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 31 
 on: April 30, 2016, 09:04:27 PM 
Started by Annubis - Last post by Tooker
I have to second your kudos for the ending of the Mistborn trilogy.  It really is satisfying.

I was mentioning to someone the other day the difference between how Lost ended and how Avatar: The Last Airbender ended.  The former, terrible and made fans angry.  The latter, amazing.

 32 
 on: April 30, 2016, 09:00:23 PM 
Started by Annubis - Last post by Dincrest
When it comes to endings, I always have to mention FF8.  The ending itself is visually stunning with artistic creativity and CG effects that are impressive even now, 19 years later.  But I felt that it was nothing short of wacky and nonsensical, castle sequence and all.  The entire endgame sequence (read: disk 4) felt completely tacked on, like the writers completely wrote themselves into a corner and pulled a "hail mary" out of thin air.  

For all its flaws, though, FF8 is still my favorite FF.  

And it's not lost on me that every time I talk about FF8's ending, I use the phrase "nothing short of wacky."

FF9, in my opinion, had the best ending of all the PlayStation-era FF games.  Everything made sense to me (even Necron's presence), and when Zidane
Code:
sat with Kuja to comfort him during his final moments
was really touching to me. 

 33 
 on: April 30, 2016, 08:50:42 PM 
Started by Aeolus - Last post by Dincrest
http://www.youtube.com/watch?v=3vvw42jvxUs Rose's special attacks in Legend of Dragoon are truly "special."  The conclusion of Astral Drain (about :25 in) and the beginning of Demon's Gate (about 1:07 in) are the best.  

I also loved the commercial: https://www.youtube.com/watch?v=Sua_zPsomXs

As for my feelings about Legend of Dragoon... http://www.rpgfan.com/reviews/The_Legend_of_Dragoon/index.html

Was it the FF killer it was hyped up to be?  No.  But it was a good game when taken on its own merits.  The finicky timing on attacks was a serious flaw, though.  On the other hand, Shadow Madness was a game that tried to be an FF killer, but failed miserably.  I'm not surprised, because when FF7 opened the floodgates, everyone wanted a piece of the action.  Kinda like how when Nirvana became the "it" band that killed hair-metal and ushered in grunge, slews of imitators came in because every record label wanted a piece of that pie.  

EDIT: I mention LoD in the endings thread: http://www.rpgfan.com/boards/index.php?topic=16274.msg398805#msg398805

 34 
 on: April 30, 2016, 08:34:31 PM 
Started by Aeolus - Last post by Artimicia
Really nice Lightning bust (er, hips and higher) up for preorder

http://www.amiami.com/top/detail/detail?gcode=FIGURE-018952&page=top

Definitely prefer this to the Play Arts series.  Hopefully they do more, and hopefully outside of the Nomura-based comfort zone (I was so happy when Dissidia's release meant a lot more merch from the other FF games).

Lol sorry I just have to ask what is the "Nomura-based comfort zone?"

I think invariably how you feel about FF: LR is guided in part by how you feel about the "SQENIX" FF13 style in general, which arguably started with 7 and found it's way through various other media and franchises, as far ranging as the Third Birthday, various aspects of Kingdom Hearts, and other PSP games and stuff like that. It's honestly even in TWEWY and stuff like that IMHO.

Yes 13-2 and 13-3 were different in their own respective ways, but I always got a distinct FF13/SQENIX feel from it all, personally, yes, different, more maybe RPG like for the hardcore RPG players, but falling from the same tree.

Anyway, think I already said as much, but something like that.

Similarly, I related something related to frankly, to be brutally honest, I don't really have any issue personally just sticking with FF3 (original 3) over and above just about literally everything that came since, that massive corpus of ubiquitous "SQENIX" brand style.

In retrospect, I'm not even sure FF7 was a good game, personally, let alone not a great one.

In some ways, in my opinion one of the worst offenders (FFX-2) is actually kind of more tolerable personasince it sort of admits that style full bore.

I think you may have inadvertently answered your own question.

Oh, right, sorry, I apologize, that should of been obvious.


 35 
 on: April 30, 2016, 07:30:18 PM 
Started by Dincrest - Last post by Agent D.
I'd like to stick my tater in her stew.

 36 
 on: April 30, 2016, 07:16:44 PM 
Started by Annubis - Last post by Artimicia
Oh and I'm sure this will go over well but I thought the ME3 ending was really intense and surprising, even though obviously it was somewhat bitter and negative (I would of preferred a different choice than the ones given) it still was quite powerful in it's own way.

