Bravely Default II

Hello. I'm playing Bravely Default II. I like the demo very much, but I think the soundtrack sucks.

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That's the exact opposite opinion you should have, Revo is great but the demo sucks ass

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It gets better after you listen to it for a while, Seth's theme is at least great.

Feedback survey:

form.square-enix.com/a.p/196

thanks friend

I get it OP. You want to say something controversial so this thread will get replies. Unlike all the previous threads. Here, let me say something truly controversial.

I actually like the "plastic" looking models and enemies. That said, the main characters are extremely dull in design. Probably why the western translation team is trying to spice them up with horrible Mary Poppins and Scottish accents. But it doesn't work. It just makes them worse. The Japanese voices are much better. They're just attached to bland characters.

Some of the NPCs look more interesting than the main character designs. And no one is even close to Edea or Ringabel. Yet they're shamelessly using the exact same roles and personality types on the four playable characters. It's annoying.

But I'm interested in everything else about the game. I hope there's more leveling and less dialogue in this game compared to the first.

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No, I do think the soundtrack sucks.

You have only heard like four songs out of what will be probably 80+. I'm willing to bet the OST overall will be great. I'll admit the songs we've heard so far aren't as good as the music in Bravely Default 1. But that's because I'm comparing four new songs to the entire first games OST. It would be like if you played Final Fantasy VII and only heard the music for Cosmo Canyon/Fort Condor, because they were the only parts in the demo. The music would seem bland compared to other FF games. Then the final game comes out and most of the other songs are good.

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the survey isn't working for me, I hit complete after filling everything out and it doesn't go to the confirm screen.

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Well, you hit the mouche. Not only do I think FF7 ost sucks, I think FF7 itself sucks.

works on my machine (Tm)

You have to shorten your answers. It won’t submit if you write more than 300 characters

>we want feedback, but nothing in detail
What's the point?

This worked, thank you. I want them to fix this shit

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I will feel real bad if the OG 4 heroes are either dead or corrupted in this sequel.

I think they want to avoid being overflowed with texts to read since a lot of people are gonna submit

To pretend they care.

>tfw when this is a prequel to BD1
You know it's gonna happen. Almost every JRPG sequel in recent memory has done this shit.

How long until it closes? I haven't played the demo yet.

Am I supposed to switch jobs constantly? The sub-job not leveling up sucks.

And why can't I see the turn order?

Tiz
>"muh Agnes"
Agnes
>"unacceptable"
Ringabel
>*competence*
Edea
>"mgrgrgr"
Airy
>"crystals"
Yew
>"gravy"
Magnolia
>"ba'als"

I've just played through DB and second back to back and believe I can summarize the cast quite efficiently

now do the asterisk holders

>cruel evildoers but we're actually good guys haha

>Am I supposed to switch jobs constantly?
Yes. You're suppose to experiment with jobs as much as you can. Just like the first two games. They also shortened the jobs and their EXP to allow you to try every job in the demo. In the previous games, jobs have 14 levels. The demo stops at 7 levels for each job.
>The sub-job not leveling up sucks.
If the sub job also leveled, you'd never have a reason to switch jobs.
This is how they are in Chapter 1-4 (which I hated). But they grow and change from Chapter 5 and on. The game would been so much better if Chapter 1-4 just incorporated chapter 5 and 6 into it. Then skipped chapter 7 and 8 entirely.

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>DB
Defaulted Brave or something would be a good title next

>That said, the main characters are extremely dull in design
that was true for the first game too.

This. Yew too.

in fact im pretty sure japan hasnt designed a single good character since final fantasy 9, with the exception of the dragon quest titles.

All the Asterisk holders have one of three personalities:
Type 1: HAHAHA I'm crazy evil! (BLM, Monk, Salve, Time, Archanist, etc)
Type 2: I'm a loudmouth braggart who is secretly a good person (WHM, Thief, Pirate, etc)
Type 3: I'm the stoic, sullen loner with a troubled past (Spellmaster, DRK, Templar, etc)

All of these are common stereotypes. But they didn't have to be. The way they developed Rosso and Yulyana prove that the "enemies" could have had good stories and their own motivations. The problem was, the game kept anyone from actually developing until Chapter 5. Even the main playable characters. Every fucking conversation in Chapter 1-4 was a character cutting you off or refusing to answer basic questions. Yet they talk for HOURS! I really love this game in all ways, except the dialogue.

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>FF9
>Not bland designs

May I remind you Garnet? Generic japanese looking girl

Edea and Ringabel were great. Agnes and Tiz were boring in personality, but Agnes was cute in looks. Tiz was generic in both personality and looks. But I can overlook that, since he was suppose to be a random town NPC thrusted into a crazy situation. And not every character in a game needs to stand out.

The problem in BDII is, everyone looks like a generic NPC. Some of the NPCs in the demo town look better than the main characters.

They're just going to lump all the similar comments into general categories anyway. A designer isn't at all likely to read what you write.

there's nothing wrong with having a "generic" looking character in a word where "generic" is far from the norm.
let me remind you that the mother of said "generic" looking character was a fat lard ass with painted face
garnet was the most normal looking (and behaving) character of the entire cast (entire game maybe even?)

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Thanks a bunch. I hope they see my opinions on the Octopath turn system.

