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【PS4-XO】Final Fantasy XV

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61#
发表于 2015-4-2 06:53 PM |只看该作者
《Final Fantasy XV》体验版今日释出更新 追加繁体中文字幕功能

  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。

  Xbox One 版亦同步于今日释出中文字幕更新。


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发表于 2015-4-17 07:45 AM |只看该作者
   


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发表于 2015-5-11 06:54 PM |只看该作者
《Final Fantasy XV》直播节目中透露 将响应玩家意见以及释出试玩版 2.0 更新

  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。

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

   


  以下是最多人提出的 15 种意见,以及田畑监督的响应:

1:「锁定系统不方便」
其实在试玩版正式完成,开发小组自己下去玩的时候,也有这种感觉。 关于这点已经开始修正。

2:「镜头拉太近,很难掌握全体情况」
有很多玩家反应,一但进入乱战,就完全无法掌握周围情况。 田畑监督本人也感觉地形和镜头角度之间没有配合得很好,所以也正在调整当中。

3:「镜头操纵不方便,反应很迟钝」
也很多人反应镜头在操纵时的灵敏度太低。 这点也一样在调整当中。

4:「AI 太笨了,同伴只会碍事」
不少玩家反应游戏同伴的 AI 设计并不是很优秀。 制作小组正在改善同伴挡在主角移动路线上等有问题的行动。

5:「画面边线有锯齿。 而且还很容易掉格」
完成版将会使用平滑画处理,锯齿问题应该会改善很多。 关于画面张数,田畑监督表示会努力调整到最好。

6:「角色动作很写实,但也因此让人感觉很钝重」
有些武器因为重量问题,似乎会让人觉得有点笨重。 关于这一点,制作小组预定会有更进一步的调整。

7:「至少加个小地图和方向标示吧」
预定会加入小地图和方向标示。 而关于能显示怪物位置的雷达功能,目前正在检讨当中。

8:「希望有不需要消秏 MP 的回避方法」
田畑监督表示,其实游戏里有名为回旋闪避(ドッジロール),不会消秏 MP 的回避方法。 之所以没有在试玩版里用上,是因为还没有准备好让玩家能更换特殊能力。

9:「常要躲起来等 MP 耶。 希望能减少消秏量,或提供不用 MP 的行动」
这一点也是会在完成版中有所改善的要素之一。

10:「战斗太难了。 不,是太简单了」
正在检讨是否要加入难易度选项。

11:「战斗操作性很差,太单调」
在完成版预定会加入调整按钮设定。 如果有加入难易度选项的话,也许还能加入更多技术性要素。

12:「冲刺有体力制很烦人。 其实也没跑得多快」
在完成版中,露营时可以选择要做什么料理,推荐大家吃可以强化冲刺能力的料理。

13:「希望除了战斗中之外,也能使用位移(シフト)来移动」
到 2 月前,其实都还是随时可以使用位移,但开发时出现许多程序问题,所以试玩版才会加以限制。 另外在完成版当中也会追加更多能使用位移的地点。 在游戏中甚至会有必须要善用位移,才能够通关的情景。

14:「希望可以用回避来取消攻击动作」
虽然目前是已经加入这项要素,但并不是所有攻击动作都可以取消。

15:「程序问题太多」
将会重新检视游戏,并且修正各种程序问题。

番外篇(北美地区特别事项):「主角声音好怪! 」
在完成版中似乎会修正角色配音。

番外篇(欧洲地区特别事项):「席德妮太性感了,请让队上加入女性吧! 」
席德妮并非性感型角色,而是开朗活泼的女性。 也许是因为男性开发人员十分努力的关系,所以让角色表现超出预期了

常驻队伍成员虽然不会有女性,但是在女性客串角色参加队伍时,也许会有什么变化,敬请大家期待。

预定提供试玩版更新档案「-Episode Duscae- VER2.00」


  目前提出的这些问题都已经开始修正,其中还有不少已经修正完成。 而随着游戏开发经过,还打算要在 5 月中旬,推出试玩版更新档案。

  而且还在检讨是否要加入四个角色会分头行动的「个别行动任务」。 比如说在早上先决定好要如何行动后,角色就会分散成一人单独行动,或是两人一组。 而且对话等互动,似乎也会因为队伍人数而有变化。 完上在露营地集合时,还可以看到角色互相报告今天行动的结果。

「-Episode Duscae- VER2.00」

【确定】
  • 强化 AXB(追加连携等】
  • 调整镜头以及锁定系统
  • 追加战斗动作 / 调整平衡‧修正程序问题


【检讨中】
  • 个别行动任务 / 稳定画面张数


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发表于 2015-5-19 06:23 PM |只看该作者
SQUARE ENIX 透露《Final Fantasy XV》Episode Duscae 2.0 将在六月初更新
来源 - https://twitter.com/ff25th_jp/status/600214067823808512

  Square Enix 在今天透过 twitter 发表了关于《Final Fantasy XV》Episode Duscae 2.0 的更新,原先预定在五月下旬的更新改为六月初。

  更新的内容包含了,「额外的战斗功能」、「视角的改善」、「标靶和玩法的增强」等,更多的信息将在日后发表。

0001185475.PNG


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发表于 2015-5-27 06:49 AM |只看该作者
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


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发表于 2015-6-5 07:47 AM |只看该作者
本帖最后由 kirassss 于 2015-6-5 06:39 PM 编辑

Final Fantasy XV ~ Stella is gone, Episode Duscae 2.0 slated for June 9
《最终幻想15》体验版升级详情


