PSP Game Projects Vol.01 : Dissidia 012 Sequel!

So, since the future has spoken apparently, I’m going back to the post with a bit of a different mindset about this whole subject. So, once again, I dive into the best PSP game Tetsuya Nomura thought off and took part in.

It’s a shame a third Dissidia never came out for the PSP, the series was going very well already, a third game didn’t need to do as many changes initially to be perfect but since it never happened, here’s my thoughts, changes and additions to a sequel that could have happened. Not to mention, given that the arcade Dissidia game now uses a different style and that the cretors are using new concepts for the series given the time they spent thinking and adpating, I’ll be doing about the same.

For those wishing for a more elaborate explanation about the Dissidia games’ system, you can look several helpful pages provided by the community here, here and here.

NUMBER 01

balance

Gameplay changes.

01.)The gameplay speed could and should be upped. Not by much though, just a modest 20% like the Turbo mode of DMC3. If this is a possible problem, the inclusion of it as an unlockable “Turbo Mode” in the options is always viable and wise. Also, coming with that kind of speed, more cancels would be availiable and thus changing the depth of the game, adding to the overall experience. Dissidia may be running at 60FPS and have fairly good graphics, but the battle pace can really be on the medium side at times, not unlike the early Street Fighter games before the more ridiculous Turbo additions(if anyone remembers the Turbo options of Street Fighter Alpha 3 going from Normal Speed to Super Turbo 7). Now, should the speed boost happen, even if it isn’t exactly by a 20%, I’d still incline Square Enix to include a Turbo Mode. It really does wonders for fighting and action games, testing the waters of the speed and pace the title should be optimised for. It worked exellently with DMC3 Special Edition and the transition to DMC4, by having the later run almost as fast as the Turbo mode of the former.

02.)The balance should be tweaked again, since this is a standard procedure of course. It is customary for fighting games to do this…unless it’s some so overtly awesome game in this genre(and there are some), but Dissidia isn’t one of them…yet. A good first step would be for many to have more Attack power than Defense power,as by the end of the game, most characters end up so immersed in armour, accessories etc, that their stats look like this : HP 9999, ATK 171, DEF 300. Character stats and equipment stats require some more balancing, like the one during the transition from Dissidia to Dissidia 012. It of course goes without saying, that despite the balancing done, the Custom Rules option should remain in the game.

03.)Tweak the jumping mechanics so that jumps and aerial dodges are directly related. Make it so you can only dodge as long as you have jumps left. So if for example my character has 4 jumps, I can jump -> dodge -> dodge -> jump but, then neither of each will reset / replenish until the character reaches the ground or does a quickmove. I feel like this (definitely) puts more focus on ensuring that a player is concerned about movement and positioning first and foremost. It also makes battles more dependent on stage landmarks instead of fleeing out into open space. As for ground dodges, the characters should have some kind of stamina for these directly releated to speed, kinda like in Ys vs. Sora no Kiseki so that players and the AI can’t cheese the dodge mechanics for cheap tactics.

04.)The addition of a slightly new dodge mechanism might be required. I say slightly new because the idea’s already in the game via the abilities “Evasion Boost” and “Precision Evasion”. Deal away with those two ability and make it two new action ability that work like that : when the player dodges a move, any move successfully and the game lists it by writting the “DODGE” on the screen, mentioning the perfect dodge, then depending on the ability the character either moves faster than normal leaving afterimages of the dodge behind for the enemy to be confused about or have time slow down for the both of you, but only allowing the dodger’s next move to skip frames of activation and start almost immidiately without any penalty, allowing for strong comebacks.

05.)As far as moves go, beyond the obvious thought of adding more moves, a good idea would be to tweak some of the currently existing moves, either by having different finishers depending on the directional inputs, like Cloud’s Slashing Blow or change depending on the timing of the button, like Garland’s Round Edge. This expands the variety and adds depth to the moveset, without the need to invest on a slew of new moves, strategically altering and giving more options for characters and players…and making the game a tad deeper as far as moves go.

06.)Some characters have multiple Brave to HP attacks that have the indications A / B / C on them, typically the same Brave to HP move that is tied to many Brave attacks but is essentially the same move every time. Instead of making away with those indications and have the moves be the same, a great idea would be to have the moves be slightly different each time. An example would be Frioniel’s Double Trouble A / B / C attacks. Instead of having all Double Trouble attacks be the same rising dual slashes with the axe and the sword, make it a bit more varied like this :

Rope Knife

The Rope Knife version of Double Trouble could have Frioniel bust out the sword and axe and attack with very few but heavy slashes that finish with the double slash of both weapons yet the Wall Rush is upwards diagonal in nature.

