Finished the game. On the RPGFan scale, 80% seems pretty much the right score. While the loads of equipment and class skills and whatnot can be fun to play with, they spent a lot of time adding all this to what was at its base too flawed/simple a game to make use of it. Get your basics right- if your combat is slow and mind-numbingly boring, I'm not going to want to grind out equipment or classes.
I didn't touch alchemy one bit by the way, unless you count making the most basic things (Medicines from other medicines). Running around the map looking for materials that don't have any real clues to where they are (outside of painfully obvious ones like lava lamps in volcanoes or something) isn't my idea of a fun crafting system.
If you think this game's combat was slow and boring then I recommend never touching another FF game outside of XIII. Butt yea, I toadally agree with yous 1000000 purrsent that exploiting a world map was needles and booring, they should 'ave klept it as either a list of destinations or butter yeti a long hallway much like FFs X and XIII respectfolly.
Also, something about the story bothers me, so I might as well mention it.
If this happened long enough ago for this empire to have actually fallen, why didn't this ghost go to the first obvious place to look for the Celestian? You know, in the jail of the people that killed her and took him.
While the plot's not perfect, what game plot is? Besides, there was something being mentioned about something going down in the empire during their first downfall aside from Upover and its dragon wrecking up the place which I don't know more about since I haven't reached postgame yet.
Grandia breaks down into a pretty simple pattern from what I saw. At least, Grandia 2 did. You either spam crits or combos based on who's first in combat from what I saw and it got pretty boring since the pattern never varied.
What's nice about the two games I mentioned (GS and Grandia) is that there are other considerations to make in combat other than attacking and healing. For example, in Grandia, you needed to do some quick math in your head if you wanted to use Crits to interrupt enemies (Can my character get close to enemy fast enough, etc), and in Golden Sun, the use of Djinn/Summons had a risk/reward system where you could risk death through pitifully low stats to end combat much faster (Assuming you weren't grossly overleveled). If the rest of the DQ series has things to consider other than just spamming attack and Healmore, I can't imagine why they decided to actually devolve the combat. I don't care if it's too easy- because Grandia and Golden Sun are not in any way difficuly- as long as it's fun, which DQ9 is not.
Sorry but Grandia really is as bland as he says it is. You've got no control over your party loadout and most of the characters are crap anyways since Ryudo is the one stunlocking/curbstomping anyways.
Also RE: Golden Sun... Bwhahahahah!!!
No seriously, what game were you really playing, because half of Golden Sun wasn't even that remotely strategic. The strategy for most fights came from figuring out how many characters will it take to bring down an enemy so that the rest of your party didn't waste the rest of their turn wiffing at an empty space that used to house said enemy. And Dijinni summoning was a very poorly implemented idea that lets you get off one fuck you all to hell attack then having the rest of your party cover for your summoner for 5-8 turns or until she's at the point where she wont get anally gang raped immediately by anything that can survive said summon. Also don't forget that the final bosses in that game were big on turning off your preset Djinni effectively casting a temporary level down on your characters.
Not even DQ's Tension is that bad.
Am I the only one who felt that a lot of the bosses' difficulty just came from the fact that they sometimes had a ridiculously high critical hit rate?
Nope, you are not alone. I've had some bosses score critical hits at least half the turns the whole battle, mostly towards the end of the game. I guess instead of opting to create any actual boss AI or strategy involved in taking these guys down, they made you have the need to go grind so you can survive a critical hit. Par for the course, really.
The critical hit spam is there so that you can't just curbstomp the boss by abusing class switching or getting a really high level equipment from on-line and grottoes. Its the only way to compensate for builds featuring paladins or priests, and the final boss also heals himself for a good 500 HP as well so you can't just cheese the fight with a high level paladin and priest combo without someone else who can also be the damage dealer.
This isn't a recent Final Fantasy game after all where final bosses are complete jokes.