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Next Quiz Date: January 11, 2014
Subject: 999 (Nintendo DS)
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7636  Media / Single-Player RPGs / New FFXIII & Versus Scans on: January 31, 2008, 02:41:26 PM
Five year development cycles are my least favorite thing about modern gaming :(
7637  Media / Single-Player RPGs / New FFXIII & Versus Scans on: January 29, 2008, 03:14:09 PM
Yeah, but motorized battering rams are basically jackhammers, and motorized swords are sort of like those turkey carvers. I don't think either would make a terribly effective weapon unless you're hacking away at a slow moving, heavily armored whatever.

Or a giant, dead turkey.
7638  Media / Single-Player RPGs / Worst Hero & Villain on: January 29, 2008, 03:08:50 PM
I never had a problem understanding Salinger's writing. I mean, from a language barrier perspective. I still don't think he makes any damn sense, though -- even when he's being very grammatically correct.
7639  Media / Single-Player RPGs / New FFXIII & Versus Scans on: January 28, 2008, 07:50:33 PM
A gunblade also makes sense in that it's a combination of two things that are weapons :(

A chainsaw I guess could work as a weapon but that's because the chain is serrated. I don't really know if making the swords blade thrust in and out rapidly (which I'm guessing the engine could possibly do) would have any real... advantage although I must admit I don't know much at all about how swords work.

Maybe it's got some sort of helicopter thing going on.

Maybe in FFXIV will have a sword that's a sword, but in some horrible way that doesn't make any sense. Like, it's just 20 goddamn swords glued together and they all rotate.


http://finalfantasyversusxiii.net/screenshots/ffversusxiii10.jpg Closer engine. I mean image.

Vroom fuckin' vroom, baby.
7640  Media / Single-Player RPGs / New FFXIII & Versus Scans on: January 28, 2008, 02:21:38 AM
The thing is, going from that pic, the engine has no functional purpose. It's just *there*. I'd go so far as to say that it's not actual an engine but just a really stupid, overweight hilt.

The less bizarre their clothes get, the more bizarre something ELSE has to get.
7641  Media / Single-Player RPGs / New FFXIII & Versus Scans on: January 28, 2008, 12:38:55 AM
And this deserves a new reply.


Engine sword is, by far, the most retarded weapon in an FF game ever. This is fact.
7642  Media / Single-Player RPGs / New FFXIII & Versus Scans on: January 27, 2008, 09:17:32 PM
but I thought they were actually pretty boring to walk through, with maybe the exception of Arcadia...

They were. That's because all the neat, atmospheric eye candy I was talking about never actually did anything interactive. They look pretty, but they're still the same "Stop in, get a plot point and new equipment, and roll out" thing that the FF series has always sort of had trouble with*. They're not places -- they're shopping malls.

Oh, and I completely agree about SO3s town design...

Not to mention the dungeon design. Big, maze-like, and completely empty.

Every game should build in L1/R1 camera swiviling, which some of those didn't provide.

I left my PS2 at home, but DQ8 and FFXII both have controllable cameras as far as I can remember (and I played DQ8 like, three weeks ago, so it's really bad that I'm not entirely sure HOW you control it). I don't remember how one controlled the camera in Steambot, though.

they could be extremely compelling and believable, so why jump to conclusions.

The point I was trying to make is that Farushi and Rushi are stupid sounding names to my native-English-speaker ears. Especially given that the standard English corruption of farushi would probably sound like fuh-ROO-shee. Which sounds like some sort of kooky-bastard Faroese Yoshi Kangaroo. And Rushi sounds like "Russia" with a speech impediment and a stupid Ohioese accent. The second paragraph wasn't related.

* I think it was worst in FFVI though, and I think FFVII to IX did skirt around the problem fairly well, in that exploring towns would tend to actually net you stuff beyond "MORE GIL LOL!"

Another thing that made FFXII sort of hurt in this regard is that the same side-quests were basically posted in every town with a mission board. No real reason to travel between towns just for the hell of it. And I'm of the opinion that in an RPG, the towns should be part of the gameplay, and not just momentary pauses between dungeons (which is probably why I like the SMT games so much, DQ7's city-centric plot progression, and various other things I'm not going to bring up AT PRESENT, but in general games that have sidequests requiring you to return to old town make me happy).

And I think the Squaresoft game that managed to annoy me the most with the lack of interesting town exploration was Chrono Trigger. Mostly because it felt like it was teasing you with all of these fascinating locations like Zeal, and you never really got to EXPLORE the places. Then again, I'm also a huge proponent for gameplay in an RPG extending to other things like that battle system. Fishing in the UnReal World, dating in Persona 3, and some of the neat stuff the fans have implemented into the delicious fanmade Elite remake, Oolite, to name a few. And of course the Zelda tradition of Gobs of Hidden Crap and etc.

So I guess in this sense, I would've found FFX pretty cool with all of its minigames, except they sucked. NO YOU IDIOTS, CATCHING BUTTERFLIES IS *NOT* COOLER THAN MAGIC THE FUCKING GATHERING *BALLS.* And neither is water polo.

