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Messages - Kuraudo.

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1
Team Avalanche / Re: Project Edge (Jusete's field scenes)
« on: 2019-11-28 20:10:15 »
Bravo Jusete, glad to see you back... and glad to see your amazing art again.

3
Cheers D

Could it be possible to create an alternative link for no-torrent users? (big issues with this software)

4
I don't know about japanese spelling but in FFVIII italian version we do have Tomberry. Tomba=Tomb

5
Team Avalanche / Re: Project Edge (Jusete's field scenes)
« on: 2019-10-13 12:34:41 »
It's beyond imagination. I wish you the best for your coming important day.

And again amazing incredible job!!

6
General discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: 2019-09-25 07:41:39 »
Equip & Materia



Ice element linked to weapon


8
General discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: 2019-09-11 17:27:38 »
TGS 2019 Trailers - Reno, Don Corneo, Summons revealed
New TGS Trailer - english
New TGS Trailer - japanese

10
Team Avalanche / Re: Project Edge (Jusete's field scenes)
« on: 2019-08-27 20:52:25 »
So Great!

Just FYI Jusete (North Edge Station written): https://imgur.com/a/OKdyML2

11
General discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: 2019-08-27 07:56:46 »
Gamescon 2019 in detail!

Walltext coming

Spoiler: show
Instructional video:
It starts with a pre-rendered cinematic video showing infrastructure, workers and the daily life of Midgar.
A narrator is talking about the great things Shinra provides to the citizens of Midgar, leading everyone to the Promised Land with the power of Mako, which powers everything as a safe and clean energy source and is responsible for transforming Midgar into this thriving metropolis.
In the middle of that Shinra propaganda video, it glitches out and Jessie takes over.
During that cinematic video, however, we get a great look at several parts of Midgar (above the plate only, of course). Here are some notable details:
It starts with a camera pan over parts of Midgar showing a modern cylindrical building also seen in the background of the E3 2015 reveal teaser and the shot of Cloud on the Hardy Daytona introducing editions and pre-order bonuses. We also see a train passing by an industrial area and a highway with a noise shield on one side running perpendicular to it.
Another shot shows rooftops with multiple chimneys on top and another highway suspended high above with big Mako pipes running alongside of it and through the building scape. We also see a swarm of white doves flying by.
The imagery in both shots is very reminiscent of the reveal teaser from E3 2015.
Then we get a camera pan down into the streets with many different buildings resembling a neighborhood in New-York City. One of the buildings even has a silo on top like the one I described in my latest analysis video (Game Analysis #10)
The next few shots show cafés, restaurants, shops, traffic lights, lots of fire escapes, awnings, AC units, familiar cars driving by, citizens going about their day, children riding their bicycle and construction workers doing their job.
In another shot, they show mechanics swapping Mako canisters of a car (like changing batteries) and loading full ones onto a small green pickup truck with only one back wheel. We already saw similar canisters in the gameplay demonstration footage and I even mentioned those in one of my videos (Game Analysis #8).
In the last shot, we see a mechanical digger carrying a pipe segment. What the most interesting about it is that it doesn’t bear an excavator shovel at the end of its arm but instead that very same brown robot hand seen in the original game on that broken highway in the sector 6 slums.
What’s very interesting about those scenes is that everything takes place in broad daylight and it doesn’t feel dark at all, very much comparable to those skyscraper and highway shots in the reveal teaser.
I hope those scenes are part of the final game releasing next year.
After Jessie takes over, we learn the combat basics of which we already know plenty. However, several camera angles are different. The sector 1 station interior (having different ads, and the shampoo ad returns), the Guard Dog area, the room with the elevator and the area with the large ramp where Cloud uses a Potion in the gameplay demonstration from E3 2019 also received new angles.
Another new aspect is Cloud’s ability Triple Slash. It’s the one we see him perform in the E3 2019 trailer footage in the subway tunnels. He hits 3 different targets with wide slashes which may hit multiple enemies per hit if in range. It consumes only one ATB charge.
We also get to see the Sweeper step onto Cloud, pinning him to the ground, inflicting high damage and bringing Cloud into the KO status, where the screen lights up in red (like when on low HP). Barret then need to use a Phoenix Down on Cloud to have him get up again. Jessie explains that the game isn’t over until all party members are KOed.
Last point, Cloud uses an Ether which shows an orange-red effect around him to contrast the green one for Potions.
Show floor Demo:
It starts with a short scene just beyond the entrance to the reactor core hall with Jessie telling us about the objective and then seamlessly transitions to gameplay.
Of course, we can’t interact with the entrance door, but there’s a huge Shinra logo on the floor.
Maximilian Dood told us that you can talk to Jessie and she says something like “I’m flattered that you decided talking to me, but why don’t you blow ‘her’ mind instead?” (talking about the reactor). In German, her line is different: “What now? Can’t stay away from me, can you? Business before pleasure!”
There are green octagonal arrow symbols above and below the ladders to signify interaction, similar to the green arrows in the original when having the help indicators enabled by pressing select. While Cloud is on a ladder and during combat, that icon turns into a grey “unavailable” symbol.
The whole walkway layout of this area turns out to be exactly as I described in my analysis of this room. However, before going down the short staircase to the platform Jessie will be waiting on, the walkway goes a little further to a treasure chest containing a Phoenix Down. There’s also a platform below the entrance reachable through a ladder from the second optional path I mentioned in my analysis (the one higher up where you have to climb down a ladder).
Speaking of that second optional path, it’s barred off by yellow tape in this demo.
The other short optional side path close to the bottom also contains a treasure chest with an Ether inside.
