Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Grainofariver

Pages: 1 2 3 [4] 5 6 7
Single-Player RPGs / Re: Top 10 Story-Driven RPGs
« on: February 21, 2018, 06:16:28 PM »
This feels like one of those exercises I could spend eons reflecting on and get nowhere, so if you don't mind, rather than a list, I'd like to talk about 5 series and what I think they do well (sorry, no WRPGs here. Nothing against them, but they aren't my jam).

SMT/Persona: I'm actually in the middle of a discussion with a friend about how much I enjoy SMT and Persona's take on God/gods. It's not uncommon for a JRPG to conclude with the main characters fighting God/god, but these two games always take the concept a step further. Because both series often see God/god as a manifestation of some kind of human element (or, as SMT will often argue, vice-versa), oftentimes conflicts against them have a metaphorical undertone regarding the clashing ideologies. Occasionally this can go a step further, such as in P5's finale: [spoiler]It's  always interesting to see discussions about when Satanael shoots Jaldabaoth. Do you take it as a statement against the very concept of a higher authority (God/gods), or do you assume the Gnostic interpretation in which Jaldabaoth is a false god?[/spoiler] Occasionally it can also take a step back, such as SMT4:Apocalypse [spoiler]in which a bunch of kids can slay God with the power of friendship, which for me pretty much cemented the story as pure garbage not good for SMT.[/spoiler]

Tales is interesting because it often takes on some really high concept ideas, but the writing itself can never live up to them. For instance, Abyss generally does a decent job at exploring the themes of predestination, life, and identity, but it spends way too much time repeating the same concept and lines. It's as if the game is afraid you might not be getting it, and damages its own point by being so blatant. Vesperia has a solid theme of the nature of justice, [spoiler]until the third act when all of that gets abandoned mid-stride for a less-than-subtle message about environmentalism.[/spoiler] Most recently Berseria actually did a pretty dang good job with the dynamic between Velvet and Artorious, constantly challenging the morality of Velvet's rampage and Artiorious' salvation [spoiler]until again, the third act tosses that all aside to make Artorious the undeniable villain. More than any of the others, this one hurts the most.[/spoiler] I feel like there's potential to get something really great out of this series, but it has to keep its pants on until the very end.

Dark Souls gets a lot of love, so I don't want to talk about it for too long. The thing I really want to bring up here is that it does such a great job with its visual presentation, and that's something that more games need to really take note of. Video games are a visual medium, and the amount of information you can convey without speaking a word is incredible. If part of the fun of RPGs is exploring a variety of locations, then there's a lot of untapped potential in terms of designing those locations to tell a story.

Trails, to me, is an example of the importance of characters. I personally don't believe the plots themselves do anything revolutionary or original (aside from the scope, which huge props to Falcom for taking on something this large, and seemingly keeping their budgets in check to actually see it through to the end). Even the characters generally begin as some kind of trope. Yet, tropes aren't bad things -- they're just commonly seen story elements that frequently recur because they resonate well. Trails does the right thing by taking that common foundation and building into rounded, likable characters. Cold Steel 3 is among my most anticipated games, but given the apparent necessity for playing the Crossbell arc first, I've dubbed XSeed to be in a "localisation paradox". Still waiting to see how that plays out...

The thing I find depressing about the number of games that advertise themselves as "like Chrono Trigger" is that, in making that attempt, you've automatically failed to grasp what made Chrono Trigger so special. Chrono Trigger came from the mind of two JRPG masterminds at the top of their game, and rather than try to go one way or the other, they took the best elements of both series and made something new. Yet, the most amazing thing about CT is the momentum the story carries. In an interview, the game's writer, Masato Kato, said:

Furthermore, when making a game about time travel there’s a high chance of it not being done well and becoming like a chore for the player. Like planting a flag in the past and checking on the effects of it in the present and future over and over again, for instance. This could be said about RPGs in general, but if you think it through, whether it’s “do this,” “take this,” “defeat these monsters,” or “plant this flag,” it can become just a long string of errands.