This is where Triple Triad and Tetra Master get relevant though. In both FFVIII and IX, if you wanted the best cards, you'd have to going exploring to play people that had the cards you want. FFVII to FFIX also had Special Stuff to find (Materia, Dog Magazines, Coffee, etc.).
7643  Media / Single-Player RPGs / New FFXIII & Versus Scans on: January 26, 2008, 04:18:32 PM
I've seen many people come out of graphic design schools with a terrible aesthetic sense

Sabrina Online.

Anyway, I guess another point is that there's a lot more to feeling like a city than just looking like a city. It's why Zelda-cities are more convincing than daggerfall cities, even though DF's cities are realistically scaled. Or also why I thought FFXII's cities were so neat despite the lack of a time-cycle. You had people just sort of wandering around, maybe standing outside their shops trying to drum up attention, and the like.

In any case though I don't think anyone's going to accuse this game of having worse art direction than, uh...

Which somehow ended up looking even more obnoxious than Xenosaga.

It's not so much that the character designs are lame in SO3's case. It's that they're very, very animeish, and the backgrounds are so... lavishly realistic looking.

I'd much rather have "boring" than "40 different people worked on this and none of them were even aware the others existed until it came time to add all the art together."

It's also possible that the city areas in FFXIII are supposed to look very bland and mundane, because there's going to be some really fantasyish whiz-bang color-world later.
7644  Media / Single-Player RPGs / New FFXIII & Versus Scans on: January 25, 2008, 07:40:12 PM
I think Hidoshi was just trying to get up in Iron Maw's grill or something.

Iron Maw's being fanboyish in a very "If you don't like it GTFO" sort of way. Also in a "I'm going to focus on really minute, perhaps even syntactical, details about what you're saying and generally miss the point completely" sort of way.

And in any case, as much as I think the visual designs are uninspired*, again, it's not a fact.

Farushi and Rushi being stupid sounding names, however, is totally a fact. They're scientifically inaesthetic. We can use science to determine this but it might be a little bit expensive so we won't.

<Post-script section>

* This actually might just ba e case of really retarded media stuff on Square's part. They might be assuming that American's are still fascinated with the Matrix. Namely:


It's got some crazy-ass canyon with goddamn dinosaurs in it. And huge rock formations. So instead of drumming up HOLY CRAP WE HAVE !@#%ING DINOSAURS they're like "Hey guys check out this emo matrix animu thing!"

My main point with saying that the visual design element thingumsz is boring is in the sense that like, it's pretty realistic, in the sense that realism-styled portrait-styled paintings are also realistic. Actually catching HOW reality looks, exactly, is more being autistic enough to catch every. single. bloody**. detail. than being creative.

Unless you're bethesda in which case you come up with http://www.pibweb.com/review/images/oblivion_emp.jpg somehow. Barf 1000!

** Not actually british.

<Main Post Continues>

In any case, I liked the gambit system in FFXII! It was the rest of the battle system I didn't like. Also, I'm not sure how getting new gambit commands over time was supposed to add anything. I think they should've all been available from the start, honestly, since that's borderlining on being more of an interface function than... anything elese.

Also didn't like the lack of a DQ8-esque day/night cycle which would've been PERFECT for FFXII, the repetitive, empty dungeons (LOL that stupid oil field thing GO AWAY), the way the random chests sort of made exploration less interesting because you weren't really FINDING stuff, and the, uh, well, as I've said before, battle system felt like CT's to me, with all the neat stuff removed.

Gambit system is a great idea, though. Just for something that actually plays like an action RPG.
7645  Media / Single-Player RPGs / New FFXIII & Versus Scans on: January 25, 2008, 11:54:58 AM
I'm clearly talking about the screenshots I saw and the videos on youtube which pretty much show exactly what I'm talking about (in addition to some prairieland thing with a bunch of giant rocks on it, which actually does look interesting). I pretty much have to make assumptions based on this because that's ALL WE HAVE TO GO ON as their hasn't been much info released, and if rampant speculation is a problem well then holy crap, close the topic now because that's all that's going to be going on here.

I don't know what's so hard to understand about that and nobody else seems to be having trouble knowing what I'm referig to.

When I mentioned realism, I was refering to the graphics, too. I've pretty much only been talking about the art direction and graphics because that's the only thing we really have for looking at right niw. Also, FFXIII is fairly realistic looking (or at least movie-realism, ala 300. More so than Amano's whispy art or Toriyama's anime, vy znaete?).

Are you actually reading what I'm saying, or are you just grabbing three words from every paragraph and... filling in the (sizable) blanks?
7646  Media / Single-Player RPGs / New FFXIII & Versus Scans on: January 24, 2008, 03:02:52 PM
Basicially the Farushi and Rushi are just two races that exist in FFXIII the former being a sort of God which is in the form of a Crystal and the later humans.

Yes, exactly. Do you see the problem with that!?



