Yabberwocky
Member
Thank you for sharing the link - I had been wondering which combinations would be best, as it was all was a bit overwhelming, ha.
Does Trial Mode provide anything useful for your main game playthough or is it there to be speedran/challenging?
They also fixed Vaan's abs
I think Breakers with a class that let's wear Mystic robes will still be great.Looks like Genji glove / Yagyu Darkblade will be the go-to for Yiazmat... anyone got any tips for superboss-melting builds?
latest interview with one of the developers essentially shrugged this off as something they weren't really interested in pursuing.
definitely not something i'd hold out on happening in a year or so
Thank you for sharing the link - I had been wondering which combinations would be best, as it was all was a bit overwhelming, ha.
Only glanced at the gamefaqs thread, but I think I'll be going with
Breaker/Hunter
White Mage/Machinist
Samurai/Monk
Knight/Time Mage
Red Mage/Black Mage
Archer/Uhlan
My first thought was I hope they change the method for obtaining the Zodiac Spear.
They did.
The job system makes this a Day One for me.
There's a "canon"/lore-based setup on GameFAQs that I'll probably roll with. Seems pretty well optimized and uses every job:
Vaan - Shikari/Foebreaker
Penelo - Monk/Black Mage
Balthier - Machinist/Uhlan
Fran - Archer/Red Battlemage
Ashe - Time Battlemage/White Mage
Basch - Knight/Bushi
No clue where to allocate Espers, though.
This is going to paralyze me pretty badly, especially since you can't switch jobs freely like in FFT and FFV. I'll make sure to look up what things like Uhlan, Shikari, etc... are all about beforehand.
I mean it looks better but not "buy again for $60" better. Looks a bit like an emulated game.
The textures are so much better. I think you're not paying attention to all of the details.
How's the story? Kinda iffy as I don't like mmos (I know this isn't an mmo, but the style)
Yeah I'm trying to balance a min-max approach with a canon approach. Yours is pretty close to mine but I'm not sure Vaan's sub yet; crossbows and guns are the only weapon animations I like on Penelo; and, I hate the size of bows in the game and Fran looks awesome with one-handers/shield so I'll probably make her a Breaker (and also sub Red Mage because of the whole viera = red mage thing from FFTA or whatever) and then Ashe my Knight/Basch my Samurai. I tend to always go with swords for Ashe just because for story reasons I figure she should be able to use two-handed swords haha.There's a "canon"/lore-based setup on GameFAQs that I'll probably roll with. Seems pretty well optimized and uses every job:
Vaan - Shikari/Foebreaker
Penelo - Monk/Black Mage
Balthier - Machinist/Uhlan
Fran - Archer/Red Battlemage
Ashe - Time Battlemage/White Mage
Basch - Knight/Bushi
No clue where to allocate Espers, though.
I did a PS4 vs PS2 graphics comparison, for those interested. Also shows a short bit of the load time difference between sequences: https://youtu.be/-j0jORQDBYE
By covering them? I hope?
you still have to ask yourself why he would walk around dressed like that.
A lot of NPCs in Rabanastre dressed like that too.
A lot of NPCs in Rabanastre dressed like that too.
Well yeah. Rabanastre and by extension Dalmasca IS in a desert. I'd say that's a pretty good reason why the folks in living there are dressed the way they are.
Kinda an aside, but ever since the original Tales of Destiny where you had to wear Fur Cloaks to counter the 'freeze' effect in the snowy areas (mind you, it was just a stat and effect, and no actual graphical change), I've always wished my RPG characters would appear differently in different climatesWhich brings us to the problem. We frequently go into ice cold places. When you walk through places like the freezing mountains it's kinda iffy. But like I said before It's not that big of a deal, especially if Fran gets away with her "gear". I'm kinda biased because I think FFA2 Vaan is best Vaan.
Its 40, and that emulated game has massive changes from the og XII.I mean it looks better but not "buy again for $60" better. Looks a bit like an emulated game.
not to mention it's only $50 (aka $40 with GCU/Prime).
I did a PS4 vs PS2 graphics comparison, for those interested. Also shows a short bit of the load time difference between sequences: https://youtu.be/-j0jORQDBYE
Its 40, and that emulated game has massive changes from the og XII.
It's not the typical save the world story. Then again because of this game was somewhat panned by folks who wanted some kind of ultimate conclusion to the events of the game. Basically FFXII is about two large nations at war Arcadia and Rozarria, and very small country Dalmasca caught in the crossfire.
The Archadian Empire has been aggressively expanding it's borders for more territory to claim, and Dalmasca is / was the next region of territory to claim. The story is mainly political about the last remaining remnants of Dalmascan supporters / military raising a resistance group underground to garner support with neighboring countries to maintain Dalmascan independance.
It's not about conquering some ancient evil that will destroy the world. Basically Dalmasca is very small in the scope of a much larger world called Ivalice. It's much different to previous FF games in that it's is more on smaller scale events with one small country between two larger territories in conflict.
If you played Xenoblade then you'll have a general ideal of the flow and exploration. The combat in FFXII uses the ATB gauge system of older FF games with movement positioning in real time. You enter a command and each action has a queue for it's execution. More powerful moves have a longer queue. as opposed to waiting for your turn gauge to fill up to perform any action like the previous FFs that also used the ATB system. In the case for FFXII basic attacks come out almost immediately with no charge up time and stronger more powerful spells have a longer delayed charge. This gives battles a more tactical feel as you can't just use your most powerful spells with impunity as you must be conscious of the delay in choosing the move and charge to it's execution.
