Do you see the black one...or the white?
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Yes I'll admit FF2's system was very experimental and everyone I've heard talk about it didn't especially like it. Sadly I can't comment much on it since I've not played it, however this was the second game in the franchise so it was still establishing elements that would be consistent in the entire series as it was finding it's feet. The original Final Fantasy was a surprise success, I'm sure I don't need to recount the story of how it was the creator's last game. Final Fantasy 2 wasn't sure what it would be, since no one expected to be making it they had to make it different than before. However I'd argue your problem is with the growth system and not the battle system...because the battle system is essentially the same, you select one command and have an effect on the enemy. It might seem a minor differentiation but it's another identical element.
As for FF8, I didn't feel it really did deviate that much, it's just that you replace Materia with GFs, Drawing magic was admittedly new and interesting to me as I'd never especially liked MP leaving me limited before. I always preferred abilities over MP as well so I had no problem letting my Magic just sit and improve my stats. However that's just my opinion on the system and again while it's the growth system that changed the battle system that remained relatively the same. In fact if anything the growth system is the one thing than does change consistently throuwout each game. 'Change' in the growth system could be argued to be a constant element of FF like the other commonalities (something FF13 actually also didn't include given how the Crystarium was a less flexible version of the Sphere Grid). The battle system was still essentially the core, which FFXIII drastically deviated from.
I think I'm seeing now where we differentiate in opinions here on the battle system. Correct me if I'm wrong, but you're feeling it's not too different because at the core of each game, you're still selecting attacks and pressing A or X or whatever to use them. To me, they each feel different because of the the execution of the battle system and how it's handled. Navigating the menu may be the same, but how you're acquiring everything and what it takes to get you from acquiring an ability to using it is what makes it different to me and that's where I'm coming from.
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It's an interesting argument but FFX was actually early PS2 so I doubt anyone was considering 'waiting' to the PS3 to come out. Do you have any evidence they were were going to make it more experimental? It's just the first I've heard of it, FFX was revolutionary enough I felt so I'm curious as to what more they had planned.
Oh, it wasn't so much me saying they were waiting on the PS3 as to saying they were limited because of the PS2 hardware. As for the changes that were cut out, Cat covered them pretty much.
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I'm not sure there's much to garner in comparing it to another series. It's possible to argue that rather FFX being 'innovative' in including voice acting, Dragon quest was behind the times in NOT including it as many games on the PS2 were starting to include voice acting around that time.
It's not a major system change it's an aesthetic bonus, even then I could argue that the FF series is always expected to be pretty top-of-the-line when it comes to aesthetics, I certainly remember that being expected of FFXIII when we were waiting for it to come out, in which case it would still be part of the regular commonalities with FF's expectations.
I only compare because Dragon Quest and Final Fantasy are the two big series owned by Square that essentially started out the same way, but went in completely different directions, so I feel the comparison is justified. Both series combat systems were very similar early on, but Final Fantasy quickly deviated and went the experimental route whereas Dragon Quest stayed with its roots. I believe about the voice acting too, it was a risk for Square at the time because, if I recall, they had never done voice acting before. Experimental to be sure and it's probably the reason why it's been heavily criticized for times when the voice acting came off as amateurish because no one really had any idea on how to direct at the time. It's gotten SO much better since then. It may come off as an aesthetic change, but I also see it as a gamble too. Trying something you've never done before in hopes of it being successful is always a risk.
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I think that's a statement that could be made of any long-running series rather than just Final Fantasy but my argument is that FFXIII failed that and did change things up too much. I think with terms of story and characters you can get a unique interesting experience that differentiates from other entries in a series, in fact I know this is the case by pointing at visual novels and adventure games where the gameplay doesn't drastically change at all. For the story and characters to change is enough to create a new experience without the need to drastically alter the fundamental gameplay.
That's understandable. It's your opinion and I respect that. I can't say I hate or love the changes FFXIII made as, again, I haven't played the game. As for your point, that is the reason why I go back to games like Dragon Quest, for the new characters. I'm not looking for innovation in the series, but I'm looking for characters to enjoy, and most of the time, it delivers.
