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6826  Media / Single-Player RPGs / Re: Final Fantasy X or XII? on: April 28, 2009, 11:48:28 PM
Anyway, MMOish or not, FFXII did start rubbing me the wrong way, mostly because a lack of interactivity. Dungeons were large, empty things you killed enemies in, and not really worth exploring, and not things you really DID stuff in.

I also felt that FFX's battle system added a lot. CTB was a fine idea that worked well, the game wasn't excessively easy, and strategy mattered. However, I don't like the sphere grid that much. On the other hand, you did have a lot of neat skills to play with, and FFX had the best limit break system out of all the 3D FFs since it was *variable* and you could set it up to work how you wanted. Gameplay wise, it's also a lot more complex than FFXII. You have customizable weapons and summons. FFXII, on the other hand, while being an even MORE dramatic change, somehow came off as being more generally ATB than anything else.

The problem is the story's sort of goofy. Well, no. Not the story so much. Not all of it. I don't know. It's got this huge "Hi I was written for 13 year old girls"itude about it.

On the other hand, as I've said before a BAJILLIONZ of times, I think FFXII had even MORE stilted dialogue somehow, and the faux political storyline was even MORE obnoxious to mean and it kept throwing around terms like deifacted nethicyte until I didn't have a damn clue what was going on and just stopped caring. FFX had pretentions but it didn't feel like it was constantly shouting "Hey, hey! Look how smart I am!"

I don't know if I'd call either essential. I liked FFX a lot more, especially from a gameplay standpoing, but good god the characters needed to talk less.
6827  Media / Single-Player RPGs / Re: The youthful protagonists thread on: April 28, 2009, 11:37:47 PM
I can't really recall any silent protagonist JRPGs where you actually get meaningful dialogue choices other than Growlanser


Sure, you have the female healer heroine in every game, and her personality may just be a cookie cutter stereotype, but she always looks unique!


Healer archetypes generally tend to look very similar because they have similar personalities and anime is codified to the point of being silly. Tales in particular is especially stupid about this because they literally do it every goddamn game in the same way.

This isn't something RIGIDLY followed in JRPGs. Just ones that tend towards using really generic character archetypes.
6828  Media / Single-Player RPGs / Re: Why do I not understand all the fuss about Chrono Trigger DS? on: April 28, 2009, 11:31:56 PM
There's not really any meaningful new content. It got a retranslation -- and of all the Square games I've played, CT's probably the one I thought needed a retranslation the LEAST, and I honestly, honestly get the impression that Woolsey's translation was an improvement on the original script because from what I've seen there's no indication that there was any sort of character development or personality in that at all -- and some tacked on stuff that doesn't matter much.

Also, CT's dungeons were, with a few mid and late game exceptions, fairly tiny and straightforward. That, more than the battle system's presentation, probably helped against you getting lost in them. Square never really did do PS2-ish cyclopean clusterfucks, for that matter.
6829  Media / Single-Player RPGs / Re: Nostalgia for DS on: April 28, 2009, 08:55:52 PM
I dunno how I feel about the art style those guys use. I don't mind midgety, but if you go that route, I'd prefer the sort of hyper-detailed stuff like in RS:MS, and the art here IS a bit uncomfortably Wild Arms 1 meets Metal Saga. Both games I loved, of course, but... well, they're not going to win any prettiness awards.

That being said, I don't want to get my hopes up about this since the information's a bit sparse but it sounds pretty sweet so far. Like uh, Steambot meets SoA?
6830  Media / Single-Player RPGs / Re: Final Fantasy X or XII? on: April 28, 2009, 04:30:19 AM
I still wouldn't say FFXII plays like an MMO. The battle mechanics are apparently more like recent MMOs (which I wouldn't understand. Seriously. The only MMOs I know are UO, Era Online, and Graal, and none of those play like FFXII :P), although it could also be said that they're very similar to Infinity Engine's setup, too, so what they're doing isn't STRICTLY MMO related (Also, Ultima 7 and Contact, for instance, both used a "walk around, automatically fight things" approach for combat. U7's actually probably the closest comparison. Whatever).

Anyway though, there IS more too it than that. Namely, as far as the skill system goes, what FFXII uses is... very JRPGish in it's... eh, approach. Skillwise, I mean, I'd expect skill trees for like, magic and attacks, and a lot of non-combat skills -- smithing, fishing, sneaking. Something a little like EO or RS:MS, if you will. There's also no real set notion of character archetypes, which is central to a lot of MMOs. And uh... I don't know, just the general way the game progresses. It DOES do a lot of things that are facsimiles of what you see in an MMO, but they just seem off, I guess. I can't explain it.

The most MMOish thing about it is probably how loot, drops, and mobs work, and also hunts. I still wouldn't say that makes it like an offline MMO, though. Necessarily.
6831  The Rest / General Discussions / Re: RPGFan Super Game Journal Turbo II - The New Challengers on: April 28, 2009, 04:20:37 AM
Did emelia's costume changes incur any stat alterations? For some reason I THOUGHT they did but now I'm not sure.
6832  The Rest / General Discussions / Re: RPGFan Super Game Journal Turbo II - The New Challengers on: April 28, 2009, 12:50:08 AM
I found one but the formatting blows (millions of spiders out of its mouth and into my long, flaxen hair). It'll work I guess, though.

