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334755 Posts in 13709 Topics by 2200 Members
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1  Media / Single-Player RPGs / Re: A Mana series retrospective. on: Today at 01:34:58 AM
Maybe he's referring to that bonus dungeon in the GBA version? Its as awful as every other GBA era bonus dungeon. Compared to that, there are only like two or three dungeons in FFVI that are comparatively bad (Magitek Reseach Facililty, the Burning House and Gogo's Lair), and none of those suck nearly as hard as that bonus dungeon does.

I'd add Cian's mind dungeon thing.

Wasn't even worth the character himself since there's like 7 other powerhouses.

Esper. You get the Esper Alexander (and Cyan's SwdTech maxed out automatically), and by extension Pearl (re: Holy). You also concluded Cyan's character arc for the most part.

That said, while I hate Wrexsoul enough to X-zone his ass in spite of the loss of rewards (of course I think Doom could take him just as easily), due to the fact that he was my final brickwall back during the days when I was still reliant on renting the game from Blockbuster (once I got Anthology, the first thing I did was get back up to him and X-zone'd his ass, but that was half a decade later). But still, I can't really hate on the level itself due to being the last hurrah for the Magitek Armor (though it does mandate bringing in Terra so that I can play around in her custom M-Tek Armor). But yeah, if not for that it would definitely suck due to being stuck there until you completed the scenario (and yeah, Wrexsoul is really annoying when you don't properly understand his gimmick).


FFVI's dungeons had the same proclivity towards being mazey and switch-pushy that a lot of other 16-bit RPGs had :T

It did, but the encounter rate wasn't that insane unlike certain other games of that era I could name (*cough*BoF2*cough*), the dungeons were shorter than the average JRPGs' on the whole (like Narshe's Mines is probably the largest World of Balance dungeon with the Sealed Cave, the Magitek Research Facility and Zozo as the next three; and the World of Ruin isn't that much worse outside of major dungeons like the Phoenix Cave, Hidon's Cave, Inside Zone Eater and especially the final dungeon) and generally speaking, there was usually something going on in that dungeon that helped it stand out compared to the rest (Fanatic's Tower sealing everything but Magic and Item, Owser's House having weird trap doors and floating chests giving a haunted feeling, Zozo itself being a lie (not a town but a dungeon) filled with liars and building hopping, Mt. Kolts mystery shadow and gimmick boss fight (which like the aforementioned Wrexsoul was another brickwall for me back in the day; mostly due to not knowing a damn thing about Sabin or Fighting Games at the time, nor having a manual to explain his Blitz either), the chests treasures improving in the Cave to South Figaro and so on).

I mean, compare to Secret of Mana where after you leave the Lower Land, most regions/dungeons consist of A) smashing rocks, B) jumping across chasms with a whip, C) using the occasional spell on an orb, D) stepping on or hitting a switch, E) fighting a boss and F) occasionally finding the odd treasure chest. The most interesting dungeons in that game were Pure Land (for ambiance), the Mana Fortress (hell of a final dungeon), Moon Palace (for about a half-dozen reasons, mostly involving actually trying to get up to the bloody thing since you kept landing in the desert, the fact that Karen (lol Charon) was constantly on a lunch break, and actually trying to navigate the Palace itself (in spite of the fact that it consisted of all of two rooms and the Seed Chamber)), the Lofty Mountains (fuck you Jerk), the Sunken Continent/Great Palace (mostly for the former and its subway system and the fact that its by far the largest dungeon in the game), the first visit to the Desert (namely due to the Sand Ship), the Crystal Forest (again for ambiance), any of the Ruins (yet again with the ambiance, although Thanos being involved usually meant plot and one of those obnoxious brick wall bosses) and the Upper Land (for the whole Four Seasons thing; also Moogles), the rest were some kind of variation of the above sentence (especially if they involved a goddamn cave).
2  Media / Single-Player RPGs / Re: A Mana series retrospective. on: October 23, 2014, 09:19:28 PM
the dungeon designs weren't very good.

