be made. But we’re not raising the white flag just yet. We are aiming for full HD.”

#6 – The motion is realistic, but because of that, it feels slow.

Tabata’s comment: “First, I think some of this has to do with weapon actions. If you’re using a heavy weapon, then the movement is consequently going to feel sluggish. It is a little difficult to determine whether the sluggish motion is the result of a weapon, or something else. So we are working on trying to increase the dynamic range of the action by differentiating the sense of speed when using a light weapon and the sense of weigh when using a heavy weapon.

“But in regards to basic movements… we are highly focused on footing, or feeling connected to the ground. This isn’t just about the contact between characters or aiming to make every and all movements realistic, but more importantly, it’s about making sure the player character truly feels like party of the Final Fantasy XV world, as that will in return allow the player to immerse themselves in the game, and experience everything in the game as something that truly belongs.

“With that being our goal, it has been trial and error for us to get it just right.”

(Some of this criticism might come from wanting the speed of the E3 2013 trailer.)

“Ah, well we did make that because we ant to be able to do that, so I think that’s so.

“I think people who played the demo will know that when activating Armiger, movements become warps, and general movement is faster. However, a problem came up while we were designing that Behemoth battle for the E3 trailer as a prototype. It eliminates the need for a party battle. Basically, Noctis becomes unstoppable. So if this game was designed around Noct alone going all out at all times, then we can probably set the default speed to that level. But that’s not the design. We want players to face various situations and use Noct’s full power in moments of need, but under normal circumstances, it’s about fighting with your party members and using joint attacks. That’s how we want to differentiate the gameplay.

“But as I said earlier, when it comes to lightening the motion here, or letting you move more swiftly there, or automating this so that the CPU doesn’t have to read motion data, all of that is ever-evolving, so we’ll work on optimizing so that the motion doesn’t feel sluggish.”

#7 – Can you at least add a mini-map or compass?

Tabata’s comment: “Ah, yes. We will.”

(How about a radar? Being able to tell where your party members and enemies are during frantic battles.)

“So normally when you think mini-map, it’s there so that you don’t get lost in the field, to identify which direction you’re facing, to know where your objective is, and to get a rough grasp of the relative position and distance. Now, within that, the request is to include detailed high resolution information about your surrounding enemies, right?

“We’ll look into it.

“To be fully transparent, there are plans to include a mini-map in the final release. A radar was not in our plans. But once all the battle elements are finalized, like the formation of enemies and the number of enemies in any given battle, our idea was to make sure the player can have a good understanding of their surroundings, like the position of your enemies and party, within the 3D environment without the need for a radar. So that’s why it hadn’t been considered. But feedback is feedback, so if there is a need for a radar, we will think about how we’d implement such a feature.”

#8 – I want a dodge action that doesn’t rely on MP.

Tabata’s comment: “You’re talking about something like a dodge roll, right? So, there actually is a dodge roll. I think it was in the E3 trailer, too. That’s the default dodge, and the warp-dodge that was in the demo is a higher level dodge action.

“So why was there only warp-dodge in the demo? There are two reasons. First is, we couldn’t prepare the UI elements for switching up abilities. So it came down to dodge roll, or warp-dodge. Second, we were nearing the memory limit, so we had to really watch the resources so that things wouldn’t be too sluggish. It was at the last minute, but we decided to go with warp-dodge since it doesn’t require as much of a load as dodge roll. So we had to axe the dodge roll, but if you want a dodge action that doesn’t rely on MP, it exists.”

#9 – It’s a game about hiding behind rocks and replenishing MP.

The issue: When you run out of MP, you can’t do anything, and you have to hide behind rocks to replenish.

Tabata’s comment: “The amount of MP that recovers, and the time needed to recover is something we balanced within the context of this demo, so I think what you’re seeing is a result of that. For the final release, before even worrying about MP use, there are other features that will be included. There will be various features to shorten the time or each battle. Whether it be magic, or combo-ing with joint attacks, there will be a lot of tactics at the player’s disposal, so the amount of time spent recovering MP will probably go down in proportion to that.

“Since you have full control over everything, it’ll be about how you construct your battles with the available MP. So if you’re in a pinch, then there will probably be situations where you need to distance yourself and recover MP, but I think the need for that will decrease. We’ll be sure to balance all the features so people won’t think this is a game where you just hide behind rocks waiting for MP.

“I actually think hiding behind rocks and waiting for MP, or warping to a high point and waiting before going back into the heat of battle is a pretty fun tactic, and I don’t want to completely lose it. I think just the right amount…”

#10 – Battles are too difficult or too easy.

The issue: A lot of Japanese players said it was too hard, while a lot of western players said it was too easy.

Tabata’s comment: “Before we mastered, we had our L.A. and London offices play it and had them fill out a survey, to see if the current battle balance is right. We got the same exact responses from them, too. I felt like I was being asked to look right while looking left. So I think the best solution is to include difficulty options.

“There’s no difficulty option currently in the works for the final release. But since we’re working towards releasing the game simultaneously worldwide, instead of releasing first in Japan and then to the rest of the world, we do feel there is a sense of obligation to fulfill lots of needs. And as one of those needs, we understand that difficulty options may be important.

“So I think we’ll include it. We will.”

(There’s a lot of difficulty option requests on 2ch, too.)

“Even in Japan, there are players who are good at action games, and those who prefer to slowly level up before beating the game. So I would like everyone to play in a way that matches their style.”