I sort of feel bad about negleting Lute in favor of Fei-on. I mean, his personal quest is sort of silly (although goodish from a completely sandbox perspective I guess, which is probably why it's there) but I think he's an all around pretty cool dude. His seems pretty effective, too. However, I already have Gen as a sword user and he's a bit better. I'll probably use Lute a lot with Blue, anyway.

Also wondering about how combos work in this now (and RS:MS, I guess). I was doing some research on how they work in US and it seems like each attacks inherent "speed" value matters a lot there (And is probably also the only thing that effects when enemies attack in relation to you. With SGF it just sounds like certain attacks are more likely to combo than others. RS:MS I'm less sure about, because stuff seems to combo more frequently than SGF. It also seems to be base loosely on "attack type."
6833  Media / Single-Player RPGs / Re: Why do I not understand all the fuss about Chrono Trigger DS? on: April 27, 2009, 05:28:01 PM
Except it's still not really all that hard even if you ignore weaknesses, because it's Chrono Trigger and it's very easy.

Also, really, CT's battle system is ATB with combos. It hasn't really aged any better or worse than any post-FFIV ATB battle system because they're all very, very similar. Combos DO make waiting around a bit meaningful, but the easiness of the game still kind of offsets that.
6834  The Rest / General Discussions / Re: RPGFan Super Game Journal Turbo II - The New Challengers on: April 27, 2009, 04:23:58 PM
If you think Nightmare is bad try No Future Mode. X(

I've played No Future. I'm doing this from level 1, mind. I'm not THAT masochistic.

Of course, they both have level 99 tropicallo. Which I beat. Once. And that was enough.


Did the Yorkland stuff. Had to ditch Riki's powerfulish GroundHit because it was making him very unstable. Still scumming for skills. Bad me.

Gen Eric Gui is there a chart of what stats mystics get from which monsters or something.
6835  Media / Single-Player RPGs / Re: Why do I not understand all the fuss about Chrono Trigger DS? on: April 27, 2009, 04:16:04 PM
Most combos were utterly useless

shut up I'm being conciliatory

(Also, there's some truth to what I said, assuming you exploit enemy elemental weaknesses, at which point combos are a very good idea and do to an extent save on MP. however, discerning elemental weakness isn't easy, because Chrono Trigger isn't a Megaten game, and the only explicity information you get in-game is that dinosaurs hate electricity).

(Also, compared to everything else out around the same time with a combo system -- which maybe was early RS games and uh PSIV -- CT probably did it the best.)

(I keep forgetting that I asked this, but how useful are combos in the P2 games and P3? Actually, P3 wasn't combos so much as combination of certain personae being possessed opening up new skills. Whatever.)
6836  Media / Single-Player RPGs / Re: The youthful protagonists thread on: April 27, 2009, 04:04:41 PM
SO2's characters probably wou, with the exception of Precis, ld have been less annoying if the translation had been better. Honestly though I don't know if I'd recommend playing the game for the story. It also kind of stops making sense towards the end unless you're Luke Drelick. I like the game myself, but just because I dig the skill system and battles and fairish amount of non-linyurarity.

Though, I think a game that addressed childhood in an appropriate manner could be pretty cool. It'd probably end up like a Mother game or something.
6837  Media / Single-Player RPGs / Re: Why do I not understand all the fuss about Chrono Trigger DS? on: April 26, 2009, 10:47:29 PM

One of the things, I think, that could be seen as a problem with Chrono Trigger is that while it does do what it does very well, it really doesn't do a lot. The particular innovation this game had was the combo system, which was quite well done, but it didn't really bring a lot *new* to the table.

There are a few other things I see pointed out as innovative, sometimes. I remember a 1up podcast where they said Crono never HAD to be in your active party, which is completely untrue. That's only for the very end of the game when you hit the sidequests. Second, some enemies had weapons you could burn away. By some enemies, I mean like... hardly any, and doing this was inconsequential.

There's also the matter of the battle system taking place on the map. I always considered this an entirely aesthetic thing, because it IS. And I have to admit that when I was 11 and first playing CT, I thought this was the coolest thing in the world. And now I don't.

And then there's the matter of time travel. Maybe the biggest missed opportunity is that it doesn't play into the gameplay that much. It's relevant to a few of the sidequests, and the thing with those locked chests. But otherwise it's part of the story and strictly part of the story. Stuff you do in the past never really changes stuff in the present from a gameplay standpoint, unless the story demands it.

I'm also not sure I'd call CT really influential. Combos didn't suddenly become hugely commonplace after it came out (and, uh, they never really became commonplace anyway). None of the somewhat unique features from the game did, really. I think FFXII is the first non-strategy, non-action JRPG SINCE CT to do battles on the game map.

Anyway, the point I was trying to make is that, while it's a very well done game, it doesn't do a lot of stuff that's really unique. It's a pretty simple game, and if you're more used to recent games that give you more choice about how you develop your party or something, it's not going to offer as much.

6838  The Rest / General Discussions / Re: RPGFan Super Game Journal Turbo II - The New Challengers on: April 26, 2009, 07:57:59 PM
Boomerangs hit all enemies.
6839  The Rest / General Discussions / Re: In this thread, a guy bites his own dick off! on: April 26, 2009, 07:56:39 PM
One time Tricky Dick Nixon had a dick and his dick had a dick too and his dick bit off his dick's dick and then Dick bit of his dick and Dick's dick's dick.
6840  The Rest / General Discussions / Re: Best Buy on: April 26, 2009, 05:23:57 PM
But didn't everybody hate Operation Darkness*?

* Darkness, shmarkness. Go to Barkness.
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