...what?

I feel like you're telling me that up is down.  FFVI had the best dungeons in the entire series, bar none.  By a mile.

Maybe he's referring to that bonus dungeon in the GBA version? Its as awful as every other GBA era bonus dungeon. Compared to that, there are only like two or three dungeons in FFVI that are comparatively bad (Magitek Reseach Facililty, the Burning House and Gogo's Lair), and none of those suck nearly as hard as that bonus dungeon does.
3  Media / Miscellaneous Games / Re: Super Smash Bros. Namdai on: October 23, 2014, 08:24:05 PM
So the Nintendo Direct has come and gone with its 50 54? 55? 50-ish things about Smash Bros For. and HOLY FUCK is that a goddamn mess of stuffs.

So roughly speaking you have
- ANNOUNCEMENTS! being made by ANNOUNCER GUY!! ANNOUNCING!!! ANNOUNCEMENTS!!!!, which will be posted once this post has been completed. ANNOUNCERIFFIC!!!!!
- Up to 8-player matches (though you are limited on which stages you can choose for the obvious reason of being too fucking small).
- Kirby Super Star's Great Cave Offensive is now a stage.
- DK's Jungle Hijinx have multiple planes to fight on (i.e. there are platforms in the background that you can launch yourself between using barrels).
- There's a Wrecking Crew stage and a Miiverse stage.
- Palutena's Temple has taken up the "series NPCs comment on current fighters when series representative does a down taunt" mantle from Solid Snake's Brawl Stage.
- Gaur Plain in the Wii U version has more platforms around the bottom edges and Metal Face shows up during the night as a stage hazard.
- Ridley is about as close to a playable character as possible since he's an NPC like the Flying Men in Ness's 3DS stage Magicant that can be recruited to aid a player (only you have to beat him up a bit first). He can also be turned into Meta Ridley or defeated for a KO point (even by the player that recruits him).
- Coin and Stamina Battles are back.
- So is having to collect all those damn Music CDs again (at least stages have multiple tracks per stage again). -_-;
- Challenges are roughly the same as before but there are a couple more than before.
- Classic Mode has you fighting through a stack of characters repeatedly under certain conditions. It's probably very close to what's already in the 3DS version but NPC rivals and events can happen and you can play with a second player to speed up getting Trophies.
- All Star is in reverse order.
- Event Mode is back baby. Hellyeah!
- Smash Run is replaced by Smash Tour, which basically involves playing a board game with your MiiFighters and collecting powerups, items, trophies, loot, and fighters to use in battle.
- Stadium Events finally have multiplayer support. It should make stuff like Cruel Smash easier.
- Special Orders consist of Master Orders and Crazy Orders. Master Orders give you a single chance to clear a challenge for a reward, while Crazy Orders offer increasing rewards for completing a series of challenges ala All Star, but to cash in you have to battle Crazy Hand at the end.
- Master Core has a fifth form called Master Fortress (the others are called Master Shadow, Master Edges, Master Beast and Master Giant).
- Custom Characters can be transfered to the Wii U.
- You can do a lot more with Trophies.
- Masterpieces are back. Earthbound included this time.
- Amiibos can be fed extra equipment for extra stats. Blah blah.
- Tournies are back, local and online. (Or will be once its finished.)
- You can edit photos with the Wii U gamepad. Expect lots of dongs and tits.
- There's a limited chat feature but only pre and post battle.
- Stage Builder is back. Expect lots of stages shaped like dongs and tits.
- Online sharing, blah blah blah.
- Bowser Jr. announced. Also announcement videos for the new characters can be viewed in game. Also also Koopa Kids unofficially announced. Also also first DLC character Mewtwo announced (which you can get for free if you get both games; under construction).
4  The Rest / General Discussions / Re: A Game Journal Reborn on: October 23, 2014, 05:18:28 PM
God I played Xenoblade so wrong!

