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31  Media / Single-Player RPGs / Re: Final Fantasy VII Remake on: December 07, 2015, 04:15:07 PM
I can see a few theoretically reasons why being upset over episodic is a fair, but agreeably premature, reaction.

-Life is Strange. Some liked it, most thought it declined pretty steadily and fell very flat by Episode 5's end. Dontnod might've been the maker but SE was the Publisher. If you've ever worked in writing you know Editorial power almost always lies deeper with the Publisher than the creator; doubly so for video games. So SE's already proved their Editors are pretty sub-par when it comes to dealing episodic stories.

-FF7-Remake's vision will be inevitably altered by fan-feedback if they're using an Episodic format. That's just how the beast runs these days. TellTale does it with their products, usually to a decent degree. SE did it with LiS...and we all know how 'well' that worked. Mix into the fact that this feedback will be coming from the vocal sect of the FF7 fanbase, universally known as one of the most aggressive, divided, and toxic fanbases out there (matched only by hardcore MOBA players and Beliebers)... I can see why that would be reason to worry.

-Time-spread is going to be a major issue here. Because Episodic games are always altered based on reception of the prior title and fan-feedback; these episodes are not going to be anywhere near finished by the time the prior one rolls out. Current episodic games take about 2-4 months per episode to complete, test, and release. However all of these prior games have lower graphic design needs for literally everything from character models to environment, have minimal gameplay (pretty much all QTEs in minor spreads), and presently have an industry standard of coming out in sets of 5's.

Something of the caliber SE has displayed in their trailers is going to require a 3-6 month cycle between episodes...minimum. Now times that by five. From the day FF7-Remake-1 release you're possibly going to have to wait a full 2.5 years to finish the game. Assuming future episodes aren't bullrushed through QA to try and upend that; in which case welcome to bug-fest 7. Even on the optimistic end of that estimate (3 mo per/4 episodes); just how many people want to spend a full year waiting to play/finish a game? Not even the aforementioned VN-style Episodics we already have stretch that far.

Bear in mind, this isn't even playing Devil's advocate here and saying SE would take the XIII-approach. The time between XIII-2 and LR was one month shy of 2 years. Imagine FF7 split into threes and given that sort of Dev cycle. 6 years to play it from start to finish would be the result; outclassing the infamous TiTS wait even.

-And then finally, overall price. There's some pretty reasonable concern here for the total price being inflated by any number of shenanigans. DLC in particular will be a pretty strong concern here. For every chance there's not there's an equal number of chances there is; that SE won't allow DLC to carry over from episode to episode. Doesn't matter if the game pretty much engine clones or if the game is intended as a multi-parter. Did any DLC from FFXIII-2 carry over to LR despite it literally being a two-parter split title? Nope.

Off the top of my head those all seem like reasons why you'd automatically want to shoot down the Episodic approach as fast as possible.
32  Media / Single-Player RPGs / Re: Final Fantasy VII Remake on: December 07, 2015, 02:18:10 AM


I'm not sure I agree with this, since Bethesda games certainly offer a great deal of content, but at the expense of polish and variety.

*Numbers for file sizes are only as accurate as the info I'm finding for PS2/PS3 values; Xbox seems to crunch everything to about half and PC is all over the map.

Open world games, by their very nature, require a lot more data just to function at a baseline level than RPGs do. The only reason, in the past, RPGs held higher data requirements is because they used a higher level of quality for music tracks and because of the sheer amount of FMV/CGI cutscene spam. To compare, GTA San Andreas - PS2; took about 2.4GB of data where as FFX required about 3.4G. Only about 1GB shy despite running graphics that were far below X's standards.

But that was then. Music quality is now pretty universal across most AAA games, when it comes to file size/compression. And RPGs no longer need to utilize video tech cutscenes that weight more than two to three times the rest of the data. Even those that cut away cinematically typically use the game engine itself to move the characters and what not; rather than being a separate beast to be inserted later. So let's look at last generation.

Final Fantasy XIII: 37.6 GB
Final Fantasy XIII-2: 14.46 GB
Lightning Returns: 9.6 GB

GTA V: 36~ GB (Apparently there were problems even getting it to install with 40+GB open so I can't find a fully accurate number atm.)
Fallout 3**: 9~ GB
Fallout NV**: 9.4~ GB

**Counting full DLC and using the values my I get from my PC versions; I can't seem to find PS3 size values online.

It's pretty much tit for tat. Especially telling to me is that Fallout 3 and NV are about the size of LR...despite having only one higher-quality cutscene each (the pre-start menu cinematic), and using vastly lower rez graphics, and having much lower spoken dialog counts, ect., ect., ect.