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True FFX was semi-linear although it can be justified by it's plot, where the party HAS to follow a path for religious reasons. There's no plot limitation to justify for FFXIII being on a flat track. Yes you are on the run and that gives you a reason to not stick around in one place for too long but it doesn't give you a reason to go to only one place, like I've already said FF6 has already done the fugitives on the run (arguably 12 too when I think about it) without limiting freedom successfully.
I'd argue FF13 has more capacity for loading out bigger areas and expanding them more for it to be a fair advantage to hold over a relatively early PS2 game. However the hallway problem is only part of the big picture, I do remember the same problems being said of FFX by some people and admittedly as my first final fantasy I wasn't aware of how 'open world' the others were in comparison. However a big part of it is how FFX fleshes out these open areas...which we'll discuss in a moment.
Justified or not though, it's still a terrible excuse to make the game linear. Previous Final Fantasies have also had "go from point A to point B" plots, but still left a lot to explore in between. FFX doesn't really do that, save for very few instances. You're bound to a narrow path and you can't deviate from it. If the areas were more open-ended like in FFXII, it probably wouldn't have been so bad. I think you can still have a whole, reach the final destination area, without having to put restrictions on the exploration. It's the same problem I see with FFXIII, it's just the "hallways" feel a bit longer because the areas are bigger.
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Actually...the point of loot WAS to sell it. It was different but the emphasis on selling it is what powered the whole economy so you would often not be short on money. You sold loot for money and depending on the loot sold the bazaar would make more items to buy with your money. It was an economy that worked and you did not really benefit from holding onto loot. There may have been low Gil payouts but there's still at least a working Gil economy and you can still get plenty of Gil if you engage with it's economy. In FFXIII, sure you can sell components but then you are only going to buy more components so you don't really gain anything
I get the system. I just didn't like it. Suppose it was an instance of "they changed it, now it sucks" to me.
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I'm....not exactly sure you are correct here...sidequests led to you getting ultimate weapons, optional GFS....by extension more abilities to power up your characters. Hell sidequests even led to you regaining your basic battle commands in the final dungeon. There was Brothers, Eden, Odin, Tonberry to name a few. Even if you do indulge in Triple Triad you can really gain some material rewards from it when you can turn rare cards into powerful items. There's plenty to gain from sidequests and optional bosses.
Considering everything you get from Triple Triad though and how obscene you can become very early on though, it doesn't feel like much of a reward because you're getting this stuff for bragging rights. It's not really something I'd care to use considering I'm already 1-shotting everything in sight. If the combat system and junctioning system were handled differently, I'd probably actually care about these rewards, but I don't.
To use a different example of what I did like, aside from Tetra Master, FFIX had sidequests where I felt like I earned my rewards. Choco Hot and Cold made doing all that Chocobo stuff worth while. Getting summons and better weapons from the various sidequests in the game, as well as items to learn abilities, were more useful than how FF8 handled them because the way the battle system worked. Zidane benefited more from a stronger weapon, Dagger/Garnet benefited more from a stronger summon. Why? Because they weren't overpowered and one-shotted everything within the first few hours, so it meant something. Fighting optional bosses felt better too because it didn't turn into mash X to win because I was overpowered.
Sorry I'm on a bit of a tangent here, but that's one of my complaints about FF8. It's so easy to break the game that everything else feels pointless to me. I know some people find fun in it, but I don't. If I'm to find ways to break a game, make it challenging, make it feel like I'm accomplishing something. Don't hand it to me on a silver platter. It makes the rest of the game dull in comparison. I'll digress now. That's an argument for another time.
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I'm also not sure you are right about this, you can't move at all in FFXIII so really it went backwards from XII. All the motion and action in FFXIII is automatic from attack animations. Entertainingly at one point during one fo the challenging final bosses Sazh's "backstep" animation from his regular attack combo eventually put me so far away from the final boss only his huge cutscene attacks would hit him. Besides the point moving around during battle is NOT modifying the ATB system, mobility is fine but the ATB system is about a time gauge building up and performing an action at the end of it. That's not changed at all in XII, moving out of 'physical connection' with an enemy in FFXII doesn't guarantee a miss, in fact it doesn't effect it at all. It wasn't like an action game where you could 'dodge' by moving away. The only point where it would be effective is if you were far enough distance away to count as actually fleeing and that wouldn't work against magic attacks and from my memory of FFXII some enemies were right tenacious in chasing you across maps.