Lance Combo

The Lance Combo version of Double Trouble could have Frioniel bust out the sword and axe and attack with many turning-around slashes that finish with the double slash of both weapons yet the Wall Rush is horizontal in nature.

Reel Axe

The Reel Axe version of Double Trouble could be the one we currently have.

Same thing can be done with other characters that have this type of Brave to HP attacks, like Golbeza and Zidane Tribal.

07.)Some Quickmove that can be done on the ground adding an element of parkour without making or breaking the game like Kingdom Hearts 3DS did. A great addition would be a Wall-To-Wall Jump, that is a jump that is done while running up wall and behind the character is another wall, if the player keeps pressing the triangle button then character will jump from wall to wall, increasing the speed with each jump until they reach the top of those walls. Another would be while grinding on rails, to press the triangle button to change between stances of faster and slower grind with the momentum carrying over to either a jump or the landing after the end of the rail. Also the addition of a quick Wall Run would be exellent. Compared to the normal Wall Run the game has this one would require more finesse and should be used for a quicker move around walls. By pressing the triangle button while a character is approaching a wall from the side and by pressing a direction that tilts to the side of the walls, the character shall initiate a faster wall run that normal, focusing on horrizontal traversing only, kinda like the Ninja Gaiden wall runs. Finally, a quickmove that can only be done on the ground would be great. That would be initiated by having the player press triangle twice in quick succession while running on the ground, without any quickmove around the character. These would be different from player to player and they should cover some really small distance but have invincibillity frames, like Terra’s Dash from Kingdom Hearts Birth By Sleep.

08.)The inclusion of taunts in battle. The triangle button, apart from doing Quickmoves when the time is needed, is pretty useless. If there isn’t any indication of a quick move, the triangle button is there to just take space. The way to counter-act that would be to make that button the Taunt button. By simply standing on the ground, away from places with Quickmove signs, the character will do a taunt. The taunt has two functions and they are both dependant on the distance between the character and the enemy, one of them being the rapid absorbtion of nearby EX-Force and a small generation of EX-Force. For them to be effective, the player must let the character finish the taunt uninterrupted and without cancelling any moment of the taunt. Each character of course has his or her own taunt and is very different from others, often being an action and a quote from their respective series, one with an impact. The taunt can be cancelled by everything quite easily but can cancel several ending move animations.

NUMBER 02

New characters

More characters as it should be natural for fighting games. Since this is a crossover though, a lot of things can be done and given how diverse and grand the Final Fantasy cast is, even among stereotypical roles(Warriors, Monks, Black Mages etc) not only in their games but even in the previous Dissidias characters were vastly different. So everyone is free game by that logic. Also, more assist-exclusive characters should exist to give the game more options.

Another thing that is to be done is the addition of different character variations, when a character changes very drastically in-between games or material like Cloud going from a heavy Warrior-like character to a speedy and skilled mulit-sword wielder, Lightning going from the Paradigms / Optimas to the Schema / Style changes, Yuna going from a Summoner to a Sphere-Dresser etc. Also, Onion Knight would be better off splitting into the four kids from the DS version of FFIII, he already has a Luneth-coloured costume, he could easily be Onion Knight, Sage and Ninja Luneth with some minor design changes for his al costumes and storyline while the other three kids can take the other FFIII jobs and share his story as the heroes of Light from their world, while Cid of Lufaine could create a Monk, Thief, White Mage and Black Mage from FFI that play and act similar to Warrior of Light explained by them being creations of Cid as the saviours and bland MCs of FFI…with Heroes of Light alt costumes.

The characters I would add can be found in this page here, where I’ll be updating and posting characters occasionally.

NUMBER 03

new costumes / weapons

Costumes in Dissidia are a testament to the characters from the series and showcase the nice dynamics of alternate costumes in games. However it is time for the players to be able to pick their opponent’s costume in the Versus 1-on-1 fights against the CPU. Kinda baffling that this wasn’t done in Duodecim, nothing that can’t be fixed in the new one. Apart from having all the previous costumes for the old characters return and have the DLC costumes be free, which goes without saying when a new fighting game in the series comes out, the new Dissidia should try and experiment with battle attires. What do I mean by that? Take a look at Cloud Strife’s costume for example :

Cloud Strife

If you look at Cloud’s costume two things stand out : his Buster Sword and his shoulder pad. These are the most eye catching accessories his costume has that are used for battle, that is his battle attire.

