5th PSO2 Station Writeup

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The fifth broadcast rolled out just today and only came with 3 trailers. One of the trailers was particularly packed though so there’s a few things to go over in this post that I have opinions about. As always the complete run-down can be found on bumped here.

Trailers

Some collab no one cares about (OK maybe a few do (a lot)…). If you’re only interested in the Emil Head just say ニーア発売おめでとう in chat before March 1st. But yeah, Nier Automata stuff!

Early March Content – NT Grind change, new custom Photon Arts/Techs, the return of Revolucio Files, Skill rings and Battle Arena stuff.

Late March content – The return of Necky, Aura and Orbit files and Class Level 80

Early March Content

NT Grinding Change

NT Grind limits are now additive. That is, if you use a +32 on a +32 item it’ll push the limit to +35 now rather than +33 (+1 from the weapon itself and +2 from the limit on the ingredient item). Not exactly sure about the intricacies of this system, like if it needs the ingredient item to be fully grinded or if it’s just the limits it’s adding up but either way this is a positive change particularly for those who are grinding collection sheets. You’ll no longer have to hold on to every completed Collection File weapon just in case a weapon drops with a higher grind limit.

Photon Art Customisations

Some new Type-0 Photon Arts and Techs are on their way.

Rodeo Drive Type-0

The rush part of the attack will continue as long as you’re holding the button. Letting go results in a slam-dunk attack.

Sakura Endo Type-0

Changes the animation of the 2nd slash to be the last part of Guren Tessen. It also removes the need to charge the attack, so you’ll be able to spam it mid-air which you currently can’t (you have to drop to the ground while it charges up then jump back up again). Because the charge is removed, it may no longer benefit from Average Stance Charge or Weak Stance Charge so be aware of that.

Sacred Skewer Type-0

Turns it into a chargeable attack and hurls the spear directly in front of the user, striking a large number of enemies at once.

It seems like it does decent damage and has good range but it remains to be seen how it’ll compare to the likes of Slide End and most of Sword’s PAs. With Partizans I’m personally left pondering how it’ll synergise with Vol Graptor which I guess depends on if this attack can hit multiple hitboxes of a single target like other piercing Photon Arts can (like End Attract). If it can, this could be potentially interesting against certain bosses.

Ein Raketen Type-0

Lets you place stationary energy blades that deal damage as enemies wander into them. Kinda wierd and probably awkward to apply consistently.

Gigrants Type-0

Amps up the blender part of the attack by extending it into an attack that revs up over time. At the end of the attack, you wield a sword made of light for one powerful over-end style slash.

It’s always hard to gauge power from the test players that they demo these things with, but I wonder if it could beat out Zondeel + Ragrants for mobbing power? Won’t know until it’s released I guess.

Nabarta Type-0

Replaces the ice stream with a shield that consumes a lot of PP over time and deals damage to enemies that wonder into it. If this doesn’t do pulsing damage this feels like a significant downgrade over the regular Nabarta just due to the sheer increase in PP it drains.

Raging Waltz Type-0

Alters the attack so it can home in on any direction instead of just directly ahead.

I’m honestly not sure this will have any greatly appreciable impact on this attack but I’m not well versed in Daggers.

Revolucio Revival

Revolucio weapons will return with significantly relaxed conditions and with an entire year before they time out. They’re meant to serve as a way for players who don’t have +35 13* weapons to obtain them at any time they like as these sheets are not tied to Emergency Quests. Additionally it includes a 13* Wanda egg.

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The old files required 8 different things to farm, the new ones require only 3. However, one of the requirements teased included lv71+ Fang Banther which are not at all trivial to find. Your options are run Super Hard Advance Quests at +11 risk or higher or run the higher floors of the Sylvan Wyverns Extreme Quests.

New Skill Rings

Sanctum and Kuronia will be getting Gathering spots. With these two areas I believe that is every Free Field area to date covered. I’ll go over my thoughts on each of the rings in this section but be aware they are my speculations, we don’t have any solid numbers so it’s hard to judge a number of the rings fully.

R / HP Restorate

Recovers HP while it’s below a certain value. I’ll with-hold judgement until I see the numbers, but it’s interesting that this didn’t end up being an R/Ring which means it could actually stack with Summoner’s HP Restorate skill… Correction, it was mistakenly noted as a left ring. As it’s an R ring it won’t be usable by Summoner main or sub so it can’t stack with the aforementioned skill.

