I havn't read the 999 Q and A since before I played VLR. Question 62 seems interesting. A return of a beloved character in the third game?
There's really only so many "beloved" characters I guess. But if you wanted Q62 to tie into the "returning character", I'd actually want to see that. For his importance in the Final Route, he was completely dropped in VLR.
More than that, I wonder how much of the 999-universe is in Uchikoshi's head or how much he sort of thought a good reason for just because he was asked (I'm feeling 50/50)
. Nevertheless, I do like how many loose ends it ties up -- and this kind of Q&A isn't really something you see from game writers.
I just realized something....a year late. The final-final-finale in VLR with young June/Akane is hand-drawn...Cute throw back.
I'm kinda sad they're opting for 3D models again too... I loved the 2D ones in 999.
There's a clear distinction between the "good" dungeons and the "bad" dungeons in Eternal Sonata. The good ones have navigation or other types of puzzles that are all done on one screen before you move on to the next one. That way you only have to clear each area of enemies once. The bad dungeons are the ones that require you to backtrack amongst different areas to solve the puzzles. This way enemies are constantly respawning and almost all dungeons have too narrow of paths to avoid battles. What's worse is, in general, the "bad" dungeon designs have better puzzles, it's just Bamco's decision on how to address respawns that is the problem. If enemies only respawned after leaving the dungeon entirely, that would make things so much nicer.
This short rant courtesy of me remembering just how much "fun" the cemetery is in that game. (Also to remind forum browsers that they didn't accidentally open a 999/VLR thread)
I loved the cemetary. The boss is hard, and the dungeon is a maze, so I unintentionally gained a ton of levels to make things easy.
I'd actually argue that the Pirate boss is the hardest in the game with the party/equips you have available to you.