It reflects clearly in the game. While not completely free of back-tracking, there's such a powerful sense that everything you do lends itself to the game's primary objective. The game's side-quests only become available at the very end, further strengthening the pacing. It's not just that you're almost always doing something interesting in CT, it's that what you're doing almost always has a clear and direct tie to the ultimate goal of the game: defeating Lavos.

Single-Player RPGs / Re: Xenoblade Chronicles 2 (no not X)
« on: February 20, 2018, 03:19:02 AM »
The whole Core Crystal thing is an enigma. Each rare blade already has a unique quest associated with them (which is really neat), so why couldn't they have simply tweaked that and made it the exclusive way to get blades? You wouldn't need commons anymore, and it would fix so many things!
- No more stupid Gacha crap!
- No more need to constantly spend time in menus shuffling blades to clear a field check (just run a check on all owned blades rather than equipped ones)!
- As an extension, better control on the dev's part to how you open and explore new areas, allowing for more unique approaches and discoveries!
- No more Merc missions that serve no purpose other than to give your useless commons something to do!
- Easier access to the blade quests!
- Blades in general just become more interesting and better integrated into the world and party!

Instead, I spent two hours opening 127 cores and getting two rares (true story). I occasionally find myself wasting time because merc quests are often required to advance side-quests, and rather than real-time, the timer stupidly goes by game-time. My inventory is filled to the brim with generic blades so that I can stack enough element mastery to clear the utterly meaningless check. Finally, I'd love to do each and every blade's side-quest, but not only would that involve grinding thousands of cores just to GET all the rares (I do not think that is an exaggerated number either), I would then need to grind the affinity required to unlock the quest. I have no doubt this would take dozens upon dozens of hours.

Maybe I'm just biased, but I cannot see a negative to stripping the current system. It's not even like I'm asking them to write a new quest for all 20-or-so rare blades, since they already took the effort to do that. The whole thing is an example of what I mentioned earlier: a really neat idea executed by rough systems that don't fit together quite right. It's funny: I'm someone who will often defend Tales of Xillia as being half of a good game. The devs themselves have admitted that the game's story was meant to be at its halfway point when you reach [does this even count as a spoiler?], and I think it shows because you can clearly see the character's hitting the turning point in their arcs. Yet, without that second half of the game, everything is rushed to a finale that doesn't feel earned or built to. It is a game that is literally half complete.

Xenoblade 2 is not a half-complete game. It's a fully complete game, but not necessarily a FINISHED one. All the parts of something amazing are on the table -- they don't exist in a realm of speculation, but are instead right there, and I think that's where most of my frustration stems. I don't need to talk about hypotheticals regarding what may or may-not have been the trajectory of a character's arc, but can instead clearly point to an aspect of the game and go, "I like THIS". Even with the plot, I can talk about the aforementioned scene with Rex in Indol and say, "I like THAT character". Yet it's always, ALWAYS, accompanied with some kind of 'but', some contradiction that I feel could've been (and probably would've been) addressed.

I'll get to the X post tomorrow -- it's too late, and my brain isn't at its finest at present.

Single-Player RPGs / Re: Xenoblade Chronicles 2 (no not X)
« on: February 18, 2018, 04:58:15 AM »
I feel like this game is proof that I'm a masochist. I just passed the 70 hour mark, and I have no clue what keeps me going. I mean, it must be a good game, right? Why else would I sink so much time into something that's not good? And yet, multiple times I find myself frustrated at the game. I wouldn't even recommend this game to anyone just to save them the inevitable headache. Nevermind the story, there's so many little problems that, had the studio not been so busy with Zelda, I'm SURE would have been caught. Stuff like:

Why do items disappear so quickly after killing an enemy? If there's more than one enemy, you're bound to have at least something disappear.
Similarly, with how many enemies hover over a cliff or abyss, why aren't items that fall off automatically grabbed and put in your inventory?
Why doesn't the gather symbol change to indicate the type of material you're gathering (mineral, fish, tree, etc.)?
Why, in a game with so much verticality, does the map not have layers?
Why does the game have to stop every time a blade uses its ability? (I've actually stopped gathering because of this)
And much, much more!

