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Subject: Persona 3: FES
Prize: $20 eShop, PSN or Steam code
Date: 3rd October 2014 Time: 16:00 EST
331919 Posts in 13590 Topics by 2191 Members
Latest Member: Zaltys
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6466  Media / Single-Player RPGs / Re: RPGs that critics love but fans of the series hate. on: June 11, 2009, 05:35:00 PM
Esthar is sort of like you're watching a black and white movie, and then this new character is introduced and they're all rainbowed colored.
6467  Media / Single-Player RPGs / Re: RPGs that critics love but fans of the series hate. on: June 10, 2009, 10:05:31 PM
Each character has five skills. That's not too much freedom, and I don't see how that could've gimped your main character unless you did something ODD like put ALL of your points in a personality skill. Just allocate points into whatever you're currently using, saving enough for the other skills if you wanna help them along too.
6468  Media / Single-Player RPGs / Re: Forgotten Old Square RPGs? on: June 10, 2009, 08:15:23 PM
FFIX is an exotic flavor in that its an FF game where all of the systems seem to actual feed into eachother in away that makes sense.
6469  The Rest / General Discussions / Re: EA: Girls, your value is as vapid fashionistas on: June 10, 2009, 05:01:09 PM
My new 50-something co-workers also like Hannah Montana. They also think that switching to all digital cable, and banning trans-fat containing oils in restaurants are the first steps to becoming a Communistic society.

FML.
6470  Media / Single-Player RPGs / Re: FF7 downloadable on PSN TODAY! on: June 09, 2009, 10:21:09 PM
Quote
Also a compelling argument for why a remake may not be a very good thing.

See, I like the idea of remakes as... well, patch versions. Like, remake FFVII, but leave it visually more or eless the same -- just add in some new features and rebalance it and fix bugs. Y'know?
6471  Media / Single-Player RPGs / Re: Forgotten Old Square RPGs? on: June 09, 2009, 07:47:35 PM
gen, that's the gustav side of things, mostly. wil's is almost entirely dungeon crawl.

although yeah less explorationy and a lotmore linear, but you can stillg et sidequests and stuff. or at least backtrack a bit in certai n time periods
\
\in a lot of ways sgf2 is probably the most unconvential game in that series. honestly o don
t eve grasp how diuels work still, or the stuff with chiups. and the tech system is... odd.
6472  Media / Single-Player RPGs / Re: RPGs that critics love but fans of the series hate. on: June 09, 2009, 05:47:05 PM
Good example, recently, is game sites reviewing Korg DS. Especially IGN. People are complaining about it not being a tracker or something weird. Well no shit it's not a tracker.

However i still maintain that whole "fine line between acquring a taste for and putting up with" idea which is somewhat pavlovian in nature anyway. Maybe RPGs really ARE boring. We're just like, used to tahat. Or nu,b to it . So maybe its the nn rpgers t hat can see itmpre?

goddamn finger fuuuck

what I mean is that broad statements like "turn based always sucks" is utterly worthless -- i mean you can see similar things with strategy games now -- but some of the non-rogers playing rpgs are sort of doing it with fresh eyes.

in a sense smt:n really changed how i percieve rpgs and made me a hell of a lot criticaller about the.

additionally when wasnt game informer shit and some sort of gamestop shill rag WHORES
6473  Media / Single-Player RPGs / Re: Forgotten Old Square RPGs? on: June 09, 2009, 05:40:50 PM
The remake looks kind of ugly though :( There's no PERSONALITY in the art.

Also yeah what the hell. SGF2? Plays like a normal JRPG? I admit i have a hard time getting into it because it's easily the hardest saga game out there and definitely has the most unforgiving weapon breakage system in place out of the bunch, but... normal JRPG? Maybe if you never even touched Wil's story, ever, but even then...

also i hurt my finger at work today :( and i can't type right :( or play videogames that use shoulders buttons :(

Or games that use buttons in general. Balls.
6474  Media / Single-Player RPGs / Re: Forgotten Old Square RPGs? on: June 08, 2009, 07:10:27 PM
I never played Rudra no Hihou much but I remember it being pretty as hell. I should give it an import maybe sometimeish. I remember a lot of people reacting pretty negatively to it, though. What's it play like? It seemed... pretty FF-ish. I know how the spell system works but that seems like it'd lead to a lot of useless spells.

Quote
And Final Fantasy Mystic Quest!

Hey nothing wrong with that. Kind of felt that SaGa 3 was a majorly improved sequel -- FF:MQ was a bit grindy, after all, and what's the point of non-avoidable non-random encounters? -- but it's not a game I dislike.

Besides. Who am I to judge with MY tastes.
6475  Media / Single-Player RPGs / Re: RPGs that critics love but fans of the series hate. on: June 08, 2009, 06:20:54 PM
Bottom line: i really don't care about media reviews, i stopped reading them years ago.

Then don't go saying they're terrible when you haven't even been reading what they write.

