Screw both, Advance Wars DS wins.Brandon F said:It'll be interesting to sift through the holy war that will ensue when Fire Emblem 2 meets Makai Wars PSP later this year...
Screw both, Advance Wars DS wins.Brandon F said:It'll be interesting to sift through the holy war that will ensue when Fire Emblem 2 meets Makai Wars PSP later this year...
I've never understood the praise LUCT gets... sure it's campaign was harder than KoL (but still not difficult), but that is the only thing it has over it. I still think KoL is simply more fun to play. I especially liked KoL's 5v5 bonus battles. Trying to take those on with under leveled people was more challenge and more fun than anything in LUCT.
Makai Wars PSP
Nippon Ichi. No info yet except the title, genre and platform.Pellham said:Who makes Makai Wars and where can I get info on it?
slayn said:I've never understood the praise LUCT gets... sure it's campaign was harder than KoL (but still not difficult), but that is the only thing it has over it. I still think KoL is simply more fun to play. I especially liked KoL's 5v5 bonus battles. Trying to take those on with under leveled people was more challenge and more fun than anything in LUCT.
Tsubaki said:There are many differences in LUCT and KoL, some of which relate to the challenge and some of which isn't.
The big thing for me is the WT system. LUCT utilizes an agility system where those who are more "agile" are able to have more turns than those who are less agile. More than just that, you are able to have some control over that because you basically get two moves per turn. If you forfeit one of those moves, you will have to wait less time for your next turn. If you forfeit both, then the wait is even less.
That element alone adds an incredible depth of strategy because of the timing options it gives you.
What I -hate- about TO:KoL is that it reduces the game entirely to a surround-and-pound strategy. Your entire force moves at once, so it's extremely easy to gang up on one or two of the enemies and take them out on your turn. Not only does it make the game easier, but it kills the variety of choices in the game. Basically what you see is what you get on your turn. It may be fine for some, but I find it horribly simplistic. "Look for open man, and kill him." and you have 8? chances to do it. It's simple and dull.
Another big thing is just stage design. Archers on high ground are a huge part of TO:LUCT and really emphasize the effects of terrain on offense/defense. This required actual strategy to get your troops to victory. Almost every battle in KoL was so straight-forward there was no thinking at all.
Finally, death in LUCT is severe.. to the point where you have to plan and play very carefully. Many battles I had to redo over and over again in order to get my party out 100% intact. KoL has no penalties at all for death and makes an already easy game even easier.
I mean, yeah, a lot of what I mentioned has to do with difficulty. But it's more than just the difficulty. It's how you play the game due to the difficulty. TO:LUCT is a game you have to learn. Every map is like a puzzle that you use past experience to try to solve. And sometimes, it forces you to try something entirely different to solve it. KoL is as basic as it comes, and for people who don't want to think much I suppose it's alright. But I would rather not waste my time on something that doesn't try to engage the player.
What I -hate- about TO:KoL is that it reduces the game entirely to a surround-and-pound strategy. Your entire force moves at once, so it's extremely easy to gang up on one or two of the enemies and take them out on your turn. Not only does it make the game easier, but it kills the variety of choices in the game. Basically what you see is what you get on your turn. It may be fine for some, but I find it horribly simplistic. "Look for open man, and kill him." and you have 8? chances to do it. It's simple and dull.
As for death... I completely disagree. Sever death penalties is my single greatest complaint of the entire genre. I despise permanent death and I consider it Fire Emblem's largest flaw. It severely limits what you can do because you can no longer sacrifice a unit to achieve a greater good. It means you can't just 'barely win' a battle. You either have to completely cominate them or restart the battle. The best battles, imo, are ones in which you and your opponent would start with 5-6 people on the field each, and you end the battle with only 1 person barely hanging on to life as he delivers a killing blow to the final enemy. The situation is so much more intense than, "oh, I accidentally moved that guy 1 square too many and now he died. Time to start over *sigh*"
The "gang-banging" strategy works well, until you realize that the enemy can do it to you too!
That's the problem. KoL's AI sucks so bad, they don't do that!
Pellham said:That was something I actually liked about KoL. I'm not a big fan of agile-based systems, because then you can pump up everyone's stats and get an unfair advantage over the enemy. By having both sides take their turns, you force a chess-like element to the gameplay, causing you to rely more on strategy.
The "gang-banging" strategy works well, until you realize that the enemy can do it to you too!
Well obviously we'll have to agree to disagree here, but for me and the majority of SRPG fans, permanent death allows for more intense and difficult gameplay, and for more reliance on strategy.
Take a look at the flipside of non-permanent death: in Shining Force, you can kill a tough enemy or boss simply by 'whittling' away at it with all of your units until it dies. That automatically renders strategy useless, and is one of the reasons that Shining Force, while fun, isn't highly regarded among SRPG enthusiasts.
