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 on: September 03, 2015, 01:18:25 AM 
Started by Meredius - Last post by mecharobot
I do like open world games, in a very "bad drug" sort of way (the other bad drug is the quest for the epic gear, but I don't suffer from this anymore). Like I can have a lot of fun, but ultimately be left with a hollowed out feeling. Also I have distaste towards this mentality how some franchises and genres have been gravitating towards this design idea. Ultimately what this means in addition to the freedom are a lot of running/riding/sailing around, tons of worthless junk (like literally you can pick up some old bucket) with a ton of sidequests that probably cease to feel rewarding no matter how "well written" they are. Also I think it somehow further lessens the imagination factor of games. It seems weird. As a kid I dreamed of those open world games, but in the past few years all my favorites have been like some 2D portraits with textboxes talking and then mostly some menus.

 on: September 03, 2015, 01:17:27 AM 
Started by Nilson - Last post by Ramza
In terms of gameplay, Suikoden Tactics was SURPRISINGLY good. Story? Well, it fares better than Suiko4 IMO. But it didn't take me in like FFT or TO.

To answer OP: Suikoden II has left me with one of the most satisfying experiences in gaming, ever. But keep in mind, I used an insane walkthrough to ensure I got all 108 Stars of Destiny *AND* did the Clive/Elsa thing, which has a time constraint (like FFIX's Excalibur 2 scenario). The trick is that there's this stupid door/gate that you can just push aside and go into a high-level area WAY before you ought to be able to. Best sequence break in any RPG, short of *maaaybe* all the nonsense they've discovered in FFVI and the PC version of FFVII.

 on: September 03, 2015, 12:49:18 AM 
Started by Nilson - Last post by Marshmallow
I have! It's probably my favorite tactical RPG, with FFT being a close second. Suikoden Tactics does a better job of characterizing a greater number of characters, I think, but that's also helped by the game being a direct sequel to a different game with a large amount of returning characters.  I really enjoyed Suikoden 4 so I was happy that the Island Nations setting got some more exposure.

The only gripe I have with the game is the same gripe I have with every tactical RPG besides Arc The Lad, which is that you never get a chance to do any real exploring of the world. Everything's pretty much either combat or menus, like most tactical RPGs. I think the game would've benefited from a bit more exploration so that searching for recruitable folks could be slightly more interesting, but the game still works well as-is.

 on: September 02, 2015, 11:24:51 PM 
Started by Tomara - Last post by MeshGearFox




 on: September 02, 2015, 09:58:56 PM 
Started by Tomara - Last post by Aeolus
This thread and everyone in it should be Chaos Dunked for not mentioning Barkley's Shut Up and Jam: Gaiden for two whole pages.

That wasn't an RPGMaker game ;)

Yup. It was made with Game Maker.

Is there a difference?

(This question is rhetorical. Do not answer this.)

 on: September 02, 2015, 09:25:04 PM 
Started by Starmongoose - Last post by Aurian
I see them in the Asian Supermarkets here, but the durians are so frigging big, I am terrified to buy one to see what it really smells/tastes like....

It's still technically summer but it's also 13 degrees (Celcius) so I am making homemade beef barley vegetable soup. Another half hour before I can dig in...

 on: September 02, 2015, 09:24:51 PM 
Started by dharkhades - Last post by DtS Bard
Next is the area themes. The way each theme was composed was to evoke the spirit of the original but convey the change in the world and hope for the future. Gagazet still sounds like mountain people but with a little more joy and liveliness. Besaid maintains the island feel but adds the rhythmic percussion that to me adds a hint of celebration.  The forlorn and simple sounds of the farplane get me every time. 1000 years was the first vocal track from a final fantasy game to really move me in the moment. The score manages to get the gravitas of what came before and add the lightheartedness of the adventure.

Like I said I know I am in the minority but I just love it.

 on: September 02, 2015, 09:22:37 PM 
Started by Yoda - Last post by Aurian
*puts on headphones and ignores ungrateful persons*

 on: September 02, 2015, 09:17:40 PM 
Started by dharkhades - Last post by DtS Bard
Ok so here it goes.... I originally hated the ffx2 soundtrack. I couldn't understand the style and drastic change. As the years went on it started to grow on me so one summer I had and iPod shuffle with nothing but ffx2 and ff12 on it. I listened to it and listened to it. I started to understand the music and what they were going for.

One of the things I love about vgm is its ability to force me to listen to genres I wouldn't normally even think about. The "lizard lounge " Jazz style of ffx2 was so new to me I just wrote it off. The more I listened, the more I heard the complexity of the arrangements. I followed each instrument in the constantly moving melody and found so much to love. The different sounds and instruments coupled with the relation to the game just hit me and I never looked back. I loved hearing something new in each jazz track and hearing glimpses of different character themes.


 on: September 02, 2015, 08:28:30 PM 
Started by dharkhades - Last post by Taelus
I'd love to hear why. I think it has some charming music on it. It's a bit rougher than, say, FFX (IMO), but I do like the music in X-2

I'm glad everyone's in agreement at how glorious KH2.5 was. It's one of the (many) reasons I'm so excited for FFXV's OST. Seems like it's going to mostly be the same combo of Shimomura and the VGO, and I'm A-OK with that.

such acronyms

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