New Bravely Default Already Has Over 80% Of Fan Feedback Implemented

By Sato . September 13, 2013 . 2:01pm

Just a couple months after the release of Bravely Default: Flying Fairy in Japan, Square Enix and Silicon Studio got busy compiling a list of 100 questions and suggestions for their next game. Dengeki sat down with producer Tomoya Asano and director Kensuke Nakahara to talk changes that were influenced by fans in Bravely Default: For the Sequel, an updated and enhanced version of Bravely Default.


The image below is a look at the whopping list of the “100 questions and suggestions” that were compiled and implemented into the ongoing work of Bravely Default: For the Sequel, along with the actual sequel that is also in development. Dengeki asks about how much of that list has actually already been implemented in For the Sequel.


“About 80-percent of it has been incorporated. This makes up most of what you see on the list.” answers Nakahara.


“And the parts that weren’t implemented—it wasn’t because we couldn’t, but rather, they are subjects we’ve discussed and intentionally left out, so we could use them as an approach to improve in a different way altogether,” adds Asano.


Dengeki then asks the developers to elaborate a little more on the parts that were intentionally left out.


“Well, there is one thing I’d like to talk about. ‘Introduce a visible encounter system,’ ‘make it easier to avoid enemies or fight them when you want to,’ and such feedback, were some of the more dissenting opinions we got,” Asano reveals.


“So, we went with a rather amusing approach with regard to this, and made it possible to choose your own encounter rate,” Asano continues. “While it isn’t a visible encounter, I believe that we will be challenging [that concept] with something experimental; a new method that will keep the comfort while allowing players to fight when they want, and not fight if they don’t feel like it.”

That said, is there a catch to being able to change the encounter rate?


“No, there’s nothing like that. You’ll be able to freely change it whenever you want,” answers Asano with a laugh. “However, if you don’t fight with enemies, then of course your level won’t rise, so you might have trouble during boss fights. On the other hand, you could use this to aim for finishing the game at a low level. By the way, I’ve been playing For the Sequel, and just being able to change the encounter rate makes it very comfortable. It’s almost as if I wouldn’t know what to do without it now (laughs).”


While allowing players to have the comfort of adjusting encounter rates according to their liking was on top of their to-do list, Square Enix and Silicon Studio also had another issue they felt the need to tackle.


“This time, we’d also like to have as many people possible clear the game until the very end,” says Asano. “In fact, according to our research, we got a result showing merely 20-percent of people who played Bravely Default: Flying Fairy actually reached the true ending.”


“We’d love it if parts of the game can be enjoyed, but in the end, a part of us wish for players to enjoy the story until the very end,” Asano elaborates. “So, in addition to allowing the adjustment of encounter rates and difficulty, our goal is to have casual players who stopped playing halfway through enjoy it until the end. I believe that with the various options and difficulty settings, it will also be a game that can be enjoyed by players who are into speedruns, as well.”


The difficulty settings will be based off stat parameters, which will determine how much health and attack power the enemies have. Dengeki ask if “Normal” mode keeps the game exactly the same as the first Bravely Default.


“Fundamentally, yes, but the bosses are a little stronger,” says Nakahara.


“With the new system in consideration, if it was left as the original version, I believe that it wouldn’t be as challenging. Even without the new system, there were many who felt that the fights against Asterisk holder enemies were a little too easy, so we made them tougher. Even if you can’t defeat them, you’ll be able to adjust the difficulty in the middle of the game, so I think that if were to you set it to ‘Easy,’ there wouldn’t be any problems.”


Asano also shares, “During our company playtest, there were some people who configured the difficulty to ‘Hard’ and took out all encounters, and also disabled the gain of experience and money, just to see how far they could get. To those of you who are confident in your skills, please give these kind of play styles a try.”


Bravely Default: For the Sequel will be available on December 5 in Japan, while Europe will be getting the game later this year. North America will see it in 2014.

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  • Only 20% of the players could reach the True Ending? Finally, a Challenge! Of course, with 80% of fan feedback implemented, they might’ve nerfed most of the content.

