Man I think I'm done arguing about that remastered FFX soundtrack or I might lose my sanity.
I think there might be a good reason why a lot of people tell me they stick to their subs now.
Ha, I meant to say that I personally haven't played FFX since I was 10 years old. I'm not meaning to call people who don't like it 10 year olds. I get the complaints even if I don't totally agree with them.
And FFX's boss theme is awesome! I think it's the most imposing of FF's boss themes.
Ahhh, okay. The only time I've played FFX was when I was a teenager, but even then I wasn't completely satisfied with it in a game design sense. Love the art direction, love the ending, like what it tried to do, but was dissatisfied with some of its forays into certain things. Though I guess that might have been for the best considering a lot of people like it, and made it their first FF.
Oh, I meant my friend didn't like the HD Remaster version of Nakano's boss theme. The original Nakano boss theme is good.
Errybody excited about how bad X-2.5 sounds?
It's hilarious because they don't know how to stop.
Kinda sounds like an FF4-2 sort of thing to me considering some of the hints of plot rehashes/subplot dialing back because creativity is something that seems to be rationed over there.
I'm about 12 hours in (had to restart from my 15 hour run) and I've basically thrived on a single strategy: Spam attack or Bolt/Fire/Ice with ocassional healing and I've mopped the floor with everyone. There seems to be little difficulty, I'm not too happy with how Cloud controls in the over world, upgrading Materia is boring as hell (I admit I'm probably doing it wrong, but I've found nothing to tell me how to do it right in game), leveling is as simple and automatic as it gets, and the ATB or whatever it's called system is just not doing it for me. I'm not having a terrible time and find some enjoyment out of it, but I can honestly say that the thought of playing other games has become more appealing to me.
Final Fantasy VII is one of the easier FF games... and honestly, FF games started getting easier starting with FF6 (and FF4 was basically the outlier out of FFs 1-5 despite the fact that you could beat FF1 in a short amount of time). It's no wonder you're finding it easy, because it
is one of the easier FFs. But I don't think the thrill of FF7 lies in its early 'kill these mooks' gameplay. The thrill generally seems to lie in its growth, narrative, narrative progression, the illusion of choice, secret characters, plethora of minigames, finding whatever combinations of materia you can to mop the floor quickly but maybe also handicap you (because materia can lower your stats), etc.
I get a lot out of speedrunning it now because the game is certainly built for it, but at least at its fundamental core, the game certainly relies a lot on flexibility and player agency. You can determine how easy or hard it's going to be even if it is a remarkably easy game. I don't use magic anymore. I haven't used summons in FF games in far more than a decade in terms of personal play (obviously I had to use them to show them in that FF4 playthrough I did last year). The game really is built around making the player assess what they want to do with it and works around how the player would like to approach it.
Even if you watch a walkthrough of it, I feel like some bits of it, like the minigames, general atmosphere, illusion of choice, etc, would be missed. It's certainly up to your discretion, but at the same time, I do feel like I should chime in and say that a lot of FFs since 6 are a little easier like that.
I'm not sure where you are in FF7, though. Where are you right now?
I feel like it was a really unpolished experience. Beginning was a blast but the random encounters got old pretty fast, the crystarium system was really uninteresting and the skill distribution was just so dumb. They took away Slow, Haste, Faith, Bravery and such and made them exclusive to items and very situational = not useful at all.(The synergist role lost every possible usefulness) No techs or summons, and possibly the worst final boss fight, long, tedious and boring. (Caius' normal fights were a lot more interesting than the
)
And that doesn't even consider the story and the ending.
I don't know, from what i've read over here consensus is FF13-2 >>> FF13, and i completely disagree. Maybe the first one is a linear mess but it works a lot better and is a lot more varied gameplay wise IMO.
C shame on me though, i wanted to like it.)
Any thoughts on the matter? i'm pretty sure it has been discussed a lot, so i don't want to bother if this is repetitive or anything.
Nope. I feel the same way, and I had pointed out how the classes were completely nerfed even when people who were playing the Japanese version were in the middle of it (and they confirmed my suspicions of the game being markedly easier than the previous game with the nerfed classes). Reading the Japanese wikis, I had to ask myself why they even bothered to diminish some of the classes' roles when the XIII games' CSB actually made passives/debuffs/buffs and tanking
matter for once. I don't like CSB as much, but I can sure as hell say that despite that in-game/within scenario the team didn't feel like a 'team', CSB made everyone
work like a team by implementing the fact that every single class mattered.
I played the game with no monsters outside of one or two occasions on my first and only playthrough, and that shouldn't really be possible if the game were balanced and designed well. The Enhancer role ended up being insignificant, the Jammer role ended up being better than it should have been. Though with that said, it's good that they eliminated Haste as a spell at will cast by either of the two main characters because that would have completely and utterly broken the game even more than it is. I always said that CSB shone whenever the difficulty of the game increased, and CSB battles were more fun when the enemies threw curveballs at you or whenever everything was harder, and that's absolutely true.
That's why I typically say that the DLC is better than the full game. The DLC encourages you to make monster builds specifically tailored to those DLC fight conditions instead of being able to use whatever you wanted interchangeably as you could in the full game. This was where you had to pay attention to what skills you gave to your monsters, passive or active, to save your ass hard in the DLC battles. Especially against people like Gilgamesh. Even if they were gimmick battles, they couldn't really be approached that lightly.
I didn't like FFXIII... I still don't like it all that much and that's just my personal taste. But it's just amazing that when I finished FFXIII-2, I'd appreciated FFXIII much more, even moreso than when I'd platinumed it (because, like, the postgame hunts in FFXIII allowed the combat/class actives/passives to have some depth--had a
ton of fun figuring that stuff out and even helping other GAF members out with a lot of that stuff too).
With that said, though, FFXIII and FFXIII-2 make good sister games. They're both average to me,
but one has what the other doesn't. They both seem to suffer from the same design philosophy (do something that will try to please a wider audience/everyone because that's what they seem to want), but they aren't entirely without their merits.