But they are, again, that's why i stopped reading them.

It's like a Möbius strip made of stupid.

Your posts are stupid and so I stopped reading them like months ago and now I'm an authority on your posts.

There. Now it's a Klein Bottle of stupid.
6476  Media / Single-Player RPGs / Re: RPGs that critics love but fans of the series hate. on: June 08, 2009, 06:19:27 PM
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Why is it that everyone is so hard on RPGs for being similar, when there are a hundred identical FPSs out there... lets face it, FPSs haven't changed in any major way since before Doom

Of course it's an oversimplification -- there's always exceptions. But there's some truth in what he said.

For your first clause, because shooting things with a gun is inherently fun, and picking "attack" froma menu really isn't.

For your second clause.

Doom used what is considered a 2.5D engine, in the sense that maps were 2D in nature and the 3D aspect of them came from basically extruding them up. The shift to actual 3D was pretty big. So were additions like ducking and crouching because they made the whole process of killing things more varied and interactive.

Half Life and Quake 2 introduced the idea of linked levels that cohesively merge into each and allow for backtracking. Unreal introduced big outdoor levels with lots of organic touches and things like birds flying around. Also pretty big shifts. Level design matters a lot in... well, any game, really. The nature of level progression changed a lot, though, with Half Life and Q2, as you had OBJECTIVES. it wasn't just find key, open door, go to exit. End. And the terrain of the map became more important to how you played through it.  

Also, the move away from hit-scan weapons to more physics oriented weapons also changed things pretty massively, since in Doom, point and shooting was pretty much all you had to do to shoot an enemy, whereas by the time you got to UT, you only had like three hit-scan weapons and everything else could be ricochetted off things or bounced around corners or took time to hit the target, which introduced both a level of strategy and a certain need to cope with, well, rockets being slow.

The funny thing with FF is that there's no real core underlying 'ruleset'.
6477  The Rest / General Discussions / Re: These forum descriptions bore me. on: June 08, 2009, 03:31:13 PM
Son you better get some neosporin on that burn.
6478  Media / Single-Player RPGs / Re: Forgotten Old Square RPGs? on: June 08, 2009, 03:15:52 PM
Chrono Trigger does what it does very well, but it doesn't really do a whole lot.
6479  Media / Single-Player RPGs / Re: What makes for a good RPG sequel? on: June 08, 2009, 10:29:41 AM
Before it devolved into a bunch of surreal observations about things.

Here, I have an interesting concept.

What if, instead of looking at any individual game in a series and trying to judge whether it was a good sequel in and of itself, and with maybe just the limited context of its immediate predecessor, what about looking at the series as a whole, analyzing the particular role that game served in the evolution/devolpment of its series, and judging the game in THAT sense?

For instance, I said I tend to judge individual games on their own merits. But let's use Ultima 3 as an example. Ultima 3 isn't a game I found HUGELY fun, but it marked a huge shift in the Ultima series, as it added in parties, tactical combat, and it marked a big move away from the unrelenting and incomprehensible cracked-out, soul-punching insanitardation of Ultima 2.

I have to admit that sometimes I wish their was a little more... mmm... idea reuse inside of a series. DS2 is a very recent example of Atlus taking what WAS a good -- an SMT action-RPG -- and then refining it and improving it to make it something really well executed. What IF FF8 had played a lot like FFVII, only better balanced, a little more difficult, and generally improved? Or what if FFIX took the junction concept and expanded it?

I guess in a very theoretical sense you could say that Espers, Materia, and Junctions were all the same basic concept -- equipable trinkets that changed your stats and gave you new magic/abilities -- but there was never the sense of refinement, there. More like they were just starting the same system over from scratch three times.

The ONE exception to this, maybe, is how classes changed from FF1 to 3 to 5 to T. Now, ALL of these games had some goofy balance issues (although 3DS seemed pretty reasonable, at least for the first part. It sounds like stuff starts imploding towards the end), but there's definitely a sense of development and progression here.

Also, before I deleted it in favor of something more succinctly explaining my feelings, I also posted something about how the mana gaves have evolved throughout the series, and why such evolution's never been entirely positive there.

In general though, I like what Atlus has been doing. They stick to some core concepts that they keep developing on -- Press Turn, most recently, and some other series staples -- while often recontextualizing them. And they also do kind-of-incremental... well, would calling DS2 and P4 patch-sequels really be inaccurate?

But I do wish that CT would've had a direct *gameplay* sequel that fixed some of the things with CT. And in that same sense, I also wish CC had a direct *gameplay* sequel that would fix some of the things there, too (Namely, moving the thing to hardware it would actually run at a decent speed on so that they wouldn't have to lock the frame rate at like, 40).
6480  Media / Single-Player RPGs / Re: What makes for a good RPG sequel? on: June 08, 2009, 12:27:06 AM
Press Turn is also kind of more of the same but honestly Press Turn i something I wish that Atlus would just relinquish their copyright on so that it could become industry standard or something.
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