    • Daniel blue

      I think most people who didn’t reach the ending simply lost interest halfway through the game. It happens a lot, actually, and it’s not always because a game is too challenging – people just move on. I remember some Mass Effect statistics form Bioware and the amount of people who finished the game was also quite low. It’s a common thing.

    • Neophoton

      It’s not that it’s hard, it’s more like people got put off by a segment of the game that went on for too long. Shame though, since the game has a wonderful ending and overall narrative.

      A team of Dark Knights overpowers just about any boss in the game, the bonus boss included.

      • Malon

        Schhhhhhh spoiler.

        • Neophoton

          I’d have to implore to avoid the For the Sequel site if you’re afraid of spoilers. A far bigger one is on the site itself. :P

          But revised, albeit it’s pretty much the one detail a lot of people have come to know of as the game’s negative aspect.

      • Suicunesol

        You’re lucky that I don’t know what Groundhog Day is. >_>

        • Tom_Phoenix

          Well, I won’t say what it is as to avoid spoiling things for you. But once you’ve found out on your own, make sure you watch the movie the term comes from. It’s great!

        • Neophoton

          Lel. Just know it’s a part of the game that killed it for a lot of people.

        • Fenrir

          Oh yes, because a mention of a repetitive part of a game is going to spoil the entire story for someone. No specifics were given so I dare say be glad you were informed of a minor grievance rather than whining.

    • AuraGuyChris

      It’s like Persona 4 True Ending evil, except eviler.

    • Notquitesure?

      Are there more than one ending or just normal and true?

    • Notquitesure?

      Are there more than one ending or just normal and true?

  • Smooosh

    Oh my god, I can’t wait any longer! I’m so hyped for this game, it’s unbelievable. Really digging those changes as well.

  • Neophoton

    Removing that 9999 damage cap is just going to make the Dark Knight class even more powerful, considering it can already hit for 50k with Insanity + Death Wish in two turns (or one, if you’re equipped with a Brave Suit). I imagine bosses will be even easier to take down now.

    • davidvinc

      Well, hopefully they just nerf the Dark Knight class and balance out the rest of the classes instead.

      • Laer_HeiSeiRyuu

        And not have that link to original FF with overpowered classes?

        • davidvinc

          That’s not a throwback to FF1/3, it’s just bad game design.

  • klkAlexar

    Visible encounters can be quite a pain (SMTIV) so I’m glad that they didn’t implement it.

    • British_Otaku

      I never had a problem with invisible encounters, but like the idea of visible ones for being more predictable (both when it happens and what it is) and fairer to avoid on paper.

      Is SMTIV a pain in the same sense that Dragon Quest Monster: Joker is? You move slow as hell, the camera can’t be tilted up, some enemies sweep at you from above in narrow spaces and enemies just pop up where you are at times with little room to move.

      • klkAlexar

        I haven’t played DQM, but SMTIV doesn’t sound as bad as that. You usually move faster and there’s a spell (estoma) that makes it that when you hit a enemy it disappears.

        But there are times when the enemies move faster than you, materialize from underneath you, and drop down at you, and estoma is useless when you are surrounded by more than one enemy. You also have to do a lot of backtracking so a few times you are fighting enemies weaker than you (something that you could avoid much more easily with random encounters in the other titles).

        • British_Otaku

          Cheers. It sounds quite good if I use Estoma (which I assume isn’t something you get the beginning of the game but it’s better than nothing) and if I outpace most enemies.

          More tedious than the previous Megaten games according to you, but if I got through most of DQM:J, I can get through this. I get the feeling that the poor camera was the result of probably being their first 3D Dragon Quest with visible encounters on a portable, so they made amateur mistakes…

          I look forward to when Europe gets SMTIV. >_>

  • Ethan_Twain

    That’s such a good idea! Just make the encounter rate a variable slider? I see literally no downside to this idea. Players who get caught deep in a dungeon low on resources and health can turn off combat to get out. So they aren’t frustrated and stuck. Players who want to speed run can speed run. Players who want to do a little grinding can minimize the time between encounters by cranking the dial to max.

