Monday 29 January 2018

Day 8387


Previous note posts were created but then posted a couple of days later so my daily counter is a tad out. Figured I'd get it all running back on track with a general life update!


Good day? Bad day?
Pretty good! Almost completed signing up for animation mentor and the ducks are well underway! Packing is still happening but it's coming along. The major downside of today is feeling so completely and utterly socially drained, I went to games forum and it was an amazing few days of talking and learning but since I feel like that side of my brains stopped working. Tommorrow will be back to normal >:3  But for now today is a me day~

Health 
10/10 Awww yiss, I'm all physically good today >:3

Work vs Play
 - Work
1) Finished writing up notes
2) Packing continues!

 - Play
1) Playing post knight~ All of the phone games
2) Watching Underground, really good series

The thing of today:

Michael Doig

To do list:
1) Finish packing for the move
2) Finish concepts

Day 8385

Games forum 2018 VR Notes

AR - How to unlock AR's Business potential
Will Freeman @spadgy_OTA- game journalist. Phil Charnock @Phil_Charnock- Draw and code. Russel Harding@russhar - Conspexit. Travis Ryan@travisxuryan - Dumpling Design.

- More humans use AR in Snapchat daily than use Twitter
- More humans viewed the super bowl Snapchat add than watched the game live.
- 5 years 2 billion regular AR users
- Pragmatic to work on mobile VR which has the audience but future proofing for glasses/headsets is a good idea. Just takes Apple or Google to make the leap
- Snapchat and Pokémon has helped create an investment buzz for selling products
- How to get people using the technology without forcing, they out a tower in the middle of the level and then people naturally leaned and learned for themselves
- Key things to consider for AR is Camera, battery power, fun.


AR  101 - Oliver Clarke, Modern dream (Awesome talk o3o)

- We have created a range of inter-subjective ideas to interpret our world. Road signs for example
- Exciting is digitising our reality, e.g photo > digital currency> AR digital reality
- Intersubjectivity - unique ability to share something created and believe it is real e.g money we believe it is real for the purpose of accountancy.
- AR has so many possibilities,  picking up on light we can't see, facilitating productivity, potential for experiences new ranges of emotions to name just a few
- AR/VR can be used for Science! Visualise the microscopic and macroscopic. In medicine, it can be very difficult to train surgeons introducing the VR cadaver~ More outside of just marketing and entertainment
-Andrew Lacey VR/AR world 2016 chart, predicts that in 2022  is when everything really starts to take off
- What's great about AR is you can do things now,  we are in an experimental stage before exponential growth in 2021 mobile, AR especially, the rules have not been written yet
- Solving clunky problems will be when it takes over (e.g holding your phone to look at a map)
- Stats a wonderful chart that I didn't take the name of... Premium VR 1.3x increase. Mobile VR 4x increase in 2021
- Untethered is the most compelling, powerful features are great but ultimately performance is key
- If it runs well on a smartphone now then it will work wonderfully with the tech to come
- 100-150 max keep draw calls, batch as much as possible, atlas textures. (what they currently use)
- To keep in mind: Scale is an issue in AR, often things are gigantic when assets are taken in first. (Physics don't scale very well, especially in unity that works on real-world scales)
- Goo.gl/KPDNU3 - books used for the talk
- Things of the future/now~ High fidelity texture, haptic feedback, real-time collaboration, machine learning, blockchain

Design and Art in VR games  (50% great talk >.>)
Anna Hollinrake@AnnaHollinrake - Dream reality interactive. Russ Earwaker @climaxstudios- Climax

- Scale and movement are key to great art
- Tiny animated characters feel great, simple interactions (just picking it up) feel cool
- Negatives to consider: Motion sickness - restricted audience - still developing - space, wires, heat and weight
- Don't scare off new players bridge accessibility gap, keep the excitement with clear ideas
- No standardised controller (though really there is more than controller buttons to work with....)
- Gestures for tutorials/actions should be natural to real life movements
- Give players time to get their VR legs
- Make speed constant and avoid turning too quickly, the acceleration is the sickening factor
- Scale camera and move in closer for more toy-like view
- Restrictions to keep mobile VR running nicely: Low poly, no alpha, no particles, few bones(blend shapes instead)
- Include artistic rhythm
- Silhouette interesting from all angles, pull out edges, remove chunks, add kinks don't have overly thin else you'll have flickering, sweeping curves, no chamfering, every loop and vert say something
- Atlasing - one 4k texture per environment
- Keep in mind headsets get hot - use light baking and be careful with bright colours and things that will overheat
- Second UV texture of paper over the top of all to tie it together

Surviving and thriving in the VR market 
Vincent Brunet-Dupont @trebuchetvr- Trebuchet. Tanya Laird @TanyaLaird- Digital Jam. Fernando Montalvo @ferm3ogs- 3OGS. Erik Desiderio@Erik_Desiderio - Erik Desiderio music.