Permanent death can cause endless frustration, but in the long run, the greater sense of accomplishment and the superior strategy scenarios more than make up for it. I don't feel any accomplishment in throwing all my units against a big bad boss, but I do if after several replays of a chapter, I figure out how to conquer it without losing anyone. And that's one of the reasons why Fire Emblem is so great.
Games without permanent death need to create scenarios that really test the player for them to be good and when it occurs (which is fairly rare) it's a very satisfying experience, even if you never permanently lose characters.
Pellham said:Give us some examples.
slayn said:agility systems are better than turn based, I agree, but don't feel as strongly about it as you.
As for death... I completely disagree. Sever death penalties is my single greatest complaint of the entire genre.
As for the games themselves, I don't think KoL is quite as simple minded as you make it out to be, and I certainly don't think LUCT is anywhere near as deep as you claim it to be. but there is no real way to argue that, its just my opinion based on my own experiance with the games.
I think there's somewhat of a consensus of the positives and negatives of perma-death. Advantages: Forces you to truly seek out better strategies. Disadvantages: Makes the game unforgiving where you must play and replay battles over and over.
Growlanser is a great example of a game that is difficult with well thought out scenarios w/o death penalty. Although, I wouldn't necessarily classify it as a SRPG/SLG....
basically I think perma death limits the amount of stratedgy because it forces you to be defensive and protective of your units, rather than looking at the overlal picture of winning. The easiest way to say it is I wish more SRPG's played more like a chess match. Whereas perma death would be like somehow trying to play chess without losing a single pawn.
Give us some examples.
Pellham said:So Growlanser is the ONLY example of an SRPG without permanent death that is good? I know we're not considering Shining Force for now, because I think most people can agree that Shining Force is "fun" but not "excellent", it certainly feels more like an RPG than an SRPG anyway (at least numbers II and III do).
I haven't played Growlanser yet, I was just curious. I'm still waiting for my older brother to buy it for me since he promised to.
So in other words, your whole point is that you think sacrifice should be a heavily strategy element in SRPGs, which is pretty much the same as 'whittling away' at enemies until they die. I've never played a single SRPG where this element actually benefited the gameplay, i.e. making the scenarios more complex or difficult, and I can name many many SRPGs that are shit because of it (Vandal Hearts immediately comes to mind).
The real workaround is to have a SRPG where you don't have unique units, where most of your units are randomly generated, or where you can buy units, that way you're not emotionally attached to them, and wouldn't care if they died. But you should still suffer a penalty if they did die.
An SRPG that penalizes you with a 1% crit attack is probably a design flaw. The best SRPGs such as Fire Emblem can be played without ever encountering such a cheap situation. And if you find yourself in a situation where you move a unit into a certain area and it suddenly gets whacked by many enemy units, it forces you to restart the scenario and rethink your original strategy. If there was no permanent death, you would continue playing until either your hero died or all your units died. I cannot honestly fathom how that would be more strategic than the first scenario w/ permanent death.
except if you read my previous posts, thats not what I think about perma death at all.
When something doesn't go as planned, or the comp outsmarts you, or you make a silly mistake thats it, restart and probably use your exact same stratedgy but with a minor tweak to avoid the previous problem. If you don't have perma death though, it just means you have to start thinking harder than and there.
Pellham said:The real workaround is to have a SRPG where you don't have unique units, where most of your units are randomly generated, or where you can buy units, that way you're not emotionally attached to them, and wouldn't care if they died. But you should still suffer a penalty if they did die.
Pellham said:An SRPG that penalizes you with a 1% crit attack is probably a design flaw. The best SRPGs such as Fire Emblem can be played without ever encountering such a cheap situation.
Pellham said:And if you find yourself in a situation where you move a unit into a certain area and it suddenly gets whacked by many enemy units, it forces you to restart the scenario and rethink your original strategy. If there was no permanent death, you would continue playing until either your hero died or all your units died. I cannot honestly fathom how that would be more strategic than the first scenario w/ permanent death.
Baron said:I'm curious as to the opinions of you SRPG masters on both the original Playstation Final Fantasy Tactics and the Saturn version of Tactics Ogre? I still have my seven-year old save games of FFT stowed away on a memory card. Loved that game. Best music, ever. It's what inspired me to buy my first game soundtrack.
iapetus said:Hello, Advance Wars.![]()
I'm not sure what you mean by this, but if it's what I think you mean (that a game that has a 1% chance of killing you outright with a critical hit) then Fire Emblem on GBA does exactly that. The critical hits are horribly overpowered in that game, and combined with the perma-death feature it can make the game infuriating. A perfect run through a level can be ruined by a character being killed in a single blow by someone who should hardly have been able to damage them.
Perhaps some people have enough sense to see a losing battle, and either make use of it to try out a partial strategy or just quit and restart themselves.
Actually what I'd find genuinely more interesting would be an SRPG where missions didn't have a binary success/failure level, and where failing to achieve the mission goal didn't normally cause the game to end, but branched the story instead, setting you up for different challenges. I realise some games do this to a certain extent already (Growlanser springs to mind again) but I'd like to see a more in-depth implementation of it.