Like I said, I haven't played FFXIII, so I can't make judgements on how the battle system worked, I was just going purely by how it looked. Still though, my point from FFX to FFXII still stands, based on personal experience. I can't begin to tell you how initially I was turned off from it because of how different the battle system was compared to previous entries. Even though FFX had a different battle system from the previous entries, it had its roots from the first 3 games. I know an argument can be made saying that FFXII builds on the ATB, but I think the thing for me is that it's such a different feel from anything that was in the series before (sans FFXI) that it was hard for me to adjust. On top of that, add directly controlling one character and the Gambit system into the mix and it just deviates further that it's hard to see what's at the core, whereas, compared to FFX, it didn't feel as jarring coming into it from FFIX. To me anyways. It's just my opinion based on how I felt when I first played these games.
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I can already say it's yeah...it's very un-Final Fantasy. In hindsight it might be seen as the trend-setter when anything changed but as of right now, yeah it's un-Final Fantasy. Also I can say that they've already went away from that what with XIII-2 maintaining a very similar battle system to XIII EXCEPT they added in a function where the party leader changes to another when one dies meaning it's not 'one-character' game over.
As for AI (and I think Cat says something about this as well referring to paradigm shifting), changing the class AI I'd taken into account but it's still not optimal. I'm going to give an example from my game, then maybe some more general ones. In my playthrough I'd been putting points into the "Power Circle" for Snow, the weapon that amplifies strength for him. His strength was pretty reasonable by this point and outclassed his magic stat by a big margin. So I would switch to ravager (the chain building class) which includes both elemental spells and elemental strikes and I see Snow pointlessly launching elemental spells into the foe at point blank range and question why he's not using the physical version. I take direct control of him for the next battle against the same foe and sure enough, the damage is improved notably on his physical strikes with no loss of chain gauge.
In other arguments, the AI always applies buffs in a set order without actually being valuable. Haste is one of the few notably useful buffs in FFXIII, so I'd like it out quickly. If I don't take control of the Synergist they attempt to start with bravery and faith. Even on characters I REALLY don't want both of those buffs on. Looking at my previous Snow, I don't want the AI to cast faith on him at all, just go for bravery and cast a more useful buff elsewhere.
In another example each individual has a uniquely powerful 'limit break' move that the AI will never ever use. Also in a game which is all about keeping the foe launched as much as possible it is often necessary to cancel attack chains early in order to keep the foe aloft or to capitalise on a rapidly dropping chain gauge. The AI doesn't have this capacity at all, often there is large attacks that do massive damage when the chain gauge is almost empty, designed to finish a chain (Smite I think it's called?) but I would often find the AI would often MISS the timing with this resulting in basic attack damage for a significant time investment.
Knowing how detailed the FFXII Gambit system was, I can see it solving a great number of these issues and allowing for some impressive depths of strategy.
Seeing as I haven't played FFXIII (sound like a broken record), so I can't say anything regarding this. I'll leave it to you and Cat. Sorry!
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How about Gilgamesh? Or the comedic elements of Steiner slamming into a brick wall? Rin joking about selling you items when if you lose he dies too? Dyne's touching backstory with Barret. I don't MEAN general NPCs I mean the cool characters like Maechen. Maechen was actually an example I was going to bring out. Hell I'll even give FFXIII-2's "Choco-boco-lina" as somewhat entertaining. However of course your mileage may vary on every one of these characters but to even HAVE that opportunity you need to have other characters to interact with. THIS is the area that FFXIII fails massively in as it even fails to develop it's few NPCs onscreen nevermind including interactable NPCs. This is what I was talking about where FFX 'fleshes out' it's 'narrow hallways'. It has other characters that recur, like Maechen and Rin, the Al Bhed, well I don't need to say them you'll all know there's NPCs there. That's the problem, a 'hallway' and 'linear gameplay' can be fine if there's something worth interacting with in the world to flesh it out. Heavy narrative games like the Walking Dead are indicative of this where there is only really one path of progression but it's the interactions with the other people and things in the world that make it interesting. The difference between a linear world and a "hallway" is that there's things to do in a world but a hallway is empty and boring. The "hallway" complaint is part of the problem but it's massively compounded by XIII's other problems.
