Welcome, Guest. Please login or register.
November 26, 2014, 10:13:13 AM

Login with username, password and session length
Search:     Advanced search
We have a new board! Pop on over to the Game Journals section and tell us what you've been playing!
338429 Posts in 13854 Topics by 2215 Members
Latest Member: RPGtourguide
* Home Help Search Login Register
  Show Posts
Pages: 1 ... 231 232 [233] 234 235 ... 438
3481  Media / Single-Player RPGs / Re: Games you have "broken" or "how I beat the boss in one turn" on: June 26, 2012, 08:31:03 PM
Though speaking of breaking Tales games, taking a detour for an early Midgar visit in Phantasia for a Mech Halberd helped quite a bit in getting past the desert and all that crap that goes along with it.
3482  The Rest / General Discussions / Re: The NEW Game Journal on: June 26, 2012, 04:06:32 PM
I have head Relm can glitch the game, doesn't it only happen if used in a specific location? The fighting underwater thing sounds pretty cool, even though i saved mog in the world of balance and used him a good amount, i never got his water rondo dance, how good is it? I always used the dance that has sun bath in it for its healing abilities. Sounds like besides the vanish doom trick gone, the game even more fun to break. I no longer have anything to play gameboy advance games on though so I can safely avoid it.

Relm's sketch glitch occurs when you try to sketch an invisible enemy like in the vanish doom glitch. The variable is what enemy formation you're in that determines how badly you scramble the game.

As for Water Rondo, its one of the few sources of water damage in the game, however, if you want water damage you're better off using Shadow's Water Skeens, Strago's Aqua Rake/Clean Sweep, the Bismark summon, or the number of Gau Rages that use water based attacks.

If you want a GBA FF game, get FFV. The difference in translation between it and the PSX version is far superior, plus the original quality of the game's graphics and sound were much lower than FFVI's so they don't suffer nearly as much in the transition, and finally you also get to avoid having to deal with the PSX ports massive loading times making things go much faster. The extras aren't that bad either given that you don't become nearly as overpowered in V as quickly or easily as in VI (nor does it encourage grinding on what was originally the game's final challenge).
3483  The Rest / General Discussions / Re: Nintendo 3DS XL Launching July 28 JPN/EUR and August 19 NA on: June 26, 2012, 03:54:45 PM
http://www.siliconera.com/2012/06/26/nintendo-to-hold-discount-sale-on-nintendo-eshop-each-week/

Fucking finally! I guess Nintendo couldn't remain completely inept at online distribution for forever.
3484  The Rest / General Discussions / Re: The NEW Game Journal on: June 26, 2012, 01:24:31 PM
I recently watched some videos of FF6 advance. Now I always hear its the best version but I have to say... those visuals are pretty gross, and the music is botched pretty bad, I am not sure I would trade a slightly better translation and a few extras for it. How is the extra material by the way? Do love the sound of that item that makes less random encounters.


MeshGear- I definitely agree with you that a lot of the characters extra abilities are pretty useless. Relms sketch and control abilities where pretty pathetic, and she's someone I used for most of the game. I found Setzer to be mostly useless to. The thing is, even with all this superfluous stuff, it still gives everyone character, and always makes you excited to find out what everything does, even if you end up never using it. So on a functional stand point the system does not work all that great, but that first time you play the game, not knowing what everything does, as an experience, I think it serves an important and fun purpose.

Relm's Sketch isn't just pathetic, its game destroying (in the 'and there go all my save files' sort of way) due to how colossally buggy it is. Setzer on the other hand can be immensely useful if you stick the offering on him while he's toting his fixed dice around since his damage output isn't reduced by it. One of the few people who can wreck the Colosseum reliably which can be useful to acquiring some of the rarest and best gear in the game.

As for the GBA extras, not really. You're only getting 4 more espers, one of which provides a Speed +2 level up bonus, one lets you fight underwater in the World of Ruin allowing you to pick up Mog's Water Rondo dance while still going for the Gold Hairpin the Lone Wolf trades you for World of Balance access to Mog, and one requires you to clear out the extra dungeon they added. They also added a battle gauntlet dungeon which is 100 rooms of fights with the occasional reward of new enemies with stealables like Offerings and Gem Boxes. Additionally thanks to the fact that you can save the state of your game after battling the final boss, you can now grind on him to acquire unlimited Ragnaroks and Atma Weapons, the former of which makes the decision of whether to go for the Ragnarok esper or sword a no-brainer. The items that lower/negate encounter rates, i.e. the Charm Bangle and Moogle Charm respectfully, both existed in every version of the game thus far. The most notable bug fixes in this version were the infamous Vanish/Doom trick and the Evade bug, but now you can abuse the new quick save mechanic for doing weird and random crap like having the airship at the start of the game and so on.