As a fighting game that let’s the players change equipment for their characters and has exclusive equipment for each of the characters, it really is lacking visually on that part. What do I mean by that? Whenever a character is equiped with a piece of exclusive equipment, his or her appearance never changes. That makes things a bit boring visually. A game series that knows how to do this the right way, would be Sengoku BASARA. Here is a demonstration of exclusive equipment and how it affects the appearance of the character.

Many characters already have battle attires that can change and I’ll be listing them here. Some of them have attires that share the same name as a generic weapon or armour and I’ll try to either replace the name of the exclusive with something that doesn’t exist in the generic weapons database at best, remove the generic weapon because it’s not as iconic or just…leave both in at worst. Needless to say a piece of exclusive armour will be added for the characters that don’t have them :

01.)Warrior of Light Exclusives :

EX.)[Hand Armour] Master Shield : Level 100, Defense +5%, Back to the Wall effect Warrior of Light’s shield changes into the Master Shield (Final Fantasy I Version).
01.)Werebuster : Level 01, ATK + 07 Warrior of Light’s sword changes into the Werebuster (Final Fantasy I Version).
02.)Flame Sword : Level 30, ATK +40, Defense +5% Warrior of Light’s sword changes into the Flame Sword (Final Fantasy I Version).
03.)Braveheart : Level 90, ATK +63, Defense +7% Warrior of Light’s sword changes into the Braveheart (Final Fantasy I Version).
04.)Barbarian’s Sword : Level 100, ATK +68, Defense +10%, Slight Counterattack effect Warrior of Light’s sword changes into the Barbarian’s Sword (Final Fantasy I Version).

02.)Frioniel Exclusives :

EX.)[Body Armour] Caped Crusader : Level 100, ATK +8, Slight Anti EX Effect Frioniel’s cape becomes black and tattered, almost splitting in two near the end.
01.)Rebellion Army : Level 01, ATK + 07 Frioniel’s weapons start glowing.
02.)Wild Rose : Level 30, HP -377, ATK +44, DEF -2, Extra HP to BRV Frioniel’s Sword changes into the Wild Rose.
03.)Dragon Claws : Level 90, HP -288, ATK +65, DEF -1, Extra HP to BRV Frioniel equips the Dragon Claws on his hands.
04.)God Hand : Level 100, HP -328, ATK +70, DEF -1, Extra HP to BRV, Slight Counterattack effect Frioniel’s fists glow in a strong light and when he grasps a weapon, the light illuminates it as well.

03.)Onion Knight Exclusives :

EX.)[Hand Armour] Onion Shield : Level 100, ATK +68, Free Air Dash Boost, Back to the Wall effect Onion Knight equips the Onion Shield (Final Fantasy III Version).
01.)Whightslayer : Level 01, ATK + 07 Onion Knight’s sword changes into the Wrightslayer (Final Fantasy III Version).
02.)Tyrfing : Level 30, ATK +40, Damage +5% Onion Knight’s sword changes into the Tyrfing (Final Fantasy III Version).
03.)Royal Sword : Level 90, ATK +63, Damage +7% Onion Knight’s sword changes into the Royal Sword (Final Fantasy III Version).
04.)Onion Sword : Level 100, ATK +68, Damage +10%, Slight Sneak Attack effect Onion Knight’s sword changes into the Onion Sword (Final Fantasy III Version).

04.)Cecil Harvey Exclusives :

EX.)[Special Weapon] Cimmerian Edge : Level 100, ATK +69, DEF +1 when Paladin, ATK+1 when Dark Knight, Slight Counterattack effect Cecil’s Dark Knight Lance and Paladin Stave change into the Cimmerian Edge.
01.)Dark Sword : Level 01, ATK +20, Dark Force (1/3) Cecil’s Dark Knight Lance changes into the Dark Sword (Final Fantasy IV Version).
02.)Mythgraven Blade : Level 30, ATK +42, DEF -2, DEF+1 when Paladin Cecil’s Paladin Stave changes into the Mythgraven Blade (Final Fantasy IV Version).
03.)Lustrous Sword : Level 90, ATK +64, DEF -1, DEF+1 when Paladin Cecil’s Paladin Stave changes into the Lustrous Sword (Final Fantasy IV Version).
04.)Lightbringer : Level 100, ATK +69, DEF -1, DEF+1 when Paladin, Slight Sneak Attack effect Cecil’s Paladin Stave changes into the Lightbringer (Final Fantasy IV Version).