Treasure chests can be opened by pressing triangle (the same visual prompt seen in the E3 2019 trailer), but only outside of battle.
Abilities like Braver can miss if you active them when the target is out of reach.
Enemies, most likely only organic ones, dissipate into green Lifestream particles upon death. This is an in-lore explanation for them disappearing to prevent clutter in combat zones. Though I think that’s only for death animations and not actually the case for anything dying in the story and the game world.
Cloud can swing his Sword outside of Battle by pressing square and destroy Shinra crates. The side plates of those remain on the floor. For how long, I do not know.
Destroyed Shinra crates may randomly drop an item, which can be picked up by merely walking over them. In this demo I’ve only seen orange-red glowing orbs called Makonites which heal 5 MP. That’s possibly the reason for their color. Other pickups might have different colors like green for HP healing orbs.
There are no other maneuvers possible in exploration mode. No combos, no dodge rolling and no blocking as well as no jumping, at all. More proof that it’s not a typical Action RPG. Exploration and combat mode are still strictly separated from each other.
Stances and special attacks mapped to triangle have been replaced by Guard (R1), at least on the UI and only for this demo. Possibly as to not overwhelm the players and, more importantly, not to reveal a feature they haven’t fully revealed yet.
While blocking, you can’t attack or dodge roll. You have to release R1 first. This doesn’t apply to commands executed in Tactical Mode.
By holding down square instead of tapping, Cloud will only perform a 3-hit combo. With tapping, 5 hits are possible. For Barret’s attack, square is meant to be held down.
Usage of an ability seems to reset combos as you always start with the first hit. The gameplay demonstration proves otherwise, so I think this is a feature deactivated in this demo.
We can see how lock on works. The targeting reticule largely remains the same but is missing those 4 horns and says “locked on” below. The camera automatically follows the target, but it’s not strictly centered on it. Also, it seems you can’t manually change targets when locked on. Soft lock-on is also purely automatic.
Security Officers have 4 attacks: Rifle, Grenade Toss, Tonfa hit and a Kick. 2 more than in the original. They also jump back after a close-range attack to get out of range.
Unfortunately, it doesn’t seem we’re able to throw them over the railing and let them fall into the Mako basin. Looks like there are invisible walls all around those walkways.
Monodrives are very agile and seem to have only 2 attacks: Drill Dive and the Fire spell, the same ones as in the original.
Speaking of Fire, when hit by a Fire spell, a small flame residue stays on the target as I’ve mentioned in my combat analysis, but there’s no Burn status effect.
Sentry Rays seem to have only one attack: their laser, as they do in the original game.
The responsiveness is generally very good, especially when compared to the clunkiness of FFXV and the controls feels more precise.
When opening the Commands Menu during exploration, the status elements of all characters in the party appear and fade out shortly after exiting the Commands Menu.
You can also run by holding R2 during exploration and slide down and scramble up ladders for faster traversal.
Barret follows you around but not as obnoxiously as in FFVIII. However, he doesn’t seem to be doing his own thing and always catches up to you and stops a few feet behind Cloud.
Some more interesting banter between Cloud & Barret: “Boy oh boy, that’s a long way down. I’m glad I’m not afraid of heights” – “Doesn’t matter if you fall.” – “Haha… very funny.”
In the cutscene at the pump regulator before the boss, Barret wants Cloud to place the explosive.
In the English version, Barret says “Let’s see if little Stamp bites the hand that feeds”. Stamp is an in-universe pop culture reference to a cartoon dog carrying a military helmet seen on 2 different ads, one informing about The Adventures of Stamp, Book 3, “Stamp stands up for his friends!”. In my opinion, Stamp is used to subtly distribute Shinra propaganda among the citizens of Midgar. Everyone loves an adorable mascot, right?
In German, Barret talks about the opportunity to prove to him that Cloud isn’t one of Shinra’s lap dogs anymore and doesn’t mention Stamp at all. Bummer.
Barret really doesn’t trust him yet and it shows that he only let Cloud tag along because of Tifa (and because they needed a skilled fighter and someone knowing the insides of a reactor).
While Cloud is setting up the explosive, Barret has a frightening grin on his face while rubbing his chin. There’s already a meme on this site with that picture.
We also see Cloud having another episode, a memory glitch of sorts, where he sees a lone black feather floating to the ground and disappearing into thin air before Barret rips him out of it.
Then, the scene we already know starts and the Scorpion Sentinel appears.
In the demo, Barret and Cloud both have 3 abilities and 3 spells each. Braver, Focused Thrust and Triple Slash for Cloud, Steelskin, Focused Shot and Bullet Barrage for Barret. Cloud can cast Fire, Cure and Blizzard and Barret knows Thunder, Cure and Aero. (Aero Materia? YES!)
As Maximilian Dood said, when casting Blizzard onto an enemy, the ice sticks for a short time. Not sure if it actually freezes them.
Barret’s ability Bullet Barrage sprays loads of Bullets onto the enemy, lands more hits, shoots faster and deals much more damage (x3?) and his standard attack but also consumes all remaining ATB charges. Parts of that ability can be seen in the E3 2019 trailer where he shoots at the Air Buster (and a little bit against the Sweeper in the gameplay demonstration).
If hit by the Scorpion Sentinel’s Tail Laser attack, be it when grappled or during phase 3, does deal a good amount of damage (~300 and ~470 respectively). However, the demo build has been toned down in terms of damage and difficulty. In the final game, those attacks might even be instant kills, which I would welcome.
Someone commented on my combat & gameplay analysis video (Game Analysis #9) and made me aware of a feature I haven’t noticed so far. MP regeneration. We were told that MP doesn’t regenerate automatically. However, that’s not entirely true. During the whole demo, MP regenerates by 1 around every 30 seconds (hard to say due to different actions pausing the timer). Though I think this is due to the air being filled with Mako fumes, leading to a slow MP regeneration. I think that’s an ingenious feature!