- All of the areas, don't be prudish and stick only to games, explore! Defence industry (synthetic) medicine, housing,  larger markets that can pay
- Many big cooperate brands don't understand narrative design
- They don't understand the return they get, helps if you can show them and compare audience reach mobile app Vs VR experience. A lot of the people who are in charge of paying and deciding where the money goes haven't tried VR - educate all of the humans
- Still very much a VR bubble - people in shock over having to have a pc/laptop shock and horror ensues
- Current gen VR is very much a family set up ( like how it used to be one shared TV, then one shared pc etc.)  Keep the spectatorship in mind
- When it comes to marketing -  explaining the tech. Then explain the game.
- Game arcades talk to them about the game VR arcade Facebook group - far East arcade culture still there
- Shareable as well as playable - key to getting people to know your game/experience 
- Circus, theatre, magic - reference for VR staging

VR esports  - Patrick@ndreams-tea-.com

- 3million high-end VR
- Oculus go, give pro, Santa Cruz coming soon~
- VR arcades lots of money
- Echo area, the unspoken tournaments already in place
- Interactive spectating twitch and YouTube, voting for harder easier play, food drops, take part as otherwise ai like a zombie
- 350k peak watching a match
- Seeing Dota 2 final from inside VR
- VR very exciting to watch. Throwing, moving, sneaking, jumping, finding, cover, etc
- SOS interesting game and a new idea

Creating content that matters - Ben Maltz Jones - rewind

- People 100% focus and engaged, making people feeling in VR makes them act
- People feel more in VR 15% more donations
-  Immersive, memorable, impactful
- 100% attention, more emotion and a physical connection memory, will last longer

Saturday 27 January 2018

Day 8384

Games forum 2018 notes!


Video games with mum - Rami Ismail Vlambeer & Alysia Judge IGN 
- Choose game for mum based on narrative
- Option of just holding attack, someone new to controller and gaming is like learning a new language
- Shopkeeper concept XD (in ff, human at night selling weapons...)
- Often in games now it shows you how to do a mechanic but not explaining why you should use it
- Often hearing from audience that they don't like tutorials - elegant solution, tooltips coming out if you have difficulty, ff18 at start a mini-match/skills test to assess player and adjusts difficulty accordingly 
- Achievements straight out the gate, make a couple casual gamer explosion trophies
- Cuphead a good example of accessible to many people (Teaching wise at least)
- Don't perfect what already exists add value by incorporating other perspectives outside of gaming (Someone who has never played a game is very valuable)


Understanding desire - Kirsty Rigden (Awesome talk o3o)
- Future lab creating Tiny trax VR game
- What do players want? Power
- Power comes in different ways = Creation, destruction, control and knowledge
- (Creation) Individuality, and exploration satisfaction, customisation of character, vehicle, environment, names.
- (Destruction) Humans love breaking stuff, interesting to watch and visually stimulating seeing things break in different ways, destruction is a complete goal, it's easy to understand and a repeatable task
- (Control) 3 ways humans like to learn: Jump right in with instructions to refer to - humans who like their handheld to make them feel fully in control - and humans who like to try as they go and just mess around.
- In their game, had 3 core tutorial stages,  then optional stages from each with low risk
- Reasons to play - Status (high score and streaming), collectors, exploration, completionist
- Incorporating different levels to cater to different needs: Speed levels, multiple route collection levels, puzzle efficient areas, thoughtless smash and get through it levels.
- This also allows for peaks and troughs in intensity catering to different playstyles
- Time, collectables, points - rewards at the end of a level, enough from different individual tracks to progress to next level
- Key is to let the player know what the goal of the game is at all times
- Provide all the information to the player, how far through the game, how much is collected, what to do next etc.
- Plant seeds, items that they can see but can't get to, very early on in a level
- Can use collectables as breadcrumbs to steer player (banjo and Kazooie)
- Add rhythm, jump jump slide, jump jump leap etc.
- Either have the player: I know what I to do but not if they can OR I don't know what to do but once it's been figured out it'll be easy.
- New mechanics wait a bit, then give humans the new one, doesn't overwhelm and keeps the game fresh.
- Rewards make people feel smart and powerful, turns mediocrity into magic
- That amount of congratulations makes you feel like you've done something wonderful, all adds up and makes people feel they've done well
- Empathy - Remember people who are not you will be playing your game
- When adding something ask, will it benefit the player or is it just cool?
- Analyse media that doesn't appeal to you, try to find what others enjoy in them and why
- Look at game reviews for what people like - the most positive or negative and analyse
- Personality tests - life motivations and communication styles
- Playtest - Sure listen to what they say, but also watch them play, this will help you truly understand
- As long as a player is comfortable with everything that has happened, then allowed space (almost like starting a brand new game) for player to readjust, adding a twist to the game style can be very powerful