05.)Butz Klauzer Exclusives :

EX.)[Head Armour] Butz’s Chocobo Feather : Level 100, ATK +8, Free Air Dash Boost, Back to the Wall, Minor Regen effect Butz puts his lucky Chocobo Feather on his hair.
01.)Chocoblade : Level 30, ATK +40, Regen +10% Butz gains the Chocoblade and hangs it around his waist.
02.)Dayspring : Level 90, ATK +63, Regen +15% Butz gains the Dayspring and hangs it around his waist.
03.)Dorgann’s Blade : Level 100, ATK +68, Regen +20%, Cat Nip effect Butz gains the Dorgann’s Blade and hangs it around his waist.

06.)Tina Branford Exclusives :

EX.)[Head Armour] Slave Crown : Level 100, ATK +4, Glide, Ex Glide Boost Tina gains the slave crown and her hair becomes less curly.
01.)Chain Flail : Level 30, BRV +41, ATK +38, Physical Defense +10% Tina’s ornament dagger changes into the Chain Flail.
02.)Morning Star : Level 90, BRV +34, ATK +62, Physical Defense +15% Tina’s ornament dagger changes into the Morning Star.
03.)Maduin’s Horn : Level 100, BRV +39, ATK +67, Physical Defense +20%, Slight Counterattack effect Tina’s ornament dagger changes into the Maduin’s Horn.

07.)Cloud Strife Exclusives :

EX.)[Body Armour] Lone Wolf : Level 100, ATK +10, Gambler’s Spirit Cloud gain two silver shoulder pads with Fenrir’s symbol and spikes on them.
01.)Buster Sword : Level 01, ATK +22, DEF -2 Cloud’s Buster Sword now has two materia in it’s sockets while his Fusion Sword changes into the Buster Sword with two materia.
02.)Force Stealer : Level 30, ATK +42, DEF -2, Wall Rush HP Damage +10% Cloud’s Buster Sword / Fusion Sword changes into the Force Stealer.
03.)Butterfly Edge : Level 90, ATK +64, DEF -1, Wall Rush HP Damage +15% Cloud’s Buster Sword / Fusion Sword changes into the Butterfly Edge.
04.)Fenrir : Level 100, ATK +69, DEF -1, Wall Rush HP Damage +20%, Slight Sneak Attack effect Cloud’s Buster Sword / Fusion Sword changes into the Fenrir.

08.)Squall Leonhart Exclusives :

EX.)[Head Armour] Griever : Level 100, EX Core Absorbtion + 5%, Boosts critical 25% Squall creates a mental image of Griever, the Guardian Force of his heart and that appears on his back as a logo on each of his costumes.
01.)Revolver : Level 01, ATK +22 Squall’s Revolver now leaves a blazing trail of fire with each swing and fires up during criticals.
02.)Shear Trigger : Level 30, ATK +40, EX Core Absorption +15% Squall’s Revolver changes into the Shear Trigger.
03.)Cutting Trigger : Level 90, ATK +63, EX Core Absorption +20% Squall’s Revolver changes into Cutting Trigger.
04.)Punishment : Level 100, ATK +68, EX Core Absorption +30%, Slight Sneak Attack effect Squall’s Revolver changes into the Punishment.

09.)Zidane Tribal Exclusives :

EX.)[Head Armour] Dagger’s Neclace : Level 100, EX Core Absorbtion + 5%, Boosts critical 25% Zidane gains Dagger’s neclace.
01.)Sargatanas : Level 30, ATK +38, DEF +2, BRV Boost on Dodge +2% Zidane’s Mage Mashers changes into the Sargatanas.
02.)The Tower : Level 90, ATK +62, DEF +1, BRV Boost on Dodge +5% Zidane’s Mage Mashers changes into The Tower.
03.)Orihalcon : Level 100, ATK +67, DEF +1, BRV Boost on Dodge +8%,Slight Sneak Attack effect Zidane’s Mage Mashers changes into the Orihalcon.

10.)Tidus Exclusives :

EX.)[Hand Armour] Grand Slam : Level 100, ATK +8, Free Air Dash Boost, Free Ground Dash Boost Tidus’ Blitzball changes into Wakka’s Grand Slam.
01.)A-steel : Level 01, BRV -22, ATK +24, DEF -2 Tidus’ Basilisk Steel changes into the A-Steel.
02.)Arc Sword : Level 30, BRV -42, ATK +44, DEF -2, BRV Boost on Dodge +2% Tidus’ Basilisk Steel changes into the Arc Sword.
03.)Ascalon : Level 90, BRV -35, ATK +65, DEF -1 , BRV Boost on Dodge +5% Tidus’ Basilisk Steel changes into the Ascalon.
04.)The Brotherhood Sword : Level 100, BRV -40, ATK +70, DEF -1, BRV Boost on Dodge +8%, Cat Nip effect Tidus’ Basilisk Steel changes into The Brotherhood Sword.