L / Atomizer Lovers

Like Mate Lovers but for Moon, Star and Cosmo Atomizers (if anyone actually buys those). Like Mate Lovers it boosts the speed of use and the amount of HP recovered.

L / Point Weak Bullet

Turns Weak Bullet into Point Assist basically. It lets you apply the Weak Bullet directly to the currently targeted hitbox regardless of obstacles (including other hitboxes). This actually could be pretty useful for Rangers particularly for the more awkward hit-boxes in the game.

 L / Katana Combat Count Up

Not really sure what this one does… Bumped says “Increases the hit counts for Katana Combat” but I don’t know if that means increasing the limit or increasing the number of counted hits per hit, effectively reducing the number of hits you’d need to do in order to hit maximum power with Combat Finish. I assume it’s the latter but I’m not 100% sure. If it is then it’s a pretty nifty ring I guess because it’d make Katana combat slightly burstier and possibly more practical to use on bosses.

R / Flame Tech S Charge

Speeds up the casting time of fire element techs. Not sure what use this ring serves as any build using fire techs would involve Force and Force won’t be able to use this ring.

Battle Arena (PVP)

Get some friends or strangers together and beat the shit out each other for a brand new currency; Battle Coins! We already know a fair amount of how it works from previous streams so I’ll go over that briefly;

  • Up to 12 players are split into 2 teams for a 6v6 match.
  • At the spawn point, you “mine” for a random weapon. This weapon is effectively your class. There are mining nodes in the arena itself if you want to re-roll.
    • Available weapons are Sword, Assault Rifle and Rod.
    • If you’re defeated you’ll have to mine again to get a new weapon.
    • Whenever an Update message occurs, stronger weapons will become available
  • The match is a point attack. The team with the highest score wins
  • Earn points by collecting emblems in the arena and defeating enemy players
    • Enemy emblems may be worth more points than friendly ones!
    • Occasionally an Emblem Fever will occur that spawns rainbow emblems around the map. These are presumably worth the most points.
  • Three different maps with differing gimmicks
    • Except Forest. Forest is boring.
    • Caverns has a rising lava mechanic. Don’t touch the lava! Good general life tip really.
    • Tokyo is also kind of boring in that its mechanic is it has greater verticality.

While you can kill enemy players, the main objective is about getting points, though I’m not sure how effective it might be to just ignore enemy players and go for emblems over just killing enemy players. Dead enemies can’t collect emblems, afterall.

The weapon mining mechanic makes me think of Overwatch’s Mystery Heroes mode and it might suffer from the same faults. It’s likely that of the weapon types available some will be much more effective than others. This could lead to one team getting an effective team composition off the bat and end up snowballing the other side into submission or indeed bad RNG on weapons screwing a side over generally. In the long run this should work out because both teams have the same chance to be screwed by random numbers anyway.

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There is a progression system in PVP in the form of your own personal rank. Shown ranks were D5 and D4. Presumably this means the highest rank is S1. It doesn’t look like your PVP rank does anything beyond bragging rights. When you win a match you gain ARP (Arena Points). In the demo the winner gained 20 ARP while the loser (in what seemed to be a different game) gained 0. It’s unknown if you can actually lose ARP or not. It’s possible they could use your rank data to try to do some rudimentary matchmaking but I’m not certain on that.

You’ll earn Battle Coins whether you win or lose, however. It seems like you might earn slightly more for winning as well as for being the MVP in various areas but other than that the difference is pretty small in the example.

You can also set up private games which you  can protect with a password. It’s unknown how this affects Battle Coins but presumably you won’t be able to rank up in private games.

PVP Prizes

So what do you get for your efforts? A few things it seems with potentially 2 items that might be more interesting for min-maxers and the rest are kind of cosmetic.

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  • Battle Sword (Sword Camo)
  • Battle Rifle (Assault Rifle Camo)
  • Battle Rod (Rod Camo)
  • Rappy Make-Up
  • Vraolet 4-slot
  • Vraolet 6-slot (details below)
  • Arena Booster
  • Lambda Grinder
  • Extreme Pass
  • Other items not shown.

The Vraolets include Phrase Receptor and Sentence Receptor, which presumably allow you to transfer the various Sentence and Phrase affixes you can only obtain with certain Special Ability Factors. Seeing as these factors typically come from temporarily available Collection Files tied to Emergency Quests this could be a decent way of carrying these factors on to future gear.