I really doubt these numbers are that much different for the PS4 generation now. If FF7-Remake touts some insane file size it's because someone's intentionally doing a crappy job compressing things to back up their lie rather than it being legitimate space issues.
33  Media / Single-Player RPGs / Re: Final Fantasy VII Remake on: December 07, 2015, 01:00:44 AM
Makes me wonder if SE's PR department forgot to check the world market before peddling that excuse. Compared to the sheer amount of data in Fallout 4 I sincerely doubt anything in the FF7 remake truly requires 'episodic release because size'. Cash grab, plain and simple.
34  Media / Single-Player RPGs / Re: Fallout 4 on: November 24, 2015, 08:51:45 AM
*Side-Quest Related*

Really starting to wonder if Bethesda fired all of its writing staff that knew how to do Horror-themes. It's really, really bizarre because Skyrim had some really good moments in their side-quests that pulled off that kinda distraction gloriously. But between

Code:
The Museum of Witchcraft and Dunwich Borers

everything's been kind of a let down. The first was a fantastic build-up that (quickly) let to a VERY predictable, almost comedic end due to how poorly that particular thing could be cheesed. The second was a meh build up, promising middle, but as soon as that promise peeks its head out *pop*, it all ends.

In this particular case I'd rather they did nothing than present this half-baked mess. XP
35  Media / Single-Player RPGs / Re: Star Ocean 5 on: November 23, 2015, 07:54:41 AM
Starting to wonder if this is just a side effect of facial expressions becoming more 'realistic'.

Because if you randomly pause video of the human face, even during just casual conversation, eventually you are going to find multiple frames where that individual looks deformed, stoned, improperly proportioned, ect. These instances of 'weird face' could simply be horrible timing on the screenshoter's part.
36  Media / Single-Player RPGs / Re: Fallout 4 on: November 22, 2015, 12:42:31 PM
There's a diner mildly south(east?) ish of Concord. Most of the time you'll hit it pretty easily if you're just starting to make a beeline from Con to the old bridge crossing the northern river on your way to Diamond City. Although really your best bet is just going to Diamond City so you have a fast travel point to multiple merchants.
37  Media / Single-Player RPGs / Re: Fallout 4 on: November 21, 2015, 09:26:06 PM
Aside from poking into weapon shops, just keep looting everything, anything, and have enough Lockpicking & Hacking skill to open from Novice-Master level asap. I'm sitting on about 280-ish Shotgun Shells and 300+ .44's just from packratting. Think generally you're just at the mercy of what enemies feel like spawning with though. I have about 1000+ each of 10mm and .308 rounds but can never get Gammas to drop for the life of me.
38  Media / Single-Player RPGs / Re: Fallout 4 on: November 21, 2015, 05:26:50 PM
Little side discovery this afternoon. Apparently one of the most powerful weapons in the game isn't a gauntlet crafted from the waste's toughest beasts, not a (nearly) fully modded unique Laser Pistol, not even a full set quad barreled missile launcher...

It's a freaking switchblade.

Some random drop off a legendary, it gains damage per consecutive hit and only has one mod-slot to add bleeding damage. Mixed with its super fast attack speed and very low AP-per-hit requirement...the output it just insane. I'm pretty much running up to high-end Mirelurks and shiving them to death.

...funny thing is when I finally get around to using Power Armor this will still be my weapon of choice. Ai yah the dissonance.
39  Media / Single-Player RPGs / Re: LR:FFXIII to Steam -- the trilogy is here on: November 21, 2015, 04:28:45 PM
Never understood the disdain for Noel. Wasn't anything special but he was a far, far cut above the derp-muffin that Snow was, in any of his incarnations. Was honestly hoping they'd have the common sense to kill him off so that Serah could go that route instead. Alas, like Lightning, the worst of the cast list gets free passes for everything in that series.
40  Media / Single-Player RPGs / Re: Fallout 4 on: November 21, 2015, 02:55:57 PM
Good to know. X-x

Oh, I also forgot to mention putting people on supply lines requires the first rank of the Local Leader perk.
41  Media / Single-Player RPGs / Re: LR:FFXIII to Steam -- the trilogy is here on: November 21, 2015, 10:25:34 AM
Odd, I actually think XIII-2 is the strongest of the lot and 1/LR would've been much better if they'd been structured around that instead of that super bleh plot it had (LR didn't even had a plot, that was the equivalent of a writer wanking himself over a job (not) well done; even more painfully so than the Russel T. Davis finale of Series 4 Doctor Who).

The comedic approach actually worked quite well, more reminiscent of classics like V and IX. The idea that you need to take a setting 'super seriously' to the point where it just bogs itself down in lore and pointless melodrama is how you wind up with things like LR, or The Dark Knight Rises.

Irritatingly it's one of those things where I 'could' write up pages about where all the faults lie, how they could've been overhauled, ect., ect. but it isn't even one of those things where it's 'so bad you get steamed up about it'. Aside from XIII-2 everything was just...bleh and life sapping. Apathy generating. Couldn't even finish 13-1 and LR was the longest case of "...is it over yeeeeet? ;_; " that I only slogged through because XIII-2 had redeemed the concept so well.