11.)Shantotto Exclusives :

EX.)[Head Armour] Shantotto Doll : Level 100, ATK +8, DEF +50, Back to the Wall effect Shantotto hands her Shantotto Doll as a necklace.
01.)Jupiter’s Staff : Level 30, BRV +41, ATK +38, Initial Bravery +20% Shantotto’s Staff changes into the Jupiter’s Staff.
02.)Laevateinn : Level 90, BRV +34, ATK +62, Initial Bravery +30% Shantotto’s Staff changes into the Laevateinn.
03.)Claustrum : Level 100, BRV +39, ATK +67, Initial Bravery +40%, Cat Nip effect Shantotto’s Staff changes into the Claustrum.

12.)Vaan Exclusives :

EX.)[Body Armour] Weaponset of a Sky Pirate : Level 100, ATK +28, Critical Boost, Back to the Wall effect Vaan’s weapons are upgraded as such :

The Mythril Sword changes int to the Stoneblade.
The Handaxe changes int to the Greataxe.
The Claymore changes int to the Save the Queen.
The Osafune changes int to the Yakei.
The Javelin changes int to the Dragon Whisker.
The Oak Staff changes int to the Cloud Staff.
The Bowgun changes int to the Penetrator Crossbow.
The Altair changes int to the Arcturus.
The Leather Shield changes int to the Ensanguined Shield.

01.)Reks’ Blade : Level 30, ATK +40, EX Core Absorption +15% Vaan hangs Reks’ Blade on his waist.
02.)Zodiac Blade : Level 90, ATK +63, EX Core Absorption +20% Vaan hangs the Zodiac Blade on his waist.
03.)Anastasia : Level 100, ATK +68, EX Core Absorption +30%, Riposte effect Vaan hangs the Anastasia on his waist.

13.)Lightning Exclusives :

EX.)[Body Armour] L’Cie Brand (Lightning) : Level 100, ATK +10, DEF +50, DEF +10%, Free Air Dash Boost, Back to the Wall effect Lightning’s L’Cie Brand glows with a light blue light.
01.)Axis Blade : Level 01, ATK + 07 Lightning’s Blazefire Saber changes into the Axis Blade.
02.)Life Saber : Level 30, ATK +40, DEF -1, Defense +5% Lightning’s Blazefire Saber changes into the Lifesaber.
03.)Helter Skelter : Level 90, ATK +63, Defense +7% Lightning’s Blazefire Saber changes into the Helter Skelter.
04.)Hauteclaire : Level 100, ATK +68, Defense +10%, Riposte effect Lightning’s Blazefire Saber changes into the Hauteclaire.

14.)Kain Highwind Exclusives :

EX.)[Hand Armour] Dragoon Gloves : Level 100, ATK +8, DEF +50, Free Air Dash Boost, Riposte effect Cain’s gloves change into the Dragoon Gloves (Final Fantasy IV Version).
01.)Black Dragon Spear : Level 01, HP -195, ATK +22, DEF -2 Cain’s spear changes into the Black Dragon Spear.
02.)Holy Dragon Spear : Level 30, HP -377, ATK +44, DEF -2, Assist Gauge Duration +10% Cain’s spear changes into the Holy Dragon Spear.
03.)Abel’s Lance : Level 90, HP -288, ATK +65, DEF -1, Assist Gauge Duration +20% Cain’s spear changes into the Abel’s Spear.
04.)Highwind : Level 100, HP -328, ATK +70, DEF -1, Assist Gauge Duration +30%, Back to the Wall effect Cain’s spear changes into the Highwind.

15.)Tifa Lockhart Exclusives :

EX.)[Body Armour] Zangan’s Belt : Level 100, HP +400, ATK +8, DEF +50, Riposte, Anti-Ex effect Tifa gains a weird belt that is oddly familiar…#slightlyjoking
01.)Motor Drive : Level 30, HP -659, BRV +83, ATK +40,Damage +5% Tifa’s gloves change into the Motor Drive.
02.)Power Soul : Level 90, HP -522, BRV +69, ATK +63, Damage +7% Tifa’s gloves change into the Power Soul.
03.)Master Fist : Level 100, HP -595, BRV +79, ATK +68, Damage +10%, Slight Sneak Attack effect Tifa’s gloves change into the Master Fist.