Arena Boosters are as you can imagine much like Photon and Weaponoid Boosters in that they grant access to new weapon Potentials on certain weapons. The preview does not show a description of the example potential however, so I can’t speculate on if these are going to be worth the effort or not. The example weapon series shown however is the Aura series, whose current potential only applies to bosses so it could be interesting.

Other cosmetics include costumes and lobby actions as well as 12* “Shine Series” units. Most cosmetic items will be temporarily available because I don’t know fuck you that’s why. This includes the weapon camos mentioned earlier.

Battle Scratch

After a battle, victory or defeat, you’ll have the chance to roll for a random item. Among the potential items you could get include boosters for the amount of coins you gain in the next battle as well as a selection of weapon camos. You also have a low chance of obtaining an item that lets you raise the grind limit of an NT weapon by 1.

You get up to three scratches per battle, though presumably only the first one is free. Additional goes will cost you Stargems.

Just a mechanic to encourage you to play more games I guess. Though I suspect players will be walking away with EXP+3000 tickets more often than not.

Late March Content

Lv80 Class Requirements

Nothing new here, it’s really just confirming that you will indeed be required to clear the titles in order to unlock lv80 for a class. This means you’ll only need to do it once per class per account and not for every single character. This means the guide I made on getting your classes ready for the lv80 cap raise is still accurate.

Quest Abandon Penalty

If you abandon a multi-party raid EQ you’ll be locked out from the quest for the remainder of the EQ period. This is pretty clearly meant to be a punishment for people who’ll join an MPA then abandon if the classes and gear they see don’t meet their expectations or if a run is going poorly. This penalty will apply if you disconnect, too.

This penalty will only apply to the first person who abandons or disconnects and only if the MPA was at full capacity beforehand. This measure means that anyone remaining who ends up screwed by the fact you’re now down a person can safely abandon the quest to queue up again if need be which is a smart measure.

That said, I feel like this penalty is going to be incredibly annoying for those occasions where the quest bugs out and enemies take far longer to spawn than they should. It does also doom random Magatsu MPAs to excessively long runs should they have the misfortune of having no Weak-Bullet.

More Collection Sheet Revivals

The Orbit and Aura weapon collection files will be returning with some slight changes.

Aura sheets will be up until May 2018 which is over a year, while Orbit weapons will be up until the 24th of May this year. Hey that’s longer than they were around for first time, so if you got some Orbits to finish you’re in luck!

Aura sheets will require you to defeat lv70 Dio Hunars, which makes it possible to clear by just running the Level Up Quests (which will be returning once the event is over), even on Super Hard! They no longer require you to defeat Odin.

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Orbit Sheets seem to be largely unchanged however so they will require you to run the upcoming Necky’s Challenge quest.

Really at this point I don’t know why they don’t just ditch the time outs on these files and just leave them up permanently. I guess it would get awkward for files that are tied to seasonal EQs and EQs that only turn up on rare occasions but then I’d argue that’s an issue with them tying Collection Files to Emergency Quests period.

The Return of Necky’s Challenge

Necky’s Challenge is back, baby! Only this time without Necky as Sierra will be the one talking to you throughout the quest. The developers claim it was a popular quest though the reaction from the community was a fairly mixed one as I remember. Of course I’m only exposed to the English speaking community so who knows maybe it really was well recieved over in Japan.

It’ll have some slight differences however as Esca Darkers will be added to the mix of enemies trying to break the towers down.

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Esca Ragnus is seen latching onto and hugging a tower during the trailer (daww). It looks like it might be spinning a web around it…

The old datamined “PhantomBugLegion” (the phantoom version of Damoth) will be showing up in this quest with the name “Esmoth”.

Dataminers might be slightly disappointed that the unreleased Mining Base Defence didn’t turn out to be another fight with Apprentice (presumably her airborne Mothra mode instead of the one we fight deep underground) but honestly I think that boat has long sailed. Depends on exactly where the story goes after Episode 4 I suppose, speaking of which…

Final Episode 4 Raid: Deus Esca

Yggdrasil! The raid appears to function much like Yamato did where players will be fighting through hordes of regular enemies before squaring off against the boss itself. Unlike Yamato though we’ll be doing this on foot.

I have my worries that this boss will function much the same way as Escafalz Mother did, where we’ll be destroying it’s “arms” (more like heads in this case given it’s a Hydra) which will expose the real weak point which we then wail on before it gets up and repeats the process. This phase far out-stays its welcome with Escafalz Mother unless you have a very burst heavy composition so I’d rather not see a repeat of that.

