Maybe for you weak RPG players it was. I never once used a Hero Drink to beat Ruby or Emerald.
I didn't the first time either, because I never bothered with them. But when I tried them again, it actually was fun curbstomping Ruby WEAPON with physical attacks that dealt 9999 each time.
Great job building that bridge to the 1990s there, Mako.
It's quality over quantity dude, and it's really the opposite of what one might think.
Would you rather have a handful of throwaway NPCs that say shit repeatedly and have no real interaction or continual contact with the characters in the world setting, with voices.
Or would you rather have numerous, indepth NPCs that have dialogue that changes repeatedly throughout the course of the game, and can have continual contact with the character, sans voice?
I'll pick the latter. I don't need Villager #247 telling me in a shitty voice how they hate my guts one time and never see them again. I'd rather that village have a text box but then at least be able to say other things, and perhaps have different lines of dialogue depending on what time in the game I see them.
Alright, folks, that's a rap -- Mako conceded.
There's cookies and punch in the foyer, and -- oh, wait, he's not done yet.
Yeah, cause that totally fixes everything, rite?!
I'll admit when I'm wrong... but that doesn't seem to be in regards to everything else.
See FFVIII's world and its treatment of witches. They either scorn them out of fear or praise them out of fear (and magical manipulation).
Okay. I'm sure it makes sense in FFXIII's setting but all I have to do is point to the creator's own mouths and quotes that said they were gonna include towns and people to interact with, but it was just soooooo hard, that they had to scrap them. It still is a shit excuse and lazy development.
You can't spin it away.
You'll probably complain about there being too many bosses in the final dungeon, actually.
Granted, they're lame as fuck. But they're there.
Depends on the monster design, difficulty, and relevance to the plot.
As for the dungeon itself, I personally think its presentation is kind of dull, but I suppose it does qualify as "engaging." Not so sure that it's full of cool shit. I don't really think so, but you may disagree.
Why don't you tell me more about the dungeon, its purpose, and why you go there, aside from the obvious 'level grinding and looking for treasure?'
Dude, wtf, I've been telling you that since the game came out! XD
I know, it just still seems rather bizarre on the surface.
Like in Ivalice in FFXII?
Are you serious? You killed marks because it was your job as a member of Clan Centurio, and you were exterminating monsters that either were dangerous to society, or had done something to a person who put the mark on it. You were a bounty hunter, and each mark had a story behind its creation, and why it needed to be killed. It was one of the most engaging mini-games in FF history. It certainly doesn't compare to you basically running around in the wild, killing shit.
....And that's another thing now that I think about it. Who is commissioning these hunts for Lightning and co. to partake in? If you're so hated by the populace, and interact with so little people...who are you killing these monsters for? Who made the list of hunts? What is the pay off?
Well, look at that, Mako. It would appear that my terms beat out yours in hito's heart.
You can't mess with this OTP, motherfuckers!
You're a dork.
hitoshura said:
Completing certain missions adds a bit of text to the AutoClip/database section, talking about the world and history. But there's only 13 of them, but 64 missions.
If I had to choose, I'd choose more of those over some kid telling me how great his puppy is or how much he wants to be a Blitzball
Funny how FFXII had that text in the form of the Clan Primer and it ALSO had room for NPCs and shit.
So basically FFXIII has a watered down version of the Clan Primer and Sage Lores. It's like they copied the shit that made FFXII great and did it half assed.
It was the cause of one my favourite scenes in the game, but I won't spoil that because it was probably only a favourite of mine and no one else
Well I'll wait to see it when I play FFXIII first hand, so no spoiling plz.
I guess the difference is that I didn't really go into it with any expectations (except maybe some slightly lowered ones from people complaining about it), and came out pleased with it overall.
It's not like there's nothing I would change. The idea that they cut out enough areas to make a whole other game is disappointing (though I'll wait until I find this other stuff about towns myself before taking it in). I said I wasn't that bothered by the lack of towns, but I wouldn't be bothered by having them either. Then there wouldn't be threads moaning about them not being there But I still enjoyed what I got, so I'm happy.
LOL so you went in pessimistic and had to have lowered expectations to be pleased.
I seriously don't get how you wouldn't care about towns not being there. What is it you do when you play other FFs, aside from going from point A to point B? Do you not talk to anyone or do side quests? Do you whiz through the text boxes? Are you just going from place to place, in one continual path of destruction and killing, until the plot stops you and sets you on your next path of carnage?
It doesn't explain what save points with access to the latest Cocoon shops are doing inside centuries old Pulse structures, though.
I don't really care about the game mechanics behind buying shit from save points in FFXIII per se, but it does strike me as rather lazy and ridiculous that in a journey to save the world, they're buying shit but not encountering a single person that would do business with them anyways. What the fuck is the point of collecting gil, if you're not gonna be around people to spend it on anyways?
Do you see why I say the RPG elements in FFXIII seem vestigial? They seem like they're just...there out of formality. As if it were part of some contractual obligation to include them, but no one really gave a shit. If you're hated by people and not visiting towns or new people, wtf are you bothering with money? Or with selling shit?
I don't remember VS having much interaction with party members.
I don't remember VS having party members.
I don't remember VS having NPCs, even.
But I do remember liking it, if never finishing it
Vagrant Story made up with that by the shit ton of exploration, customization, freedom, and action combat you had. While you were exploring a dead city solo, you learned a lot about the world, and there were still other characters you saw that were presented by the story. It was an extremely in depth, and well designed game. It subverted a lot of the typical mainstays of RPGs, but it did so by shoring up other aspects of the RPG genre to epic proportions. It didn't spooge CGI spunk in your face and turn itself into a movie, while also distracting you with lesbians.
And I seriously can't take Tetsujin's post seriously after the first and last sentences, by sheer principle. But I will say he's right about Tri-Ace, I forgot.