16.)Laguna Loire Exclusives :

EX.)[Head Armour] The faeries : Level 100, ATK +8, DEF + 60, Free Air Dash Boost, Back to the Wall effect Faeries start swarming around Laguna’s head.
01.)Machine Gun : Level 30, HP -377, BRV +83, ATK +40, DEF -2, Physical Defense +10% Laguna straps another machine gun on his back.
02.)High-Power Machine Gun : Level 90, HP -288, BRV +69, ATK +63, DEF -1, Physical Defense +15% Laguna’s Machine gun is replaced by a High-Power Machine Gun.
03.)Ragnarok Pistol : Level 100, HP -328, BRV +79, ATK +68, DEF -1, Physical Defense +20%, Slight Sneak Attack effect Laguna straps a Ragnarok Pistol around his waist.

17.)Yuna Exclusives :

EX.)[Hand Armour] Sophia Ring : Level 100, BRV +595, DEF +68, Riposte, Ex Critical effect Yuna gains the Sophia ring in her right hand’s middle finger.
01.)Abraxas : Level 30, BRV +41, ATK +38, EX Intake Range +1m Yuna’s staff changes into the Abraxas.
02.)Arc Arcana : Level 90, BRV +34, ATK +62, EX Intake Range +2m Yuna’s staff changes into the Arc Arcana.
03.)Nirvana : Level 100, BRV +39, ATK +67, EX Intake Range +3m, Cat Nip effect Yuna’s staff changes into the Nirvana.

18.)Garland Exclusives :

EX.)[Head Armour] Chaos Horns : Level 100, BRV +80, DEF +90, EX Intake Range +3m Garland’s horns change into Chaos’ horns.
01.)Ogrekiller : Level 30, BRV -84, ATK +44, EX Force Absorption +5% Garland’s multi-weapon changes into the Ogrekiller.
02.)Viking Axe : Level 90, BRV -70, ATK +65, EX Force Absorption +7% Garland’s multi-weapon changes into the Viking Axe.
03.)Gigant Axe : Level 100, BRV -80, ATK +70, EX Force Absorption +10%, Slight Anti-EX effect Garland’s multi-weapon changes into the Gigant Axe.

19.)The Emperor Exclusives :

EX.)[Body Armour] Emperor’s Vest : Level 100, DEF +80, EX Intake Range +1m, Slight Anti-Catnip effect The Emperor gains a small golden vest around his body.
01.)Diamond Mace : Level 30, HP +376, BRV -84, ATK +40 DEF +2, EX Intake Range +1m The Emperor’s staff changes into the Diamond Mace.
02.)Demon’s Rod : Level 90, HP +287, BRV -70, ATK +63, DEF +1, EX Intake Range +2m The Emperor’s staff changes into the Demon’s Rod.
03.)Mateus’ Malice : Level 100, HP +327, BRV -80, ATK +68, DEF +1, EX Intake Range +3m, Slight Anti-EX effect The Emperor’s staff changes into the Mateus’ Malice.

20.)Cloud of Darkness Exclusives :

EX.)[Body Armour] Wave Aura : Level 100, DEF +80, EX Intake Range +1m, Slight Anti-Catnip effect The Cloud of Darkness’ body begins to glow with a dark purple aura.
01.)Calcite Staff : Level 30, BRV +41, ATK +38, BRV Recovery +50% The Cloud of Darkness’ tentacles grow vines around them and are coloured green.
02.)Bizarre Staff : Level 90, BRV +34, ATK +62, BRV Recovery +75% The Cloud of Darkness’ tentacles appear to melt and expell steam.
03.)Everdark : Level 100, BRV +39, ATK +67, BRV Recovery +100%, Slight Anti-EX effect The Cloud of Darkness’ tentacles are now more like rotten flesh and are slightly transparent as well as having thorns and fangs.

21.)Golbez Exclusives :

EX.)[Body Armour] Broadsword : Level 100, DEF + 60, Free Air Dash Boost, Back to the Wall effect Golbez straps the broadsword he has in Final Fantasy IV The After Years.
01.)Lilith Rod : Level 30, HP +376, BRV -84, ATK +40, DEF +2, Damage +5% Golbez straps the Lilith Rod around his waist.
02.)Asura’s Rod : Level 90, HP +287, BRV -70, ATK +63, DEF +1, Damage +7% Golbez straps the Asura’s Rod around his waist.
03.)Zeromus Shard : Level 100, HP +327, BRV -80, ATK +68, DEF +1, Damage +10%, Back to the Wall effect Golbez’s gauntlets become spikier on the sides and start glowing with a crystal glow, with some small shards glowing around them.