#11 – The overall controls weren’t good, many felt battles became repetitive were “too monotonous.”

Tabata’s comment: “When you say controls are bad, I think one way to look at it is that the response is bad, and another is when you thought you did something, but nothing happened on the game side. So either it’s not doing what you wanted to do, or soething feels like it’s not working the way it should.

“I think there are multiple ways to look at this, so I’m not sure which is the right one. But one thing we were thinking about is allowing players to remap the button configuration to their liking. But there is probably more to it, so I would like to dive deeper into this and get the full picture.

“It did stand out a lot earlier in that earlier diagram…. so we will look at each one.

“Now, about the ‘too monotonous’ criticism… The monotony is probably due to battles feeling long. (Like the hiding behind rocks?) Yes. That probably also contributed to making the battles feel long. And also, for players who are seasoned action gamers, the demo didn’t include a lot of situations to take advantage of your skills, so you probably couldn’t carry out battles the way you wanted to, thus making it feel too monotonous overall.”

(There’s no magic and only one joint attack…)

“As I said earlier, resolving the issue of battles being too long will also resolve the issue of battles feeling too monotonous, so I think it’ll change things a lot. Especially because you’ll have the tools to shorten battles so that’ll have a great effect on the experience. In that sense, I feel like it will become less of a problem. And then, if we were to add the difficulty settings, maybe it can bring out the more technical skills.”

(Ah, like perfectly timed evades…)

“Yes, currently perfectly timed evades even use MP, but it will make it easier to do things like making the gameplay significantly difficult, but eliminating the need for MP.

“I think we should allow the option of players choosing an easy mode.”

#12 – The stamina needed for dashing is annoying. You can’t even run that fast.

“I see, but you know… Instead of being able to run to the ends of that world while ignoring stamina, I’d prefer to see them get tired… So I think it’s better to have ups and downs. As long as we place importance on treating them like living characters. But in terms of dashing distance and speed, well… Improving both by eating certain foods, I think that would be a neat feature for Final Fantasy XV.

“So if you procure the right ingredients to strengthen your boost for the next day, then you can make that meal. If people were stressed out by the dash in the demo, I think this will take care of it.”

(So in the final release, you could choose your meal if you have the necessary ingredients… so you could specifically choose to eat a meal that will boost your dash?)

“Exactly. So if you’re planning to travel far the next day, then you can boost your dash if you know which meal will give you that status effect. In Episode Duscae, there are two states, I think they were Fresh and Prime. You get buffs from the meals. The dash distance was actually lengthened under these states, but the speed wasn’t affected.

“In the final release, it’s perfectly possible to have meals that can boost both speed and distance, and I think that’s the way it should be. So hopefully we can meet players’ expectations in that direction.”

#13 – I want to warp as a regular means of moving around.

Tabata’s comment: “Yes, yes. So, until some part of February, this was actually possible. That was our plan. But it caused so many bugs. So ultimately, we felt it would be pretty tough and prevent us from mastering. That’s how many bugs occurred as a result of this feature. So we decided to limit it to just battles. This isn’t something I want to tell our players. Although I just did.”

(Is this something you can achieve with enough QA time in the final release?)

“Well, here’s the thing. Since this is an open world and we’re seamlessly reading data, to be able to warp through that would be a pretty outrageous feature. So honestly, at this point we haven’t found a breakthrough to be able to achieve that without resulting in bugs. If we did find a way, it would’ve been in the demo, but we didn’t. I can’t say with absolute confidence that we’ll be able to manage it in the final release. If a breakthrough happens, I’m sure we’d implement it so you could use warping as a means of getting around, but there’s a good chance it will be left as is.

“But, well, even if we had to limit warping to just battles in the final release, I would like to find a way to open it up a bit in some fun way. That, at least, I think would be possible. Warping does feel good, and I want players to experience that as much as possible, so if you could allow us to be more flexible with how we could possibly allow warping, then we would like to come up with something.”

(Players want to see more blue-marker warp points.)

“There will be many more. The final release will have many more warp points, and there will be fights where there are numerous warp points, making you take advantage of them to clear enemies. It will become part of your strategy.”

(Can you warp directly up?)

“Yes, there will be a need for vertical warping. Dynamic warping will be an essential part of battles, whether you use it to your advantage or to avoid enemies. There was a little of this in the Behemoth battle, but we’re trying to incorporate it into normal battles, too, so that it’s not limited to specific sequences. I think players can look forward to it.”

#14 – Please let me cancel my attacks by evading. Please.

Tabata’s comment: “I was actually screaming inside for this, too. ‘I totally just dodged!’ But I’m still attacking, and I get blasted away. We’re going to let players evade mid-attack, right? Right? (Tabata is talking to the staff sitting behind the camera.) Let’s do it. Let’s make sure you’ll be able to evade mid-attack.”

(So if I press evade during an attack…)

“So it’s not whenever, wherever. We did have plans to make attack-canceling evades a feature. Um, why didn’t we put that in the demo again? (Tabata is again talking to staff.)

“So simply put, we would’ve had to work in action cancellation frames into that motion and fine tune that, but for various reasons, we couldn’t invest that much time into the demo, and that’s why it wasn’t included. Now that we have delivered the demo, we’re already able to cancel attacks. It’s already in that for sure. We were dodge rolling mid-attack, right? (Again at staff.) Yes.

“But you can evade out of every attack? (Tabata questions staff.) No, right? I see, so you can’t cancel out every single attack. So this is going to require some strategy and technique. I’m not fully aware of all the details at the moment, so I’ll go over this once we’ve locked in the final features.”