What price is right?
Stewart Rodgers@TheRealSJR - Venture beat. Alex Moyet @AlexMoyet- Curve Digital. Mike Bithell @mikeBithell- Bithell Games. Mark Sorrells @Sorrell - Rovio. Alex Moukas @wappier- Wappier.

- Mostly a free to play and mobile talk
- Something that costs more can appear more valuable, especially in countries that are more cost elastic.
- International audience, variance in price, based on how good they think it is (is game as good as a trip to the cinema or compared to another game etc.)
- 1/3 budget on advertising 2/3 marketing to existing customer base
- Demand and supply, selling umbrellas is all well and good but making it rain is also important (Value and price)
- In game bundle deals create a higher pricing sense, keep in mind game economy but upscale value (50% of etc.)
- Honesty with user and transparency is key, especially in freemium games, world is connected and can compare notes

Good news and bad indie talk - Phil Elliott (Also an awesome talk o3o)
- 250 games per week released steam 2017 (something like 25pw 2016), growing, even more, every year
- Media channels are also flooded - sites give everyone love
- They want things that are going to generate clicks and views - drive traffic and excite people
- Fighting against the pile of shame on steam - people have accumulated so many games that aren't played
- There is also the expectation of promotion, there is a value proposition waiting in wishlist
- enough user reviews to justify? Overall humans are being taught to wait
- It's no longer so much the spike at launch but more so is normal for over time and in updates and sales
- 50k-100k year 1 sale opportunities for steam are still there
- Forecasting - Steam spy, understand data for what it is (Mike rose on twitter, rave of Ravensdale)
- Ignore data more than 3/4 months old - proportion of revenue, promotions/humble bundle, don't look at games you've heard of either
- Costs to consider - Localisation, age rating, UI restrictions etc. for different platforms, consider these at the very beginning and plan for them in your game
- Leave at least 3 months for submissions and QA
- No substitute for a thriving community - small polished gameplay is much better than an hour of dullness
- Choose your audience, then how to get them excited
- Key art, grab attention, generate awareness, most people will only see this as a thumbnail though so make sure that looks good, needs name of game and recognisable art piece
- Events are great for feedback but limited sales impact
- Wishlist > pre-orders. Algorithms for steam spikes something to look into, but spikes are better overall

No filthy casuals - Dirty Mitchell 

- Cookie and radish test - ego depletion 
- Better to make fell good than know they are good, keep in players favour, it is better for your player to feel mastery instead of actually having it
- Provide your team and player base with transparency, build knowledge based on previously learnt things 
- Tension with experience = excitement, tension with casual = stress 
- Include small doses of tension even with a super casual experience, it adds context and consequences 
- Keep humans motivated in your team, give them the autonomy to get the game done and then trust them to get things done, if there are any problems and humans don't believe in the game early on it's best to address this then and talk it out rather than have it as a sideline
- Small well-knitted teams are a great place for creating teams 

Original IP 
Sean Lee @wargaming_net - Wargaming, Calgar Eger@CaglarEger - Goodgame, Sebastien Kriese@FoxNext - FoxNex, Monty Munford@montymunford - Game industry Journalist 

- Brands often sell on a case by case basis, it's no longer about the highest bidder but about what a company can bring to the table, for example, past experiences and quality are key to costs
- 10-day turnaround on approvals 
- Easier and Quicker to create your own IP
- A good game will be easy to market - Do you know the right people? "Trivial marketing costs" publishers have the money out there, it's just about the quality of your game and getting it noticed
- Best ways to talk about IP are reaching out in person at conferences, having a meeting or a drink is the best way to go






Tuesday 16 January 2018

Day 8374


Costing it All out!
(Sainsbury's part-time work)
January:
Driving lessons £500 
February:
Flash & Blender course £500 
March: 
Camera £400, Green screen £50, Lights £50 
April: 
Oculus - £500 

Animation Mentor Course £2000
Not including saving for a house, birthdays, travel to see parents, bills etc. The cost of things I would like to get, mostly towards the game and getting better at animation. Some things that are in March & April I can split with my partner also... So extra savings can go towards the Animation Mentor course, which I think realistically I'll be able to afford for Spring 2019.