Basically, nothing worth dropping $50 on a GBA/game.
3485  Media / Single-Player RPGs / Re: Playstation 1 RPGs on: June 25, 2012, 07:04:36 PM
I wanted to toss another psx rpg out for suggestion...though some may dislike it. Beyond the Beyond. I enjoyed it, though it was pretty damn hard at times. It's been years since I played it though, so I may be a bit fuzzy on my memory of it though.

Beyond the Beyond: Is a spiteful bitch that seeks to find the most arbitrary bullshit for you to slog through while arming you with badly implemented ideas stolen from better games. The sole redeeming feature is the fact that you eventually get to fly around in NGE's Third Angel. (Seriously, no game that purposefully tries to implement its own version of DQ2's Road to Rhone for its penultimate dungeon can be considered to be a good game.)
3486  The Rest / General Discussions / Re: The NEW Game Journal on: June 25, 2012, 03:57:47 PM
Just finished Final Fantasy 6. I am happy that it has held up as well as it does. Besides a few small issues I loved it just as much as I did all those years ago.

The Positives
1. The music- Remains, by a large margin, my favorite video game soundtrack ever. It is flawless from front to back, The big hitters are still great such as dancing mad and the opera song, also found some hidden gems I forgot about such as Relms theme. It also includes my favorite video game song of all time in The Decisive Battle.

2. The Graphics- Wonderful sprite work, and the world design goes from gritty and dark, to dream like and haunting. The enemy sprites can get downright bizarre and frightening, but I love them.

3. Atmosphere- The World of Ruin in particular is a work of art, It begs to be explored, and the downtrodden spooky aura that surrounds it, always makes you wonder what you will run into next.

4. Story and Characters- I thought the overall premise was relatively sound and did not go off the deep end to much, like most JRPGs we see today. I thought in general the characters will very like-able to, though often very simple. Being an Snes rpg there is room left to read between the lines, and its nice that not every single character trait and plot point is thrown right in your face, often leaving little tidbits to the side for players who want to find them. It also does not hurt that the game includes one of the greatest villains in video games.

5. Unique Characters- I will always prefer Characters with individual abilities in RPGs then ones where everyone is equally customizable. And even though FF6 allows most characters to learn the same spells and perform similar actions, it still retains individuality through unique character abilities and vastly different states between everyone.


The Bad.

1. The Translation- Now granted I played the Snes version so I don't know how much improved it was on Game Boy Advance, but it definitely had its issues here. I actually wonder how much the characters would be improved with a better translation. It did have that bad translation charm though.

2. To many random battles-  I am someone who has no problem with random battles, I think used correctly it can work really well, but there are simply to many here. It makes exploring this wonderful world a chore, and often I would not search around places as much as I wanted because I was just so sick of battles. I know this is an issue with most RPGs of the time, but its still something I thought hurt the game.

And now I can finally start Xenoblade!



The problem with the GBA version is that you have to trade both audio and graphical quality for the translation.

Incidentally the game eventually provides you with a pair of accessories that mitigate the encounter rate (even though both have guide dang it requirements).
3487  Media / Single-Player RPGs / Re: The Merged Final Fantasy XIII-2 Thread on: June 24, 2012, 10:22:05 PM

Oh hey! It's not Versus again. Who knew? :v:
3488  Media / Single-Player RPGs / Re: Agarest Wars 2..A thread about the game and NOT the fanservice this time.... on: June 24, 2012, 09:56:20 PM
Isn't this the one where one of the offsprings is female for once?

If so then I suppose that I should tune in at least until I hear of how they're going to handle that (my bet will be that she'll come during the final generation where it's safe to go looking for a lesbian to pair with).
3489  Media / Single-Player RPGs / Re: Games you have "broken" or "how I beat the boss in one turn" on: June 24, 2012, 12:04:18 PM
Look at my recent posts in the New Game Journal for one example of breakitude (though to be fair, FFVIII basically cries out to be broken and abused like a masochist with Stockholm Syndrome).

Meanwhile, I went and abused Pickpocket and Counterfeiting in SO2 until I had a party of level 100 characters before the tournament. Then I realized that from here to Nede was nothing but unwinnable boss fights and non-gameplay related bullshit and that in the time I spent grinding myself up to 100 I could've used to have beaten the game. It wasn't worth it. :negative:

Dragon Quest V. Getting a Slime Knight and abusing the first available casino until you win two Metal King Swords (the whip is not worth it since the only character who can make good use of it leaves shortly thereafter). Suddenly, I'm able to steamroll everything prior to the second timeskip without breaking a sweat.

