I neglected to mention that a copy of Lightning Returns fell into my possession for a few days as I'd mentioned to someone that I'd gotten the free trial of it and I still have a save on my PS3. I have some good things to say about it and some not so good things.
Yes, the dialogue is dumb. It's just dumb. It's dumb. The battle one-liners are kinda cheesy.
Yes, the framerate is really bad in the towns and especially in the wildlands to the point of giving me motion sickness and I have to sit down and rest for a bit. It also affects performance in battle by actually kind of making it easier because it's much easier to judge enemy animation frames and get your timing down to do a dodge/perfect guard and come out of battles unscathed. I really do feel like framerate affects battle progress, and this is why you generally want, in action games or ARPG, the highest framerate as possible. Lower framerates can affect timing and if slow enough, makes attack animation frames really easy to judge.
Yes, I find the stamina meter for running through towns limiting. I don't like it.
Yes, Perfect Guards are really really easy to pull off after a while.
Yes, the game's battles feel like they're on semi-auto like in Tales, so basically the only movement you seem to get is left/right/up/down movement while you're facing an enemy. And Lightning moves really slowly that it's kind of disappointing since she was
always a speedster. With that said, I've checked, and I don't think there's any haste in the game. There are some interesting spells/abilities, but not haste.
I think the battle UI gets in the way. It's too big. The GP meter doesn't have to be that big, or even
there in the first place. Sometimes I can't see enemies coming up from that corner and have to last-minute block or run really slowly out of the way.
I find the battle camera limiting. It doesn't really zoom out, I guess, when I'm fighting more than one enemy (and even hitting R3 doesn't help). I find it too dynamic when I want to look at enemies to judge when they're going to hit me to guard, so I'm usually fighting the camera with the R-stick again like I usually did with the FF13 games.
I think the best part of the game is the game's customization. You get ability drops from enemies, so you could always customize your garments with whatever you want. So for some of the game's first battles, you can get Deshell and Deprotect dropped and augment your attacks that way. I honestly think that trying to customize the garments' abilities that you can use I do feel like it's a little limiting. Like, you don't have access to a plethora of skills like you would an average ARPG, Kingdom Hearts, or even FFX-2 (or even Bravely Default, for that matter). So you have access to four skills each garment, for a total of 12 + garment passives and accessories per garment. You can tweak each garment to either be balanced wrt magic and physicals or make them the best they can be in either direction. Different weapons give you different animation frame timing, and different finishers. I find that the finishers take far too much time, so what I generally do is that I know in my head when I'm approaching a finisher and just switch the type of attack I'm doing, or switch the garment I'm using and use a different type of attack from the one I was using previously.
Attack Cancelling will get you pretty far, but the hindrance is that you're confined to the ATB meter, so the best thing to do is get abilities that quickly fill up your meter like ATB Charge, or equip garments that have wear abilities ATB Charge or passives like ATB Speed Up. Some garments have ATB initial values, too. So some have 100, 50, etc.
I think the game's customization tool is really neat and if you're going to boast about the game, honestly focus on that. And that's what SE did. It's the most polished part of the game and it works well. It's easy to break things with it, absolutely, but it's the best aspect of the game by far to me.
I think battles can be kind of boring because sometimes they're easy to figure out when you figure out how to knock out enemies (like sometimes you can knock them out on the first strike of the sword if that's their weakness). I'm playing on Normal, and some of the enemies' AI are kind of a pain, the camera can be a pain, sometimes things feel unbalanced, etc. But if you kinda know what you're doing and if you're customized well (and honestly, that's the biggest asset: it's not always coming down to what you're doing in battle; a lot of the time, it's what you're customized with in terms of base garment, passives, accessories, and attacks that makes a whole lot of difference, you'll be ok. If you can read enemies well, you'll be okay for the most part.
I haven't gotten to the dungeon that's like one of the worst designed dungeons I've ever seen yet.
The towns remind me a lot of Assassin's Creed. A lot of this game reminds me of Assassin's Creed, tbh (even some of the earlier missions). The restaurants and healing places remind me of the doctors a lot, lol. You can even whip your sword out in the middle of town and people will run away from you. I can also see why they didn't stick a ton of people into the towns. That'd make the game run worse. The quasi-parkour can be like Mirror's Edge, but it isn't as intense or satisfying because your platforming is basically average physics and it's just as meaningless as FFXIII-2's (whose platforming I also took issues with). I feel like they stuck poles and stuff everywhere without consequence. You can see a pole and just fall off the edge of the area and Lightning won't take fall damage. Give me an incentive to use them otherwise I won't use them at all. I also feel like Lightning's animations can be iffy and half-baked. Especially in cutscenes/dialogue scenes where the camera direction is weird (I get that they let you move the camera, but the scene direction is off). Edit: Some of her attack animations also look reused from previous games.