#15 – Lots of bugs.

The issue: I didn’t think it’d be possible to ride an NPCs car. Who would’ve thought you could get to the Titan like that?

Tabata’s comment: “My apologies. If only we could say this was intentional (the Titan visit). But we were completely blindsided. ‘What? You can get to the Titan?’ One day we came to work and everyone was talking about it. It got us good. We all saw it. ‘Yeah, we can get to him.’

“At least we can laugh about the Titan bug, but jokes aside, we heard about bugs where players lost their save data and needed to start over. There were those kinds of bugs, as well. So in that regard, we sincerely apologize. As we work on the final release, bugs like the aforementioned ones caused by warping in the the field, our know-how isn’t quite affluent yet when it comes to action in an open-world environment, so we are honestly faced with many unforeseen bugs. So we’ll be very thorough as we head towards the final release. I sincerely apologize for an inconvenience.”

■ Western Bonus Round

#1 – Noctis’s voice is weird.

Tabata’s comment: “Ah, that. He sounds like Batman, huh?”

(You totally just agreed!)

“Yeah. I really wanted to include voiceovers in this demo, but we cut it very close in terms of the schedule. We recorded, got the data, implemented it, then we went straight to testing, so by the time I realized that Noctis’ voice direction wasn’t quite right, we were already checking the ROM. But it was too late to re-record, so while it wasn’t ideal, we had to release it this way.

“So yes, we’re aware that he sounds strange. The character’s charm isn’t coming through with the current acting, as he feels a bit older. So we’ve actually already done more takes that feels a bit younger, while also bringing out Noct’s sense of ennui, and I think we’ve found the right direction.”

(So you’re basically re-recording with that new direction?)

“Yes, the voice acting is already different than what’s in the demo.”

#2 – Cindy is too sexy. Also, I want a female party member.

Tabata’s comment: “So do these go together? ‘Put Cindy in the party.’ ‘But she’s too sexy.’ I don’t get it.”

(So a lot of feedback from Europe was that Cindy is too sexy, but a lot of people also want a female party member. It does feel a bit contradictory.)

“About Cindy being too sexy, she’s actually not meant to be an erotic character. Her character is very energetic and outgoing, a very active character. With those traits paired with her appearance, we feel it wouldn’t be too problematic even if, say, she shows up on screen while your parents are in the living room. We feel it wouldn’t be too problematic. I just repeated myself there.”

(I think it’s more about the amount of skin she shows for a mechanic…)

“Oh, I see. But she is a very cheerful and active character, I don’t think we want to change the current concept. So maybe it’s about moderating the way she’s presented, where it appears as though overly sexual themes are being brought to the forefront, because that’s not who she’s supposed to be. Maybe as long as we maintain those boundaries…

“Nakaaki-san, who’s been working on Cindy, is here with us. Should we ask him?”

“So what Nakaaki-san said, just like what I just just explained, is that her character is not about sex. She is not supposed to be too sexy, but the male members on the dev team did their best to create her. As a result, perhaps too much of their heart and soul went into her… So if we put too much into her, then we should remove the excess heart and soul, and make sure she’s a character you’d be completely comfortable seeing while in the living room. That’s where our line will be, so please be assured.

“In terms of adding a female character to the party, our concept is that this about following the foursome’s journey in an environment where they can be themselves, and thereby allowing the player to feel like they are traveling with them. So removing Prompto, who was the least favorite, and replacing him with a new female character just doesn’t sound right…

(I guess people are anxious because you said there would be guest party characters—like General Cor—so I think there’s a certain level of expectation coming from players…)

“I see. We won’t be letting anyone down. Normally, it’s just the four guys, so the tent’s probably not in tip top shape, but if a female character gets thrown into the mix, you can expect things to be a little different than usual.

“They’ll probably clean and say things they wouldn’t normally say around her. Things like that. I think it’ll be fun to see the differences when the guys are being themselves, and when it’s not just the four of them. That’s how I want the players to journey with them. We’re working hard to make sure this really gets across. Please look forward to seeing the differences when a guest character joins your party.”

■ Dev Team Moving Forward

Tabata’s comment: “From today’s preliminary report, we have a general idea of the areas that need to be carefully examined, and right after the demo was released, we had also started thinking about the improvements we’ll make for the final release. We’ve already made plans for improving certain things, and we’ve begun implementing things that used to be unknown for us. For starters.

“And if possible, instead of presenting a master that will be like the final release, I really want everyone to see and feel how the game is improving toward the final release as we take in all of their feedback.”

(So you’ll let them play at an event?)

“Yes, that’s what we initially planned. We first thought it would be good to constantly upgrade Episode Duscae across various events. But it would be more ideal from the dev team’s perspective if we could distribute Episode Duscae version 2.0 to everyone who played the demo.”

(Patching the demo, then?)

“That’s right, an update… That being said, from a first-party perspective, there’s been no precedent of applying patches to demos, so we’re currently discussing with them to see if it’s feasible.

“As of today, April 10, the dev team has already begun moving on it [Episode Duscae 2.0]. But we cannot say if we can actually distribute it. If we can’t distribute it, then we’ll probably have it at some event, even though the number of players will be limited. But ideally, we want to distribute it to everyone.

“We hope to update it between mid to late May. Similar to an online game patch, the April features will be tested and we hope to release this in May. That’s our ideal schedule.