There are a couple courses on Linda.com and the animator's survival kit pdf, also the flash and blender course comes with an animation booklet. 

That said I'm thinking of opening monthly commissions. If it all falls through then that's okay I can wait and do alternatives, but if it takes off...  ✼ ҉ ✼ ~(✪ᴥ✪)~ ✼ ҉ ✼

Commissions 
- Insert random thought process here -

I'd like to try something a little different and I'm not entirely sure how to explain it. Sorry for the rambling in advance. I'd like to do a kind of, community unlocking idea.
The first 3 commisions every month cost £50, the next 3 cost £40 and the next 3 cost £30 the next 3 cost £20 and the final 3 cost £10. Each month it resets.
So at most I'd do 15 commisions a month, making a max of £450, which in 5 months would be enough to pay for animation mentor. Though thinking about it most pieces will take me around two days minimum...Taking precious time away from the duck game... and this would be pretty much undercutting myself quite a lot.
OR
Having set prices... Charging on a case by case basis... Like I've been doing currently.
Maybe both... Specifically for character art. Maybe Patreon...(
Pixel (Maybe)  Sprite - £20 Animated - £60) also worried offering a cheaper option will devalue the rest

Sketch
Bust - £10
Half Body - £20
Full Body - £30
Flat colour
Bust - £20
Half Body - £35
Full Body - £50
Painterly
Bust - £30
Half Body - £50
Full Body - £70

Community unlock- An idea for when don't trust Larry is completed -
Once a month, community unlock begins! Resetting on the 1st of each month.
For 1 x full body character flat colouring (£50).
5 people working together, each commision making it cheaper for the next. The 6th person getting a commission for free! Between them saving £150. (A) £50 > (B) 20% off £40 > (C) 40% off £30 > (D) 60% off £20 > (E) 80% off £10 > (F) 100% off £0 Person A spends £50 (the normal price), Person B gets a 20% discount etc. Until the 6th person can commision a 1 x full body character, flat colouring (Normally worth £50) for free! 7th and 8th people would pay normal pricing, needing to wait for the unlock to reset the next month if they wanted a reduced fee.

Plan: Open normal commissions. 3 at a time.
Create DTL Pareon. Get shit done >:3

Monday 1 January 2018

Day 8359

Happy new year! 

Here is too 2018 being an awesome one! I've a gut feeling that it's going to be great, and either way I'ma make it be so!


2017 was mostly a year of working, saving, tv shows and sleeping.  I had 5 goals for 2017 and only finished 1, with that said my 2018 goals are going to be very similar, just planned out a lot better.


Goals!

1) Learn to drive
2) "Don't trust Larry" Completed and out on Steam
3) Dragon Dynasty chapters 1-3
4) Timmy the Reaper episode 1 all prep ready for future years animation (2020)
5) Complete who can find the unicorn with group 1

Let's break it down~
12 months, 52 weeks, 365 days! 5 goals >:3
So 73 days to each of the goals, roughly 10 weeks each! I've started making a planner I can print off and work on but sadly haven't finished and got it printed. So some time in the near future going to do that shenanigan ~ but for now, let's do it here! A very loose break down at least :)


Driving
I started learning in February 2017, so let's see if I can get this done by Feb 2018! We'll be moving early February and that's when the real work on the game begins, but there is an intensive driving course for one week, so hopefully will pass that and get it out of the way.

DTL
I mean this is going to need its own blog post really, to fully summarize the to-do list that is this game. The building concepts are "done" and Larry and a few outfit concepts are "done"... Jeeze feels like I did nothing in 2017... One thing that is now sorted is an established art style, in 2D at least, still, need to see how it translates into 3D! Moving in Feb, then plan to get it up and running within 3-5 months will just see how much goes wrong as to how long it takes.