This, of course, is all without getting into some of the bigger gameplay problems, such as the lack of any control over AI behaviour or positioning removing any kind of tactical depth from combat and occasionally turning easily winnable fights into nearly-impossible slogs. Or, the constant shuffling through menus to set up the right composition of blades to clear a field check, only to have to go back in and revert everything to normal (and often times, change it up again two steps later for an entirely different field check). Etcetra, etcetera.

Yet, for all my complaints, here I am at 70 hours, and unless the remainder of chapter 8, 9 and 10 are all super short, I'll likely hit 80 before the credits roll. Why? Am I insane? Is it the video-game form of Stockholm Syndrome? Are the environments just THAT freaking good? When it works, there's a wonderful sense to exploration, and the environments are a little bit more fantastical/alien than something like BotW (which otherwise beats out Xenoblade in every open-world aspect). Even the characters have moments where they show signs of something engaging. Rex's comments on first seeing the refugees in Arcadia/Indol* are actually quite mature, and come from a character I'd like to learn more about. Too bad it only takes a few steps before the shounen-boy trope re-asserts its control, and the 'words won't fix everything' comment comes off like a bad joke.

I think, maybe, a lot of my frustration stems for the feeling that, if they'd just taken a bit more time to really test and reflect on the systems, this could be a really amazing game. It feels close, like a jigsaw that you can see clearly in your head, but the pieces just aren't quite coming together right. The result is something where I get a sense of what it could be -- and am really enchanted by it -- but am constantly tripped up by what it actually is. I'm glad I don't have to put a number to this game. Despite what I said earlier, I don't really buy into numbers as an accurate summation of an opinion (feel free to think of me as a hypocrite, I deserve it for trying to simplify my opinion). I would be at an utter loss for what to assign this game. Nonetheless, I'm curious what we'll see next. I see so much potential here, and I'd love to see it actualised.

Also, Aeolus, nothing on Xenoblade X? It's just the best RPG with mechs and a strong desire for bigger guns?

*I will never understand changing proper nouns in localisations. Playing with the Japanese voices, some names are just ingrained in my head from hearing them so many times. It's so jarring when I go to talk to other people about it, and I can't see what is gained from the changes.

Single-Player RPGs / Re: Xenoblade Chronicles 2 (no not X)
« on: February 15, 2018, 04:53:39 PM »
Hah! I see the system complexity won't be any less diminished for not having blades around. I'm not gonna lie, a lot of it went over my head, but the detail helps give me an idea of what to expect. I can only hope that my time with Xenoblade 2 will help me wrap my head around the original, since I'm guessing everything will be just as poorly explained. I should actually probably bookmark this post so I can come back to it later...

Sorry to say, I don't really have any questions about X. I don't have a Wii-U, nor do I see myself picking up one in the future. I probably wouldn't have even taken the plunge on a Switch if not for the distant promise of SMT5. Nevertheless, if there's something you want to say about X and it's place in the series (the general sense I get is that X is kind of an off-shoot that's not exactly a 'must play'), then I'm happy to listen.

Single-Player RPGs / Re: Xenoblade Chronicles 2 (no not X)
« on: February 15, 2018, 03:55:50 AM »
[spoiler]Rex just sank to the bottom of the cloud sea, and is looking for a way out. Fun fact, much like the first time we found ourselves trapped, quick travel continues to work.[/spoiler]

Which brings me to my first question, how much is there of this gameplay/narrative break in Xenoblade 1? Aside from being sick of getting told I won a battle I clearly lost, the gameplay just seems to clash with the narrative at every turn. You're supposed to be trapped, but you can still quick travel. Rex loses Homura/Pyra and decides to stop being a driver, never-mind the 6 or so other blades he's carrying around. In fact, they're never even mentioned, despite some being canonicaly tied to him.