■ Episode Duscae 2.0

Confirmed Features

  • AXB enhancements
  • Camera and targeting system enhancements
  • Additional combat actions / overall re-balancing and bug fixes
    • More joint attacks (the current demo has one) and in terms of triggering it, it might be different currently available one.
    • Possible dodge roll inclusion.
    • The range of actions for each weapons has been improved.
    • MP recovery and usage has been adjusted, like not using MP for perfectly timed evades.
    • Titan bug will be fixed.

Under Consideration

  • Individual quests – These are quests where all four party members may not partake in. The mechanics are already in place and working, so Tabata thinks it’s possible to implement along with the quest data. For example, when the player decides what to do in the morning after camping, depending on the choice, Noctis and Prompto will be paired for that day. Or three of the party members might go together. Those days might have different conversations because the number of party members are different from usual. In battles, there will be situations where all four members aren’t present, so it’ll bring out different situations. Then, at night everyone gets back together to camp, and each character might bring what they acquired, or something like that. The final release version will be much more in-depth.
  • Frame rate stabilization – Not sure if this one can be added, as they’re still reevaluating data allot-age and how objects are being rendered. A decision will be made once they get a better sense of timing.

■ E3, Gamescom, and Promotion for the Main Game

“First, by releasing Episode Duscae, we think we reached one of our major milestones. I mentioned that we’re working on an update, but we feel we were able to properly execute what we consider the prologue leading up to the big release. So moving forward, with the release of the demo, instead of an extension of how we’ve been releasing information up until this point, we would like to begin releasing pertinent information about Final Fantasy XV to all regions where the game will be released.

(To start promoting the main game?)

“That’s correct. That’s what we are preparing for. Because of this, E3 doesn’t give us sufficient time to fully prepare. So I have been discussing with our marketing teams, and we’ve actually been considering Gamescom in August, instead of E3, as the target for our next major reveal.

“That’s our line of thinking. So we’ll be taking a break from E3 this year.”

(I think we’ll have a short trailer for E3, but it will serve as a segue into what we’re preparing for Gamescom.)

“I think so. I would like to take this opportunity to tell you that the promotion for the main title will officially begin at Gamescom.”

(After that, there’s PAX Prime at the end of August to early September, then TGS in Japan in mid-September. This group of events will be the platform of our reboot, or re-start, towards the release of the main game.)

■ The Next Active Time Report

By mid-May, Square Enix will finish tallying all of the survey results, as today was only a preliminary report. They hope to report the full findings at a later time. Since they won’t have any major announcements at E3, Square Enix hopes to do another Active Time Report in late May, right before E3, possibly right after the patch is released.

Play-Asia
  • http://gematsu.com/ Sal Romano

    *dies*

    • bloodiOS

      You have done it, Sal. Now you can rest in peace =)

    • bloodiOS

      By the way, I have been meaning to ask but for some reason, the desktop version (mobile one is fine) of this page shows up as a blank page to me:

      http://gematsu.com/tag/open-forum

      I’ve tried to access it using Internet Explorer, Firefox, and Google Chrome, but none of them works.

      • http://gematsu.com/ Sal Romano

        I’ll look into this tomorrow (err, later today) if ye don’t mind. Sacking out for now~

      • Zackasaur

        Also blank for me.

    • Skerj

      *all the clapping gifs for Sal*

    • MrKappa

      Haven’t gotten around to reading it yet but well done on such a long write up.

    • PhoenixAutomatic

      Thanks for the write-up!

    • Speedo Redempteur

      What an insane breakdown.
      Thanks for this. Even i have trouble processing that much info

      Good job!

  • kudostoyou

    Did you complete the demo?

    Europe – No (11%) / Yes (89%)

    Japan – No (28%) / Yes (72%)

    NA – No (10%) / Yes (90%)

    see this japan??you become casual as a gamer thanks to those mobile games!! where the hell all those hardcore gamer I used to know

  • Shinogu

    its nice to know that tabata takes the fan opinions into consideration! i loved the demo but i agree with a lot of the issues that were presented here! heres hoping we can get a lot more updates like this in the future.

  • Raziel Kõbe

    nobody talked about “switch characters”…

    • MrFinalgamer

      Budgie didn’t complain hard enough…

    • bloodiOS

      Not that there wasn’t anyone but there simply weren’t enough folks complaining about it for them to personal address it in this video.

    • iron_maw84

      Tabata already said that is not in. It whatever problem they have with it’s big enough that is non-negotiable. Nor is a necessary part of battle system.

    • Zackasaur

      Good.

  • WhyWai

    Cindy is sexy, but not too sexy or erotic..
    Don’t blame designer for yourself being pervert minded or feminazis…

    • MrFinalgamer

      Don’t do this…last thing we want is another thread with 500+ comments regarding Cidney/Cindy/Cid with tits.

      Instead, let’s poke fun at Japan for being a bunch of casual plebs!

      • WhyWai

        XD

        **Why have you stopped playing the demo?
        Didn’t understand goals – 20% (Japan) / 1.6% (NA) / 1% (Europe)

        I believe it’s because Japanese gamers are less intrigue by open world sandbox style that this demo geared toward…

      • Elle

        Japan only good at fighting games and maybe MMO lbr. The rest of the world kicks their ass.

  • https://www.youtube.com/user/GamingHeroTetsuya TetsuyaHikari

    I can pretty much throw a rock into a group of JRPGs from a decade ago and hit one which didn’t have lock on problems, camera issues, and even allowed me to use other party members. This is ridiculous. Not only can we not switch party members, but they also get in your way?