Anyway, it's not a matter of cheesy and over-the-top in regards to the art direction. Yes, FFVII had a lot of cheesy and goofy scenes, however A) Cloud was supposed to be some sort of pretentious DICKWEED from the beginning so we're not supposed to be taking him seriously anyway. B) When you do stuff like that with crappy, late-90's CGI and textureless, gouraud shaded polygons, it is, for whatever reason, more acceptable than when you're doing it with really, really realistic (Well, people with vaguely anime, vaguely real proportions and features and realistic looking skin, in any case. Also lots of Realism Fancy Lighting 300) models and backdrops and things.

You have all of this amazing hi-tech technology machinery at your hands and instead of really fantastic, otherworldly locations, the only thing you do with it is... make a game about a guy with a bunch of swords floating around him, full of scenes of punks standing on rooftops walking towards limousines (?).
7647  Media / Single-Player RPGs / New FFXIII & Versus Scans on: January 23, 2008, 08:04:15 PM
btw, i seriously don't like this art direction much. Hyperrealistic is boring.
7648  Media / Single-Player RPGs / New FFXIII & Versus Scans on: January 23, 2008, 12:34:51 PM
- This time summons are in digital form.

<Squaresoft King> Guys. GUYS.
<Squaresoft Employees> Sup.
<SK> Atlus is making these things. They're called Shumi Ami Tassen or something.
<SE> Say wut?
<SK> Ya fa rizzle. AnyhwaaaaaaaAAAAdillally, theys got this new thing out called Persona 3, and it's better than us.
<SE> Zounds!
<SK> You like, summon demons. DIGITAL demons. With guns.
<SE> Zoundz times infinity!
<SK> HABEEB IT. So yes, mein Brethren. You know what we need to do.

(Also, Carbuncle refers to a deep red color or something so the ruby makes sense. It also refers to anthrax sores, apparently, so it being a, what, usually healing-ish summon really doesn't make sense.

The being able to sleep thing probably refers to some obscure holiday

That farushi and rushi stuff sounds like they're just making crap up.

Determination is pretty much the theme of every FF game when you get down to it, except for the first three, where the theme was pretty much just "kill the fuck out of shit" which is why I like them more).

That, or you're literally summoning binary for some reason.

You have to wonder though, digital summons? What sort of DRM laws apply to THAT? Maybe that'll be a major plot. Like, the main character is some sort of cracker warez pirate that's cracking warez by programming variables in her androgynous Linux distro.
7649  Media / Single-Player RPGs / New FFXIII & Versus Scans on: January 22, 2008, 08:34:27 PM
I totally agree about SM. You do have to consider, with the original, the kind of hardware it was on though. while the original metroid definitely didn't succeed as well as SM did, it still trumped a lot of stuff on that system. People DO remember the sound effects in the original metroid. Usually while cowering because it's something like "shooting one of those yellow things" or "low on health" or "in lava."

Earthbound's one of the other SNES games that comes to mind for interesting sound usage. The sort of compositions on the soundtrack were farily different from the norm, calling to mind 60s pop music more than celtic folk music and classical, but in the songs, you also had a lot of uh... musique concrete (whatever that are) elements, like the car radio sounds during the desert, the Beatles samples in a few songs, and probably one of the more touching/creepy/unexpected elements (correct word: moments) on the soundtrack,: that spoken "I miss you" bit. Game also has pretty memorable sound effects that really fit. They don't really, say, "interact" (intersect?) like they do in SM, but it's still really quality work, and the musical timing system Mother 3 incorporates is just a very natural progression of the idea.

Why are my webpost writing am get pretentious be as fence of dicks :<
7650  Media / Single-Player RPGs / New FFXIII & Versus Scans on: January 22, 2008, 03:14:28 PM
Shiguma I do stuff like that, uh, at least once a month. Totally touched that you guys remember :(((

Another thing about B-Teams is that they're smaller. To rip something else from that Dwarf Fortress article I quote like, every other hour (except this may have been in regards to Exile. Hard to say), is that basically, the fewer people working on a project, the more artistic control they have. In other words, if you've got two guys working on a game and they share the same idea but have different ways they want to do it, they can probably accomodate eachother pretty well because there are just two of them. When you have ten people, it gets harder. When you have like, 30 people, you start dividing up tasks and at that point nobody is really on the same page. This is why games with smaller teams have more of a unified design, with the gameplay, story, and art all tying in, and things with bigger teams can have lots of gameplay elements that are just there and don't really relate to the story or concept or anything.

I actually think this manifests mostly in music. I'm not like those C64 losers that think the SID was the ultimate game music chip and that eletronic music had made real instruments irrelevant, but I don't really see... well, look. Something I read about Metroid is that the sound programmer tried not to distinguish between sound effect and music. Every audio element in that game was supposed to be part of some weird gestalt, and I think he largely succeeded. I don't think trying to do that is really the trend anymore. I mean, not what happened with Metroid, specifically, but trying to use sound creatively, instead of just "sound effects" and "background music track."

And that's mostly what I HAVEN'T been seeing with FF games lately, if ever. I'm not as critical of like, several of the earlier ones just because I liked the compositions, but I'm not a fan of Sakimoto, I'm not a fan of shifting to "orchestral for the sake of orchestral," and seriously, that would be INCREDIBLY inappropriatey for FFXIII, stylistically, if they really are going to be more sci-fi/modern era.
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