I totally relied on Sharla for healing, controlled Dunban more then half the time because I'm way more a "Dunban" than I am a "Shulk", didn't figure out the finer points of crafting until late game and did damn near every sidequest I could as soon as they opened up. No wonder it took me 150 hours to complete.

EDIT: Looking back, I'm sort of amazed I finished it at all like that to be honest. The last dungeon areas and bosses took me FOREVER!! LoL

As I mentioned in my effort post, even the worst characters are functional enough to do things with. Sharla may be the least efficient member of your crew but she's still really useful in long protracted fights against enemies that do a lot of damage (usually some kind of really high level UM with some nasty gimmick that makes tanking it with your face hard to do). Its just that she can't do Combos all that well and those are unfortunately where the big money lies. At least, she'll be fairly useful until you get to the point where your skills and party affinity are high enough to properly pimp your Combo.


And speaking of Xenoblade, my god Shulk. In a game where every other fighter has a goddamn counter move to wreck faces with, your is absolutely sick nasty. And here I thought that it would be Little Mac that'd clear the 4 KO threshold of Cruel Smash. I'm still chugging along otherwise. Unlocking things along the way. But this is still the most dull and boring part of any Smash Bros. game. 100%-ing it.
5  Media / Miscellaneous Games / Dragon Warriors on: October 23, 2014, 07:56:11 AM
....or Dragon Quest Warriors (or Dragon Warriors Quest).

So during this year's TGS, Sony's pre-TGS spectacular back at the start of September. Squeenix announced a collaboration with Koei Temco and Team Omega Force, in a completely original move and not just done by another long standing franchise or software developer, to celebrate their core franchise, Dragon Quest's, upcoming 11th game announcement/30th anniversary/sweet Dragon Quest style Special Edition PS4/whatever. Now that the game's development is a bit further along, I figured that now might as well be as good of a time as any to post this (and hey, you never know, a localization announcement might not be totally off the table; especially since Musou games have a solid track record of getting out into the west, even in spite of some of their game's source material).

http://gematsu.com/2014/09/dragon-quest-heroes-announced-ps4-ps3

Here's the initial announcement (and a look at that doomed never to leave Japan Special Edition PS4).

http://gematsu.com/2014/10/previous-dragon-quest-characters-will-fully-voiced-dragon-quest-heroes

Here's the first set of announced returning characters.

http://gematsu.com/2014/10/dragon-quest-viii-jessica-albert-yangus-confirmed-dragon-quest-heroes

Here's the second.

http://www.siliconera.com/2014/10/23/dragon-quest-v-heroines-bianca-nera-join-fight-dragon-quest-heroes/

And here's the sorta kinda confirmed at the moment third set.


That said, here's hoping that A) it comes over to the west, and B) that it'll also draw some characters from some of the more obscure entries in the series like the Legend of Hero Abel anime (or whichever one that somehow was shown on Saturday mornings in the west for an incredibly brief amount of time).
6  The Rest / General Discussions / Re: A Game Journal Reborn on: October 23, 2014, 12:47:34 AM
Code:
Also, I believe he mentioned Fiora's death which is kinda hard to have happen outside of Colony 9.

You might be right.

The only character I found 'less useful' was Sharla, btw.  She'd basically come along if I wanted "less of a pain in the ass", but Riki and Shulk tended to do alright for healing and were better at killing things.

Sharla would be better if she didn't always kill your Combos with her almost solid Blue Arts pallet and can't use her Talent Art since it causes her to shut down for the rest of the Combo (and IIRC, while it doesn't completely shut down the Combo when her turn rolls around again, I think she ceases to contribute to the preservation of said Combo which might as well cause it to shut down anyways).

That said, I think the funniest thing I ended up doing with Sharla at the endgame was stacking pretty much every Damage Reduction skill in the game (since she gets like the biggest and most expensive one for free) along with top tier HP, Muscle & Ether Def Up gems to turn her into an even better tank than Reyn (bonus points for her healing arts drawing more aggro more reliably and consistently than Reyn's Talent Art).