Beyond that, there’s not a lot you can really ascertain from this footage. Presumably we’ll be getting a demonstration before its release.

Incidentally, data-mining doesn’t really hint at much more than this trailer does. From that, all that’s really known is aside all the storm based attacks displayed here it has some attack involving a horn.

With this raid arriving in late April, it seems Episode 4’s story will be coming to its conclusion fairly soon. With that, one is left pondering where the game may go from here and just how long it’ll be before we have announcements concerning Episode 5…

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Also, segways.

First Alpha Tests Over

The first alpha tests are complete. Initially there were 1600 participants but at its peak activity the servers had 2200 players connected simultaneously. In the alpha tests, much was learned about the game and in this post I will be discussing some of it.

Rollin’

The three classes (Hunter, Ranger and Force) have their own dodging abilities. Hunters use “step”, rangers use “roll” and forces use “Mirage Escape”. During the test, some force players reported that using Mirage Escape caused a bug which granted them permanent invincibility. Oh dear.

Starting Missions

Seen here is the "ARKS Counter". Also notice the targeted player's info in the bottom right displaying level and HP.

At least in the alpha test, after logging in to the main lobby you then select quest area, then are taken to the “Camp Ship” and then you go to the mission. Seems like there are no more “Field Lobbies” as seen in PSU. Kind of a shame, but then again field lobbies did a good job at spreading out the player base to lethal effect, making the game look more of a ghost town than it really was. Honestly I don’t think people would have minded Field Lobbies if there were also global counters anyway, but the way PSU was made would never support something like that unfortunately.  No detail as to how the ARKS counter allows you to join parties, other than you can join in even if the mission has been started.

Drops

A "Wired Lance" has dropped!

Each weapon type has its own icon, so it turns out I was somewhat correct in the speculation on this. There’s nothing wrong with this, as you can immediately decide if the drop is useful to you or not from the icon alone, plus it’s some extra variation in the visuals.

Musical Transitions

Music can go from  a peaceful mix for exploration to a different mix for combat situations, much like they did for PSO and Phantasy Star Zero. This was something that was confirmed ages ago but good to see they kept their word about.

Photon Art Drops

Not that it’s a huge surprise but it turns out that disc seen in a previous screenshot is  indeed a Photon Art Disc.

Block Transitions are Different

To quote PSUBlog:

Transitioning to different blocks actually look like heading off to a new area instead of just warping.

Without seeing a video of this in action I can’t really comment on it, but I thought in PSU your character would auto-run at the end of a block to simulate heading off to a new area? It may not mean that, I guess.

PSO2: Lawn Mowing

You can chop down trees and grass. How very Zelda.

Charged!

Rangers get a charged shot which operates in a similar fashion to the way charged shots were in PSP2. I unfortunately missed the video, but Bumped reports a charged shot named “Grenade Shell”, which sounds fairly self explanatory.
Forces also get charged versions of their techs, I saw a video in which a force used charged Resta, which resulted in what looked like a persistent healing circle being left behind.

Storage

You can send items to your storage from your inventory, while you’re in a mission. If this is anything like the PSP2 system you should be able to send items to storage from anywhere essentially, which is something that PSU could really use..

Kill Me With Fire

In the bottom right is the targetted enemy. Notice it has a little red icon on it which looks like a flame.

Enemies will tell you their weakness rather than what element they are (which they did in PSU). I wonder what this means for armor. For weapons, however…

Killing You With Fire

Weapons have elements. PSO fans may not be happy to hear this (since when where those guys happy with anything though). Hopefully there’s some way to influence the elemental %s on a weapon that go beyond RNG however. Hunting for a specific item only to have it drop at a low % was annoying in all online Phantasy Stars, but at least PSO gave you a means to boost them. Well ok PSU did but that was a cash shop deal.

Getting Killed By Fire

Low HP warning and what appears to be a ship dropping a crate.

When your HP is low, your screen will have a red border like in PSP2. Good to have when your eyes are going to be looking at many places that aren’t your HP bar.

YOU ARE DEAD

You see this every time you die. Well, not really. You just get the choice to return to the start point or camp ship, apparently. Far more boring, I know.

Something that may proove particularly interesting…

Language Setting

Picture of some in-game options. The language bar seen here is set to Japanese. Image found here.

Language setting has been spotted in the options of the PSO2 client. So far the only option is Japanese. I’d just take that as meaning that they are considering multi-language support for now, but by no means does this guarantee that this will make to it release. Still an encouraging sign.