There is also a fully programmable AI system that allows you modify conditions for your party members to do actions, (Entirely optional of course, however managing three characters all at once can be very tedious so the Gambit system allows some micromanagement)
The system can be is simple as "Enemy attack party member = Target Attacking enemy with Basic Attack" or complex to something like
"Enemy Weak to Fire = Use Oil", "Enemy Oil Status = Cast Fire"
There is also stuff like "Enemy HP > 80% = Steal" So you can immediately start a fight by attempting to steal an item and your characters will stop stealing once either the Enemy's HP is below 80% in this case or they no longer have an item to steal.
The game is rather smart like this. You can program up to 12 actions and each one can link into each other (Like my Fire Spell / Oil Status example)
You know what, Vaan for all his questionable aesthetic, always had some of the coolest weapon attack animations. Dagger or sword and board, ninja or samurai blades, even all the ranged weapons. Even his spear animation was one of the most practical -- looked like the Bangaa Hunter.
Most of the characters were sort of hit or miss [subjectively] because there were usually a bit more stylish (just natural that you like or dislike some out of personal preference), but Vaan just sort of looked good with every weapon because they were pretty standard and practical stances.
How's the story? Kinda iffy as I don't like mmos (I know this isn't an mmo, but the style)
I mean it looks better but not "buy again for $60" better. Looks a bit like an emulated game.
There's a "canon"/lore-based setup on GameFAQs that I'll probably roll with. Seems pretty well optimized and uses every job:
Vaan - Shikari/Foebreaker
Penelo - Monk/Black Mage
Balthier - Machinist/Uhlan
Fran - Archer/Red Battlemage
Ashe - Time Battlemage/White Mage
Basch - Knight/Bushi
No clue where to allocate Espers, though.
It's not the typical save the world story. Then again because of this game was somewhat panned by folks who wanted some kind of ultimate conclusion to the events of the game. Basically FFXII is about two large nations at war Arcadia and Rozarria, and very small country Dalmasca caught in the crossfire.
The Archadian Empire has been aggressively expanding it's borders for more territory to claim, and Dalmasca is / was the next region of territory to claim. The story is mainly political about the last remaining remnants of Dalmascan supporters / military raising a resistance group underground to garner support with neighboring countries to maintain Dalmascan independance.
It's not about conquering some ancient evil that will destroy the world. Basically Dalmasca is very small in the scope of a much larger world called Ivalice. It's much different to previous FF games in that it's is more on smaller scale events with one small country between two larger territories in conflict.
If you played Xenoblade then you'll have a general ideal of the flow and exploration. The combat in FFXII uses the ATB gauge system of older FF games with movement positioning in real time. You enter a command and each action has a queue for it's execution. More powerful moves have a longer queue. as opposed to waiting for your turn gauge to fill up to perform any action like the previous FFs that also used the ATB system. In the case for FFXII basic attacks come out almost immediately with no charge up time and stronger more powerful spells have a longer delayed charge. This gives battles a more tactical feel as you can't just use your most powerful spells with impunity as you must be conscious of the delay in choosing the move and charge to it's execution.
There is also a fully programmable AI system that allows you modify conditions for your party members to do actions, (Entirely optional of course, however managing three characters all at once can be very tedious so the Gambit system allows some micromanagement)
The system can be is simple as "Enemy attack party member = Target Attacking enemy with Basic Attack" or complex to something like
"Enemy Weak to Fire = Use Oil", "Enemy Oil Status = Cast Fire"
There is also stuff like "Enemy HP > 80% = Steal" So you can immediately start a fight by attempting to steal an item and your characters will stop stealing once either the Enemy's HP is below 80% in this case or they no longer have an item to steal.
The game is rather smart like this. You can program up to 12 actions and each one can link into each other (Like my Fire Spell / Oil Status example)
If it weren't for the mature themes and very high fantasy concepts, FFXII could actually be a pretty cool and clever way for young players to learn about programming. It would be interesting if SE could reuse the Gambit system in a more casual-friendly type of game.
There's a "canon"/lore-based setup on GameFAQs that I'll probably roll with. Seems pretty well optimized and uses every job:
Vaan - Shikari/Foebreaker
Penelo - Monk/Black Mage
Balthier - Machinist/Uhlan
Fran - Archer/Red Battlemage
Ashe - Time Battlemage/White Mage
Basch - Knight/Bushi
No clue where to allocate Espers, though.
I'd love to see a comparison between the emulated FFXII which holds up very well, and this remaster tbh.
Anywho, do we have any stats regarding resolution/framerate on regular/pro?
There was nothing wrong with Vaan's abs. People just get fixed on dumb shit. SE still chose to "fix" them though. Now instead of a sixpack or whatever he had before, he now has a threepack. It looks unbeliavebly stupid, and where I never noticed or thought about his abs before, now I constantly notice the lack of anatomical correctness, and it's very gtating.
Thanks internet!
Balthier is the worst with guns and Fran the worst with bows because of their animation speeds, unless that's fixed with this release.
1080p/30 - PS4
4K/30 - PS4 Pro (their wording on this suggests 1080p displays won't have downsampling, but we'll see)
Menus are 60fps