Dragon Quest IV. Kitting out your party in Metal King Shields and Meteorite Armbands, abusing Taloon's inventory and finances by loading up on Swords of Destructions to sell off at the start of chapter 5.

Abusing the integer overload bug in Secret of Evermore to have nearly capped Def and eventually Att.

And others I don't care to recall at this particular point of time.


Edit: One other I care to recall at this particular point of time are the SRW OG GBA games. Dumping all of your money into a machine gun or two and maxing them out will let you steamroll the earlier parts of the game due to their high availability, low cost to upgrade, high amounts of ammo, decent accuracy and critical ratings, not crippled by crap like water or beam coats, and can be passed around to any real robot in need of a good finisher/boss killer attack or a crutch to help them catch up in levels or kill count for secrets.
3490  The Rest / General Discussions / Re: The NEW Game Journal on: June 24, 2012, 04:51:15 AM



I never beat it because it got too hard. Apparently, I wasn't "playing it right". Relied too much on Guardians, and my characters ended up way too weak somehow. I imagine I could coast through it today, but back then I was confused because it was so different than all the other FFs before it.

The exact same thing happened to me. I got to the part where a boss sucks in one of your characters and she becomes part of it or something (its been a really long time) and you cant use your Summons because it hurts your character to. I relied way to much on my GFs.


Yeah, it's amazing just how far the game is willing to let you go despite your playing it wrong. Incidentally that's the last fight of disk 3. But you were probably not that off in terms of being able to deal with Adel if you work on respecing your Junctions and stick to limit breaks. Plus I believe you're in a good place to card some high end fools which you can refine for high end loot if you need it and if you've been doing all the sidequests up until that point you can easily just buy your way out with the shop command and refine tents for maximum Curagas or something. And if you've been using Zell or Ivrene you can easily wreck Adel with their limit breaks (hopefully you spent most of Sefier's last stand drawing the hell out of his Aura spells and for Ivrene at least had built up a solid supply of Pulse Ammo).

I was in the same situation as Grim and Pmayo when I originally played it when it first came out.  I got stuck on Adel and couldn't really beat her as I didn't have enough stuff to junction my characters I guess.  As for Seif, if their save was anything like mine was, their characters weren't strong enough to draw for too long before they would get killed.

Strength is mostly a non factor in FFVIII. All you really need is to properly junction your GFs so that all the major stats are covered on your main three party members. HP, Strength, Vitality, Magic, and Spirit. Cover those with the highest value spells available and you should be solid. Remember you can pass around spells between characters so put all your best spells onto your three man team along with every GF you have (GFs and spells do you no good on the bench).

Next you need to check your junctionable abilities and passives. You'll want things like Str +50 or 70%, Spd +30 or 50% Auto Haste, Auto Protect, Auto Potion, Auto Shell, Auto Reflect (because honestly you're never going to be casting a spell on your people unless it's Aura or Curaga), Mag +50%, Vit +50%, Spr +50%, HP +50% ect.... These are honestly more important than what junctioning spells to your stats does for you. Junction your GFs so that as many of your 3 man team gets at least Ability x3.

Elemental Defense, Status Defense, and Status Attack are your next concern. Almost every offensive spell in the game has an element to it. Every percent placed on your Elemental Defense is a percent of the total incoming damage from magic made either null or to serve you. Your top spells should be distributed to either Strength or your Elemental Defense (DPS wants Str while Vending Machines want Elem Def x4). Aim to distribute Elem Defs as evenly as possible. Status Defense should be treated with emphasis on major nuisances such as Stone, Sleep, Silence, Death, Confuse, Berserk, Stop, and Zombie. Shit like Poison and Blind are ignorable and Slow can be countered with Haste at least. Status Attack is a fun thing though. Unlike Elemental Attack, Status Attack isn't nearly as prone to blowing up in your face as Elemental Attack (and with a hard and easily reached damage cap of 9999 there's little reason to go for elemental damage after disk 2). Pick something fun like Pain, Death, Break, Zombie, or Drain to stick on your weapons and watch your enemies randomly go bye bye.

And finally, getting magics in the first place. First thing to note is that Magic determines how successful you are at drawing from enemies as well as it influences how much you gain from enemies and draw points. This is, however, a moot point since most of your magic should be coming from *** Refine where *** equals whatever magic you're currently looking for. These should've been your highest priority when you were going through the game and acquiring APs. Boost, GF Max HP^%, and Summon Mag^% are mostly worthless on later GFs (unless your GF's name is Doom Train) and are probably safely overwritten with abilities taught to your GFs. And getting back to getting magic, Card Mod is the best place for anything, magic or otherwise. See, what Card Mod does is it allows you to make items out of cards. Most of these items can then be further refined into magic or ingredients for upgrading weapons and making ammo. Additionally cards can easily be won from card playing chumps if you understand how to play Triple Triad and aren't playing with Plus and Difference rules which suck (granted playing with All is the best but it sucks in trying to keep it in regions). Furthermore the game is inundated with card playing chumps so you really shouldn't have had too much trouble in keeping a healthy supply of cards flowing into your Card Mod.