Unfortunately, shenanigans aside. Sharla's at her highest relevance during the Bionis' Leg/Colony 6 segment since she's not so reliant on Shulk's Monado Enchant Art and you don't have somebody more interesting to replace her with yet. Beyond that, all she has is her healing which makes fights take longer (thus necessitating the extra healing she brings) and her anti-air qualities which aren't that impressive in Satoral Marsh (due to most airborne enemies in that region being huge fuck off level 75-80+ enemies). It doesn't help that she's pretty useless against Ether based enemies as well (not that that ever really comes up). But by the time you're rolling in Mechon again, you'll be up in Eryth Sea with A Certain Magical Railgun on your team who does everything that Sharla does but better (save for healing which is kind of a waste for her). I guess you can at least use her during the segments where Shulk is literally at his worst (and this particular limitation is why I'm baffled by Smash Bros. For's use of the Monado mk1 for Shulk, given many of his opponents and the constraint it should still be operating on).
7  The Rest / General Discussions / Re: A Game Journal Reborn on: October 22, 2014, 10:19:32 PM
Also I'm going to assume that glassjawsh spent 18 hours without getting to Colony 9 unless he says otherwise.

That'd be a hell of a feat given that Colony 9 is like 5 goddamn minutes from the starting point of the game and is the single largest and most prominent feature of the region (and can't leave until you advance the plot due to plot reasons). Colony 6 I could believe since that's where the game starts to pick up again, and as I mentioned before, that's where the game stops kidding around with your potential party members and gives you your first good one.

Code:
Also, I believe he mentioned Fiora's death which is kinda hard to have happen outside of Colony 9.
8  Media / Single-Player RPGs / Re: Dice plays FF7 (Sponsored by Maxx) on: October 22, 2014, 05:55:55 PM
Who remembers that old animated sitcom The Critic?  I liken Aeolus to Jay Sherman. 

Dammit guys. I just got this avatar (+ associated texts) and now you're making me want to get a Jay Sherman one. At least wait until Smash Bros For WiiU comes out.
9  The Rest / General Discussions / Re: A Game Journal Reborn on: October 22, 2014, 01:18:38 AM
Okay, I stopped being a OMEGA HONKASAUR and crafted the needed items to get my platinum trophy in Rorona+. I mostly just crafted accessories (Speed Belt and Warrior Mask) and then broke down the gear from Esty to upgrade them a bit. I took down Kaizer with just the gear and an auto-elixir, but had to craft a good bomb for Demon Lord. I knew it wouldn't be exactly hard, but it took some effort to go with homebrewed stuff, given the lack of detailed guides on the subject.


Silly mecha!  

You spelt "fagot" wrong!  


Or did you mean the Italian spelling for the basoon, "fagott"?


I don't get why you'd call yourself such silly things though...!

He probably just fagot about it. :v
10  Media / Anime, TV, and Movies / Re: Recently watched Episodes of TELEVISION BOX offerings! on: October 22, 2014, 01:14:19 AM
This week's Castle: Kindergarten Cop Writer. "IT'S NOT A TOOMER OR A KID!!!"

This week's Agents of S.H.I.E.L.D.: Steve Carrel! No!!! The Marvelverse is a less funny place.
11  Media / Single-Player RPGs / Re: Dice plays FF7 (Sponsored by Maxx) on: October 21, 2014, 06:12:56 PM
Your mention of how the Wutai side quests involves various damsels who aren't love interests or whatever made me realize something.  As cool as the main ladies in FF7 are (Tifa, Yuffie, Aeris), the side-ladies are pretty cool in their own right as well.  We mentioned Jessie of AVALANCHE and Shera (Cid's wifey) before, but there's also Elena from the Turks.  Yeah, her inexperience is quite prevalent but she does take her job more seriously than Reno and Rude so she has the potential to be a total badass. 