22.)ExDeath Exclusives :

EX.)[] :
01.)Ghido’s Blade : Level 30, BRV +41, ATK +38, BRV Boost on Block +3% ExDeath’s staff changes into the Ghido’s Blade.
02.)Moore Branch : Level 90, BRV +34, ATK +62, BRV Boost on Block +7% ExDeath’s staff changes into the Moore Branch.
03.)Enuo’s Scourge : Level 100, BRV +39, ATK +67, BRV Boost on Block +10%, Riposte effect ExDeath’s staff changes into the Enuo’s Scourge.

23.)Cefca Palazzo Exclusives :

EX.)[] :
01.) : Level Cefca Palazzo’s changes into the .
02.) : Level Cefca Palazzo’s changes into the .
03.) : Level Cefca Palazzo’s changes into the .

24.)Sephiroth Exclusives :

EX.)[Body Armour] Dark Stream :
01.)Masamune Blade : Level 30, BRV +41, ATK +40, DEF -2, Damage +5% Sephiroth’s Masamune changes into the Masamune Blade, an unpolished and rusty Masamune.
02.)Masamune : Level 90, BRV +34, ATK +63, DEF -1, Damage +7% Sephiroth’s Masamune glows with a strong light.
03.)One-Winged Angel : Level 100, BRV +39, ATK +68, DEF -1, Damage +10%, Slight Anti-EX effect Sephiroth’s Masamune changes into the One-Winged Angel, a Masamune that glows with a crystal glow but the blade looks like it’s made out of black feathers.

Another thing about the costumes would be an actual difference between quotes from several character’s or characters’ costumes to emulate their personality better, making the RPG immersion better during battle, often adding other little things as well as a slight name change for the HP attacks, EX-Mode and EX-Burst that appear, kind of like what Cloud’s Advent Children costume does. Of course not all characters will have these changes made and all of them are only present during battles so they’ll never have any impact on the story. Below will be a list with the changes made for the characters and the costumes :

01.)Warrior of Light’s “Classic Red”

A.)Change his battle quotes as well as Victory and Defeat quotes. Compared to Warrior’s normal archetypical style of character, this one should have a personality so to speak of, one that is closer to Brandt’s presonality.

02.)Garland’s “Discord Incarnate”

A.)Simply have Garland’s lines be digitally altered to include an echo and have them be a semitone deeper, again via editing to make them sound intentionally unnatural.

03.)Emperor’s “Arubboth”

A.)Have Emperor use his “Emperor of Light” lines, resulting in a change of intro quotes, battle quotes as well as Victory and Defeat quotes.
B.)Have Emperor’s EX-Mode be labeled as “Power of Light” and his Ex-Burst be labeled as “Purgatory”.

04.)Onion Knight’s “Luneth”

A.)Have Onion Knight’s intro, Victory and Defeat quotes be from Luneth‘s dialogue.

05.)Onion Knight’s “Ingus”

A.)Have Onion Knight’s intro, Victory and Defeat quotes be from Ingus‘ dialogue.

06.)Golbeza’s “Man in Black”

A.)When facing Kain Highwind’s “Lightseeker”, this Golbeza’s intro, Victory and Defeat quotes reflect those of from Final Fantasy IV : The After Years.

07.)Kain Highwind’s “Light Seeker”

A.)When facing Golbeza’s “Man in Black”, this Kain’s intro, Victory and Defeat quotes reflect those of from Final Fantasy IV : The After Years.

08.)Gilgamesh’s “Great Genbu Armor”

A.)Each and every line of dialogue Gilgamesh uses are direct quotes of his Type-0 self, to reflect on the madness he carries in that game.

09.)Tina Branford’s “Narshean Princess”

A.)Each and every line of dialogue Tina uses are distorted and her Victory and Defeat Quotes are altered to mirror her Chaos self from Duodecim 012 when she was controlled.

10.)Cloud Strife’s “Cloudy Wolf”

A.)When facing Tifa Lockhart’s “Leather Suit” and Sephiroth’s “Custom Coat”, this Cloud’s intro, Victory and Defeat quotes reflect those of from Final Fantasy VII : Advent Children Complete.

11.)Cloud Strife’s “Kingdom Hearts Gear”

A.)When facing Sephiroth’s “Kingdom Hearts Gear”, this Cloud’s intro, Victory and Defeat quotes reflect those of from Kingdom Hearts.