That said, nothing wrong if you do enjoy them though. You enjoy your slushie, I'll enjoy my shake. <3
42  Media / Single-Player RPGs / Re: Fallout 4 on: November 21, 2015, 09:31:56 AM

A shared workbench inventory that extended beyond sanctuary would make tons of sense here.


Didn't see this earlier, sorries. In order to extend your inventory to other towns you have to be a bit silly. First construct a Settlement Recruitment Beacon (don't forget to turn it on after~). Technically you can do this with some of your party members but it just makes more sense to have NPCs do this. Once you have a few spare NPCs laying around (anywhere from 6-7 total population should do nicely) go into crafting mode and hunt one of them down (or just use the Bell). When facing an NPC in crafting mode there will be some button commands at the bottom of your screen.

You use this for assigning them to jobs locally too, but what you're looking for is the command prompt for 'Supply Line'. Once you hit this your map should pop up with a list of other locations you use as settlements. Pick one, send Skippy on their way, and their status should turn into 'Provisioner'.

Now your inventory is shared with that other settlement. Rinse/repeat for each spot you wanna use.

Finally made to Diamond City at level 14. Had to turn a blind eye to a few things on the way. Are any quests missable if I progress like that?


I'm pretty, pretty sure there are no time sensitive quests in Fallout 4. There hasn't been any since the old Water Chip quest in the original Fallout. It used to even have a time cap on the Super Mutant invasion after that but even Bethesda was like "...this sucks." and patched it out in later releases so you could enjoy the game in full. That one particular distress signal quest 'should' still be there as the plot progresses but I believe it's dialog may change depending on how far into the story you get because...reasons. >.>
43  Media / Single-Player RPGs / Re: Fallout 4 on: November 20, 2015, 08:08:02 PM

From, but I'm referring to more of an rpg standpoint where you walk into encounters with enemies far over your level or capabilities at that point. I mean do you stop seeing raiders and super mutants and only start seeing raider wastelanders and super mutant skirmishers later (whichever name is next in the chain), or does that happen in later areas, or do the enemies have an innate level that scales alongside you so you're never that overpowered compared to them?


From what I can tell enemy power in this game is...weird to ultimately determine.

-I know that certain enemy levels/types are particular to certain regions. I.E: Outside of scripted events you're not going to see Raiders in Deathclaw parts of the map because...well...Deathclaws. I believe this applies to enemy hierarchy scaling as well. I.E: You're not going to see anything stronger than a Super Mutant Brute (not counting random spawn legendaries) around Diamond City or stronger than a Feral Stalker around the police station. But as you move farther and farther from the 'core' area of the map enemy types, levels, and hierarchies will go upwards. Fallout games are traditionally organized so that level/powers static the moment you boot up the game. New Vegas for example, that Legendary Deathclaw in the hidden pass will always have the same stats no matter if you're level 1 or 50; but you have to go way out of your way to get into that kinda trouble before it's beatable.

-The difficulty setting appears to randomize this a bit though. Higher difficulties = a greater randomization of 'stronger' hierarchies into the area. Especially when it comes to the 'Legendary' modifier.

-That said...certain things in this game DO scale with level. I.E: There's a certain power armor suit that will only spawn in a certain chest when you're level 20+. And considering I've had areas I've cleared out before suddenly 'refresh' upon game reboot I'm wondering if the enemies in those specific spots behave the same as well in terms of scaling since they seem to act more like MMO Spawns than the rest of the normal enemy set. I'll revisit them every 5 levels or so and see if their hierarchy ever changes.



Short Hand Version
: Generally just treat the path between Sanctuary and Diamond city as 'the starter zone lv 1-10'. The further out you go from that point, odds are the tougher the enemies are proportional to the distance.
44  Media / Single-Player RPGs / Re: Fallout 4 on: November 20, 2015, 09:12:34 AM
For a more generic example your Mirelurk Queen is a Blastoise and the Super Mutant is a Bulbasaur. Even if they're both Level 50 one is going to hurt vastly more than the other because 'higher evolution'.

And thus began the mad dash to "catch 'em all" in the wasteland. ;)

...

...dang it...I'm going to have to play the intro during random bits of Fallout-combat now...and I just KNOW it's going to sync up...X-x;
45  Media / Single-Player RPGs / Re: Fallout 4 on: November 20, 2015, 08:38:45 AM
From the sound of it the game has told you, you just haven't caught onto the pattern yet. It's all in the naming.

For example. (Not the full chain of enemy types.)

Super Mutant < Super Mutant Brute < Super Mutant Master

Softshell Mirelurk < Glowing Mirelurk < Mirelurk Queen

So something higher up the archetype chain, like the Mirelurk Queen, is going to be vastly more difficult than a plain-jane Super Mutant. The skull is merely there to say 'This enemy is a higher level than you are.' Partly for power labeling, mostly for telling you 'Pacification will not work'.

For a more generic example your Mirelurk Queen is a Blastoise and the Super Mutant is a Bulbasaur. Even if they're both Level 50 one is going to hurt vastly more than the other because 'higher evolution'.
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