However from the sounds of the previous posts, I suspect that you haven't done this. Fortunately you still have options if you don't give a shit about 100% completion. I'm going to highlight a list of suggestions that should get you past Adel and the Sorceress Rush afterwords.

- If you have Tonberry and have Call Shop learned, use it to buy potions, magazines, and Refine fodder. If you don't have him, don't sweat it.
- If you have Doom Train, stick it on the party member with the highest affinity and lead off the fight with it. If not, use Meltdown. These inflict a status effect that drops enemy defense to 0 and little resists this (though given the fight you're fighting you'd probably be better off junctioning Meltdown to somebody's Stat Att instead).
- Look at your GF cards and your inventory and use Card Mod to get the items that you think will best suit your needs. High level cards can net you some very swank Refine fodder.
- Remember, at this point, whomever isn't on your active team should be considered for all intents and purposes to be permabenched. Anything still on them is either in storage or is a wasted resource.
- The caveat to the above is if you were using Zell before you put the game down for the long long goodbye since you'll probably want to swap him out for somebody with an easier to use limit break (although if you got stuck here you probably weren't using him to begin with).
- Have somebody with high DPS/Str stick as many Drains on their Stat Att slot if they have it. With high Spd and good Stat Def you'll have somebody who's effectively immortal.
- Cerberus is a good GF to use if you want to burn magic in a hurry. And don't be afraid of burning junctioned magic either, there's always more where that came from and there's nothing like Triple casting Curaga, Flare, and Hastaga for a quick turn around.

With the bullet list above you shouldn't have any trouble taking out Adel in one or two attempts. This game is incredibly easy to bend over your knee thanks to the developers' short sighted desire to rewrite the rules of JRPGs without actually changing anything meaningful, and then implementing a minigame that basically handed you the keys to the gameplay system on a silver platter.

Strength is mostly a non factor in FFVIII. All you really need is to properly junction your GFs so that all the major stats are covered on your main three party members. HP, Strength, Vitality, Magic, and Spirit. Cover those with the highest value spells available and you should be solid. Remember you can pass around spells between characters so put all your best spells onto your three man team along with every GF you have (GFs and spells do you no good on the bench).

Next you need to check your junctionable abilities and passives. You'll want things like Str +50 or 70%, Spd +30 or 50% Auto Haste, Auto Protect, Auto Potion, Auto Shell, Auto Reflect (because honestly you're never going to be casting a spell on your people unless it's Aura or Curaga), Mag +50%, Vit +50%, Spr +50%, HP +50% ect.... These are honestly more important than what junctioning spells to your stats does for you. Junction your GFs so that as many of your 3 man team gets at least Ability x3.

Elemental Defense, Status Defense, and Status Attack are your next concern. Almost every offensive spell in the game has an element to it. Every percent placed on your Elemental Defense is a percent of the total incoming damage from magic made either null or to serve you. Your top spells should be distributed to either Strength or your Elemental Defense (DPS wants Str while Vending Machines want Elem Def x4). Aim to distribute Elem Defs as evenly as possible. Status Defense should be treated with emphasis on major nuisances such as Stone, Sleep, Silence, Death, Confuse, Berserk, Stop, and Zombie. Shit like Poison and Blind are ignorable and Slow can be countered with Haste at least. Status Attack is a fun thing though. Unlike Elemental Attack, Status Attack isn't nearly as prone to blowing up in your face as Elemental Attack (and with a hard and easily reached damage cap of 9999 there's little reason to go for elemental damage after disk 2). Pick something fun like Pain, Death, Break, Zombie, or Drain to stick on your weapons and watch your enemies randomly go bye bye.

And finally, getting magics in the first place. First thing to note is that Magic determines how successful you are at drawing from enemies as well as it influences how much you gain from enemies and draw points. This is, however, a moot point since most of your magic should be coming from *** Refine where *** equals whatever magic you're currently looking for. These should've been your highest priority when you were going through the game and acquiring APs. Boost, GF Max HP^%, and Summon Mag^% are mostly worthless on later GFs (unless your GF's name is Doom Train) and are probably safely overwritten with abilities taught to your GFs. And getting back to getting magic, Card Mod is the best place for anything, magic or otherwise. See, what Card Mod does is it allows you to make items out of cards. Most of these items can then be further refined into magic or ingredients for upgrading weapons and making ammo. Additionally cards can easily be won from card playing chumps if you understand how to play Triple Triad and aren't playing with Plus and Difference rules which suck (granted playing with All is the best but it sucks in trying to keep it in regions). Furthermore the game is inundated with card playing chumps so you really shouldn't have had too much trouble in keeping a healthy supply of cards flowing into your Card Mod.