I'm not sure what you mean by this, but if it's what I think you mean (that a game that has a 1% chance of killing you outright with a critical hit) then Fire Emblem on GBA does exactly that. The critical hits are horribly overpowered in that game, and combined with the perma-death feature it can make the game infuriating. A perfect run through a level can be ruined by a character being killed in a single blow by someone who should hardly have been able to damage them.
Actually what I'd find genuinely more interesting would be an SRPG where missions didn't have a binary success/failure level, and where failing to achieve the mission goal didn't normally cause the game to end, but branched the story instead, setting you up for different challenges. I realise some games do this to a certain extent already (Growlanser springs to mind again) but I'd like to see a more in-depth implementation of it.
Dragona Akehi said:Sorry Mr Moon, WARS is a Strategy game not an SRPG.![]()
Dragona Akehi said:I've hardly had this problem on the GBA FE games. In fact, unless the enemy in question is equipped with a Killer (insert weapon here) Criticals are hardly a factor for the opposing side. And even then, a Killer equipped enemy should be taken out either from a) a distance, b) character that can kill them with one hit. When I start a new FE map I always look to see whom is equipped with what and then plan accordingly.
Dragona Akehi said:That would be an interesting thing to see indeed. I imagine that'd come more from a PC Strat game rather than a Japanese SRPG unfortunately... :|
Pellham said:And I don't think it's "1% chance to kill you outright", I think a critical is just extra damage (I don't remember the exact formula), and often times, a character with low LUK that suffers from a crit tends to have high HP, so that he'd survive the attack.
Pellham said:And I don't think it's "1% chance to kill you outright", I think a critical is just extra damage (I don't remember the exact formula), and often times, a character with low LUK that suffers from a crit tends to have high HP, so that he'd survive the attack.
Pellham said:It'd be totally awesome, but nobody has come up with the idea yet (although I think games like Brigandine and Langrisser are close, but they don't emphasis story branching, and are mostly mindless simulation games).
However, don't assassins have 2 forms of critical hitting? One that follows the standard triple damage formula, and one that ends in an instant kill regardless?
Baron said:I'm curious as to the opinions of you SRPG masters on both the original Playstation Final Fantasy Tactics and the Saturn version of Tactics Ogre? I still have my seven-year old save games of FFT stowed away on a memory card. Loved that game. Best music, ever. It's what inspired me to buy my first game soundtrack.
iapetus said:Pedant. How about Kartia, then?
Likewise. I don't mind the killer-equipped enemies (except in cases where you don't know where they are until after they've killed you) but I've had the problem with other enemies (particularly bosses, but sometimes just grunts).
I don't see why it would necessary be something that doesn't come from a Japanese SRPG. Like I said, some of it's already there in some games. Growlanser II has a number of missions that have varied criteria for game over, mission failed, mission clear and mission complete, which can have story effects.
One of these days I'll have time enough to get back into coding for personal enjoyment and I'll write an SRPG that does that.![]()
Mejilan said:It's 3x damage, IIRC, which is quite often enough to kill weak units outright, and even stronger units if you've allowed their health to wear down to what appears to be a safe level.
Mejilan said:Edit - However, don't assassins have 2 forms of critical hitting? One that follows the standard triple damage formula, and one that ends in an instant kill regardless?
It's Langrisser in Japan. The development team left NCS to form CareerSoft years ago, who makes the Growlanser games for Atlus now.Unison said:It's probably incredibly rudimentary these days, but I'd love to see an update (isn't it an ongoing series in Japan?)
Also Pellham: Are the Great Knights in Seima no Kouseki the same as the ones from FE:Gaiden? I can't remember, and this has been bothering me, because I know there's a "Great Knight" class in FE: Gaiden that's mounted and uses axes, but I can't remember the graphic for it.
Shining Force has super-distinctive characters, which has always made it feel less like a stat-crunching exercise than any of these games except Fire Emblem.
No idea, I haven't played any of the Growlansers.Unison said:!!!
Does Growlanser Generations play like Warsong?
Pellham said:I'm not an expert on FE:Gaiden, but you're correct, these units are closer to the ones in FE:Gaiden than the great knights in Seisen or Thracia. They're more like armour knights on horseback than simply upgraded axe knights.
Seima has some serious balance issues, but oh well, it's still fun.
Storywise, they use permadeath/injury to emphasize the tragedy of war, especially in TO. A loss of units is a lack of efficiency in command and you are thus scored down in gameplay. In Front Mission, no one dies, but the spoils of victory are lessened when you spend lots of money on wanzer repairs or just lose them, Advance Wars is very much the same way.
Shouta said:Growlanser doesn't play anything like Langrisser. You know where Phantom Brave got the idea for its battle system? It was from Growlanser =P.
Grownslanser IV action game? Say what?Shouta said:oh and Jarrod, you forgot about the upcoming Growlanser IV action game for your list ;p.
The problem with permanent death can be that it becomes a crutch for some games and that it can significantly change the difficulty and way you play the game.