台湾 PlayStation 官方 Facebook 专页今(2)日宣布,3 月 17 日随 SQUARE ENIX PS4 动作角色扮演游戏《Final Fantasy 零式 HD》释出的 PS4 角色扮演游戏《Final Fantasy XV》试玩版《Final Fantasy XV -Episode Duscae-》,已于今日透过在线更新免费追加繁体中文字幕功能。
※ 本次更新包含繁体中文、简体中文与韩文字幕
※ 图片取自台湾 PlayStation 官方 Facebook 专页
《Final Fantasy XV -Episode Duscae-》是以《Final Fantasy XV》序章剧情为基础所特别编辑的体验版,让玩家抢先一窥这款历时数年开发、更将制作平台转移到 PS4 等新世代主机的《Final Fantasy》系列首款动作角色扮演玩法正传的魅力。原本该体验版仅收录日文,但是制作人田畑端在参加过年初台北国际电玩展的舞台活动后,深深感受到台湾与亚洲玩家的热情,因此紧急研讨后决定提供中文字幕更新,在 SQUARE ENIX 协助下,由 SCEJA 台湾中文化中心进行中文化。
SQUARE ENIX 预定推出的 PlayStation 4 / Xbox One 游戏《Final Fantasy XV》,在上月 27 日,公开由游戏监督田畑端主持的最新直播「田畑 D 的 动态时间报告 Page 5.0 FFXV:玩家意见反应速报特别篇」,在直播中除了公开全世界玩家对于游戏试玩版的意见外,田畑监督也直接对比较常见的问题作出响应,并且宣布将会推出反应过玩家意见的试玩版 2.0 更新。
Next Final Fantasy XV Active Time Report set for June 4
Next Active Time Report Scheduled for June 4
Square Enix today announced its next Active Time Report, a fully subtitled program that focuses on delivering development updates from the Final Fantasy XV director Hajime Tabata, directly to the Square Enix community. Tabata and Akio Ofuji, the global marketing manager, will be hosting the program as usual.
The broadcast will cover various topics and take place Thursday, June 4th at 6:00 a.m. Pacific Daylight Time (PDT) / 9:00 a.m. Eastern Daylight Time (EDT).
The Active Time Report can be viewed on YouTube and Twitch.
Fans are invited to visit the Final Fantasy Facebook Page for more details: facebook.com/FinalFantasy
Final Fantasy XV: Stella is gone, Episode Duscae 2.0 slated for June 9
Final Fantasy XV director Hajime Tabata discussed more fan feedback, key changes from Final Fantasy Versus XIII, and dated version 2.0 of the Episode Duscae demo during today’s Active Time Report broadcast.
Get the full details below.
More Feedback
#1: “I want to buy and sell items in bulk.”
Tabata: “Of course, we will be making things more convenient in the final game. (So you will be able to buy in bulk?) I think you will, yes. (And also sell in bulk?) I think you will be able to, yes. I’m pretty sure it’s normal to be able to do that in games.”
Enemies also drop other items, like screws and bits, which sell for very cheap in the demo and serve no other purpose. Is there some other reason to have them in the game, including
“In the final game, you will have all kinds of dropped items and other stuff that you collect. And you don’t just have to sell them. Of course, we’re thinking about other ways to use these items. Of course, there will still be some items that exist just to be sold. But you can use some things to customize the car. There will be items tied in to doing that kind of stuff, too… You will probably need to collect 50 screws to do anything with them. But we do plan to include a proper system allowing players to use the items they accumulate.”
#2: “More sound effects. There is no music in the field sections of the demo, just environmental sounds. We want more sound effects.”
Tabata: “The sound team is currently working on that, and what they’re looking to do is program the environmental sounds to change dynamically through AI control. And they are currently working on getting the drivers and the AI setup in place, to make that kind of dynamic change possible. So if it all works, then we should be able to create a system where the sounds that surround the player will shift organically as the environment around them changes. Even if this isn’t possible, then at the very least we will have it so the effects change when you go to different areas.”
What about background music?
Tabata: “For the demo, we only included music during combat and events. So we will be adding more variety for the full game. And because it’s clearly an open world game, things like having the BGM start up again after being silent are very much a genre standard. So we weant to do what we can to meet those standards. I guess that, compared to the environment effects, the level of geekery is probably a bit lower but, rest assured we will be putting lots of effort into the BGM, as well.”
#3: “Thoughts on moving in the water and underwater battles.”