I'm not really going to ask which has better characters or plot since that's more of a matter of taste, but I'm curious how Xenoblade 1 presents its characters and plot differently. For the first several chapters Xenoblade 2 was like a television serial, where each chapter started and ended with reaching the tree, but the core content of the chapter was mostly unrelated. I'm all for a game with a set objective -- I think FFX's "reach Zanarkand" is pretty much the staple of this. However, in FFX, while each location featured a mostly self-contained plot, everything nonetheless built toward that conclusion, while in Xenoblade 2 much of the first 4 chapters feels like filler while the game world-builds towards the actual plot. This also results in the last two members of the party joining much too late for them to be of any use gameplay-wise because by the 37-45 hour mark (when they joined for me) I'm pretty content with my set-up. It also means that, whenever the more political scenes show up, these two characters take the lead while Tora and Nia sit on the sidelines. In fact, outside of saving the party's butt a few times, Tora hasn't been relevant to the plot in ages.

Although I hate the RNG method for acquiring blades, I think the meta and variety they offer is pretty much the best thing the game has going for it on the combat side of things. I'm not a fan of micro-managing, so I mostly stick with the same rotation, but I'm curious how the original Xenoblade handles character growth and progression.

In a similar vein, how long are the fights in Xenoblade 1? Most of the enemies in Xenoblade 2 just have too much health, which makes generic and easy fights drag for much longer than they should. If an enemy is small or human-sized, they won't have much health, but they'll be full of moves that evade all your attacks or bounce most of them. Since there's nothing you can do during these segments, they serve little purpose other than to needlessly drag out the fight. Yet, while the bigger enemies don't typically have any such moves, their HP pools are freaking massive. Worse,  the game doesn't seem to make much of a difference in terms of dolling out rewards (so-far as I can tell), so that a level 53 bunnit that can be slaughtered in seconds will offer a similar reward to a level 53 snow-bear that takes a full minute to down.

That pretty much sums up the questions I can think of off the top of my head. Xenoblade 2 seems to be pretty divisive, so for the most part I'm wondering how it compares to the highly-praised original. I want to try the original myself someday, but 'when' is pretty up in the air. I spent years feeling like I missed out on something special by not playing it, and carrying those expectations into Xeno 2 lead to my first 20 hours being a largely frustrating experience. Even now, I don't think Xeno 2 is a BAD game -- I've rarely seen something so perfectly embrace a 7/10 -- but it makes me wonder if the legacy of the first might be a result of several outside factors (it was a solid Wii JRPG in a time when the outlook for both was pretty bleak, coupled with the limited release and Gamestop's shitty policy of collecting used copies making for extraordinarily limited product). Not that I mean to decry the quality of the original, but 2012 is a far cry from 2017 in terms of the number of quality releases, both in and out of the genre. The more variety available, the pickier people tend to get.

Anyway, that's my story. The reality is that I'm actually just deathly curious and stoked to finally have somebody capable of answering my questions!

Single-Player RPGs / Re: Xenoblade Chronicles 2 (no not X)
« on: February 15, 2018, 01:00:43 AM »
[spoiler]The thing with Nia is a major bummer, because she and Rex actually have some kind of relationship. Even if it's non-romantic, it's better than whatever Rex has going with Homura/Hikari. I don't really want to trash on the game, so don't take this as a major point of contention, but Homura is really just awful. She has so little personality that I actually have this overall sense that she doesn't speak much throughout the game, because most of the time she opens her mouth, she has nothing of value to say. Hikari is generic tsundere, but she told Rex more of value in the ten seconds after she woke up than Homura has yet to say about anything. She's the better of the two, but it's like comparing brands of cardboard.

Nia, on the other hand, actually HAS a personality. She and Rex joke, fight, and comfort one another. I may have issues with the way they handled her being a member of Torna, but as a character she's one of the game's strongest. I used to hope that the game would end with Homura/Hikari sacrificing herself, leaving Rex and Nia alone. [/spoiler]

I'm curious, have you played the first Xenoblade? I have many questions for somebody who has played both games.