However from the sounds of the previous posts, I suspect that you haven't done this. Fortunately you still have options if you don't give a shit about 100% completion. I'm going to highlight a list of suggestions that should get you past Adel and the Sorceress Rush afterwords.

- If you have Tonberry and have Call Shop learned, use it to buy potions, magazines, and Refine fodder. If you don't have him, don't sweat it.
- If you have Doom Train, stick it on the party member with the highest affinity and lead off the fight with it. If not, use Meltdown. These inflict a status effect that drops enemy defense to 0 and little resists this (though given the fight you're fighting you'd probably be better off junctioning Meltdown to somebody's Stat Att instead).
- Look at your GF cards and your inventory and use Card Mod to get the items that you think will best suit your needs. High level cards can net you some very swank Refine fodder.
- Remember, at this point, whomever isn't on your active team should be considered for all intents and purposes to be permabenched. Anything still on them is either in storage or is a wasted resource.
- The caveat to the above is if you were using Zell before you put the game down for the long long goodbye since you'll probably want to swap him out for somebody with an easier to use limit break (although if you got stuck here you probably weren't using him to begin with).
- Have somebody with high DPS/Str stick as many Drains on their Stat Att slot if they have it. With high Spd and good Stat Def you'll have somebody who's effectively immortal.
- Cerberus is a good GF to use if you want to burn magic in a hurry. And don't be afraid of burning junctioned magic either, there's always more where that came from and there's nothing like Triple casting Curaga, Flare, and Hastaga for a quick turn around.

With the bullet list above you shouldn't have any trouble taking out Adel in one or two attempts. This game is incredibly easy to bend over your knee thanks to the developers' short sighted desire to rewrite the rules of JRPGs without actually changing anything meaningful, and then implementing a minigame that basically handed you the keys to the gameplay system on a silver platter.

The save I was talking about was literally from when it came out back in 1999.  Because I was shitty at it and played it like it was FF7, it's definitely on my list to replay from the beginning so I'll remember your tips and do it right this time.  Thanks.

Yeah, playing it like FFVII or like any normal JRPG is a bad idea. Mostly because leveling up your characters is bad as even with the skills that boost stat growth during level ups, your character's stat gains per level are completely insignificant meanwhile enemies scale to your level and generally speaking will range from slightly outpacing your stat growth to maxing out everything but HP before you leave the first disk (and that HP growth is the real killer since late game enemies can easily eclipse 9999 HP and by level 100 will sport tens if not hundreds of thousands of HP and fights with them become massive slogs). Junctioning is where the lion's share of your stats will come from as well as +XX% abilities that further boost totals.

Incidentally the advice in the massive quote was meant for late game and dealing with Adel and eventually Ultimacia's bullshit. What you want to do is take Maxximum advice at the top of this page to get items from cards that teach your GFs more useful abilities than what many of them will learn on their own, pick a reliable DPS to dump the premier junction options on like Zell or Squall, prioritize cranking his HP total as high as you can followed by Strength, then drop his HP to as low as you feel comfortable with and abuse the switch party member select mechanic to proc limit breaks 420 ev'ry day.