12.)Tifa Lockhart’s “Leather Suit”

A.)When facing Cloud Strife’s “Cloudy Wolf” and Sephiroth’s “Custom Coat”, this Tifa’s intro, Victory and Defeat quotes reflect those of from Final Fantasy VII : Advent Children Complete.

14.)Sephiroth’s “Custom Coat”

A.)When facing Cloud Strife’s “Cloudy Wolf” and Tifa Lockhart’s “Leather Suit”, this Sephiroth’s intro, Victory and Defeat quotes reflect those of from Final Fantasy VII : Advent Children Complete.

15.)Sephiroth’s “Kingdom Hearts Gear”

A.)When facing Cloud Strife’s “Kingdom Hearts Gear”, this Sephiroth’s intro, Victory and Defeat quotes reflect those of from Kingdom Hearts.

NUMBER 04

The Black Mages

Custom soundtrack. Wether the game is on the PSP or the PS3…or both I hope, so that neither western fans get upset nor will the japanese and portable fans of the game, in any case the custom soundtrack option would be a big addition and a very welcome one. It’s not the Dissidia doesn’t have great music, but not all of us want “Battle Theme II” 8-bit version from FFI when we go to battle in Dissidia. And since many of the FF games fan want, aren’t represented in the game, their music isn’t in any way in the game so…usually a hack is the only option for that. And that’s a pitty, when there exist great games that make great use out the custom soundtrack feature. See this battle and tell me you don’t wish to have that option.

See how epic this is?

NUMBER 05

Chronodia

Superbosses. It’s something the fans have asked about, more than anything else and even I have fallen into asking about them after Dissidia 012 came out. The gameplay engine, while not exactly the most ideal for monster killing or giant boss fighting, is pretty good when those Superbosses in question are more like the game’s Chaos and Desperado Chaos. Just imagine ripping many of these abstract, godlike monster entities that you face in the games, even if they are completely optional and remake them for Dissidia. It worked with Chaos and it’s one of the best battles in the game, not to mention the battle against Desperado Chaos! These are great battles and the thought of unlocking the Superboss as a character is even more exciting…unless it’s a gimped unlockable…something SE did with Desperado Chaos. Hope they fix it by the next game and add more of those, even if they are never playable. Superbosses like Cosmos and her equivelant of Desperado Chaos, Jenova from Final Fantasy VII, Zeromus EG from Final Fantasy IV, Minerva from Crisis Core, Enuo from Final Fantasy V, Phrekyos from Final Fantasy II could all work.

NUMBER 06

Mt Nibel

I feel that the game needs more iconic stages because more characters from other games come and don’t have a representetive stage. Simple as that. But…one could go a bit further and give some of the existing series more stages but pick those that are so highly unique and never seen again in other Final Fantasies, like the Lunar Ruins, not just the Moon’s Surface, or the Great Bridge…or Valhalla.

NUMBER 07

The Shop

The shop or rather, the way the player aquires items, weapons, accessories and armours in the game. While it is no secret that Dissidia can get addicting, the collection of items make it sickeningly addicting, always scouring for the best equips etc, but that in turn kinda ruins the game from time to time. The shop is an exellent way to bring a more immersive RPG element in the game and it shows but at times it gets the player thinking that it can do so much more, especially when one grinds for gear, especially character exclusive gear. While there are ways to circumevent the issue, the simplest and most Final Fantasy-like way to do that would be to include the weapon upgrade system from Final Fantasy XIII as an alternative to the current systems. It may sound crazy but after the 60th time fighting the same opponent for a rare-high level weapon drop, something snaps inside a player, in a very negative way. With this system though one has the option to unload a huge amount of money to “level up” the weapon until it becomes the weapon the player wants. It is a great way to keep balance after all, by having the cheap solution be the Weapon Synthesis and the Weapon Leveling being the much simpler yet more expensive one.

NUMBER 08

Intro

This is optional compared to the rest but it would be nice if Dissidia had it as well : Special Intros for character pairs. This is something most fighting games do and Dissidia certainly has some very strong pairs for that, not just between the heroes and the villains of the series…which could easily be these videos :

But there are can be special intros for characters that one wouldn’t exactly think about, like say, Cloud and Tifa or Cecil and Kain, pairings that aren’t present in either these cutscenes but exist in their continuity, as even more nods to the original material. A special animation would be really awesome as well.

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One thought on “PSP Game Projects Vol.01 : Dissidia 012 Sequel!

  1. 行動電源 says:

    Im no expert, but I imagine you just crafted a really great stage point. You obviously comprehend what youre speaking about, and I can truly get behind that. Thanks for staying so upfront and so truthful.

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