Single-Player RPGs / Re: Xenoblade Chronicles 2 (no not X)
« on: February 14, 2018, 05:34:05 AM »
I appreciate the answers. They don't really satisfy me, but that's not because of you or your answers, but the writing itself. I think the worst of my fury has ebbed off -- I should be able to see the game through to the end, but I'm definitely going to end up extremely removed from the story and characters. I don't even mind anime tropes -- although no game is without some considerable flaws, I generally enjoy the Tales series. But I feel like even compared to Tales, the character development and interaction in Xenoblade 2 is aggravating. It's one of the three things that I think are really holding the game back from being great. The first being that everything takes too long (even at 10 levels higher than an enemy with a mirror-matter chip'd Hikari, the fight feels like it drags; the way it has to constantly show Blade abilities for resource gathering; etc.) , and the second the RNG (putting rare blades behind fantasy loot-boxes wounds me, since I have notoriously horrendous luck in video games).

Ironically my overall feeling for Xenoblade 2 is that, if refined and streamlined, it could produce a top-tier sequel. It has some great ideas, but for every positive I can think of, there's at least one nagging negative that seems like, given more time, would've been addressed. I'm aware that the team at Monolith was under a pretty huge burden since most of the staff was working on Zelda, so it's a bit of a bummer that while your team is busy making THE game of 2017 for Nintendo, your own game winds up lacking the kind of refinement that could've made for a classic.

If anything, I'm curious about the original, as that's the one that seems universally loved. I intend to give it a go at some point, but since I started Xeno 2 coming off of a second playthrough of P5, I'd really like to spend some times on RPGs that won't run me 80+ hours.

[spoiler]Also is there a single JRPG where the pope ISN'T the bad guy?[/spoiler]

-edit edit-
I broke. The game broke me.  [spoiler] You're fighting an army of spooky ghost Adams that couldn't kill me if I put the controller down and walked out of the room, but then the game has the audacity to act like I'm somehow losing. Then Nia reveals her true form and the sweeping music plays as we power-of-friendship our way through a bunch of dweebs who couldn't so much as knock the HP bar below half. Next we learn that Rex is now fighting for his friends, even though the game has not offered a single moment that shows him being selfish, and several of him throwing himself in harm's way to protect people. Either way, now that he has flat-out said the Shounen-boy power of friendship line, he is now qualified the be the very best, like no one ever was.[/spoiler]

I laughed. I laughed so hard it actually hurt, for over a minute. Ludonarrative Dissonance: The Game has slain me. I can't hate it, I can't love it... I can't feel anything toward it at all. It actually, genuinely broke me.

Bravo, Xenoblade 2. Bravo.

Single-Player RPGs / Re: Xenoblade Chronicles 2 (no not X)
« on: February 14, 2018, 12:52:04 AM »
I'm gonna pop back up out of nowhere, because I'm in need of the opinions of other people who have played this game. Having just started chapter 7, I find that it, along with the finale of 6, have taken some of the more irritating aspects of the story and cranks them up to a degree where I'm genuinely ready to break the card in fury.

[spoiler] When Jin downs Rex, he alludes that he should be somehow different from other drivers; that he's nothing but a childish fool. This sentiment, along with Rex's inexperience as a driver has been brought up time and time again throughout the game, but rarely in a fashion so stunningly one-sided. Wow, Rex isn't very good at being a driver? It's almost like he JUST STARTED and has spent nearly every second since becoming a driver either running from or chasing something. Of course he's childish and inexperienced -- he's FIFTEEN. Where does a 500+ year old get off mocking a FIFTEEN year old for being childish? Nevermind that your health bar was dropping like a cinder-block: for about the thirteenth time in the game an easily-winnable fight turns out to be utterly beyond our capabilities because the plot demanded it. In fact, almost everyone seems pretty okay with leaving the fate of their nations/world in the hands of a fifteen year old who is  clearly inexperienced. Even in the next chapter, when Rex is having his depressed moment, Morag and Zeke sit on their butt while the original trio hash it out. I guess that's why they join so late in the game -- if an actual adult had been present instead of two children and an egg with fur (I love Tora), half of this wouldn't have happened.