DD
Dropped from 6 chapters to 3, as whilst this and the wing shop are comics that I want to make in my lifetime they are not priorities for this year. That energy goes to DTL.
Step 1 - Flesh out the chapters. Step 2 - Flesh out the characters. Step 3 - Thumbnail the chapters. Step 4 - Draw!!! Step 5 - Final tweaks to make everything consistent and pretty :3
2 weeks for each? Realistically step 1 won't take more than a few days so that extra time will no doubt go to Step 4~

TtR! 
Similar to DD the amount has dropped in workload, perhaps shall actually get things done ^^. 
Step 1 - Script. Step 2 - Characters. Step 3 - Storyboard. Step 4 - Animatic. Step 5 - VFX.
This one's a little harder to break down effectively as some of this is done, half done or has been done incorrectly and needs completely reworking. I essentially want to get this to the point that I can just go for it when it comes to animating in 2020, I'm thinking of making them 5-minute short episodes, created in flash, probably going to really heavily on the voice acting. Step 1, and 3 won't take too long, Step 4 will probably be what I spend the most time on as it will somewhat become the storyboard as well. But Step 2 and 5 are going to be the most fun, so shall try and steal some extra time for those :D

Who can find the unicorn?
Similar to reaching gold in comp last year this one is all about the fun ^^ I've been running a post by post RP based on journey of the rat king but with some fantastical quirks, I keep going through phases of not wanting to talk to people :< So I'ma save my social energy and spend it on seeing these guys and girls through the campaign! If that is to their death or to them completing the area who knows~ But something to do week by week, maybe every Friday? Or Monday might be better as that's the first day I'll have off of work. Little by little, we shall get there :)

--- 

Subgoals for the year are moving out, getting a job in industry and establishing my own freelance business, joining an animation course, learn basic Japanese, French and Korean, maybe a drawing every 10 days? I got lots of things I'd like to do, but honestly, DTL is the main thing this year, not going to let other things be too much of a distraction :)

---

Okay so for January!


- Book the driving course, pay the deposit, work enough to actually pay for the course!
- Get the concepts from "Done" to Done :D! Need to add ducks and icons for the stores so they are recognisable and create the street asset concepts. If I have time for duck turnarounds that will be nice but as I'm still working as much as I can for money that may have to wait.
- Let's get chapter 2 fleshed out this month. Maybe chapter 3 if I'm on a roll ;)
- I'ma leave TtR for now and have a more in-depth focus coming months!
- Unicorns? I shall start with every 10 days, that's 3 days of social interaction and plenty of time for humans to respond :)

Monday 17 July 2017

Day 8191


10,000 Hours

Ever since I start developing a real interest in drawing, I've always said that I want to be able to draw at the level I imagine. Creating interesting characters and worlds and throwing them into stories soon became another big drive for me.  But as of late I've not done a lot.

2017 Goals Update

I started this year with trying to pick up one good habit a month, working out, drinking more water, picking up a new language, heck brushing my teeth twice a day was the first months.   And until the 6month mark this seemed to be working okay, but then I was unsure what to add next. The habits started to slip. But even though they've slipped, I think it's working. It's just a little slower going now.
  • Learn to drive - I can now parallel park! It's slow learning but by the end of the year I shall have my licence, I may not have money to get a car, but at least I can drive one. 
  • Don't trust Larry -  Such slow going, I've not been super hyped about this, but now I've started posting on social media every other day so I've a more solid commitment "deadline" if you will. 


  • Dragon dynasty/Timmy the reaper - both untouched, I've a feeling this will be something I pick up at the 9-month mark when the end of the year starts feeling closer and I'm more determined. Also, should have finished driving by then! 
  • Reach gold in competitive and stay there - I'm high plat right now, so very close to reaching diamond, so this is 100% achieved. Mostly by playing a healer, though I've been picking up the tanks a little when needed also. 

Back to my first point, whilst health and overall goals are on their way I've not had an invested direction or goal that I want to take my artist drive in. That's partly because there are so many areas I have an interest, partially because I've no deadlines or direct goals to strive for aside from "get better" which is just a tad to wishy washy, but mostly because I've not thought about it.  So this is me...Thinking about it?

Main Motivations

So from what I can see my 4 main drives... Learning/Challenge, Social Recognition, Money, and Impact. Also satisfaction at my own skills but I've a feeling I'll never quite make it to 10/10 on that, as there will always be something else, and I'll simply not live long enough.

  • Learning/Challenge, I enjoy being stretched, learning new things, almost as much as I enjoy listening to a great book or watching an awesome new series. I think part of this will come from studying books/watching YouTube channels and possibly from doing some paid online courses, but for now there is a lot of free self motivated things I can be doing.