  Square Enix在昨晚(6月4日)放送的直播节目中,公开了复数新情报,包括之前公布的体验版“Episode Duscae”Ver.2.00升级配信准确日期、介绍影像,以及许多玩家关心的女主角事件等。

  首先为回答玩家疑问环节,关于游戏水中的安排,之后应该可以在水中游泳,不过在水中的战斗暂时难以实行。

  之后再次预告了新情报会在Gamescom中公开。

  本作的主要Staff介绍:

  •   监督:田畑端
  •   原案·主要角色设计:野村哲也
  •   角色设计:Ferrari Roberto
  •   剧情原案:野岛一成
  •   开发经理:那须靖明
  •   影像监督:野末武志
  •   艺术监督:长谷川朋广、直良有祐、上国料勇
  •   世界地图监督:松浪保之
  •   3D建模监督:岩田亮
  •   首席工程师:荒牧岳志、岩﨑浩
  •   首席游戏设计师:佐藤雅则、泷泽雅史、汤地健一、Prasertvithyakarn Prasert
  •   首席敌人设计:兼森雄一、神林孝幸
  •   首席等级设计:寺田武史、木村邦彦
  •   首席脚本设计:板室纱织
  •   首席技术设计师:七濑清司
  •   首席活动设计师:广田俊明
  •   首席动画技术:青野孝悠
  •   首席3DCG动画:志田健一、田中雄介
  •   首席环境艺术设计师:上野功士
  •   首席3D角色设计师:黒坂一隆
  •   首席VFX设计师:栗田直树
  •   作曲家:下村阳子
  •   Producer:桥本真司


  (Staff聚集了来自FF外传、王国之心系列以及与最终幻想14相关的人。)

  另外为了让游戏能够作为《最终幻想15》一作完结,游戏原案也较V13时有较大改变:

  首先“史黛拉”不会出现,虽然在V13中史黛拉是对于诺克提斯非常重要的存在,开发阵也希望让其无论如何都要登场,然而随着剧情的变化留着她的立场与角色性这点变得极困难,取而代之新角色“露娜”会登场。

  另外在王都因索姆尼亚举办Party时,之后尼弗海姆军袭击而来这一系列场面均会消除,变成诺克提斯王子们不在王都的时候因索姆尼亚遭袭。

  但在新宿一样的王都因索姆尼亚进行游玩这点不会消失,之后会有不同时间轴情况下的王都探索。

  V13中身份不明的女龙骑士仍会登场。

  之后公布了体验版“Episode Duscae”Ver.2.0的配信日期为6月10日,并公开了内容介绍影像,影像中可见:

  
  •   追加了与伙伴的新互动、新的连携技
  •   追加露营新剧情场面
  •   追加分开行动任务,可以与伙伴两人独处
  •   似乎能够与之前湖中央的Catoblepas战斗了


  其他之前已预告的升级内容:AXB强化(连携追加等)、镜头・目标锁定系统调整、战斗动作追加、平衡调整BUG修正。

  原本预定在E3公开没有什么新场面的总集篇性质PV,不过因为许多人提议说既然没有新要素就不要公开了。最后放出了一张新图让玩家自己猜想。

   


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发表于 2015-6-5 06:39 PM |只看该作者
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.

   


   


   


   


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发表于 2015-6-10 06:53 AM |只看该作者
本帖最后由 kirassss 于 2015-6-10 06:46 PM 编辑

Final Fantasy XV: Episode Duscae Version 2.0 out today
《Final Fantasy XV》试玩版「-EPISODE DUSCAE-」Ver.2.0 大规模更新开放下载


  SQUARE ENIX 开放《Final Fantasy XV》(PlayStation 4 / Xbox One)试玩版大规模更新「Final Fantasy XV -EPISODE DUSCAE- Ver.2.0」于本(10)日开始提供下载。

  这次的试玩版,是采用了附在《FINAL FANTASY 零式 HD》((PlayStation 4 / Xbox One)中,当作初回限定特典的第一波试玩版「Final Fantasy XV -EPISODE DUSCAE- 」的玩家反应。 具体来说是调整了以下六个项目。

  • 战斗系统 强化 AXB(行动交错战斗)(追加连携等)
  • 调整镜头、锁定系统
  • 追加战斗动作
  • 追加个别行动任务
  • 调整平衡、修正问题
  • 稳定游戏张数


  另外同时也开放《FINAL FANTASY 零式 HD》的更新档下载。 因为加入了镜头角度操作系统,所以玩起来更为顺畅,请各位玩家下载,尝试看看玩起来有什么变化。

1432664799-ffxv-key-art.jpg

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.















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发表于 2015-7-31 06:40 PM |只看该作者
【GC 15】《Final Fantasy XV》游戏开发者将出席 Gamescom 2015
消息来自官方 - https://www.facebook.com/SquareEnixDE/posts/1002688996408307

  今天,德国 SQUARE ENIX 确认《Final Fantasy XV》游戏开发者将会出席 Gamescom 2015 的舞台活动,时间是星期四、星期五和星期六的下午三点。 以下开发者将出席 Gamescom 2015:

  游戏总监:田畑端
  艺术总监:上国料勇
  概念艺术:松泽雄生
  音乐作曲:下村阳子

  而之后的在舞台的 Q & A,会举办签名会,而粉丝的问题可以在 Facebook 和 Twitter #QAFFXV,德国 SQUARE ENIX 会进行收集整理。






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发表于 2015-8-1 06:29 AM |只看该作者






























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