Additional advice is to prioritize learning the Refine abilities as those are your bread and butter for getting through the game. Everything revolves around them and getting them is your highest priority. While you want to prioritize your picks for party members you'll want to at the very least prep one female for the Balmb Garden/Missile Base segment during disk 2 where your party will be separated into the heavy hitters and the chicks. As for your character options, Squall and Zell (if you can handle his limit break) are by far your best DPSs. Quisitis is probably your best female thanks to Degenerator being absurdly broken. Riona has Angelo for dog fisting shenanigans plus if you avoid learning any of her extra dog commands beyond Shooting Star (and the item find/dispense ones) you can increase the chances of her procing it for her Ghetto Lion Heart. Sephie and Irving are the bottom of the barrel due to Sephie's slots randomness and Irving's expensive, and later, hard to come by ammo. For weapon modifications, Squall is the only one who really cares due to his limit break finishers being tied to his weapon's form. Sephie is the only other person's weapon worth getting maxed out asap as its maxed form maxes out her Accuracy stat. The others only offer minor improvements at best and can be done at your leisure. Despite my saying so, GFs aren't entirely useless during early game combat. Granted you'll want to phase them out by Timber or the King's Tomb but they are useful when you lack the more fun toys like High Mag Refine. Past that, Diabolo is good for an opener once he gains a few levels and is able to take a fifth or nearly a third of a boss's health in a single shot and later on Cerberus, Doom Train, and possibly Cactuar will replace him for good GFs to use for Defenseless, partywide Double and Triple, and static/unblockable based damage that might even break the damage limit. Enc Half and shortly thereafter Enc None are your friends, get Diabolo as quickly as possible. Same with Brothers, Odin, Tonberry, Cactuar, and Doom Train (if you have Odin then during the fight against Seifer right before Adel, do nothing but draw Aura out the ass, you'll win either way and it's annoying trying to get them from elsewhere). In fact get every GF as soon as you come across them since the sooner you get them the sooner you can learn and employ their abilities. Always have somebody with the Draw command on (preferably somebody with high Magic), somebody with either the Item or Magic commands (preferably Item since traditional consumables still exist and nothing foils a good plan like everybody getting silenced or losing your DPS to a random Death or Break spell plus nothing wrecks an undead boss like a Phoenix Down), and somebody with Card. Possibly put the GF command on your designated GF bot (remember the more you use a GF the more their affinity rises with that person and higher affinity shortens casting time), Mug if you want to save yourself some time playing card games (I forget if mugging a boss means that they wont drop their designated item or not, even then it can be worth it sometimes), iirc Recover and Revive are good alternatives if you don't want to bother with Magic or Item but you should still and always have Item on somebody. Elem Att is actually fairly useful during the middle parts of the game when you know what element you're generally up against and you haven't rammed the damage limit cap using but random attacks yet. And once you need to, use a Phoenix Pinion so that Phoenix can start showing up to randomly bail you out of a full party wipe.
3491  The Rest / General Discussions / Re: Leading Women? (A Dicey-Rant Topic?!) on: June 24, 2012, 02:07:52 AM
I can think of quite a few leading ladies in games. Lara Croft, Samus, Blood Rayne, Jill Valentine, Claire Redfield, Bayonetta. These are just off the top of my head.

Of all of those I'd say that Bayonetta the least awful due to being pure T&A power cranked up to 11 (granted Bayonetta runs on enough rule of cool fuel to compensate but that just means she's as effective as DMC's Dante but with tits), but the others listed in your post aside from Samus are so generic that you might as well throw in Lightning Warrior Raidy's and the Valis series's main characters along with everybody but the trap and the kid from Queen's Blade on that list too (for reference the first example is a porn game, the second degenerated into straight porn, and the third is the fetish fuel mecca) because aside from actually showing the naughty bits they're basically just as meaningful and well developed as Lara Croft, Blood Rayne, and the Resievil chicks. However, at least none of them are as bad as Samus because when you see the massive misogyny behind the series being laid bare in Other M that you have to wonder just how much agency was lost when something swooped in for a save be it The Baby, random Chozo Ghosts, Adam, or otherwise. Basically Samus Aran is just a terrible female character, the rest exist because sometimes gamers just want to watch females get impaled on spikes, crushed by walls, devoured, ect.

For the sake of discussion, the best female leads I've seen in a video game thus far is Alis from Phantasy Star 1 (and I am greatly amused by the fact that no one before has mentioned her). Mostly because she's just like any other JRPG lead in that her party members don't overshadow her and that she constantly maintains a relevant role in the party by either being an early game Jill-of-all-trades and eventually evolving into the best tank/single target DPS of the party. But she's even better than that due to the fact that she's in a SMS game that doesn't have the room for endless speeches about the power of love and friendship or how hard work and determination are more important than your holy bloodline, royal heritage, super sayin' magic hax powers, or the prophesies stating that you specifically will save the day; nor does she have the very fundamentals of the world constantly dictated to her like she's learning impaired despite half of these things being out right lies or not applicable to her specific situation beyond being under a tyrant sucks; plus she isn't blindly oblivious to the most obvious happenings around her due to the need for constant dramatic reveals nor is everything around her growing ever more ridiculous by the day and is within seconds treated like common knowledge and that she's pants on head retarded for not knowing sooner; and most importantly, she isn't trying to get into all of her party member's pants simultaneously.


Whew, a lot of words that could be tl;dr'd as male gamers and game designers are almost unilaterally sexist and misogynistic to an incredible degree.
3492  Media / Single-Player RPGs / Re: Playstation 1 RPGs on: June 23, 2012, 02:34:30 AM
BoF1 was basically DQIV but instead of the good for the time plot, wagon mechanic, and spotty AI teammates it sported demi-humans, transformations, and map skills.

