negzero
NegativeZero
negzero

And the FF games are actually pretty good at doing that.

Of course it’s taken out of context. This is an entire article built on a few lines from an interview that describe a really common concept in games and fiction: lore references.

The parts of the old interviews like this are something that can really sound bad without context.

Confused by this article. It’s just a lore codex. Many games have them and they stated the reason here isn’t because the story is confusing but rather because the game jumps in right away on what is meant to be a massive story in scope and there isn’t a convenient way to stop the plot momentum to lore dump about a

I followed every FF just fine, even XIII. I’m just saying I find this take to be quite ironic. 

I like how none of the previews have said the story is confusing. Most JRPGs have this function. Yakuza Ishin had something similar. Something like this is helpful for a story with tons of characters and kingdom names.

14 IS an amazingly rich and deep story. It does rely on learning another dimension’s version of physics to have a deep understanding of what’s going on. Luckily, it does a pretty good job of doing it in the context of the action-melodrama of the plot, instead of just tossing it all in a well-voiced encyclopedia a la

Mehhhhhh. But I can largely follow every game in the series, even if nonsensical. I don’t buy this take that they were so confusing. Even X with “BUT HE IS A DREAM FROM A DREAM CITY”. The characters were good. The emotions were good. You had a clear goal. XII and Tactics have lots of politics and required a closer

Counterpoint to everyone saying ‘FF games since <insert number here> have all been hard to follow’... the way you experience the story playing a game is not anywhere close to the same as the issue they’re describing. Story beats can be hours, days, weeks apart when playing a game. Broken up by real life, by battles,

I’ve seen a lot of people dunking on this (and the messaging about the devs being confused doesn’t help lol), but Triangle Strategy had something very similar and it absolutely ruled. We’ll see if XVI uses it as more of a supplement vs a crutch, but I want to see this become the norm for RPGs going forward.

Yeah the “FF was turn-based and then they stopped suddenly” narrative just requires that you completely ignore the combat evolutions that have taken place over the series since at least FF5. By the time you get to 12, you can see where things are heading.

What frustrates me is the people who compare it to DMC (a fair comparison) and then say that dumb shit about holding or mashing the attack button. To those people, go play DMC5 and see how far you get button mashing attack. Enjoy spending all of your currency on revives.

Yeah that’s more or less my attitude towards it. And if they’re determined to never go back to turn-based, then at least making the combat snappier and more satisfying a la DMC should be more fun than the nadir that was the paradigm system, or XV’s lethargic controls.

Here’s the thing... from the previews, this seems like an Ivalice game in the vein of Vagrant Story. With the arguable exception of FFVII: Remake, I haven’t really enjoyed a new final fantasy since XII, which was 17 years ago. So I’m kind of willing to let the franchise change drastically if there’s hope to create

I’ve been playing Final Fantasy for a Loooong loooong time. I have my favourites, but one thing is undeniable; this is exactly what Final Fantasy always wanted to be. FF7 Remake, it’s the exact representation of what every FF tried to achieve for many many years. There have been many motives, but tech was the main,

Anybody who criticizes FF XVI as being a “departure” because the gameplay is “just button mashing” has never actually played a Final Fantasy game before.

I get why people are mad, and even why they feel misled, but I really don’t think there was any deceit or subterfuge or whatever people wanna ascribe to the overall debacle of OW2. I think the reality is in fact considerably sadder than that: they simply don’t have the juice anymore. They had a plan for a game that a

For the love of Kami and all things Japanese, PLEASE make the next game a classic Zelda game with a linear story and dungeons with hookshots and boomerangs and the like.

I hate this mechanic more than any other in any game. Not going to claim it’s rational, but it’s enough that it kept me from enjoying BotW and I’m not even going to bother with TotK. They could add a mode called ‘Baby Mode for Babies’ that turned off weapon durability, and I’d still play that mode.

Prays for unbreakable weapons