Honestly though I liked all the ME endings (save 2, which I wasn't really a fan of in general, just kind of felt by the numbers)

But yeah ME1 saving the citadel and doing all that was pretty great as well.

 37 
 on: April 30, 2016, 06:34:49 PM 
Started by Lucca - Last post by Artimicia
I thought this was kinda funny...



It'd be funnier to see the whole picture (and then one for North America).

Mm I saw a bigger one but the print was too small, at this point I can't even remember where I found it to be honest. =-/

But yes in fact I was already thinking of what that might look like...







 38 
 on: April 30, 2016, 06:26:57 PM 
Started by Eusis - Last post by Dincrest
Oh God, Danganronpa 2 brought back the micromanaging mini-game and I'm once again super addicted. I played tonight until my battery died. Like, my Vita said the battery was low and I just kept saying "one more day and then I'll turn it off" until it just died. Luckily I had been saving frequently.

Why can't I get this into the Atelier games?
Maybe it's because Danganronpa has that sense of urgency in its narrative that the Atelier games don't?  Those games tend to proceed at a more relaxed pace than your average JRPG.  



If I were to review the game, it would totally echo Tooker's.  And if it didn't have those complaints I've spouted about ad nauseum, I would have given it an Editor's Choice.  Okay, a manual explaining the more obscure aspects of digi-volving and de-digi-volving would have been nice too, but that's not a fault of the game itself.

I might have to take that back, somewhat.  I re-read the tutorials and they did mention the aforementioned obscure/twiddly aspect of digivolving, but it didn't emphasize how important it was.  I'm all about figuring things out on my own, but this was one of those cases where I needed a more guided hand.  

I'm almost 60 hours in and I think I'm about to start the final chapter.  However, there are a bunch of sidequests I want to do (both in-game and DLC) so it will be at least another week before I finish the game.  

...and I encountered another incident in the game that felt awkward because the game assumed my protagonist was male.  
Code:
There was a scene where the protagonist had to literally knock some sense into a male buddy who was acting like a whiny emo-douche.  It escalated into a full on fist fight and it looked really odd seeing the guy exchanging stiff punches with a girl.  Isn't that, like, not acceptable these days?  Like, if it was a pair of guys slugging it out then hugging it out later, that's fine since that's what guys do, but I chose to play as the girl.

EDIT: Although it seems that the DLC sidequests with Sayo have her dialogue reflect protagonist gender.  For example, she insulted the protagonist by calling her a little slip of a girl.  I failed miserably at the first battle, though.  So I may skip those. 

 39 
 on: April 30, 2016, 06:20:55 PM 
Started by Dincrest - Last post by Dincrest


The aim of these works is to re-imagine Japanese high school as a fun, flirty and adventurous time without any of the restrictions and negative aspects. It plays on a nostalgic fantasy of adolescence that never existed. Ever notice that the protagonist never has parents in these games? P4's Dojima is about as close as it gets, but usually he/she is in a dorm, or living alone for some reason. Eliminates that pesky authority figure from ruining any of the fun, enhancing the fantasy.

This brings me to a tangent.  JRPGs often seem to have a thing against parents.  Either they're nonexistent, there's only one of them, or they're off on business in a foreign country or something (the latter is the case in Digimon Story: Cyber Sleuth, but mom does text you in the game pretty regularly.)  Grandia III is one of those games that COULD have done the parent-child relationship thing really well.  It could, nay SHOULD, have been a simple journey of a boy chasing his dream and leaving the nest.  A good theme to tie into that could, nay should, have been his mom's psychological journey coming to grips with her son becoming a man and not her little boy any more (though any mom will always view her son as "her little boy" no matter how old he gets.)  A simple tale of a boy, his plane, and the changing dynamic of his relationship with his mom.  But it definitely didn't happen that way. 

It took what could have been a simple and beautiful story about a boy, his plane, the unbridled joy of flight and botched it all up with stupid JRPG cliches (e.g. Alfina's presence, the whole "power of love and friendship conquers all" trope.)  It also could have explored the familial relationship between the boy and his mom (because JRPGs don't like parents), but it never did that.  I wanted more about Sky Captain Schmidt and the hero's mom.

You know, Grandia III could pretty much be this thread.  However, its gameplay was good.  I love Grandia's battle system and III's was perhaps the most refined version of it. 



 40 
 on: April 30, 2016, 05:30:27 PM 
Started by Lucca - Last post by Aeolus
I thought this was kinda funny...



It'd be funnier to see the whole picture (and then one for North America).

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