    What’s next? Are we suddenly going to find out that if we get a flat tire on the car, all that’s left is a square spare in the trunk? It really just disappoints me (and amazes me) that a project which has been in the works for this long, and has such an incredibly high budget, could encounter this many issues… Even in a demo.

    What’s more amazing is that a lot of the issues even had their internal members scratching their heads, wondering why there were targeting issues and such. What the hell have they been doing this whole time? You can’t sit there and tell me that they don’t have enough QA testers to spot this shit before a demo is released (even the smaller S-E projects have at least 10 QA testers on board, so I can’t even imagine how many are on FFXV).

    There are just far too many screw ups here for a game that is being hyped as not only Game of the Year, but Game of the Decade. Hope Tabata can actually deliver though and have their team pull their heads out of their asses to get this right.

    • iron_maw84

      Dude calm the hell down. Real-time games have had those type of problems for years and that hasn’t changed even now. Switchable characters are even an issue, are Dark Souls, Dragon’s Dogma and KH bad games now because you couldn’t switch characters? Hell no.

      • https://www.youtube.com/user/GamingHeroTetsuya TetsuyaHikari

        You’re right. I mean it’s not as if there are JRPGs out there which have real-time battles that allow us to actually switch characters or anything like that.

        *cough* TALES *cough*

        Anyway, just because I expressed my opinion about their faults in the game doesn’t mean I’m mad about it, lol. I’m more disappointed than anything because it’s lacking even basic mechanics which you can find in RPGs dating not only 10 years ago, but even 20. If they wanted to go big or go home, they should have included these basic functions as well (and not screwed over players interested in the demo by giving them Ninja Gaiden camera angles, lol).

        Again though, I hope they follow through with this and actually make something out of it. I’d hate to see all of these people who are looking forward to it get screwed over by a game they’ve been waiting this long for.

        • iron_maw84

          I liked how you completely missed my point. Character switching is irrelevant to making a good game, let alone a good battle no many how much you may have preference for it. Tales of could have worked with just one controllable character too and nobody would have really cared. I’d like that option too, but not even close to being a deal breaker and I actually care more about the overalll mechanics. Masking a bad combat system with character switching won’t change that is bad. That is the way SE will disappoint anyone.

      • RagdeVIII

        Tabata is doing things that not many developers have the balls. He is been criticized and thats not easy for anyone who has pride in his work. He basically was put in charge in a game that could have been cancelled and he is turning it around. SE is changing the way they function after FFXIV.disaster at launch. Were getting a update for a demo, thats crazy and also shows how much he cares and is treating this game like his last. Yes it sucks its been this long to develop, but we have people who care about working on it and that matters alot. Not saying Nomura didnt care, but he was way too ambitious and the game would have taken even longer to release.

  • Firion Hope

    Hahahahaha! I laughed so hard that one of the wests more pronounced complaints was that the female character is “too sexy”. Damned prudes.

    • https://www.youtube.com/user/GamingHeroTetsuya TetsuyaHikari

      Yeah, I always wonder why my mechanic doesn’t look like a prostitute in a cheap B rate porno too.

      • WhyWai

        probably because you watch too much porno..

        • https://www.youtube.com/user/GamingHeroTetsuya TetsuyaHikari

          Nah. I was actually fine with them making Cid a female in this installment. Well, maybe “fine” isn’t the right choice of words, but I was okay with it. I just felt it was a little excessive of them to needlessly point out that she was, in fact, female by using her cleavage as a “design choice”.

          It looks totally out of place for the outfit, honestly, but that’s just how I feel about it.

      • Firion Hope

        God forbid your mechanic ever shows a little cleavage or you’ll have to show them the error of their ways.

        • https://www.youtube.com/user/GamingHeroTetsuya TetsuyaHikari

          God forbid my mechanic make it abundantly clear to show her cleavage to prove they’re a woman instead of, you know, doing what other female mechanics do and keep their suit zipped up. It was a design choice and I don’t agree with it. It’s fine.

          You can relax. They’re not going to change her design, so you can go back to thinking people are prudes just because they don’t agree with her design, lol.

          • Firion Hope

            I don’t see how anyone who shows cleavage has to do it to “prove they’re a woman”. They might simply like how it looks or feels more. I fail to see how it’s any different from the pretty boy who has his jacket open.

            And I’m plenty relaxed, just laughing at idiots.

            • https://www.youtube.com/user/GamingHeroTetsuya TetsuyaHikari

              >I don’t see how anyone who shows cleavage has to do it to “prove they’re a woman”.

              Clearly. If you did, we wouldn’t be having this conversation. Given her background though, it seems incredibly unnecessary.

              >I fail to see how it’s any different from the pretty boy who has his jacket open

              Ohhhh… You’re one of those guys that thinks it’s okay for a woman to walk around topless in broad daylight just because guys can walk around without their shirt on. Haha, okay. Now I understand your posts a little better.

              • Firion Hope

                Lol I don’t think any aspect of their design is “necessary”, they simply think it looks better. As for convincing yourself that anyone who shows skin is doing it to prove they’re a real woman, well you’ll have to deal with your own demons.

                I’m “one of those guys” who pointed out that the pretty boy with the open jacket and no undershirt showing off his body isn’t any different from some cleavage. Certainly doesn’t feel “necessary”. Yet funnily enough I don’t hear you or anyone else whining about that.