Tabata (paraphrased): ‘We need to set priorities for everything. Underwater action is labor intensive and takes a lot of work. If we just take moving around for Noctis, customizing the water physics, setting up new motions, diving and swimming, adding a special control system, etc.. But battles on top of that would skyrocket the workload. All battle motions, sounds, etc. would need to change underwater. If it were just Noctis alone, we might be able to do underwater battles. But to do the same for his team, it’s difficult. Current AI is for tracking while on land. Underwater ou also need a vertical element. The ultimate goal would be to have the party dive underwater and battle under there like they would on land, but it would be almost in possible tech wise. On the other hand, things like that can be introduced later via downloadable content. We’re trying to work in Leviathan segment from the E3 2013 trailer’.
#4: “Stamina gauge to tell you when you’ll tire out running.”
Tabata (paraphrased): ‘I cant’t say right now it would be best to have a gauge, but we can certainly look at including something to let you know before the stamina runs out.’
Versus XIII Changes
Some time has passed since announcing Final Fantasy XV, and Episode Duscae was a turning point in development. With all the demo feedback, Square Enix has set its sights on what to do during the mastering phase and what everyone is enthusiastic about. After last year’s Tokyo Game Show and leading up to the release of Episode Duscae, information released about the game was limited to the game system—what direction gameplay was taking. Tabata says he understand that fans are interested in information on the characters and story.
After the switch from Versus XIII to XV, the first decision Square Enix made was to make sure XV would have a complete and coherent story in one game. In deciding which elements would fit into XV from Final Fantasy Versus XIII, the team went through everything in detail and tried to keep as many elements from the original story in as possible. The team considered what what would fit and what was essential for the story to be containefd in a single title. They decided to be as faithful to Nojima’s original Versus XIII story as possible, so they created a narrative that utilized the original story as much as possible.
But there were changes:
Stella – Presented as the heroine to play opposite Noctis in Versus XIII. The team wanted to keep her as a heroine and pursued ways to tie her into Final Fantasy XV‘s design, but we found it difficult to make sense of her character and role within the new game. So then they thought, “Do we want to recreate Stella in a different role and image, or do we want to start over with a new heroine?” After a lot of consideration, the team decided not to include Stella and go with a new heroine named Luna, who has a different role in the story.
Crown City of Insomnia – Shown in the trailer as the opening for Versus XIII. There was a scene of a party taking place in the castle within the city. And there was a sequence of scenes right after the party where the city is attacked by the enemy forces of Niflheim. This sequences has been deleted from the game. The reason is because scenes like those had to be regressed because of a very critical factor. Now the sequence is: Noctis and his crew leave Insomnia, then the Niflheim army attacks the crown city. The reason behind this is extremely important, but is considered a spoiler.
Tabata (paraphrased): ‘As we make these major changes, there are other characters that we introduced, like a woman with dark hair, and a female dragoon, that are still in the game with their own important roles within the story.’
Nojima (scenario) statement: “This is Nojima. As director Tabata just announced, the plot that was developed during the Versus era has served as the basis for the Final Fantasy XV story. I’m sure the story will make many changes as they adapt my draft into a more detailed script, but I believe that the imprtant things I wanted to express will be taken to another level by the XV team. As I express my support, I will be waiting for XV to be completed just like everyone else.”
Tabata summed up by saying, in short, that Final Fantasy XV, while based on Versus XIII, is a different game.
Episode Duscae 2.0
The next version of the Final Fantasy XV: Episode Duscae demo, version 2.0, will launch on June 9 at 8 a.m. PDT / 11 a.m. EDT / 16:00 BST.
E3 and Gamescom
Previously, Square Enix said it would showcase a short trailer at E3 before beginning the main game’s promotion at Gamescom. That trailer will not longer be showcased. You’ll have to wait for Gamescom, sorry.
Final Fantasy XV: Episode Duscae Version 2.0 out now
Square Enix today released Final Fantasy XV: Episode Duscae Version 2.0, an update to the playable demo for Final Fantasy XV based on player feedback.
Final Fantasy XV: Episode Duscae Version 2.0, brings a variety of updates and improvements to the demo including tweaks to the camera and targeting systems, additional quests, enhancements to the battle system with additional combination techniques etc., as well as re-balancing and bug fixing, a more stabilised frame rate, and a new battle against a truly massive opponent!
The update has been influenced by valuable feedback recently received via a user survey, from those who have played Final Fantasy XV: Episode Duscae. In addition, Square Enix also released an update for its recently release Final Fantasy Type-0 HD, which brings adjustments to the camera controls in order to make playing the game more comfortable for both seasoned players, and newcomers to the saga.
Final Fantasy XV: Episode Duscae is available exclusively with purchases of Final Fantasy Type-0 HD, for a limited time only while stocks last.