Then it became a cool thing not to like it. We went from hero to zero really fast. That was the tough moment. We didn’t know what was happening.
Then it became a cool thing not to like it. We went from hero to zero really fast. That was the tough moment. We didn’t know what was happening.
Embedding Youtube videos of the ENTIRE GAME instead of photos quickly illustrating the discussed style points was quite the decision
help me understand the decision to not combine Majora’s Mask with OoT? many are literally the same assets.
Ah, I see you did mention CD-i...
Personally, I can’t stand the full toon cel shading style, so Wind Waker is down low aesthetically for me. Twilight Princess and the Ocarina/Majoras N64 style are up way higher.
In D&D and Fallout games, you don’t gain attributes each level but you do specifically choose them when initially building your character. That heavily reinforces the need to specialize so I don’t see that as a roleplaying weakness. The Elder Scrolls games are the opposite and have stripped away most of their…
What I don’t get is why they haven’t just created a spin-off franchise already, like how the Persona series is a spin-off of Shin Megami Tensei.
Sorry mate, but you failed completely to prove your thesis.
That’s what started pushing me away from FF after 12. Yes you could TRY to get something going with the gambit system, but I was so opposed to the idea of my party acting without me (mostly because I liked the ability to manage their actions) that I abandoned it entirely and just jumped from party member to party…
....you’re playing a game of semantics.
“Then Final Fantasy might as well be Dragon Quest!”
Square Enix feels like it's a top down management approach. Biggest difference is that in the past Square set the trends, now they follow them. "kids like action, no turn based or parties" "someone make us a souls game! Those are popular right?"
I think there’s two reasons for it: one, it flattens the learning curve for the players. Instead of you, the meatbag, having to master the static systems in then game to take on tougher enemies, lite RPG stats let you do a proportional amount of extra damage (for example).
I’ve played pretty much every FF game that’s come out (with the exception of a few of the spinoffs) and I feel like since FF12 they’ve been steadily pushing away from the things that I’ve enjoyed in prior games. It’s not just the combat system that makes an FF game, sure, but it feels like a lot of these games have…
This is a very healthy thing for Final Fantasy, which was a series which made itself on innovating and taking chances with each entry and set itself apart from competitors, especially in Japan. It will go full circle in time. SquareEnix hasn’t forgotten about ATB and Turn Based games. There’s a lot of nostalgia $$$…
This game IS an RPG. It’s an action/rpg, but still and RPG. Historically in most final fantasy games you have very little narrative choice outside of side quests. You get weapons from crafting, purchasing, or loot. Rarely do you beat a boss and get a new weapon or piece of armor. The ‘roleplay’ in these games has…
Yeah The problem with SQENIX is mostly their creative minds have a completely different vision than what long time Final Fantasy fans want.
Ever since the Bouncer for PS2, it’s been obvious Squaresoft has been seeking a more Cinematic Approach to storytelling. What Made FF Famous is both a mix of its storytelling…
The diminished focus on items and loot is quite noticeable early on in the game. I’m a sucker for crafting systems, but this game will not scratch that itch.
I really don’t like how uninvolved the party members are
Glad I jumped off after 12. Even if the games are good they’re not the kind of games I want out of FF. But I get that they’ve gotta keep the brand alive somehow.