Right up until you remember that she and Tifa got into a bitchslap fight on top of Juon's Massive Cannon as probably her last major contribution to the plot prior to the Raid on Midgar (which is somehow missable). Prior to that is her attempt at punking Cloud over Tsang's "Death" (admittedly it is kinda hard to get her to miss since she kinda fakes you out and you only have one shot at dodging her and its kind of an ambush that makes it even easier to fumble; still worth succeeding at once since its hilarious to watch her go tumbling ass over teakettle down the hill and causing her lackeys to panic).

Right up until I recall that it was Scarlet who gets into the catfight with Tifa as pretty much the only non-background thing she does in the entire game prior to the Raid on Midgar.

I wonder what that scene would look like today if Squeenix ever bothered to remake it (hey, they're totally remaking the Escape from Midgar Mountain Bike Chase minigame for Cloud, why not give Tifa the Return to Juon Cannon Bitchslap Catfight minigame game)?
12  Media / Single-Player RPGs / Re: Dice plays FF7 (Sponsored by Maxx) on: October 21, 2014, 04:37:58 PM
Hypers.

Not that you need them to break the game anymore than it already is. But Hypers, :420: All day, erry day!
13  Media / Single-Player RPGs / Re: A Mana series retrospective. on: October 21, 2014, 04:35:34 PM
Despite the flaws in the series from the start though, that wasn't the only problem with the later games and I really have no idea what the hell went wrong. Children of Mana was passable on a basic gameplay level but had repetitive grind and nothing particularly interesting in terms of the world or story, and then aside from that the rest ranged from mediocre to utter crap.

That's basically the World of Mana compilation in a nut shell (or any Squeenix era compilation for that matter). Children, Heroes, Friends and Dawn all came out in roughly the space of a year (like almost to the day in Japan), and only Dawn felt like there was any effort directed towards it (not to say that said effort was well guided or thought out). Children in particular I found myself rating it between two similar DS games Summon Night: Twin Age (mediocre dungeon crawler with a Summon Night series veneer keeping it from being totally lame) and From the Abyss (probably someone's Comiket entry one year that they decided to make into a full fledged game, I don't think even one launch title for the Original GameBoy Grey and Yellow Brick had less depth than this PoS; it eventually got ported to the DSiWare in four parts; yes that's right, DSiWARE where only Shantae 2, X-scape, and the limited edition Four Swords port were the only worthwhile things to come from that service), because it really wasn't all that different from those two games (Children had that obnoxious pinball physics mechanic and little else).


Anyways, I was going to mention this in my previous :effort: post (which got swallowed by my shitty computer/browser) but with the early games you could feel like they were going for more of the 80s/90s style action adventure high-fantasy anime (if you've ever watched an anime like Vampire Hunter D, Fist of the North Star, MD Geist, Slayers, Record of the Lodoss Wars, Psychic Wars and a bunch of other contemporary OVAs to the point of kinda understanding their structure, then play SD1; you'll realize that it roughly follows the same formula). The problem with this is that the genre more or less died off by the early 00s and Final Fantasy of all things basically was the closest thing to a proper successor (and that's also when Squeenix decided to disappear up its own asshole) so when you play SD1 and Sword of Mana back to back, you can see and feel the massive difference in style (and quality). Sword is far far wordier than SD1 and yet says far less than it (the plot was broken up into two halves for the alternate protagonists; the Boy got a shortened variant of SD1's plot, whereas the Girl got the parts the Boy didn't get and about five times the words; the game itself doesn't really contain any "new" content to make it its own thing).