BoF2 was backtrack central and desperately needed both a less arduous experience curve and an earlier means of warping/quick travel. It also needed a final dungeon that wasn't designed by Satan himself. Liked the character designs at least. :shobon:

BoF3 was probably where the series finally came into its own with observable enemy skills and masters. Still needed better dungeon design but the plot and gene splicing made up for it somewhat.


I think I may just end up getting the psp versions of breath of fire 3 and V Profile. I hear they are both pretty faithful

Played VP last year and got Breath of Fire III in the mail two days ago.  VP is out of this world (use a guide, though, maaaay help since in-game is terrible at telling you things) and Breath of FIre III is classic and (along with Kartia) was my first PSX games.  ...you never forget your first,

VP is definitely on the list. Love the style and heard the story is well done. And what is up with Kartia? That sure looks like Terra on the cover.

One thing to remember about VP is that the difficulty setting doesn't work like it does in other games where enemies get harder to kill but instead limits you on how much game you get to play.
3493  The Rest / General Discussions / Re: Nintendo 3DS XL Launching July 28 JPN/EUR and August 19 NA on: June 23, 2012, 02:11:49 AM
Edit: I can't read at 2 AM apparently.

Guess that clarifies whether you were joking or serious there! For future reference LL size IS the same in Japan as XL in the US (outside of Japan period?), or so I've heard. Given this fits both the DSi LL/XL and the 3DS LL/XL it makes sense.

Actually, I was going for both but it seems that as of late, a lot of my not-serious posts have been getting flak from those lacking sarcasm detectors so I decided to ed-it straight instead of listening to someone try to correct me about how it's the XL and not the LL.
3494  The Rest / General Discussions / Re: Leading Women? (A Dicey-Rant Topic?!) on: June 23, 2012, 02:03:13 AM
While I haven't seen the movie yet, I have seen the trailers and each and every one of them seems to paint the same problematic picture. The movie's main conflict, the immediate struggle is in the main character's overcoming of that bothersome female trait that she's been saddled with. Whether or not there's some kind of plot beyond Mary Sue trying to prove how awesome she is despite that whole 'she' issue isn't something that has been shown. Of course there's the implication that there will be a price to be paid as well (and understandably this has also been left vague for dramatic reveal and because why would you spend $10 on something that you're already aware of) but there are many prices she could pay from nobody remembering her to losing her good looks.

This movie kinda emphasizes the problem a lot of female leads suffer from in that they're too busy overcoming the fact that 'They're a grrl?' to bother with dealing with anything else. Maybe there's some lame villain who's too busy being creepy and ineffectual to be even vaguely threatening to anything other than the main female's clothes, or maybe there's an actually threatening villain who of course gets left to the male lead to do battle while the female lead gets to help at the right moment in a 'making the Hail Mary pass to the male lead who then scores the touchdown for her' sort of way.
3495  The Rest / General Discussions / Re: The NEW Game Journal on: June 22, 2012, 11:06:10 PM



I never beat it because it got too hard. Apparently, I wasn't "playing it right". Relied too much on Guardians, and my characters ended up way too weak somehow. I imagine I could coast through it today, but back then I was confused because it was so different than all the other FFs before it.

The exact same thing happened to me. I got to the part where a boss sucks in one of your characters and she becomes part of it or something (its been a really long time) and you cant use your Summons because it hurts your character to. I relied way to much on my GFs.


Yeah, it's amazing just how far the game is willing to let you go despite your playing it wrong. Incidentally that's the last fight of disk 3. But you were probably not that off in terms of being able to deal with Adel if you work on respecing your Junctions and stick to limit breaks. Plus I believe you're in a good place to card some high end fools which you can refine for high end loot if you need it and if you've been doing all the sidequests up until that point you can easily just buy your way out with the shop command and refine tents for maximum Curagas or something. And if you've been using Zell or Ivrene you can easily wreck Adel with their limit breaks (hopefully you spent most of Sefier's last stand drawing the hell out of his Aura spells and for Ivrene at least had built up a solid supply of Pulse Ammo).

I was in the same situation as Grim and Pmayo when I originally played it when it first came out.  I got stuck on Adel and couldn't really beat her as I didn't have enough stuff to junction my characters I guess.  As for Seif, if their save was anything like mine was, their characters weren't strong enough to draw for too long before they would get killed.

Strength is mostly a non factor in FFVIII. All you really need is to properly junction your GFs so that all the major stats are covered on your main three party members. HP, Strength, Vitality, Magic, and Spirit. Cover those with the highest value spells available and you should be solid. Remember you can pass around spells between characters so put all your best spells onto your three man team along with every GF you have (GFs and spells do you no good on the bench).