And what's all this about "becoming a driver worthy of Homura and Hikari?" nonsense? What, are you also going to live on half-truths and continuously put the party in danger by refusing to divulge relevant information from the past? Make sad faces, then clam up when somebody asks what's wrong? For how much she claims to care about Rex, she doesn't seem to trust him at all. Supposedly she gave herself up for him, but it's hard to take that as a sign of affection when practically their entire relationship is one-sided. Maybe Rex wouldn't be such a sub-par driver if the 500+ year old weapon-of-mass-destruction actually, I dunno, taught him anything.

Nia's not much better. I spent many chapters of the game wondering at Torna's size, capabilities, goals, etc. -- things that Nia should know and have shared ages ago. Add to that her alternative form, and it seems like everyone in the party seems content to judge Rex for his short-comings while keeping up their own deceptions. This whole mess reminds me of Vandham's death, when everyone seemed happy to let Rex blame himself for the situation that transpired. The fact that Homura was the one who went solo, that Nia didn't explain anything about Glasses-kun's abilities, or that either has told Rex jack-all about being a driver -- all that just gets swept under the rug so that we can ridicule a fifteen-year old boy for acting his age.

A lot of these are tropes common in JRPGs, but what's doing me in is the context. While it's understandable that Nia and Homura might not want to open up to Rex right away, neither have done much to either suggest or imply any reason why, after 52 hours of gameplay, they're still so secretive. These are supposed to be good people, not Jade Curtis. Heck, I LIKED Jade, and he kept tons of secrets from the party. The difference is that Jade was a cynical you-know-what, not a caring member of the party. Teenagers saving the world? No problem, except that in this instance it feels like there are hundreds of more qualified adults who take pleasure in railing against a fifteen-year old for not having the wisdom and battle experience of his 500+ year old contemporaries. As of right now, Rex is the only character (aside from Tora) that I actually like, because he's the only one that actually seems to be TRYING, while everyone else is busy keeping secrets and patting themselves on the back.[/spoiler]

This game has been such a trip. I spent the first 20 hours in sheer frustration because, having never played a previous Xenoblade, I was expecting a hidden masterpiece. The numerous flaws kept baffling me, but after adjusting my expectations, I generally enjoy myself. The thing I'm most drawn to is how much it reminds me of games like Rogue Galaxy or Radiata Stories, from an age when JRPGs were more willing to experiment. Xenoblade 2's best feature is the fact that, at least to my knowledge, there's nothing quite like it. It's not really my thing (all the micromanagement, coupled with the low-level of actual execution, don't make me feel much of anything for combat), but I find it a nice change of pace, and for the most part I'm having a good time, until now, when I want to (no exaggeration), rip the game out of the Switch and crush it.

I want to hear some thoughts from people who have gotten this far, because maybe I'm missing something that makes it all make sense. It's happened before, and I'm certainly not above admitting I missed something -- the game isn't exactly small. Also I apologise if this comes off as hostile -- I'm frustrated and venting, so please don't take my tone to heart.

Single-Player RPGs / Re: Persona 5
« on: May 11, 2017, 12:49:15 AM »
Are you the person who sent me the e-mail? Just so you know, I'm working on a response! Hint: presence of dads doesn't make this moot.

I was the one who sent an e-mail. See? Same name! (Unless there was another e-mail)

By all means, take your time. The further I get through the game, the more I find myself of a different mind with your interpretation/views. However I think that something excels at being 'art' if it can inspire conversation and discussion. For me, Persona 5 is a fantastic game - one of my favourites, and I'd argue one of the best JRPGs of all time (I can't think of any game that excels so well at theming, dungeon design and interaction, combat strategy/flow, and a plethora of other reasons). Yet, if there's one thing that ticks me off more than anything, it's reviewers bandwagoning and giving games 9's and 10's for seemingly no reason beyond 'that's what everyone else is doing'. I won't deny that my first impulse was outrage when I saw a sub-90 review score (especially on a site called RPG Fan), but after taking some time I've decided that I'm just happy to see someone willing to give their honest opinion, even if it goes against the grain... no pun intended.

