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Mistwalker took the plunge for the entire industry, and showed that it is possible to do well on the 360 with an old-fashioned JRPG. How ya doing, buddy? |
On another note, do you really think they'd even be putting the game on multiple discs after developing it for PS3 for so long that it wasn't already linear as hell to begin with? Again, you raised that point yourself, but whining about the multidisc prospect is silly. Espeically after MGS4 proved that just because it's all on one Bluray disc, that doesn't prevent the game from being ridiculously fragmented. How'd you like it if you got a free open world with a 10 minute install between continents? There's nowhere I can't reach. |
How ya doing, buddy? |
Additional Spam:
I am a dolphin, do you want me on your body? |
Well, you know, I've never minded a linear RPG if the story is well worth it.
Wait. We're talking about the series that brought us two characters forcing themselves to laugh, and that was only BARELY the worst scene in the game. We're doomed. I was speaking idiomatically. |
What kind of toxic man-thing is happening now? |
They're releasing it in Japan first. Since the game would take months to localize ANYWAY, they're going to port it to the 360 at the same time. The PS3 version is not getting any more delayed than it already would have, so please stop whining. Most amazing jew boots |
I can't understand why it isn't common knowledge yet that anything coming out on the 15th of the month is probably a placeholder date. Most store's computer systems are rigid enough that they have to put SOMETHING in there, and the fact that those dates have proven to be wrong so many times makes it baffling that people still listen to them.
Additional Spam:
What, you don't want my bikini-clad body? |
Jam it back in, in the dark. |
I'm liking the game so far. Just hit Chapter 5 (which is the start of Disc 2, incidentally) and I'm impressed with the battle system. The fact that the game regularly encourages you to switch paradigms to beat particular fights keeps you from just mindlessly "pressing A to win", as does the little rating you get at the end of the fights.
The linearity doesn't inherently bother me either, although I do admit given the choice I'd want it to be slightly less obvious about its linearity. The characters (with the exception of Vanille, who I want to punch in her god damn face) are all interesting enough to watch, and the switching between groups of characters, while frustrating to the "I want to make a party and stick with it" person in me, at least encourages you to try new combos on a regular basis AND allows the story (at least, so far it seems to be allowing it) to branch out a lot faster than your typical Final Fantasy game that spends a good 15 hours just setting up the main conflict. The battle theme is fucking fantastic. Additional Spam:
I like it better that way, actually. It does make for some confusing "What the hell is this guy's motivation" shit at the beginning but when you start finding out about their motivations later it's actually more of a cool reveal that way. I like it so far. There's nowhere I can't reach. |
The first few fights you do where you end up required to do rapidfire Paradigm Shifting are the fights that sold me on the battle system. Makes even a lot of non boss fights more than just "mash A" affairs.
This thing is sticky, and I don't like it. I don't appreciate it. |
In all honesty, if I had to worry about that shit AND picking out 6 decent combinations of classes I'd go nuts. A lot of things in this game are like that. Out of context a lot of these things that they trimmed or streamlined sound like bad ideas, but in the game as a whole it feels like they cut out things that they've done badly to make room for things that they do well License board sucks? Leave a semi-functioning one in so the onus moves to you picking the right Paradigms instead of levelling the characters properly. Last couple of games devolved into listless wanderfests because there's too much to do? Why not cut out even the illusion of non-linearity so instead the game can focus on telling a tightly-wound story? Hell, even that Vanille chick I wanted to punch for the longest time has sort of grown on me. I still want to punch her voice actor for taking too much helium, but the character isn't as annoying. I'm not done with the game yet. Not by a long shot, just started Disc 3. Based on how much I liked the first 2 discs, and how I've heard the third disc is really where the game "gets good", I have high hopes for it. Just a shame they couldn't have done... something to make it less blatant that it's linear. I mean, let's face it, even if a dungeon has, say, 5 floors and a puzzle section and 3 different ways to make it to the top, in the end it's not like you're able to NOT do the dungeon. That'd be "non-linear". It just lets you feel a little more in control of your destiny than the game lets you feel most of the time. I mean, I personally didn't mind it, and as Taco said at one point, I can respect a game just saying "You know what, fuck it, let's do it this way" and sticking with it, but I feel like it will turn people off from the game who'd otherwise like it. Because, seriously, the battles are really fun. Once you get the Paradigm stuff the game ratchets up the difficulty, making it more fun by a mile. God dammit this is a lot of text from someone who hasn't beaten the game. This isn't a review, Skills, okay I am a dolphin, do you want me on your body? |
And like Mush said, it's not like the first 15 hours are horrible, they're really fun. They just really *are* linear in the most blatant sense of the term. If you really just can't stand not being able to stop and grind whenever you want then you should play Disgaea or something, I personally loved the pace of the first 10 chapters, as it kept the story moving and kept your battle strategies varied as it constantly changed what classes you had available. I mean, I'm not going to stand here and say that openness in an RPG is bad. It isn't. Fallout 3 succeeds almost entirely because of how open it is. But the idea that somehow by being linear the game is bad and not worth playing makes no sense to me. Final Fantasy games have had pacing issues for a long time. XII loses track of the story about halfway through, X is okay up until the point where the narration catches up, and then slows way down, VII spent way too fucking long exploring Cloud's backstory to prolong the climax of the story, and VIII was just shitty all around. If it takes removing your ability to dick around to keep the story moving at the right speed, I'm all for it. It's made the story really well told. Also, Knighthawk, you are a fucking horrible person. I was speaking idiomatically. |
So the fact that the battles get really intense when you get there and the idea of needing to either grind or do the battles really well to 5 star the missions doesn't appeal to --
Wait a minute.
What kind of toxic man-thing is happening now? |
Fanboys being bullies would be renaming Knighthawk if he'd come in and said FFXII was a badly designed game. Calling FFVI a badly designed game is like going to Movieforce and telling them Citizen Kane was a badly shot movie. Not only does it demonstrate incredibly bad taste, but it demonstrates a complete lack of understanding (or deliberate ignorance) of the people you're talking to. I mean, let's face it, Final Fantasy VI isn't perfect. No game is. I struggle to see how objectively one could call it a bad game, though, unless you're just being difficult or have a really warped sense of what a good game is. That was a really long way of saying "No, Knighthawk is either stupid, trolling, or both." FELIPE NO |
Telling you right now it's not worth it at all to even worry about the other jobs. You spend pretty much double the CP per node on the non-affinity jobs for maybe 1/5th of the stat gains per node. It's really not worth the effort until you've maxed out their good jobs.
What, you don't want my bikini-clad body? |
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