(credit to Vyzzuvazzadth/Richard)



Spoiler Picture of Midgar Life on plate (Shinra propaganda video): https://imgur.com/a/mHAjDWd

13
General discussion / Re: FFVIII Remastered
« on: 2019-08-20 09:00:41 »
Backgrounds untouched, mh. Interesting.

14
General discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: 2019-08-20 08:56:14 »
This will make Kaldarasha happy I guess?

Short video: German dub

Gamescon 20th August to 24th
Tokyo Game Show 12th September to 15th

Ready for 2nd round?

15
Team Avalanche / Re: Project Edge (Jusete's field scenes)
« on: 2019-08-19 10:25:47 »
Well, that's one of the most iconic backgrounds, what Jusete is doing is utopia.

16
Team Avalanche / Re: Project Edge (Jusete's field scenes)
« on: 2019-08-13 14:07:23 »
Astonishing. I can't wait to run Midgar section with your backgrounds, jeez!

Thanks jusete to keep us update!

17
Team Avalanche / Re: Project Edge (Jusete's field scenes)
« on: 2019-07-26 08:15:26 »
Oh, My, Gosh.

18
Team Avalanche / Re: Project Edge (Jusete's field scenes)
« on: 2019-07-04 09:10:27 »
Jusete this is awesome. Excited for Midgar!

