Square Enix has released Final Fantasy 15: Episode Duscae player statistics pulled from the feedback survey, covering everything from weapon design to character personality.
The information was revealed during a livestream stream, and on a global scale, the average “score” handed out by players hovers around 8.0 with points for music, weapon design, character personality and other figures considered.
If you head over to Gematsu, which worked its fingers to the bone providing all of this information, you can also have a look at score breakdown by region. However, for this post, we have focused solely on the worldwide figures.
Here’s the global breakdown:
- Music – 9.3
- Weapons design – 8.9
- World design – 8.9
- Event scenes – 8.8
- Graphic quality – 8.9
- Open-world gameplay – 8.6
- Voice acting – 8.6
- Character dialogue – 8.5
- Main character design – 8.5
- How much did you like Noctis’ personality? – 8.4
- How much did you like Gladiolus’ personality? – 8.5
- How much did you like Ignis’ personality? – 8.4
- How much did you like Prompto’s personality? – 7.9
- Sub-character design – 8.1
- Game difficulty – 7.9
- Story – 8.4
- Tutorial – 8.2
- Navigation – 8.2
- Map design – 8.3
- Battle system – 7.7
- Amount and variety of content – 7.8
- Controls – 7.4
As you can see, the game’s controls received the lowest score. Director Hajime Tabata addressed concerns pertaining to lock-on, the camera, and the overall controls in the livestream.
Many players felt the lock-on was too difficult to use and that they were unable to keep the targeted enemy in the center of the screen. There were also mentioned of the enemy moving, and the camera not following it properly.
Tabata said he and the team noticed the targeting system wasn’t consumer friendly after the demo was released, and these issues are being addressed “thoroughly”. He also said the R3 button on the DualShock 4 controller is what triggers the lock-on, but admitted this was not explained in the demo; thus players were unaware of it, even some of the internal testers at Square weren’t either.
Players also noted that sometimes the camera view zooms in too close when in battle, especially those which are more “frantic”, or when near the entrance to a dungeon. Players also reported limited camera movement when fighting in larger environments.
Tabata said the camera system was designed to pull back in such situations, but it “wasn’t functioning as well as we had hoped.” He said the camera is one area which will “definitely be improved” and the team is working on making the camera controls smoother.
“Ideally, we would have one camera programmed to adjust to every situation, but in the demo, we noticed many instances where the camera wasn’t able to fully adapt to various terrains,” he said. “So ultimately, we may consider allowing the player to choose from different camera distances.”
Overall, some players who partook in the survey weren’t too impressed with the controls in general. Tabata said he and his team are considering allowing players to remap button configurations, but admits there may be “more to” the controls issue; therefore he “would like to dive deeper into this and get the full picture.”