Um, quests are basically that "quests for the sake of quests" stuff I really dislike. Get my stuffed animal, pay me money so you can hear my story over a few days, go get this dude and make him follow you back to the quest giver, buy me this stuff from the store, get me this item, go fight this thing, etc. A lot of the quest objectives are timed, or you can get the quest items from areas that are barred off at certain times of day, so it's best to wait around for those areas to open up so you can get them. I don't really feel the Majora's Mask comparison outside of quest timing. That's it. And maybe getting you extra karma so you can extend days. I would honestly advise doing the sidequests because that's how you upgrade your stats in the game, and you get accessories.
The thing about Majora's Mask is that a lot of the quests are intertwined with each other. The majority of them taking place in and around Clock Town. There's nothing that really seems to link some of them outside of some quests that seem to unlock other quests provided you do or do not do something in one quest (which affects what rewards you get/if you fail the quest from what I read in the JP wiki). None of the rewards you get from one quest seem to affect another quest. I don't particularly feel like the quests have a lot of meaning or gravity like the MM quests, nor do I feel like I'm getting to know the NPCs by doing their quests. Even on a NG+, I don't think I'd feel inclined to say, "This game is about healing like MM was, and it's just interesting to see these people go about their day to day lives because they have feelings and are invested in this world but you know they're going to die three days later". I don't feel like the quests illustrate a need for me to get to know everyone's routines or understand why they asked me what they did, or why I should heal them and take their souls with respect to doing this quest. That's why I feel like the MM comparisons are fairly lofty--and I might be a little unfair. Majora's Mask is one of my favourite games, ever. So any comparison to that game, and I feel that is what is to be expected.
I suppose that while MM's quests felt fairly connected to each other (ex: Guru-Guru gives you the Bremen Mask --> Use Bremen Mask to make Grog feel better at the Romani Ranch when you've opened it and you get a Bunny Hood; Get Kamaro's Mask by playing the Song of Healing --> Make the Rosa Sisters feel better by using Kamaro's Mask and you get a Heart Piece), outside of a few quest in LR, they don't necessarily feel linked together.
I think the message was that they
wanted to go with the premise of healing like Majora's Mask, but it isn't communicated well throughout the game. The main quests certainly feel like they're attempting to do that, and in some cases, it succeeds. The sidequests, though? Not so much. Especially with the tasks being the way they are.
Um. I thought the atmosphere in some of the towns was nicely-done. Especially when the game first starts up in Luxerion and the atmosphere is really great (obvious slowdown notwithstanding). Music use is better in-game, but there are a lot of weird choices, as though maybe they didn't play the previous games before. A lot the old music use is just really weird and jarring. Unfitting.
The thing about LR is that they have a lot of good
ideas, but they don't necessarily feel like they go all the way, or that some concepts are half-baked. It feels a lot of like an interesting experiment where some improvements could be made to be an interesting thing, or some things just don't work at all.
tl;dr: I don't hate it, but it's not the second coming either. It's middle-ground so far, which I'd expected since that's how I felt about the previous games. It's a little underneath that because it does make me nauseous in some spots and I usually need to take a break to regain my composure.
I'm not done yet. I have spreadsheets and midterms to do for a while, so I'm not even sure when I'll finish the game off.
Besides I don't find it offensively stupid
.
FF4 has better dungeon design, and dungeon progression tied to level progression. At least thought went into the game's overall structure despite being bones easy at the time. For all the flak I give FF4, I've gone into the reasons why the game was so palatable to players, and rightfully so. Graphically, design-wise, and quest-wise, it's actually kind of decent since it doesn't overstay its welcome. You could clear it in just a few hours if you wanted to because it's
that easy to do it.
And it has a better sense of camaraderie than that game you'd mentioned.
Oh wow, I just noticed that it's missing
this part, but oh well. It's been two years so it doesn't matter, lol. I'm surprised I never caught that.
I still don't agree that FF2 has better character development than FF4. Firion barely even has character, and Maria and Guy flat out don't develop.
No, no. PS2 has the better character development and should be viewed as pioneering concepts in console RPGs such as a character-driven storylines, drama, serious subject matter, and death. It did the notion of self-discovery before FF4 even desired to.
It was the one that helped to pioneer the modern console Japanese-developed RPG, not FF4.
FF2 has the better narrative by virtue of not being as stupid for a game written up in 1988 and having non-fake deaths within the same series. And it had better political intrigue than FF4 ever did.