HotPocket69
Banned
I AINT YOUR BRO
A lot of modern RPGs are failing to meet your 20 year old standard then.Probably from the 20 year old game it’s based on.
It's literally one of my favourite games in the last decade and feel like as much of a full game as anything else at the same price.Development span of 10 years, man power, enormous $budget$..final built, less than half of the full game..was it worth it? You guys enjoying it?
Playing a bit more, and the lightning is awesome in Wall Market. Such a lively place.
OMG THE TEXTURE ARE SOOO BAD THIS GAME LOOKS LAST GEN
I can also pause the game with the command menu, which I’ve already addressed. It changes nothing. That pausing is an option is indicative of how counter intuitive this system really is.Protip: with R2 you can basically pause the battle at any time, allowint you to view hp/mp and decide on next steps, give it a try!
They're combining two different systems antithetical to one another. One that's twitch based opposed to a more tactical and measured approach.
They are demanding attention be paid to attacking, evading, and blocking, identifying and attacking weak spots, what each enemy is doing at any given time, paying attention to HP/MP management of not only yourself but that of your allies, and menu management and respective skill utilization that can vary for enemy to enemy. It's a lot to place on the player's plate under pressure, and yes, the game pauses to consider this when ATBs fill and the command menu is called up, which just goes to show to me how incompatible these system they've tried to combine really are. When the devs shoulder me with action game considerations in the heat of the moment in battles with many enemies and variables to consider, it can be trying to keep track of them all to their most effective and efficient implementations. Is it workable? Yes, but I don't think it's enjoyable, nor lends itself to the fullest potential of what adhering to a true turn-based system could afford.
Classic mitigates the aforementioned somewhat by lifting the superficial actiony nature of the game out of the player's hands which I appreciate, but there's still issues apparent after some play put in. Not to mention the default to easy difficulty, the AI leaves something greatly to be desired not only in how it conducts the player's character in a dynamic situation, but especially that of the NPCs whose ATBs take forever to fill unless you switch to them and take over......which defeats the entire purpose of being in Classic to begin with. What they should've done if they insisted upon this direction was to allow the player some nuance and micromanagement in how the AI controlled NPCs during battle, and re-balanced the ATB so that equal opportunity could be afforded to each character regardless of who is hammering the attack button at any given moment.
To be perfectly honest, this is one of the poorest battle systems I've seen in a game. It's unbalanced, it's chaotic, and I always feel like every time I triumph, it's never due to a measured or skillful execution of tactics on my part but one of brute forcing my way through it, and one further that I could've accomplished alone, aided by potions and spells.
I really respect how nicely you explained your stance on this and it's fun seeing your perspective.
But due to the simple fact that I find managing all this often too easy and always very fun makes me disagree with all of it.
It blows most other rpg battle systems out of the water.
Does the later chapters get longer? Because I'm in chapter 7 with 9 hours. Don't think I'm rushing. I mostly walk not run. I talk to everyone and have done every side quest so far.
I agree completely. The battle system is a mess of ability spam and is tedious to operate. The game's camera sure doesn't make things any easier.They're combining two different systems antithetical to one another. One that's twitch based opposed to a more tactical and measured approach.
They are demanding attention be paid to attacking, evading, and blocking, identifying and attacking weak spots, what each enemy is doing at any given time, paying attention to HP/MP management of not only yourself but that of your allies, and menu management and respective skill utilization that can vary for enemy to enemy. It's a lot to place on the player's plate under pressure, and yes, the game pauses to consider this when ATBs fill and the command menu is called up, which just goes to show to me how incompatible these system they've tried to combine really are. When the devs shoulder me with action game considerations in the heat of the moment in battles with many enemies and variables to consider, it can be trying to keep track of them all to their most effective and efficient implementations. Is it workable? Yes, but I don't think it's enjoyable, nor lends itself to the fullest potential of what adhering to a true turn-based system could afford.
Classic mitigates the aforementioned somewhat by lifting the superficial actiony nature of the game out of the player's hands which I appreciate, but there's still issues apparent after some play put in. Not to mention the default to easy difficulty, the AI leaves something greatly to be desired not only in how it conducts the player's character in a dynamic situation, but especially that of the NPCs whose ATBs take forever to fill unless you switch to them and take over......which defeats the entire purpose of being in Classic to begin with. What they should've done if they insisted upon this direction was to allow the player some nuance and micromanagement in how the AI controlled NPCs during battle, and re-balanced the ATB so that equal opportunity could be afforded to each character regardless of who is hammering the attack button at any given moment.