“Body Paint”

For female Newmans and Humans you can select thigh-high leggings, garter belt, and some other types of underwear. I can’t say I don’t approve.  They will appear under your clothing where they can.

Torpedo boobs! This has nothing to do with anything, I just felt like posting it.

To finish this post off, I’ll repost some posts from the PSO2 official Facebook page. Both of which Bonkohara posted in English.

First some details about the alpha test:

Hello friends! I am Bonko :)
Now at 6PM ! α Test Day 2, just start now!
Well, actually I was playing game last night with everyone :D hidding from the eyes of the producer sakai haha! I am so busy tonight, but if i have a chance, i would like to play game.
Even if you can not receive α test request, still you have a chance to receive additional announcements if the α test goes well.
I will update report of αtest by twitter. please follow us

The fact she’s talking about the alpha test at all in English may be a sign that foreigners have the potential to participate in them. Perhaps not the initial alphas though, after all for now I imagine its better to test things out with players who won’t have inherently high ping.

The next thing Bonkohara posted was a short Q+A.

Q: Is it available PSO2 release in the every country ?

A: We want to release in the all over the world but schedule becomes undecided.

Q: Do not make Enlish’s Facebook pages?

A: There is not the plan making English’s Facebook pages now.

Q: Why PSO2`s offical facebook page can not report or update by English so often ?

A: We want to do it but Staff is not good enough to fully understand English sometimes, but We will try our best to update of Status by English.

So there you go. It will be released outside of Japan, they just haven’t decided when. Hopefully it won’t be delayed too much. Still no details on how the server structure will be though, with regards regional splitting or perhaps lack of.

That’s most of it covered. Today there is more testing going on but I’ll discuss any new details that come out of that in a new post.

PSO2 Character Creation

Here is a video demonstration of the character creator, taken from the PSO2 Media Briefing and uploaded by youtube user “RemiusTheAwesome”.

One thing to immediately note in this video is the interface is clearly designed for PC. Of particular note are the click and drag diamond shapes which alter the shapes of their indicated bodyparts. This does not bode well for anyone still wishing for a console release.

Seems you can select through pre-sets (Base Type) for head and bodyshape before you decide to go in and tweak them further. This is a good feature, in particular for more complicated character creators, simply because not all players are artists. They don’t all know what looks good, what looks bad. Heck, even if you do know what you’re doing it’s nice to start from a template which is at least somewhat like how you envision your character. Having presets helps with this to give everyone templates to work with as well as giving people a means to skip the tweaking entirely if they want to.

The face morpher from PSU is back, but this time there are drop down menus on all four sides. I’m not entirely sure what they do, but I assume this means you can change what is influenced on the graph.

Next are the aforementioned “diamond editors”, diamond shaped wire boxes coupled with a graphic of the bodypart which give a nice indication of not only what they change but how the shape will change when you click and drag the points. I like this a lot, I just can’t imagine something like it on a console. I guess you could have a joystick-controlled pointer maybe, that’s the only way I can imagine a port could happen without having to completely redo the UI.

Mystery Meat

 

There is a slider for overall bodyshape much like there was in PSU, but you can go further now and tweak the size length and shapes of bodyparts (like legs, arms, boobs on female characters, ears on Newmans), much like you could in AION.

Seems like the colour pickers are similar to the ones we saw in PSP2, which is good because the colour picker in PSU was terrible (seriously the PSO one was better, with its RGB sliders). You couldn’t really pick any vibrant colours, really limiting what you could do with hair. Of course, a part of me wishes they had just gone with a color picker that would also allow you to tweak the saturation, some colour presets would be neat too. Also unlike PSU, you can set a separate colour for your eyebrows and there’s now a colour picker for skin color (though limited, so no martians). There is also body paint! You can pick things like tattoos and body-hair, but there’s not much choice with them. There’s also facial customization with things like scars and face-paint. There is also a beard picker, hell yeah.

Finally, costumes! In this demo it seems you can choose between 3 costumes and can further customize it with a limited colour picker and sticker picker. To anybody who was afraid that class would determine your appearance, you may breathe a sigh of relief!

It also seems like accessories are separated from hairstyles, which is a big improvement over PSU (where hair and accessories were one and the same). Of course I expect that there will be limitations on them for certain hairstyles to prevent clipping, anyway. It appears you get to choose up to 3 accessories.