Next you need to check your junctionable abilities and passives. You'll want things like Str +50 or 70%, Spd +30 or 50% Auto Haste, Auto Protect, Auto Potion, Auto Shell, Auto Reflect (because honestly you're never going to be casting a spell on your people unless it's Aura or Curaga), Mag +50%, Vit +50%, Spr +50%, HP +50% ect.... These are honestly more important than what junctioning spells to your stats does for you. Junction your GFs so that as many of your 3 man team gets at least Ability x3.

Elemental Defense, Status Defense, and Status Attack are your next concern. Almost every offensive spell in the game has an element to it. Every percent placed on your Elemental Defense is a percent of the total incoming damage from magic made either null or to serve you. Your top spells should be distributed to either Strength or your Elemental Defense (DPS wants Str while Vending Machines want Elem Def x4). Aim to distribute Elem Defs as evenly as possible. Status Defense should be treated with emphasis on major nuisances such as Stone, Sleep, Silence, Death, Confuse, Berserk, Stop, and Zombie. Shit like Poison and Blind are ignorable and Slow can be countered with Haste at least. Status Attack is a fun thing though. Unlike Elemental Attack, Status Attack isn't nearly as prone to blowing up in your face as Elemental Attack (and with a hard and easily reached damage cap of 9999 there's little reason to go for elemental damage after disk 2). Pick something fun like Pain, Death, Break, Zombie, or Drain to stick on your weapons and watch your enemies randomly go bye bye.

And finally, getting magics in the first place. First thing to note is that Magic determines how successful you are at drawing from enemies as well as it influences how much you gain from enemies and draw points. This is, however, a moot point since most of your magic should be coming from *** Refine where *** equals whatever magic you're currently looking for. These should've been your highest priority when you were going through the game and acquiring APs. Boost, GF Max HP^%, and Summon Mag^% are mostly worthless on later GFs (unless your GF's name is Doom Train) and are probably safely overwritten with abilities taught to your GFs. And getting back to getting magic, Card Mod is the best place for anything, magic or otherwise. See, what Card Mod does is it allows you to make items out of cards. Most of these items can then be further refined into magic or ingredients for upgrading weapons and making ammo. Additionally cards can easily be won from card playing chumps if you understand how to play Triple Triad and aren't playing with Plus and Difference rules which suck (granted playing with All is the best but it sucks in trying to keep it in regions). Furthermore the game is inundated with card playing chumps so you really shouldn't have had too much trouble in keeping a healthy supply of cards flowing into your Card Mod.


However from the sounds of the previous posts, I suspect that you haven't done this. Fortunately you still have options if you don't give a shit about 100% completion. I'm going to highlight a list of suggestions that should get you past Adel and the Sorceress Rush afterwords.

- If you have Tonberry and have Call Shop learned, use it to buy potions, magazines, and Refine fodder. If you don't have him, don't sweat it.
- If you have Doom Train, stick it on the party member with the highest affinity and lead off the fight with it. If not, use Meltdown. These inflict a status effect that drops enemy defense to 0 and little resists this (though given the fight you're fighting you'd probably be better off junctioning Meltdown to somebody's Stat Att instead).
- Look at your GF cards and your inventory and use Card Mod to get the items that you think will best suit your needs. High level cards can net you some very swank Refine fodder.
- Remember, at this point, whomever isn't on your active team should be considered for all intents and purposes to be permabenched. Anything still on them is either in storage or is a wasted resource.
- The caveat to the above is if you were using Zell before you put the game down for the long long goodbye since you'll probably want to swap him out for somebody with an easier to use limit break (although if you got stuck here you probably weren't using him to begin with).
- Have somebody with high DPS/Str stick as many Drains on their Stat Att slot if they have it. With high Spd and good Stat Def you'll have somebody who's effectively immortal.
- Cerberus is a good GF to use if you want to burn magic in a hurry. And don't be afraid of burning junctioned magic either, there's always more where that came from and there's nothing like Triple casting Curaga, Flare, and Hastaga for a quick turn around.

With the bullet list above you shouldn't have any trouble taking out Adel in one or two attempts. This game is incredibly easy to bend over your knee thanks to the developers' short sighted desire to rewrite the rules of JRPGs without actually changing anything meaningful, and then implementing a minigame that basically handed you the keys to the gameplay system on a silver platter.
Pages: 1 ... 231 232 [233] 234 235 ... 438


Powered by MySQL Powered by PHP Powered by SMF 1.1.20 | SMF © 2013, Simple Machines Valid XHTML 1.0! Valid CSS!