Ponn01 said:
This game is just pure awesome. I cannot believe the lower scores some people are giving this game. Well actually I can, I am betting some those people gave up on the game within the first few chapters and based their reviews on that which is so so wrong. If I were to throw blame at Squenix it would be for dragging their feets on those chapters and making people wait till chapter 10-11 to get into the REAL game. Or at least they should have had a disclaimer saying "Please, play this game till chapter 11 before making a decison"
SquareEnix's disclaimer should be that people should wait 25 hours of a 40 hour game before it starts to be decent?
If nearly 2/3 of a game is handicapped, is the game only 2/3 shitty, or is it 1/3 awesome? Is 1/3 awesome enough to get "higher scores"?
Ponn01 said:
The battle system is just so beautiful and wonderful. It's like the furthering idea of the FFX and FFXII battle systems and sphere grids taken to their blissful conclusion. I can't understand people bitching about not being able to directly control all the characters or the auto option for your leader. I just want to scream YOU ARE DOING IT WRONG! Thats why you all are losing so much and complaining about enemies and bosses. The system is in the paradigm shifting and for once in a RPG having to utilize ALL your classes. All those buffs and debuffs that people never use and just hit the fight button repeatedly with the occasional lighting or ice doesn't cut it. It makes battles interesting again, I don't understand why people aren't excited about this, you aren't just smashing x button to fight, you have to think and strategize your battles with staggering.
My problem is I'm not really thinking at all. I honestly can't remember a time I've thought less about a FF battle system. Now, I have not got up to chapter 11 and we'll see about these 'training wheels'... but should I have to wait that long through an excruciatingly terrible story merely to get to something that approaches workable?
Nearly every single battle so far has been approached by me the exact same way.
Start battle,
Commando/Ravager/Saboteur -> Attacks/1st Layer of Debuffs Cast - Paradigm Shift to Ravager/Ravager/Saboteur -> ATB Cancel for extra attack -> Attack again using same class -> Paradigm Shift to original layout for another ATB Cancel -> repeat
If you couple this with a first strike attack? Forgettabout it. Round over in less than 30 secs.
This setup is so explicitly overpowered that I have not got anything less than a five star rating once. Nor have I died once outside of Shiva, even facing the "hard" (that's what the game acted like anyway) steelbacks and Wyverns or whatever the fuck in Chap 6.
Let's also discuss the Crystarium. Is this an 'evolved' Sphere Grid? it's one of the worst advancement systems I've ever taken part in. Basically once you unlock the classes for your character, you're just guiding it down a line to advance that class. There is little to no decision making involved. Stats are scaled back to essential nothingness, and for the first 60% of the game, you'll have advanced all your stats to max by the end of a chapter until you arbitrarily beat some boss to advance the next step in the line.
It's interesting that the Crystarium is exactly as linear as the level design is. Is this a problem with HD consoles too?
Persona 3 is a game where you control one ally, and a wrong move can cost your life - but it is explicitly balanced to a series of weaknesses, and provides an insane amount of flexibility in how you approach each battle. Your persona loudout is like Paradigms, only you hand carve your "class" how you like, fusing and tinkering until you have something that works. And even then, you'll be switching about between personas like a mad man to get the battle in your favor.
In FFXII, I was like a mad scientist, tearing apart gambit setups with feverish necessity, always tossing about something that didn't work for what does. Depending on the enemy I was going to face, I'd often jump into battles I tell each of my characters I'd want them to cast something differently - a feat that rarely is necessary in FFXIII except on the rare boss which even then I barely have taken notice of.
In FFXIII, there's not many feasible choices. There's like 3 or 4 feasible loudouts, and you'll be switching between them while you sit back with glazed eyes and the game autokills everything in 30 seconds. It's so boring.
Now, you say, "wait until Chapter 11!" Fair enough. But if that turns out to be the case where the battle system finally works at that late in the game, I think it's fair to say the game is significantly flawed and probably deserving of these scores you're decrying.
That's my word.