Sorry, I may have mistyped, but I meant interesting NPCs. I did say there were a few NPCs over the course of the series that weren't bland, but it's very few. I loved Gilgamesh. I think out of all the games, FFIX had a lot of entertaining NPCs as far as "townies" go, and FFV had some very interesting story-based NPCs. Steiner... I don't count him. I love the guy, but you play as him, so yeah. Dyne? I didn't care for him. Honestly, FF7's NPCs weren't too interesting for me. Maybe chalk it up to the bad translation, but no one really stood out for me save for the the Turks and Hojo. Heck, aside from Rufus, I barely remember any other people from Shinra. They just didn't appeal to me. I think our mileage does vary on what we find redeemable in an NPC. That's what opinions are about. Rin wasn't real interesting to me either, but I did like his voice. Sure we hear about the hardships of the Al-Bhed from him, but I hear that everywhere else in the game and the plot that it just doesn't matter to me. It's almost akin to everyone talking about bad Sin is in the game. I get it. Let's move on. Honestly, I think that FFX is one of the weaker ones in the series when it comes to NPCs. Everyone is pretty much either a jerk or too boring to care about. I like the game, don't get me wrong. It's just playing it multiple times, I've really come to see where this game has fallen short.
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*shrugs* Like I said you're mileage may vary on things like that. I guess I didn't realise how much it meant to me until it was just a computer I was buying from in FFXIII. That or I'm just quite fond of O'aka the 23rd from X
Alright, I'll give you that. O'aka was cool, if only for his voice too.
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Yes a massive problem with Hope and the reason why he's so annoying. It boggles my mind that this kid is considered insightful and intelligent enough to become effectively a world leader in the next game.
For real? Okay, that's funny.
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I like characters who have resolute beliefs to be confronted with harsh realities and grow from them. It's why I appreciate folks like Steiner and Wakka more because they face their world coming down on them and need to adapt to it. It's kind of how I liked Snow, he'd want to be a hero so much convinced he was doing the right thing but he's just unable to do everything he'd want to just incapable of it. The scene where he stays behind desperately trying to smash the crystal to get Serah out, doing the only thing he knows to help, I found particularly good, compared to other people's 'revelations'.
And of course yes Sazh is the greatest redeeming factor of FFXIII. It's not enough no to redeem it fully but he made the game a bit more bearable.
As for Serah, I hear she was meant to be another party member in FFXIII but she got cut along with a lot of content in the concessions made to put the game on Xbox as well.
Steiner's story, in my opinion, was done better than Wakka's. While Wakka's was probably portrayed more realistically, I really hated him throughout the middle of the game. The narrow-mindedness of his really made me want to punch him in the face. I like Wakka overall, but geez was he a pain. I think as for Steiner, I like his story more because he isn't much of a jerk as he is a loveable oaf. Watching his resolution grow from protecting the princess while being ignorant of what's going on to becoming aware and becoming resolute on what his actions are going to be was fun to watch. Especially when he'd hit panic mode between these two conflicting view points. I just hated with Wakka, having to watch him be a racist jerk that was justified by his devotion to Yevon. I understand part of it had to do with his brother, but that narrow-minded thinking just rubbed me the wrong way.
I'll be honest here, as I'm probably one of the very few, but I actually like how Tidus overcomes his problems and how he faces them better than Wakka. Sure Tidus is naive and boisterous at times, but I think for a guy thrown into a world that's supposedly 1000 years in the future from where he is, he handles it well. Better than I would have. My biggest complaint about him really are his daddy issues. That's the one thing I really give him flack for because it's one thing he really handles immaturely.
On April 3, 2016, Court Records Forums experienced a miracle upon that day.
CatMuto wrote:
Pierre wrote:
Man...that looks dull...this actually makes me worried for KH3 (since that team worked on the battle system)
I feel the same