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ShalashaskaUK666

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ShalashaskaUK666

865

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#1  Edited By ShalashaskaUK666

I have no idea why this works, but for my second playthrough I've swapped to a FemRyder, and went with the first preset. I only tweaked some minuscule things (added a neck tat and lost the lipstick), but immediately from the opening wake up scene and then on in, there's a noticeable improvement in facial animation across the board.

I'd go so far as to say that very first scene is actually very nicely done, with small facial ticks and eyebrow movement conveying the pain/confusion of coming out of cryo - things I didn't notice whatsoever in the basic model.

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ShalashaskaUK666

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@efesell said:

Yeah that's mad fake. My current save and new character creation just look identical.

I thought as much, thank you! :D

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ShalashaskaUK666

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good god you guys are so hung up on this.

Not in terms of her marketed appearance being 'a thing' (trust me, I couldn't care less), but if different regions are getting different models - or they've patched in a whole new version/the original wasn't intended for mass market despite all the advertising, that's a pretty big talking point.

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ShalashaskaUK666

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So this appears to be a thing, though it stems from one guy's livestream, and only two sites are reporting on it. Apparently if you start a new game after launch day, Sara's face has been altered quite significantly.

Check out the writeup/footage here, and please, if any of you guys have also seen this (perhaps it's only in the French version, or only through the quickstart main menu option?), I'd love to know.

Cheers!

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ShalashaskaUK666

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This post brought to you by One Salty-Ass Gamer.

So I just lost like 5 duels in a row, and it always comes down to people spamming the guard break. Yes, if you happen to go for one at the same time, you can cancel it, but they take what, like half a second to happen? I've never intentionally blocked one in over 10 hours of play.

On top of that, is there seriously no way to prevent the followup attack/throw? If you're near a ledge, combat just devolves into "who can throw each other off the side", with literally nothing required other than successfully connecting with a guard break, and then the throw.

Needless to say it makes me go from "This is pretty neat" to literally smashing my controller off the floor because I don't see any way I could've prevented a loss (R.I.P Xbox One right trigger).

How have you guys found the combat in terms of balancing? Unless there's a way to reliably block or parry the guard breaks and their followups, I think it's gonna be the main reason a wider audience just thinks "F**k this"

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ShalashaskaUK666

865

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ShalashaskaUK666

865

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So I have 60MB internet, set the beta off downloading at 7pm last (Friday) night, and it's still going. '4 hours left' it says, but overall it's been 27 hours my PS4 has been trying to get this thing.

Anyone else have the same issue? Is it Ubisoft? PSN? Both? And are there any home remedies I can do to fix or speed it up please? I don't wanna cancel it coz it'll start over!

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ShalashaskaUK666

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*Full spoilers for the main story*

So I finished it, and like many others, Chapter 13 was such a sore thumb, it ended up epitomising everything I hated about the last 5 chapters. Everything Luna dying onwards was a complete mess, and as I was venturing through all those copy-pasted corridors (many rest areas in C13 were identical), I started thinking back on how FF XV was supposed to be this 'epic', 'tear-jerking', 'emotional' game.

It wasn't.

In fact, although it's certainly a nice image seeing Luna and Noct resting together in the afterlife, WAY too much of this game doesn't land in remotely the right place for it to be effective.

Yet... there are tons of videos like this, where people are just - what I'm calling - 'playing into the messaging' of how they 'think' they have to react.

Because on paper, objectively, FF XV doesn't earn one single beat of its story.

The camaraderie between our four heroes is fine enough, but completely, completely devoid of depth thanks to character-building being resigned to the Brotherhood anime. Luna's death comes out of nowhere, and chances are you'll be too busy scratching your head during Chapter 9 as to WTF she and the team were supposed to be doing anyway to be invested, and Ardyn, whilst you CAN piece together his story and anchor FFXV as some revenge tale overall, ends up highjacking the story and taking the focus completely off the Niflheim invasion/warring regions setup.

In the end, the many people screaming about how FF XV is 'the best story ever' and 'one of the all-time' greats just feels like glorified marketing speak, like DC fans championing naff films for the sake of wanting/needing to stay positive. Simply because Tabata wanted us to feel sad about how it all goes, doesn't mean he gets to have that moment and have FF XV remembered that way - you can't 'buy' good quality storytelling.

What did you guys think? Which parts of the story felt well done and earned? I liked Gladio telling Noct to grow up and the post-creds scene was pretty human too, but then I think about the 'stitch in time' 'Prompto clone' bit and it's back to WTF territory again.

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ShalashaskaUK666

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Thanks for making me realise it's not just me haha - I also kinda can't believe they left in the 'slow choke out' animation, when it's such a laborious, pace-killing move. I really adore the world design and general presentation (character models/HUD/environment etc.) but it's just clunky to play in a really off-putting way.

Building a game around combinations of powers but then still having them be selected from a wheel one at a time/from a shortcut menu instead of just have designated buttons feels antiquated as hell. I think it's all in service of creating a deliberately contemplative pace that wants you to think about everything, every step of the way - but that's anathema to a game about superpowers and experimentation with guard A.I. anyway.

Thrice I've started it over to try and have a smoother run, but honestly, I'm giving up haha, I don't want to fight a game's base systems just to have the experience that was advertised.

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ShalashaskaUK666

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Not to get all melodramatic about it, but yeah... I'm HAAAATING this, and I really liked the original.

I just, I can't seem to go more than a few moments without some random enemy or NPC freaking out in the distance and raising the alarm. Drop-down kills seem finicky as hell and most of the time the basic kills themselves don't trigger, leaving me to yet again deflect-kill a room full of enemies.

It gets tiring very fast, and I've tried slowing things down, methodically going room by room, but it still happens where the alert gets raised by someone or some thing I don't feel I could've ever prevented. On top of that there's the weirdly OTT gore that I think looks straight-up dumb, the bad framerate (regular PS4) and the general feel that doesn't make me feel like a trained killer - like I don't feel like it's me messing up, it feels like the game, if that makes sense.

Honestly, I don't remember the first being so awkward to play, and I even did a run where I played it like an action game - that was more fun, but doesn't remotely feel like 'right way to play'.

How are you guys finding it, and when did it all click? On the Bombcast, Jason was saying there's a ton of fumbling and trial and error, which after hours of trying to do a good stealth run, is just too infuriating a thing to accept to go on. I've just half rage-quitted back to the XMB, and honestly don't think I'll be going back to it - unless there's something I'm missing?