So now you get parts where guys like Willie, who only existed in SD1 for about a minute to hand the MC his quest and instructions as to what to do next and promptly dies, whereas in Sword he's a dipshit who's sole role in the game is to be the Girl's Boy surrogate (for the points where in the original game they were paired together but cannot do so now because they're off doing their own thing) despite showing up multiple times. And then you have Hasham who straight up dies the moment he appears in SD1 get entirely cut from Sword despite having an even better reason to be around (since you can now start as the Girl), instead Willie also gets his role despite not really doing anything with it. Count Lee was basically the episode 2 or 3 villain of the week in SD1 (i.e. some clown to prove that the MC is a badass) is now some completely misunderstood guy who's goal is only to protect the Girl instead of eating her (even though she's still stuffed in a coffin in a room full of coffins on the Boy's route and all the girls that disappeared due to bad cases of mistaken identity are never seen or heard from again). Hell, SD1 ended with a Green Aesop which was all the rage back in the day whereas Sword ended with Power of Friendship.

And you can sort of see similar lines going through SDs 2 & 3. Hell, Secret had the Scorpion Army which are massively blatant expies of Yatterman's adversaries and those guys became a cliche in monster of the week type shows (it took Team Rocket to really replace them). Secret also had the Four Generals bit, the evil cult led by an evil sorcerer bit, the mighty Empire selling its soul for power and a monster army to said evil cult and so on. SD3 is really where the series tries to start to become its own thing which is why every Mana game since has referenced it more than any other Mana game (Legend was basically a SaGa game in disguise and game the series the lore it needed to be its own thing, even if it clashes with the preexisting stuff so hard, the series ended up developing a Zelda style timeline).
14  Media / Single-Player RPGs / Re: Dice plays FF7 (Sponsored by Maxx) on: October 21, 2014, 04:22:20 PM
So you guys change Aeris' limit break? I just keep her infinitely with Healing Wind.
Free heal.

The thing with summons at the beginning is that you can only summon them few times and generally not enough to kill a boss.
Given that the early bosses also have pretty abusable elemental weaknesses, chugging a couple of spells can be nice.

Once you have the Bahamut trinity though, you can just summon those guys until everything is dead.

Who cares about free healing when you could be getting free turns instead with Seal Evil. Seriously, even bosses can get completely shut down by a well timed Seal Evil, its pretty much Aeris's best LB.

Also, yeah. Early summons are kinda underwhelming which is why I suggested to only use the two latest. Besides, Dice should have Bahamut by now since she just did Temple of the Ancients.


Egads, it's been too long since I played the game. Completely forgot about the history of the Northern Crater. That would be kind of an interesting spin on things if Meteor was some kind of transport device for Jenova and it's buddies that just happened to have the side effect of wiping out the current civilization.

I wouldn't put too much stock into that. Most of the basic stuff is probably correct but a lot of that came out during that whole FFVII Compilation bullshit which didn't really pay a hell of a lot of attention to anything that went down in FFVII proper. #FFVIIACwtf

Besides, Black Materia and White Materia are where the Meteor and Holy spells went off to (despite the fact that Flare and Ultima are still kicking around in your ordinary Green Magic Materias Contain and Ultima respectfully) and are coincidentally the most powerful Black and White Magics in the series (traditionally speaking).


Vincent's last limit break sucks, as does Red XIII's(it only hits ONCE! when the previous Limit Break hits like 5 times and the difference in damage between each hit and that one big hit isn't even that great not to mention that once you reach the damage cap..well...). Cloud's Meteor Slash is a pretty good alternative if you don't want to bother getting OmniOPSlash.
Summons are pretty good very early on but quickly lose their use until you get some of the more powerful ones, I tend to use them because my childhood self is still pretty awestruck by the animations(It was some of my first memories, seeing FF7 and 8 summoning sequences, they are pretty engrained in my memory, oh and Breath of Fire 3 dragon transformations, I was like 2-3 years old I don't even know).

Okay, yeah. I knew Red was generally the exception in terms of Level 4 limits but I couldn't remember why.

To be fair to Vincent though, all of his Limit Breaks suck so it doesn't really matter what level you set him to. Too many things have some sort of Fire protection in this game and his other non-FF1 Final Boss forms had some pretty crappy gimmicks to them as well.

I'll probably do the "stick to the two latests Summons" rule.  A bit of a shame though, I guess some materia isn't really worth levelling up then.