              • sub-semper ha

                We are not friends,but I do agree with your wise words today.

      • KingKellogg The Waffle Haggler

        That and the outfits design doesnt match up.

    • Xan Hisam

      With Japanese voice-overs, her character kinda fits together. It’s the English VO that ‘over-sexualizes’ her

  • PrinceHeir

    Thanks for compiling and setting up all of this :)

    I’m sure it wasn’t easy and all.

    Glad we get to see different sides of each region.

    And i’m glad someone asked about putting the roll and dodge without the use of MP. Because that’s just stupid.

    And yes cancellable attacks after dodging, come on if games like Devil May Cry, Metal Gear Rising, Bayonetta, Ninja Gaiden allows you to cancel attacks at any moment, they should do this the same as well.

    If the want to distribute Duscae 2.0 fairly, just make it an update for those who downloaded the demo and all.

    Overall i’m glad they’re at least paying attention in all regions.

    I’m surprise Square Enix is starting to engage more so with their fans.

    Now if we could get a similar survey with Capcom and Sega as well as Namco.

    They’ll know why some of their franchises fails and what they can do ti better improve it and all.

    • Tarkovsky

      I think the reason why they didn’t have cancelable attacks is because they were going the MH and Souls route(animation priority combat) where thought is put into every action instead of just mashing attack then being able to dodge in the middle. I know many friends who actually enjoyed that particular aspect of the combat but to each their own. I know many who don’t like that particular style either. At the end of the day, I’ll go with whatever they choose to go with since I like both styles.

    • KingKellogg The Waffle Haggler

      Dodge roll is needed so bad, I hated the auto dodge.

  • SirRamonTercero

    Cindy being too sexy sounded like a compliment to me at first, then i remembered “Oh yeah, the west…”

    • Your Face

      SJWs

  • Zackasaur

    Impressive article update! Thanks for the rundown. c:

    I can send this to more casual friends.

  • Zeongundam

    Jeez the sexy complaint actually made it…Wow how embarrassing.

  • Cael

    Cidney is perfectly fine the way she is. There is no need to change her.

    • sub-semper ha

      Disagree.

    • PhoenixAutomatic

      I think a lot more of clothing should be there. If they want to achieve that realistic feel then mechanics shouldn’t wear such attire. The oils and other substances which are extremely harmful can be dangerous to one’s skin. I have never seen a mechanic go half naked while repairing a car’s parts.

  • Tarkovsky

    The whole Cindy/Cidney thing really sheds more light on the cultural differences between both regions. Just take One Piece for example. The anime and manga have many characters showing skin but it’s a show beloved and watched by many families all over Japan.

    • KindSamurai

      One Piece has also gotten critized over the female designs. Many fans dislike Nami and Robin’s new designs.

      • Tarkovsky

        Criticized by? I’m curious since their designs were already pretty revealing. I’m guessing whoever complained prefer the older designs because it’s something they are familiar with.

      • Talax

        Did Japan mention those complaints or are you talking overseas?

      • Elle

        Was it specifically Japan?

  • KindSamurai

    So the demo is a beta? Excellent.

  • Suriel Cruz

    *sigh* ‘2.0’?!… I mean… Cindy being TOO SEXY?!… What’s going on?!?! Are they following sugestions like that, really? This game feels TOO MUCH already and they developers ARE TRYING TOO HARD TO PLEASE FANS and the END PRODUCT WILL SUCK. I don’t want to play a game made by ‘fans’, but by Square Enix with flaws and all. Trying to go for a perfect score by pleasing the fans, it won’t be good. Enough with this DEMO already, I WANT TO SEE MORE characters, more ‘story’, more places, ENOUGH WITH THIS DAMN DEMO, period. Trying to hard, TOO MUCH.

    • vishmarx

      calm down, theres a trailer at e3 and full blown pre relese promotion starting at gamescom.
      there is also an atr before e3

      but yea ,
      listening to fans over character designs is bulls***.you cant please everyone

    • Tarkovsky

      I actually agree with you on this. I’ve said this before a few months back but no game ever comes good from trying to please everybody because developing the game would then become a chore and simple checklist of satisfying each and every single complaint. The best games are the ones that fully follows the creator’s vision.

      • Suriel Cruz

        I’m truly piss off by this. They even have % of scores from PEOPLE… I mean… WTF?! Are they getting Oscars, Grammys or some other shit by doing a ‘Perfect’ game?! To this day, I’m still playing FF9, Xenogears and other games and I swear, I HAVEN’T COMPLAIN ABOUT ANYTHING IN THEM, because they’re simply ‘Perfect’ the way they are. Another thing… I think they’re doing this after the so called ‘ERROR’ that was FF13, but gets what?! Out of the 3 games, I love the 1st one the most and it didn’t follow fans or such. Square Enix should JUST throw Star Ocean 1/2 on PSN and that’s it, no need to ask for suggestions and all. xD

        • Tarkovsky

          I do think there’s merit to listening to feedback, eg. tweaking and adjusting certain combat mechanics or camera and etc. But if that feedback is in anyway detrimental to the original vision and direction the director wants for the game(eg. changing the combat system from real time to turn based and etc) then I think it’s feedback that can be saved for a future game. It’s also why I’m not a fan of them just shoehorning female party members in the team just because people asked for it.

    • KindSamurai

      How do you know the end product will suck? Think of this demo as a beta. ENOUGH WHINNING

      • Suriel Cruz

        So I’m ‘whinning’ and I just want the game the way it is?!… Good thinking.