20
Graphical Modding / Re: [FFVII] Snowboard Progress
« on: 2019-07-01 20:21:11 »
Just Brilliant. Are there Cid and Tifa's model too?

21
I reported this already, but perhaps not in the right place? Anyhoo, I was watching a longplay of your mod (R05C I believe) and feel one of Cloud's lines on the Highwind following his "moment" with Tifa needs a minor revision:

Tifa:
"This airship is way too big for just the two of us."
"It feels so lonely without the others."

Cloud:
"Don't worry, it'll be okay."
"I'll make a big enough noise for everyone."

In the original translation he says he'll "make a big enough ruckus for everyone." Even if "noise" is more accurate, "making…a ruckus" (or "raising…a ruckus") is an actual idiom, whereas "making…a noise," though grammatically correct, is just awkward phrasing given the context. Cloud is talking about making the Highwind appear more lively than it really is, so revising his line to something more like "I'll make enough noise for everyone," would better communicate that.
It's being discussed already a few pages back. However, you better wait for R06 since all the text is being already updated.

quote from DLPB: "I'm not really in the business of taking feedback on dialogue though - esp from R05c"

22
General discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: 2019-06-22 06:35:21 »
Other details from Playstation Blog.

  • The music. My goodness, the music. I heard a few tracks during my short time with Remake, each a fully orchestrated arrangement of the original’s timeless tunes. Listen to the music in the excellent intro to Square Enix’s E3 presentation, then imagine that treatment applied to some of the game’s other songs. Yeah.
  • Speaking of the music, it swaps seamlessly and dynamically between different versions of the song as you enter and exit combat. Such a cool touch!
  • Major QoL upgrade: You can slide down ladders by holding R2 or clicking the left analog stick.
  • Those same controls also let you sprint as long as you’re not in combat.
  • You can assign commands to other characters during combat by selecting them with L2 or R2 and navigating their Tactical menus.
  • After I killed an enemy with a multi-hit ability, Cloud automatically redirected the remaining hits of his attack to another nearby foe, ensuring the attack wasn’t wasted.
  • The Scorpion Sentinel boss fight had some really rad phase transitions — basically mini-cutscenes that played out completely seamlessly during the encounter. Even though I’ve destroyed this thing plenty of times in the past two decades, I was glued to the screen as I took it on this time.



23
General discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: 2019-06-20 09:34:35 »
There we go.

"More modern" is just a mealy-mouth way of saying "We've dumbed down because muh outraged political correct idiots."

This is another reason the original will always have a special appeal... because it will always have a feeling of being more adult and not this childish slapstick.
Ahah I knew it you're gonna comment Nomura's statement!

So far looks really good to me and i'd be lying if i said i wasn't excited. I'm liking the gameplay as well and I think they've nailed it: feels action enough without being mere button mashing or AI driven (Gambits were a mistake). I want to believe they're putting a tremendous amount of care into this, more than they've ever done to any other project. The main worry is "how much" they will expand each part and how it'll fit with the whole story, but that's probably the last thing we'll get to know.
Caledor that is a big question mark on how they'll manage the other parts. However, I agree with you, I believe that Square-Enix knows how much fans will destroy them if anything goes bad. Even though, I'm still worried of the second and third part... I feel a lot will depend from the sales.

Edit:
Gaia's term confirmed from Aerith skill.

Aaand one more for DLPB's happiness: "FFVIIのコンピレーション作品で判明した設定が新たに盛り込まれたりと、ストリーの面でも厚みが増やしている " ("Settings established in the FFVII Compilation works are newly incorporated and the story has been delved more deeply into." )

No doubts about it.  ::)

24
General discussion / Re: FFVIII Remastered
« on: 2019-06-19 19:37:49 »
If someone made to translate it please notify us. I'm really looking forward to every single word they say about viii
Heya Maki, Please have a look in your INBOX (PM).

You might use this website to try get something, select japanese-english, drag the photo in and select block then top-right select translate.

Cheers,
Kuraudo

25
General discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: 2019-06-19 16:52:37 »
New Cloud and Aerith renders. Famitsu pages... see above post.

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