    Animator island, daily sketches, weekly studies, 11 second club, anatomy, inktober, character design challenge, emotions, master studies, colour studies, acting, body language,composition. I'll start with drawing for now and move onto directed studies once I can see how it's going. 
  • Social recognition. Each like on facebook, retweet and comment saying nice work! Gives me a little bit of happiness, admittedly not an awful lot, unless a post does really well, but I think what is really well is rather subjective, as each time something does amazing that's setting a new bar. I think by Christmas I'd like to have an active presence on each of these. Right now it's just Twitter and somewhat DA. Twitter/Facebook/YouTube/DA/Reddit. 
  • Money. It's kinda a shame how much money is a motivator for me, it's easier to just get on with it, similar to deadlines it's a much more solid "must do" instead of "should do" in my mind.

    Tip jar, Patreon and freelance work, for now, I'm not looking to get a job in the industry. I mean if one appeared that would be great! But I'd like to get a solid showreel and a few personal projects under my belt before looking for that. But that is definatly going to be a goal for next year.
  • Impact, less easy to measure but it's nice knowing when you make a postaive impact. I'm thinking feedback, tutorials and intersting stories?

So easy to write about it and plan it, but if the first 6 months have shown me anything it's that the motivation definatly doesn't last and I'ma need to be in the right mind set to keep going. One step at a time...

Okay, So! Action Plan...

  • Open a Facebook page, and work towards 10,000 hours. Which would be 420days(416) non stop work. So... 840 for 12 hours, 1680 for 6 hours = 4.6 years 3360 for 3hours = 9 years. Or! 1 hour a day which would take 27.4 years.
  • Start getting more involved in online communities, maybe even see about some real life ones around here as well, seeing how much time I spend on each and what is a constisant and fun amount.
  • Create a buisness bank account/Website/Paypal/Patreon...Perhaps a goal for next year? Make £1000 from freelance work. £50 would be 20 humans. Go to a couple conventions as a seller, Timmy the reaper, and dragon dynstay out, and then getting a Job in industry. Well that's next year planned. I'll come back to this nearer next year and see what's what/

Summary: 10,000hours for 2030!  Before my 35th birthday :) 


Sunday 16 July 2017

Day 8190

Final fantasy 12 HD remaster review, a trip down memory lane~

So! FF12 Remaster is out on PS4, it came out July 11th, so a couple days ago now, and I've been playing it whilst things are rendering on my computer/after work.

Here's what I think!

Audio/Visuals

  • The voice audio is shit. Doesn't matter if it's coming out of my speakers or headphones or what volume, Penelo's voice keeps peaking, all of the S's and K's and Ch's... Just...The transience and sibilance of their voices is horrible to listen to. 
  • Gameplay resolution is fine, save for all of the cutscenes. I'll have a black band across the bottom of my screen, not a great thing to open to. 
  • Lip syncing? They. Did. Not. Try. One of those things that's funny to watch but you really have to question who saw it and thought "yep, that's good let's ship it!" 
  • Clipping? Nope they didn't try there either, in gameplay I don't really care to be honest, and I can understand cloth clipping, but when people's feet are swinging through the floor, of a stationary character, in a cut scene, that shows a certain level of laziness. 
  • New music? Sounds really nice
  • Vaans 6pack... Is not amazing, but it's definitely not going to give you nightmares like the original ff12, unfortunately, some of the guys near the Lhusu mines seem to have missed out on that cosmetic upgrade. Or take a sneak peak over at Basch...  
  • Generally, a lot of the clothing textures are very pixelated in a non-stylised way. So whilst yes it looks better than if you go back and look at the ps2 version it's a shame they didn't fix this for the ps4. 

Gameplay
  • New overlay map. This is actually really cool, I use the map a lot and the way it's done I can ignore it when I'm playing but still have it up. So this is a great improvement. 
  • When creating a new save, it automatically goes to "no" in do you want to save? Utterly annoying, if I've clicked on a stone, clicked yes I want to save the game, then surely having it set to yes makes the most sense?
Just saying:
  • Why are the teleport stones in with loot?! It annoyed me in the original game and it's annoying now XD Wish there was a way I could move it into "items" Oh well, at least it's always at the top. 
  • Why is Fran biting an arrow in her victory pose XD?
Currently still very early game, finally unlocked gambits again and Basch, Balthier and Fran <3 have joined the party.

Updates to come as I play~