General Discussions / Re: RPGFan Podcast (Random Encounter) Thread
« on: April 30, 2017, 04:40:15 PM »
I was so confused the first time I heard the song that plays with the Catherine costumes. I'd completed the game, yet never heard that song. After looking up where it came from, my second thought was that it most definitely makes a better battle tune than a tower climbing one... and it makes a pretty freaking good tower climbing one.

Persona 5 is most definitely a fantastic game! Even having played P4:Golden, SMTIV, SMTIV:Apocalypse, and both Cold Steel games for the first time within the past year, each of which have provided me with some of the best JRPG experiences I've had in years, P5 easily stands out above them all. Atlus did a fantastic job, and I absolutely do not regret spending the extra for the Take Your Heart edition. Nor do I regret my desire to buy all of the costumes just to support them more.

While I absolutely understand the fear that it could go to their head, resulting in scummy DLC practices, I'd say there are two major differences. First, they actually made an extremely solid, polished, and complete game that absolutely stands on its own without any kind of added content. Second, it's all purely cosmetic, and doesn't block any important story elements behind a paywall. I totally understand the disappointment of communities (particularly of those like Tales) who feel disappointed that neat bonuses like costumes are now something you pay for, but having seen games where content was removed from the game to be sold back as DLC, or significant plot elements were only explained in DLC, I'm all for cosmetics only.

Not that I'm against content DLC if done well - Artorias of the Abyss was fantastic! In fact, if Atlus DOES decide on an FES/Golden enhancement to P5, I hope they release it (or at least, have the option of obtaining it as) DLC. While I don't mind paying for the TYH edition and costumes, I'd feel a little salty if all of that went to waste because they announced a new model later this year.

General Discussions / Re: RPGFan Podcast (Random Encounter) Thread
« on: April 30, 2017, 04:19:33 AM »
and I did a double post instead of modify. My bad again...

General Discussions / Re: RPGFan Podcast (Random Encounter) Thread
« on: April 30, 2017, 04:16:59 AM »
Spend a few minutes talking about how good Persona 5 is.
Spend the rest of the hour talking about how it's terrible and needs to burned alive.


Nobody said that. You're misrepresenting the discussion.

I was joking. I thought the little smiley conveyed that, but I guess not. My b.

General Discussions / Re: RPGFan Podcast (Random Encounter) Thread
« on: April 30, 2017, 02:51:21 AM »
Spend a few minutes talking about how good Persona 5 is.
Spend the rest of the hour talking about how it's terrible and needs to burned alive.


Single-Player RPGs / Re: Tales of PlayStation(s) revealed
« on: February 07, 2015, 03:00:35 AM »
 Having recently fought the cameo fight on Unknown, I can safely say Ludger is OP, but not in the way I see referenced. Weaknesses? NOPE. Corpse Shell? NOPE. Two words: Falling Snow.
 Cameo fight was seriously 15+ minutes of "Falling Snow, Falling Snow, Falling Snow, Link Arte, Combo Mystic Arte if ya can, Falling Snow, Falling Snow...". Given Mint's WONDERFUL tendency to leap backward when you try to attack her, any attempt at a power combo was rendered useless. With Falling Snow you can interrupt her spell casting, quickly fill the link arte meter, and move so quickly the others have a hard time hitting you. WEEEEE!

Single-Player RPGs / Re: Tales of PlayStation(s) revealed
« on: February 06, 2015, 07:12:21 PM »
it amazes me how often I can miss the edit button. Criminy I'm dumb.

Pages: 1 2 3 [4] 5 6 7