I remember even as a kid realizing Vicent was underwhelming.  Which I kinda don't mind since most of the party is perfectly capable.

And I do like how Meteor was ...y'know, actually a threatening spell this time around...cuz you think it would be.  But I think it's interesting it was more part of the plot.  I found Summons in FFX were well integrated as well as a major plot point too (ironically, the game specifically about them featuring less of them than most FF titles).

The thing about Magic v. Summons is that both kinda fall by the wayside by the end (except for healing magic and KotR) since you'll be ramming that damage cap in no time flat in this game. Especially since keeping the necessary elemental diversity for various enemy encounters is a pain in the ass since your physical stats take a hit for every magical Materia you equip (and there aren't enough physical based Materia, i.e. Command Materia, to compensate), and because you only have so many Materia slots to work with. Meanwhile Summons don't have to dick around with linking All Materia and they just hit hard (plus their physical to magical statistic conversion rate is higher so you'll get a much better spell caster with them loaded down with Summon Materia verses Magic Materia) At least its worth keeping up with mastering Magic Materia since KotR takes forever to accumulate the necessary AP (or to even get it really) so trying to grind even a single copy of Master Summon will easily enable you to master every other Materia in the game (multiple times for almost all of them, Shield is like the only exception due to getting it at the Final Dungeon but even then you'll get close).
15  Media / Single-Player RPGs / Re: Dice plays FF7 (Sponsored by Maxx) on: October 21, 2014, 02:29:05 PM
So you guys change Aeris' limit break? I just keep her infinitely with Healing Wind.
Free heal.

The thing with summons at the beginning is that you can only summon them few times and generally not enough to kill a boss.
Given that the early bosses also have pretty abusable elemental weaknesses, chugging a couple of spells can be nice.

Once you have the Bahamut trinity though, you can just summon those guys until everything is dead.

Who cares about free healing when you could be getting free turns instead with Seal Evil. Seriously, even bosses can get completely shut down by a well timed Seal Evil, its pretty much Aeris's best LB.

Also, yeah. Early summons are kinda underwhelming which is why I suggested to only use the two latest. Besides, Dice should have Bahamut by now since she just did Temple of the Ancients.


Egads, it's been too long since I played the game. Completely forgot about the history of the Northern Crater. That would be kind of an interesting spin on things if Meteor was some kind of transport device for Jenova and it's buddies that just happened to have the side effect of wiping out the current civilization.

I wouldn't put too much stock into that. Most of the basic stuff is probably correct but a lot of that came out during that whole FFVII Compilation bullshit which didn't really pay a hell of a lot of attention to anything that went down in FFVII proper. #FFVIIACwtf

Besides, Black Materia and White Materia are where the Meteor and Holy spells went off to (despite the fact that Flare and Ultima are still kicking around in your ordinary Green Magic Materias Contain and Ultima respectfully) and are coincidentally the most powerful Black and White Magics in the series (traditionally speaking).


Vincent's last limit break sucks, as does Red XIII's(it only hits ONCE! when the previous Limit Break hits like 5 times and the difference in damage between each hit and that one big hit isn't even that great not to mention that once you reach the damage cap..well...). Cloud's Meteor Slash is a pretty good alternative if you don't want to bother getting OmniOPSlash.
Summons are pretty good very early on but quickly lose their use until you get some of the more powerful ones, I tend to use them because my childhood self is still pretty awestruck by the animations(It was some of my first memories, seeing FF7 and 8 summoning sequences, they are pretty engrained in my memory, oh and Breath of Fire 3 dragon transformations, I was like 2-3 years old I don't even know).

Okay, yeah. I knew Red was generally the exception in terms of Level 4 limits but I couldn't remember why.

To be fair to Vincent though, all of his Limit Breaks suck so it doesn't really matter what level you set him to. Too many things have some sort of Fire protection in this game and his other non-FF1 Final Boss forms had some pretty crappy gimmicks to them as well.
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