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Well yeah the PSP version of the guide is taking the same stuff from their PSX guide and just changing a few things around.
Also I guess maybe it was just because I was stupid enough to have the PSP on max volume when it went off three times hitting 3 people per time (getting raped by random black mages is awesome). Although that rock going into the water was also pretty weird too. It didn't even sound like a splash or a clunk, it was.... weird. |
The FFT PS1 guide was from Prima, not Bradygames.
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As much as I don't want to come off as a such a hater, I just can't get too excited about this. I really wish SE would put a bit more into these facelifts.
If any SE game deserved a full remake it was this gem. Cursed by needless gameplay limits and horrific localization, the old FFT could have been so much more and with a remake it could have been magnificent. Such a shame. |
I don't know about anyone else. But does anyone find the look of the game... well a bit hazey? It's hard to discribe but the game just doesn't look sharp. It's starting to anger me in the back of my mind.
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Did anyone else notice the new battles/scenes?
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Those weren't in the original, were they? |
Those definitely weren't in the original. It was confirmed before they were adding new scenes/events/battles/etc.
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Ah, I thought I was just going crazy and forgot about the first scene. I knew the latter had to have been new though, for obvious reasons.
Also, for some reason it feels like the music is...a little worse? I don't remember the victory jingle-thing being so...empty. Then again, I haven't played this in a long time, so it could just be me. Death cries are funny as shit though. |
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Reverb took a pretty bad hit in this so yeah, the music suffered. I sort of just wish someone would apply the updated translation to the PSX version online but I doubt they could add the new content that way so eh... I'm amazed how much they ruined porting over a rather simplistic game. :(
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What strikes me as strange is that they obviously put a lot of effort into the game, otherwise. With the new scenes, including the animated ones, new events, etc., you would think that they would do us the favor of porting it correctly.
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I've never played the original FFT, but so far I'm enjoying it. I'm just not good at strategy RPGs, I guess, as I'm having trouble with some of the battles (I'm still in CHAPTER ONE, by the way!). Still, feels pretty good to figure out a tactic that works. xD I don't completely understand the job system yet and all the micromanaging makes me dizzy, but I'm really curious as to where the story is going and I like the script.
Hopefully, I get the hang of the fights and system soon enough. |
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It also looks like--using white mage Glenda here for reference again--I could get black mage skills for her with her JPs if I wanted to. Could she use them if I bought them, despite her never having been a black mage (and being a white mage at that)? Or would I need to change her into a black mage for her to use them. |
Chemists have an innate ability to throw items, and the Throw ability will allow a character to do it without being a chemist. As for the black mage skills, yes, Glenda could use them. You can assign whatever secondary job skill list you want to a character for use in battle even if they've never been that job.
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I have forgotten how much I hate this game.
There must be something that I don't get, and haven't gotten in the past ten years, about the way the system works. I am literally losing each "new" battle three times before I win, and I'm usually at higher levels than the enemies and have skills that I figure would help. The computer just UTILIZES the characters better, I guess. Until, of course, you receive Spoiler:
wtf ;__; |
This game was never hard save for possibly the Riovanes events. A lot of people get stuck there but outside of that the rest of the game is really easy. If you want hard, go play Tactics Ogre and see how unfair an advantage the enemy units typically have. It makes me surprised the same team made both games honestly.
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Final Fantasy Tactics is unbelievably hard at first. One of the most important (and underrated skills) is constructing a line of defense and learning to allow them to all move together as one unit.
For instance, you can have a few 'towers' to take damage and dish it out in the front. Their high defense allows them to take a bit of damage and their attack rating should also be pretty decent (knight class comes to mind). It never hurts to have a few chemists (or black mages or summoners with the 'throw ability' to throw potions to cure the 'towers') within close quarters to keep the 2 guys up front healthy and alive. Btw, 'autopotion' (chemist ability) will be absolutely indespensable in the beginning parts of the game. Just make sure you have lots of money for potions, and it makes survival THAT much easier. |
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That's kinda the general concept to battle in things. You have the tower/tanks/meatshields take the hits, and to deal low/high damage(depending on professions), while the long range units, such as archers/mages/damage dealers, in the back to dish out the damage. |
Yes, definitely very basic stuff here. Of course, a fleet of ninja's (with high speed and attack power) or calculators completely break these general rules. What I like about the tactical premise of the game is that it can become very deep once the rules are learned.
A good party is only as strong as its weakest link and the capabilites for customization are nearly endless. |
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Yeah, well, I'm in the
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I guess I have to stop spreading out then with my fighters and focus on one guy, huh. |
Nononono Ninjas aren't great. Their 2 hand ability is what's great. Now a Monk with 2 Hands equipped = broken!
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