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Indivisible: Lab Zero's Action-RPG! (General Discussion)

Really happy Indivisible is getting those awards, you guys really deserve it 'w'

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We got a sneak peek at Yan yesterday!
 
Lab Zero: "We gave Yan a more stable silhouette thanks to the addition of arms."
 
whew... she didn't get a redesign. that's good.

The one thing i see changed is the shoe design which is simpler.
 
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The one thing i see changed is the shoe design which is simpler.
and her loop hair is smaller
 
AX 2017 schedule is up, Lab Zero has a panel on 7/4.

An Afternoon With Lab Zero - The Latest On Indivisible, Skullgirls and More!
Live Programming 1
Spend some time with Lab Zero Games' staff to learn the latest information about their new game: Indivisible. After the presentation portion of the panel, the team and its guests will answer your burning questions.
Category - Panel

Time & Date
Tuesday, July 04
11:00 am - 1:00 pm
Live Programming 1
 
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Hopefully the new add-ons will be announced.
 
I'm kind of bummed I won't be able to attend AX this year to see it. Guess I'll wait for the video afterwards.
 
FYI we crossed $2.100.000.
Only 200K to go, with new add-ons hopefully coming and people probably still finding out about the Switch version things are looking up. Still far from guaranteed, but looking better.
 
Great news!
I'll be honest I didn't think we'd get this far already
We can do it!!
 
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It's totally possible. I always figured $2.1M was where it needed to be before the Beta in order for it to be on course, but never imagined things would actually work out that way. Based on the E3 responses, we could definitely see some more interest building if the Preview is received well.

Don't forget there's also the Tip Jar for anyone that wants to add a little to the pot, but doesn't want to commit to the cost of a full upgrade/add-on. That option will be a major plus as everything winds down this year.
 
Randomly thinking about Indivisible. Something I've noticed that's easily overlooked, is that we've only seen fights happen on flat terrain. Is fighting on inclines, or changing terrain possible with the Z-Engine? Will some attacks (enemy or otherwise) possibly affect the terrain in some way? If possible, can such things be used to solve platforming puzzles?

Another thing I'm worried about is how much content is Indivisible planned to have? 30 hours on a first play through? How much of that could be stripped by skipping cutscenes/story? How much enemy variety is planned to fill out the gameplay? How much environmental space is planned to occupy those hours? I'm expecting Indivisible to be entertaining, but I want it to be enduring too. Eagerly waiting for the new preview.
 
is that we've only seen fights happen on flat terrain. Is fighting on inclines, or changing terrain possible with the Z-Engine?
If I recall there's a spot or 2 that's inclined. Also, it's technically possible already, but the proto wasn't properly built to handle the platforms so it glitched out. That's been confirmed patched in the latest builds.
 
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lab zero has stated the game is going to have a solid 40 hours of gameplay.

as for the fighting on inclines it is possible. there is only one example of this sadly in the prototype when you meet the first troll and he's on that small mount of rubble
 
Another thing I'm worried about is how much content is Indivisible planned to have? 30 hours on a first play through? I'm expecting Indivisible to be entertaining, but I want it to be enduring too. Eagerly waiting for the new preview.
Isn't Chrono Trigger a 20 hour game?
 
Heyyyyy managed to updated my pledge to the $60 tier with the backer kit. Did I do it right?
 
Double post because reasons.

Is the game going to have multiple save slots? Talking specifically about PS4 because I share an account with my bro for PS+ and not having the need to switch PS accounts to access another file would be dandy.
 
i don't see why it wouldn't. we are in the modern era, and it is an rpg. not having multiple save slots would be kinda bad.

now that said, i feel like there is only going to be limited save slots, something like 10-15. as to make sure people don't save scum just incase they miss stuff.
 
I actually don't like missable stuff, especially quest lines. I'd understand if they'd do that though, sometimes it's necessary to make the main plot more entertaining.
 
I expect the usual 3. Even Dishonored 2 had 3 single profile save slots (which had it's own saving system contained in that save)
 
Please no missable anything. That stuff drives me up the wall, especially when you need a walkthrough to find them.
 
lab zero has stated the game is going to have a solid 40 hours of gameplay.

Hmm I remember them saying it would go between 20 and 30 hrs without optionnal stuff was i mistaken?

Myself I kinda like missable stuff, as long as it's not really obscure and counter untuitive stuff. Mainly because it encourages you to actually look around and such
 
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I share an account with my bro for PS+
If someone with + has the PS4 set as their primary console then everyone on the console gets +, just so you know.
 