  • PhoenixAutomatic

    I posted my sentiments earlier on the ‘Pre-recorded ATR’ article.

    I really like how Tabata-san is addressing on most aspects of the Demo but the one thing I really want them to show is the character switching system, I know they already mentioned they’re not going to implement it but as opposed to ‘Individual Quests’ It feels like them might include character switching in the final game.
    AO is hilarious at times, I enjoyed watching him and the Director laughing at the questions especially the part where the Tabata-san promptly mentions ‘The game will feature mini-maps’ after the question pops up.
    Overall, I look forward to both E3 & Gamescom, hoping E3 has a lot more stored than just KH3.

    • vishmarx

      who knows, they might give temporary access to other characters for specific missions

      • PhoenixAutomatic

        I would love that but it comes down to exploring the entire world of FFXV. I mean if you are already limiting the party members to a limit of 4 atleast give control over all of them. That’s what I’m expecting for them to do, I really hope E3 or Gamescom blows me if they announce ‘you can use other characters as well’

        • vishmarx

          but you do have real time control over what they do and can issue commands any time you want.
          think something like ff12 where one character works like an arpg and your camera is always behind him

          • PhoenixAutomatic

            Please can I have a bit more of insight of what you mean? I understand the latter but I still don’t get it.

            • KindSamurai

              Theres gonna be a gambit system. Like KH but better.

              • PhoenixAutomatic

                Oh! I get now. That’s actually good.

                • vishmarx

                  actually no, kh’s ai system is much inferior to ff12’s but ffxv it does have co op attacks like kh

            • vishmarx

              remember gambits from ff12. first of all, youll have an advanced version of those for each member.
              2. by pressing the touchpad you open up your battle menu mid fight which pauses the action, from there you can issue direct commands like magic, combos, skills,changing gear etc.. for each character while actively youre still controlling noctis

              • PhoenixAutomatic

                So there’s a lot more in depth than I thought. Looks like a combination of KH & FFXII. I saw your reply below but the one above provides a better explanation instead of what KindSamurai wrote.
                I loved FFXII, having that gambit style system is great. But I’m gonna be stubborn about them not being able to play with Ignis, Prompto & Gladious.

  • KingKellogg The Waffle Haggler

    Don’t have much time to read atm, so any word on making the combos like well, real combos?

    Did hear the excuses for Cidney though..Not liking that.

    • vishmarx

      cancelling and dodge rolls are in, also the updated demo features new co op chains

      • KingKellogg The Waffle Haggler

        HECK YES Dodge Roll! And Co-op Chains? Hmm…It’s nice and all, but I think I’d rather have manual combo linking ( Dmc style)

        • vishmarx

          co op chains and co op parries are different though.
          co op chains are like special moves that are a part of you regular combo. one of the earlier atr vids and tgs trailer features them.
          the one where ignis is doing cartwheels mid fight like a bamf

          • KingKellogg The Waffle Haggler

            Yeah the move that was kinda like the one from Chrono, I just want to be able to do things without them, like have Triangle be another combo link.

            Like Square is a set combo you can make and triangle is a different one, and you can link them and combine them however you want. If I had that I would be 100% happy with stuff. ( magic aside as it is still shrouded and unknown.)

  • Pyrofrost

    hmmm.

    While I don’t mind them taking stuff from fans, hopefully they’ll do so with what’s best for the game in mind…like Yoshida with FFXIV for this sorta thing.

    Sure, fans or a certain demographic of consumers may want what they want; but, that may not be in the developers vision for the game, it may not be what’s best for the game.

    Accepting fan feedback is great, it’s good PR; but it’s not the be-all-end-all. Yoshida is smart about it, I hope these guys will be too.

  • Luna Kazemaru

    http://www.neogaf.com/forum/showpost.php?p=161889976&postcount=299 ah good old neogaf *rolls eyes*

    nice to see the feedback taken seriously tho

    • Pyrofrost

      Well, I guess that talk would make the mods happy~

      • Luna Kazemaru

        the mods ofc where the ones who turned that trend into another bitch fest it seems

        • Pyrofrost

          On GAF: Yeah, after that thread concerning the XSEED teaser, I pretty much had no words.

          On topic: I hope the fan feedback for XV is taken at the level that Yoshida takes feedback, at the most. As an XIV player yourself, I’m sure you know what I mean.

          • Luna Kazemaru

            mhm its a nice change from how SE acted before atleast they seem to be taking notes from how Yoshida handles alot of things…..I hope they actually sleep tho.

            • Pyrofrost

              Yeah, Yoshi-P is a busy bee~
              He made a name for himself based on the way he handled things.

              I remember when the FFXIV survey was first sent in 2010. That man set a standard. It’s evident looking at this.

              That’s not to say everything will be addressed or even adjusted. A lot will stay as-is (if anything like XIV), but all things are being considered. That’s what is important, I’d say.

    • KingKellogg The Waffle Haggler

      To be fair her design was jarring and A lot of people think it didnt fit.

      • Luna Kazemaru

        I only found the whole shorty shorts silly thats about it if she had longer ones or pants I wouldn’t find the way she looked boring but again that’s just me.

        • KingKellogg The Waffle Haggler

          The shorts, the tan, the thong the push up bra and open shirt….it felt forced to me.

          • Luna Kazemaru

            not sure how you can force a tan if you working out in the heat for a long period of time almost everyday you would most like get some what of a tan.