The voice picker is pretty much exactly the same as it was in PSU.

Pusher, or shover?

CASTs, at least male casts as they were the only ones demonstrated in the briefing, get to choose between parts in a similar fashion as they used to in PSU. I assume they have sliders and whatnot to change bodyshapes like their fleshy counterparts (given the way their shape changes with the random character generator). It also seems like human faces are not an option for male casts, at least not yet. No screenshot or video has shown otherwise, so this may be bad news for anyone wanting to play a humanlike male cast but I know female casts have human face options at least. Female CAST creation was not demonstrated, but you can see one with a human face in my post on units.

We also got a very brief glimpse of male Newmans during the demonstration!

Hairy.

Of course, their concept outfits as seen in previous posts aren’t present which means either they share the same defaults as humans or their models just simply aren’t ready yet. Edit: In fact it was confirmed that their models aren’t ready yet.

I’m pleased with this demonstration and am looking forward to attempting to recreate my PSU characters and maybe even new ones. There are certainly plenty of tools to play with now. Character creation in MMOs is a funny business, for despite the assumed importance of looking somewhat unique in these worlds, most character creators in MMOs are really lacking. In fact even today, PSU’s character creator is still pretty exceptional in the amount of customization it gives you, which is kind of sad. Sure there are good ones out there, like in AION, EVE, APB but they and games like them are the minority. Maybe it’s not really as important as I think it is!

My only real concern with this is how much will I be able to change post creation? PSU had “Lumilass” which was the makeover shop, in which you could alter an awful lot of your characters appearance for ingame currency (JP later added body shape for cash). PSO also allowed you to remake your character’s appearance. Given the history, I’m sure there’ll be a limited makeover shop of some kind, but what will be ingame currency and what will be in the inevitable cash shop is as of yet unknown.

New Screenshots and FOnewearl Art

A few new screen-shots have been released on PSO2’s official site.

Ye see a FLASK

The “Photon Sensitive Effect” (PSE) pictured here is a temporary boost you can trigger. I’ll go into more detail about those in a separate post.

What we also see here for the first time is item drops. Unsurprisingly they’ve stuck with the style of the older games, but the actual graphics are now quite different. Well except for meseta. In particular, note the weapon drop graphic. I wonder if that will end up being the general weapon drop icon or if it only represents swords, or perhaps just that particular sword. Won’t know until more drops are seen in screenshots or they say, I guess.
A disc can be seen on the floor, which I presume is a photon art disc, so it certainly seems that drops will have a wider variety of graphics this time around. There also seems to be a hot drink flask.

Another thing that’s nice to see is the Caseal class choice section of the character creator, which was the only race/gender combo they managed to skip in the media briefing (well male Newmans were on screen for only a fraction of a second, but no one cares about male Newmans).

A new piece of concept art for FOnewearls has been released as well. Yeah you saw this one previously in the magazine scan but here she is in her complete, er, glory.

I can’t say I’m a fan of this, but then I never really liked FOnewearls much. Also note how they designed the underwear despite the outfit not showing them at all. You can find this on the PSO2 facebook page.

PSO2 Media Briefing on Youtube

Here are some Youtube videos of the entire PSO2 Media briefing. I’ll be discussing various elements of this video in separate posts. If you can’t understand Japanese, worry not, for there are plenty of pretty pictures.

Kudos to Youtube user psobb12 for taking the time to upload this.

Some thoughts I will share here is that I am very satisfied with how the character creator looks. I was expecting Phantasy Star Universe with a few more sliders but I got a considerable amount more. It’s Aion level creation, perhaps a bit beyond in some respects. Something else that is particularly pleasing to see is that race and class combo will not lock you into any one appearance, which is something I really disliked about PSO, was glad that PSU dropped and was worried that Sonic Team might fall back on it to appease the rampant PSO nostalgia. Along with this, it’s also nice to see that there are no restrictions on what class certain race/gender combos can be.

Customizable!

Let’s just get this one out of the way, ladies and gentlemen.

Yes. They’re boobs. They’re those things that girls have. Yes, girls. You know, those things you stalk or stare at with binoculars or through windows. So desperately wishing you could understand them.
Just one bit of the impressive character creator unveiled in the PSO2 media briefing and something that subsequent PSO2 newsletters as well as fansites and forums have taken particular notice of.

What can you say about this, really? Sakai um, is a little creepy perhaps, but he really knows his audience.

Kudos go to whoever made this gif!