To be perfectly honest, this is one of the poorest battle systems I've seen in a game. It's unbalanced, it's chaotic, and I always feel like every time I triumph, it's never due to a measured or skillful execution of tactics on my part but one of brute forcing my way through it, and one further that I could've accomplished alone, aided by potions and spells.
They had plenty of copies at Walmart when I went yesterday.Where the fudge can you find a physical copy of this anymore?
In the States?They had plenty of copies at Walmart when I went yesterday.
YesIn the States?
Does the later chapters get longer? Because I'm in chapter 7 with 9 hours. Don't think I'm rushing. I mostly walk not run. I talk to everyone and have done every side quest so far.
Why does tifa's chest look like it's made of styrofoam?Why is Tifa so pretty?
Why is Tifa so pretty?
A lot of modern RPGs are failing to meet your 20 year old standard then.
I agree completely. The battle system is a mess of ability spam and is tedious to operate. The game's camera sure doesn't make things any easier.
You meant to say this game is the shit.I can honestly say after playing it.. it's a bit shit aint it.
Agree. She's gorgeous.Why is Tifa so pretty?
Can you elaborate? Because that is my genuine impression.
FF7R has super linear sections with select few branching parts, like the reactor missions.
And it has those free roam areas like the slums. Here you cannot enter any building, so it's also not that sprawling. Some paths lead away from the slums to a few fighting areas. Not that large either.
In FF13 you have mostly ultra linear sections, they are about as linear as FF7R, probably a bit more linear.
BUT you also have some free roam areas like the Archylte steppe that has actual free roam. Again even the slums and Aerith's village are quite constrained, come on.
Now I do get that you can feel that 13 is more linear than 7R. But come on you can't tell me gulf is that big overall. FF7R is very linear overall and I already long for part II with real exploration...
The problem is trying to be both an action game and fundamentally turn-based.They're combining two different systems antithetical to one another. One that's twitch based opposed to a more tactical and measured approach.
They are demanding attention be paid to attacking, evading, and blocking, identifying and attacking weak spots, what each enemy is doing at any given time, paying attention to HP/MP management of not only yourself but that of your allies, and menu management and respective skill utilization that can vary for enemy to enemy. It's a lot to place on the player's plate under pressure, and yes, the game pauses to consider this when ATBs fill and the command menu is called up, which just goes to show to me how incompatible these system they've tried to combine really are. When the devs shoulder me with action game considerations in the heat of the moment in battles with many enemies and variables to consider, it can be trying to keep track of them all to their most effective and efficient implementations. Is it workable? Yes, but I don't think it's enjoyable, nor lends itself to the fullest potential of what adhering to a true turn-based system could afford.
Classic mitigates the aforementioned somewhat by lifting the superficial actiony nature of the game out of the player's hands which I appreciate, but there's still issues apparent after some play put in. Not to mention the default to easy difficulty, the AI leaves something greatly to be desired not only in how it conducts the player's character in a dynamic situation, but especially that of the NPCs whose ATBs take forever to fill unless you switch to them and take over......which defeats the entire purpose of being in Classic to begin with. What they should've done if they insisted upon this direction was to allow the player some nuance and micromanagement in how the AI controlled NPCs during battle, and re-balanced the ATB so that equal opportunity could be afforded to each character regardless of who is hammering the attack button at any given moment.
To be perfectly honest, this is one of the poorest battle systems I've seen in a game, not in execution but in general design philosophy. It's unbalanced, it's chaotic, and I always feel like every time I triumph, it's never due to a measured or skillful execution of tactics on my part but one of brute forcing my way through it, and one further that I could've accomplished alone, aided by potions and spells.
Exac;ty why I hate the argument or criticism of what defines "Pacing". Its a subjective matter and can also depend on someones mood.I absolutely loved the section and wouldn't have had it any other way. It's like people forget this is an rpg with a big focus on story. You can't expect every to complain about sections that are you just interacting with the characters and getting immersed in the world. I dragged than aerith section out to like 3x it's length just enjoying the world design.
I also LOVED my Bikey boy.
It seems like a lot of the complaints about pacing are complaints about what I would call some of the bests parts of the game lasting too long when I would want even more.. Opinions, what are they?
What's really annoying isn't the combat though. What's annoying is just how padded the game feels. It's obvious they have stretched a part of the game which was only 4-5 hours in the original to 40 hours. There is so much slow walking and talking, it's like Gears of War on steroids. Also seeing Sephiroth every 15 minutes right from the start is a baffling design decision, he doesn't even appear until far into the original for a reason.