            • KingKellogg The Waffle Haggler

              The underwear tan is the one I am talking about XD

      • vishmarx

        but why does it even matter?
        from the looks of it, cidney will be lucky to get 10minutes of screen time.
        this issue is being escalated more than it needs to be.
        and its partly tabata’s fault for trying to explain his side again and again, and therefore bringing it up all the time.

        • KingKellogg The Waffle Haggler

          I personally hate her design, from multiple points of view.

          • vishmarx

            not my point, my point is why should i care about how someone so irrelevant in the bigger picture dresses like?
            and if you do,do you care about her personality or do you simply judge her by the clothes?
            because she doesnt come off as slutty at all

            • KingKellogg The Waffle Haggler

              Her coming offslutty is subjective,her design as a whole throws off the worlds aesthetics quite a bit. It just isnt well designed ( face aside)

              Also she is pretty important as she fixes up your car and stuff.

            • Xan Hisam

              She kinda does with English VOs unfortunately. It’s like the people who did those VOs didn’t even understand any of the characters.

              I hope they change them entirely (or keep JP VOs in the final release as well).

              • DarthBrian

                Yeah her English VO does suck.

          • Maximillian Caxton

            Who cares if you hate her design? No offense, but just because a bunch of prudes have a problem with something doesn’t mean the rest of us have to care. There are a ton of women who aren’t ashamed of looking sexy.

            Have some female friends that play DOA…. If you could see some of the revealing outfits they select for their characters…

    • Mozendo

      I’m not a fan of her design either but this is going way too far. But I guess every side will always have entitled name calling pricks

    • Noctis Pendragon

      “Imersion breaking ” oh cry me a river , the Behemot was imersion breaking .

  • Nesther

    On the one side I’m seriously impressed how much they value the feedback and plan to adjust the game based on it, but on the other side it just shows how far off this game really is.

    • Luna Kazemaru

      Well not sure how anyone can be surprised how far off it mostly is but atleast they seem to be getting on track now.

  • CeroSuerte

    That is a lot to digest,
    These are some exciting times, forget FF for a sec, but for a game to reach this level where we (play, comment, and things get changed).. basically players will/already control games. Demos were/are released partially for see players interest and promote games, but this (surveys and questions while the game is in med dev) is very interesting..

    To some degree its kinda of uncharted territory/Pandora’s box.
    I dont think all games are going to be like that but after this for SE to just release FF16 and tell players here is the game “play it whether you like it or not!!” it may be difficult to do that.

    On the other hand, all this back and forth maybe done as sort of compensation for the decade of delays “yeah we were late but now you get a say in the game”

    • Noctis Pendragon

      A lot of things were already resloved before even reading the feedbacks.

  • Orichalon Hades

    >attack canceling

    YES
    YES
    YES
    if there’s only one thing that you can fix
    makes sure its this

    not being able to cancel your attack by dodging makes everything feels clunky

  • http://www.elrincondeurko.es Urko

    Please!!! A female character like Cindy!!

    • Noctis Pendragon

      A 2nd one ? Omg would be sweet . Why not her twin sister but with raid hair ? And she is specialized in airships .

  • SuperLuigi

    So…people are against Cindy’s design but not the guy with 82 abs and huge muscles? Double standard here. ;) Not to start an arguement just giving my opinion.

  • OverlordZetta

    Apparently “sexy” women are actually of a mysterious third gender of non-females.

    This explains everything.

  • Solomon_Kano

    It’s interesting to get direct feedback on our feedback, especially to hear that Tabata and the dev team agree on some points (Noctman…). Very much looking forward to ED2.0, whether it sees a wide release or just gets pushed to cons. Also looking forward to Gamescom, of course.

  • ClaudiusWhite

    I really enjoyed this Active Time Report…I’m glad they’re planning to continue these.

    I was a little nervous about the “realistic” aspects of the game coming up in player’s concerns (for example, Noctis getting tired after running a bit). I really like this aspect of the game and wouldn’t want to see it go. Hopefully they find a good balance for that stuff.

    I’m looking forward to filling out another survey once the demo is updated.,

  • Noctis Caelum

    wow really interesting to see how the rest of the world enjoyed the demo and also the Q&A seems to be very good.
    Now I have to read the rest this news.^^

  • DarthBrian

    “#2 – Cindy is too sexy. Also, I want a female party member.”

    https://www.youtube.com/watch?v=W3Qn1uHlRIY

  • flare

    I am pretty disappointed of my fellow europeans, because of the topic
    “cindy/cidney being too sexy” I say what the hell was Lulu then? xD Now
    really I think she is perfect that way :)

  • ObliqueZombie

    Holy shit, all this data and all everyone here cares about is Cindy being called “too sexy” in regards to her design and her design alone? Goddamn guys, let’s look at the actual GAME.

    Anyway, this is incredible how they’ve listened so thoroughly, and are even going to update the demo if everything works out. A new combo system, or even just a modified one, would do wonders for the game. I got used to it and liked it enough, but more immediate control would be nice.

  • Sunny

    Yeah I hope they cover up Cindy in the full game it’s just not right

  • https://www.behance.net/cobaltcomet KOKAYI5

    It sounds like they are listening and fixing problems. But to me I think theyll’ always be a divide between west and east gamers and those who like things harder or easier just like there’s a divide between people who want realism and those who like things over the top. I just hope they don’t try to everything and end up pleasing no one.