In the spirit of the title of this post I would like to posit 3 ways in which the game could be improved based on my experience with Judgment Disc . No spoilers or anything as I haven ' t received my copy yet . Promise . Magic is entirely too open . Having access to the most powerful spells right at the outset takes away from the system as a whole . Instead of allowing us to synthesize with 99 and any ingredients right away , why not start with 25 of each , and only common ingredients ? And have upgrades in the Ascension grid to be able to mix more essence and more types of items that way you ' re not crafting TriplefuckingFiraga Thundaga with Ultra EXP Boost 10 minutes into the game , and that way a level 5 party with a modicum of skill and the ability to just keep making powerful magic kind of breaks the game . Just max out your essence at campgrounds , load up with powerful spells that grant EXP boosts , then fight the Bandersnatch or something else since you ' ll have full access to everything , with a full stack of spells and essence , and as you keep yourself alive while casting powerful magic , you just make more in the Menu until you can kill the monster . There really should ' ve been different loadouts instead of just 4 weapons . That , or have a separate systembutton for magic so it ' s not in your main arsenal . That way , there ' s greater variety and more pressure to be prepared for an undertaking , since you can ' t go back to the Menu to switch out weapons and make Magic and with the added variety you can be betterprepared so you don ' t have to go back to the Menu as often to make something you want or want to try out . Furthermore , by removing the ability to go to the menu during combat , you can have Start be the Tactical Menu for Items and such , and then R 2 RT can switch between loadouts . That way you can have more weapons and more spells . You could have 4 weapons and an entire loadout for spells . Or 6 weapons and 2 spells . It only adds more depth and challenge . Finally , I remember a bit of an interview with Yoko Shimomura where she said they arranged the music such that it ' s in timing with the action onscreen . You can actually see this in action in one of the recent Titan fight footage ' s too drunk and lazy to link , but that ' s why Youtube exists , where the height of the crescendo of the music loops until the player triggered the event where the gang throws their magic and Noctis delivers the crushing blow to Titan ' s arm just as the song ends . Well , so far that ' s the only instance that references what Shimomura was talking about when she said the music is in step with the action . My point is , games like AC Syndicate and Witcher 3 have their battle music arranged so there ' s an ending segment that kind of wraps up the music as the battle ends , whether you win or run away . Now , as I ' ve said I ' ve only played up to Judgment Disc , I haven ' t seen or played any final retail gameplay , but as far as I know for normal battles the music just ends whenever you exit combat . Only a little disappointing considering all of the advancements that we ' ve seen so far , but it can really only be chalked up to the fact that this was , in no insignificant amount , completely uncharted territory for Square . Not only technologywise , but gamedevelopmentstylewise . They took a lot of cues from Western RPG ' s like Witcher 3 . Like Skyrim . There will be facets of the game that will show their naivety towards this style of game , but on the whole every little bit I ' ve seen of the game from the graphics to the gameplay to the characters has been nothing but stellar and I just can ' t motherfucking wait .