If someone with + has the PS4 set as their primary console then everyone on the console gets +, just so you know.
Huh, so does that mean that I can play all the monthly games I downloaded with the PS+ account with the non + account?
 
I played AM2R to 97% completion. Even for stuff that required bombing the walls a bunch, it was on parts of the map that either had item markers or no solid wall, indicating that something was there. But I don't like that nowhere in the game does it show shinespark (which they did in Super Metroid, no excuses) and that with a fully completed-looking map, I had 3% missing.

I am also a fan of the upcoming Metroid: Samus Returns' scan pulse ability. It'll ultimately have the same result as bombing everything, but faster.

Axiom Verge frustrates the hell out of me, it doesn't have any item markers or anything, the one thing it does have is a dot for "collected all items in this region." I keep looking at my map and learning nothing. I filled in everything with a meaningful amount of missing squares, and found quite a bit of stuff doing that, but I'm still missing a ton with no leads aside from one thing I still can't reach for some reason, and knowledge that there are secret areas somewhere.
 
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Huh, so does that mean that I can play all the monthly games I downloaded with the PS+ account with the non + account?
I haven't checked, but I am pretty sure you can since those games are "owned" by that person and if that PS4 is their primary then anyone on it should have access to their games. If you can't that would be weird, since that is how it works with their other games and with online features and so on.
 
pretty sure someone thought of this
but do you think there's gonna be a Mara boss? (I mean she is hindu right)
 
Is fighting on inclines, or changing terrain possible with the Z-Engine?
People already brought up a few examples, but remember you can also just fight the Hungry Ghosts on the slopes and stairs at the start of the Prototype stage too. Some of the recent clips also show battles on uneven terrain. Safe to say, as long as Ajna can stand on it, you can probably fight on it.

In the Prototype, you can also juggle enemies off of ledges to end fights early, or get knocked off one yourself. I'm pretty sure in the finished game we'll see hazardous terrain play a factor as well. No idea if they'll feature battles on moving terrain, but technically it's all possible.
Another thing I'm worried about is how much content is Indivisible planned to have?
Like a lot of folks here, I've been using Chrono Trigger as the benchmark for Indivisible. LabZero's referenced it multiple times, and it really does seem to embody a lot of what they're aiming for in terms of overall tone and pacing. If you imagine CT's dungeons playing out like a platformer, I think you can get a good sense of how the story and gameplay content might flow for Indivisible.

On the topic of enemies, I figured I'd look at some lists of CT's enemies to compare to the progress on Indivisible. Not counting bosses, or any palette swaps, it looks like CT featured a little over 50 unique enemy sprites that were remixed in various ways to fill its 20Hr avg playtime. So far with Indivisible, we know of roughly 18 unique enemy types not counting known bosses. So even with a lot left to do, and a lot of unrevealed material, it looks like they're nearly at the halfway point as far as CT's concerned. Considering how much LabZero can do with rescaling sprites/hitboxes in addition to palette swaps, it looks like there should be a good amount of enemy variety in the end.
 
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pretty sure someone thought of this
but do you think there's gonna be a Mara boss? (I mean she is hindu right)
Wouldn't such an appearance bump up the rating?

In other news ...
19274762_1309837955796269_8011408505807831086_n.png

Anime Expo is right around the corner!

This year we'll have our customary panel!

But as an added bonus, we'll be giving out postcards featuring amazing Indivisible artwork by TRIGGER's Yoh Yoshinari, and a signing session with the legendary animator himself!

In case you missed it, Indivisible will feature an animated opening by Studio TRIGGER, directed by Yoh Yoshinari!

Check out the amazing postcard illustration below!

More info to come!
 
Oh yeah, here's something I've been wondering, is that axe running animation final? I guess it's pretty awkward to run with an axe in general, but her upper body looks like a faster version of the idle.
 
In other news ...
19274762_1309837955796269_8011408505807831086_n.png

Anime Expo is right around the corner!

This year we'll have our customary panel!

But as an added bonus, we'll be giving out postcards featuring amazing Indivisible artwork by TRIGGER's Yoh Yoshinari, and a signing session with the legendary animator himself!

In case you missed it, Indivisible will feature an animated opening by Studio TRIGGER, directed by Yoh Yoshinari!

Check out the amazing postcard illustration below!

More info to come!
In the time since the animated intro studio announcement I've gone from "Who's Trigger", to watching KLK, LWA's shorts, and Space Patrol Luluco, to now being at least as excited as everyone else seemed to be.

Seeing as Yoshinari was heavily involved in KLK and LWA specifically, I'm even more excited to see what they do with Indivisible's opening.
 
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