    Seems like a feature helpful both to those who may be off put by difficult bits, and to enthusiasts.

  • AndreasStalin

    Everything just sounds awesome, just remember to buy this game N.A. and EU so we will get the actual sequel too. I will.

    • Anime10121

      Ikr Bravely Default 2’s not even out yet, but indefinitely buying this For the Sequel!

  • Andrew Arndt

    im looking forwed to play this more and more after playing oringal im really looking forwed to play the new one hear ;D

  • Magnumsally

    now bring it west quickly please

  • All of that sounds truly incredible. Seriously. The more options the better, I love games that can be played a bunch of different ways in addition to the standard (and how it sounds in this case, actually balanced) Easy-Normal-Hard modes. Huuuuge props to Silicon Studio for taking so much feedback and using it to improve their game in a way that doesn’t change their initial vision. Didn’t think I could get any more excited for this title! :D

  • Ardus

    Once i have this and monster hunter 4 my 3DS will undoubtedly fuse to my skin as i dont forsee myself ever setting it down again.

  • Göran Isacson

    Can do nothing but agree with these changes. One end for when you WANT to encounter monsters and really get some training in, and one end for when you just want to breeze on through. I can imagine this will really speed up the game if people only fight when they want to- good on them for trying this out. It may not be the “ultimate immersion” some people want with enemies on the screen ala Chrono Trigger… but who knows: maybe a future sequel can implement that, and turning the slider up and down either makes the screen totally cluttered with foes or completely empty. Then again, that may be too demanding of the memory…

  • ChiffonCake

    Whoa, that’s a lot of options. Sounds really great!

    I’m glad to see a developer actively encourage speedrunning of their game.

  • Happy Gamer

    I SERIOUSLY cannot wait for this game. I been eyeing this since day 1 they announced original. I think it also helped I played 4 Heroes of Light. I remember reading about how mediocre the game and archaic the system is, but it had so much charm. I remember wishing they used the same art style, but tried to build a better game off it.

  • fireemblembeast

    Visible encounters are harder to grind off of since they usually take forever to respawn, but random encounters always catch me off guard and break my concentration. I like this idea…maybe next time they can create a density (# of enemies per given area) meter or something…lol idk

  • This is the true Final Fantasy XIII. No, it’s the true Final Fantasy XI.

    • Laer_HeiSeiRyuu

      No this is like old FF.

    • I worded it wrong and should’ve said this is what should have been named Final Fantasy XI, not that MMORPG or that Final Fantasy Tactics spinoff nor that trilogy with genderbent Cloud.

  • Hm. Hope the sequel just has visible encounters instead.

  • I’d still prefer on-screen enemies but the ability to customize encounter rates and difficulty has sold me on the game. I was originally gonna pass on it but if all this customization lets me bypass the tedious nature of the game/genre I’m in.

  • ThomasTruong

    Cheapskates. I expect at least 85%!

  • Rogerrmark

    Just don’t make the main story shorter,please,pretty please.That feedback was really lame,especially considering japanese’s love for Dragon Quest VII,original and remake.

    Besides the job system,the best quality of the first one was pretty much quality and lenght of the story :/

  • JunHoward

    Now why couldn’t they do this with final fantasy 13-2 before?

  • They should just make the same option of difficulty like in Kid Icarus. Lot of people like it because it was smart.

    • Laer_HeiSeiRyuu

      Kid Icarus has some awesome design choices

  • ragingmerifes

    Slowly walking the path to becoming the best 3DS RPG…

  • J_Joestar

    Hardest Difficulty, Max Encounter Rate, No Exp, No Money, Fox Only, Final Destination. Go!

    … wait, i think i messed up somewhere there..

  • Ric Vazquez

    This is the first and hopefully the last time I hate Europe for getting a game like this first XD

  • Notquitesure?

    Are there going to be really long side quests/bosses cause those are one of my favourite aspects of FF games

  • Notquitesure?

    Are there going to be really long side quests/bosses cause those are one of my favourite aspects of FF games

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