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>Bravely Default
>Bravely Default Second
>Bravely Default 2
This is going to get confusing isn't it

>Final Fantasy
>Final Fantasy 2
this is going to get confusing innit

My points were very specific about gameplay and UI issues. I'd think that's the kind of stuff they want the most.

-Character attributes and gear could use better indicators
-All players on the same turn rather than individual turns
-Characters in towns/overworld are too small
-Enemies spawn on top of player
-Day/Night Cycle is too fast
-Environment gets in the way of the field of view
-Can't turn the camera in the ruins
-The English translation is cheesy and completely changes the personality of the characters

I had to shorten a lot because the box has a character limit. And yet it wouldn't submit. I hate these antiquated web forms. This is the kind of shit you'd expect from a job application from the year 2005.

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11 is 3 in binary

>ugly post-processing
>dialog boxes aren't snappy
>menu system is more confusing
>character 3D models are ugly
am I just a boomer or does every sequel nowadays have to get worse
I haven't played much of bravely second yet to judge that game fully, but it looks like they basically left default intact
why can't we change things for the better? why does shit have to get worse?

This is also an early alpha of the game. Having done game testing, this is pretty par for the course for a game that's 6+ months from release. Programmers will sit around twiddling their thumbs letting the artists keep working. Then suddenly a month before the game is suppose to release, they get freaked out and start working 20 hour work days, doing all the polishing they should have done months ago.

>What is your favorite video game? (Which game do you play often?)
I wonder how much feedback could they get from DKC2

I wanted to use the official SNES controller to play the game, but for some fucking reason you can't move the character around the world map with just the dpad. You HAVE to use the control stick.

A lot of developers do shit like this, but I've never seen feedback integrated in an overall positive way.
Most of the time I see it, it's completely ignored, as the demo/alpha/whatever was nothing more than a marketing gimmick.

Yeah, which is baffling cause the dpad isnt used for anything outside of battles.

Daemon x Machina's feedback worked it's way in okay, even if it is still a diet Armored Core.

Oh, that's interesting, what sort of feedback was there given?

They take place in entirely different universes/continuity.

Is there a way to reconfigure the battle controls?

Theres already a prequel to BD1, its called Final Fantasy the 4 Heroes of Light

Write that you want classic controller support in the feedback. It could be as simple as them needing to add compatibility for other controllers.

>Thief boss ran out of mana
He should have had an MP steal attack

I notice that people seem to dislike initiative be separated into individual characters and enemies rather than block actions, which confuses the fuck out of me. Initiative in that form opens up so many more possibilities for strategic play - they just need to get their act together and make a UI element to display the turn order.

The most important issue to bring up in the survey is the new combat system. Either they need to add a visible turn order or just revert it back to how it was like in Bravely Default and Second.

>or just revert it back to how it was like in Bravely Default and Second.
That's exactly what I brought up. Along with half a dozen other things.

How did you bring up any more than that? If I type anything more than two lines it won't let me register.

I posted but even more condensed. The developers probably won't understand it.

>Initiative in that form opens up so many more possibilities for strategic play
It also cripples some of the most basic strategies. For example, I want to use a vanguard to debuff a boss's magic defense in order for my black mage to hit the boss really hard. The debuff lasts for two turns, but there's a decent chance the boss will take two turns in between my vanguard and my black mage.
Am I supposed to just wait until the timeline lines up perfectly that the vanguard and black mage have turns close to each other?

Compared to the old
>turn 1: hit boss with debuff
>turn 2: attack boss

Are there any other JRPGs with clear "rounds" where all of the characters get at least one action, in addition to a speed stat that both determines who goes first within the round and can also enable a character to move more than once within a round if their speed is high enough? A system like that where buffs and debuffs were tied to the round and not how many times a character has gotten an action could work, but maybe it would be too broken.

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The implementation of a quick turn, hud customization, MAJOR framerate improvements, and some other things I can't remember.

Suikoden and Paper Mario does this. And yes, it's very easy to break because of it. I still really loved them though. If Suikoden was given Bravely Default's level of difficulty, it would be the perfect turn based game.

shut your filthy mouth

It makes it way more difficult to plan, and it's Octopath's battle system not Bravely Default's. Even Octopath had the sense to show the combat order.

I can't decide if I hated the ui or speed based turns more

>Am I supposed to just wait until the timeline lines up perfectly that the vanguard and black mage have turns close to each other?
Yes. As it stands, this is such a big issue because the game doesn't display the turn order so you're shooting blind as to whether or not your Black Mage will be able to act whilst the debuff is up. If you could see several actions ahead this would be far less of an issue.
Even as it is now it's not a huge issue, either. I could quite reliably set up debuffs with my Vanguard and still be able to nuke a boss with spells more often than not. Still, I'm with this user here either way. Having debuffs/buffs operate on a per round basis would be the most logical.
I feel it would only be marginally more difficult to plan if you were given the turn order information (In FFX, for example, which has a similar system, it's not very difficult to plan ahead).

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God I want to plant my face right in the middle of that crack and inhale deeply

How the fuck is that remotely similar. Even when final fantasy did a straight sequel they put a 2 right after the roman numeral. With what Bravely did it would be like if they were two separate final fantasy series with one having roman numerals and the other having regular numbers. Shit would get confusing fast.

Speed based turns are a good thing, if you're given enough information to plan accordingly, which right now you aren't. The UI is the biggest problem.