BassForever
Member
I've watched the sen 2 op video every day for weeks now :X I need this game asap
I've watched the sen 2 op video every day for weeks now :X I need this game asap
I'm in the same boat.
And started Zero Evo the other day, was able to understand a good amount of the story and character dialogue so I think Im gonna be alright .
Just hope that I can go back to the 3rd mildly spoil free if I finish this+ao
Zero/Ao don't really spoil 3rd outside of one thing that I can thing of. It's more that you'll get more out of Zero/Ao if you've played 3rd first since 3rd sets up Crossbell a bit. Honestly, should be fine.
So I can go back to the 3rd post crossbell ?
Absolutely. Although the Erebonia/Crossbell setup optional story doors may be a lot less interesting since you've already played the games. But the main Kevin plot will be just as good.
Sen no Kiseki 2
Oh and I didn't realize at first the Overattack (aka Ao's Burst) mechanic is really nerfed from Ao just like the combo crafts -> link rush. Having the Overattack only work for 2 characters for 1.5 turns is really nerfed compared to the absolutely insane Ao Burst mechanic instantly advancing all of your cast and letting them instant spell cast and critical attack for like 10 attacks in a run. Then again Ao just gave you way too many way too strong toys to play with and was probably the easiest rpg in a long while. So I understand why they had to nerf all the cool systems from Ao, but it's still a little ;_;
The team chests are kind of a fun in a puzzle way of figuring out how to win a monster chest with only two specific characters. I enjoy everything that adds a challenge to the game, so this is a plus.
Most of all Sen 2, about 7 hours in so far just feels like an adventure again, so it's great. Sora FC felt like an adventure, Sora SC felt like an adventure, 3rd was a dungeon crawler with a good story, Zero felt like an adventure, Ao felt like an adventure, Sen 1 felt like a school & town simulator. So Sen 2 being an adventure again makes it feel like what Kiseki is supposed to be, so it's good stuff. I'll admit that a lot of it works because Sen 1 set up the locations, characters and NPCs so there's already been a lot of satisfying nostalgia and payoff, but so did Sora FC and Zero and those were both able to do that stuff while still giving the player an adventure to go on.
I didn't play Ao but I though the overrise in Sen 2 is already very OP lol. Being able to insta-castmagic is just silly given how easy it is to regain EP in the game.forbidden
Team chest as a concept is ok, but most of the time it just boils down to getting the right team to open it and making sure everyone has all the attack quartz and 200CP. Those fights with extra AP is a lot more interesting in comparison.
Overall I like the game, hope Sen 3 is less Rean-centric. More attention to his classmate would be great.
The over-rise type mechanic (burst) in Ao does this:
1) Instantly moves your entire party to the top of the queue
2) Let's everyone have 2-3 turns each before the enemy can have a turn (so 4 characters x 2-3 turns = ~10 turns of Bursting)
3) Instant casting of any spell (I think maybe at 0 EP cost)
4) I think you also recover a lot of CP/HP/EP during it.
So you can do this:
S-Craft
S-Craft
S-Craft
BURST
10 or so queue turns of everything unleashing ultimate magic attacks
probably finish it with enough CP to do more S-Crafts again
That basically kills the final dungeon bosses in a single burst on normal difficulty or gets them really close to death before they've even had 1 attack turn. It's insanely broken. Heck of a lot of fun though!
Most of all Sen 2, about 7 hours in so far just feels like an adventure again, so it's great. Sora FC felt like an adventure, Sora SC felt like an adventure, 3rd was a dungeon crawler with a good story, Zero felt like an adventure, Ao felt like an adventure, Sen 1 felt like a school & town simulator. So Sen 2 being an adventure again makes it feel like what Kiseki is supposed to be, so it's good stuff. I'll admit that a lot of it works because Sen 1 set up the locations, characters and NPCs so there's already been a lot of satisfying nostalgia and payoff, but so did Sora FC and Zero and those were both able to do that stuff while still giving the player an adventure to go on.
I did mention to you in the game was more or less two halves of one game rather than two halves of the story, lol.
Just to comment on your last part but more in general,
Up until Sen 1, they integrated the character content and the story into the flow of the main scenario because that's how it's done, usually. It makes sense to do so. Sora FC being their first game, they tried it and used a rotating cast to introduce things slowly, moving a bit at a time. You're always in motion though and that's why it feels like an adventure.. As a result though, FC is seen as a slowburn. Even in SC, they're still setting the stage for the first half just continuing that, heh. The end run was great though which was the trade-off.
With Zero though, they learned their lesson from Sora and limited the players in the story, the 4 main SSS members and a handful of support characters for Zero. They then expanded it in Ao after establishing those characters. The fewer the characters, the better their style worked as you had time to touch on everyone and they were always a consistent part of the party. They also amped up the individual chapters making them individual roller coaster rides by starting quiet. It didn't help Dudley though...
For Sen 1, they couldn't do either of these as is, I think. With he size of the cast and how big of a place Erebonia is, they couldn't simply take the approach that FC did because it'd end up being too long trying to do it just like that. Limiting the cast like Zero did was out of the question for the same reasons. They had to take a different approach to it.
I think this is where the Bonding Events/Social Link system came into play. I don't think it was simply a matter of them adding it to capture the crowd that likes the system though it's definitely a part of it. I think that they felt that using the system removed some of the burden the main scenario had to bear to develop these character's personalities. Integrating development into plot requires you to slow down what's happening and build a situation where it would make sense to bring this character development aspect in. I think they felt that they just couldn't do that and still keep the game moving at a decent pace. These bonding events allowed them to explore these aspects for the most part. They kept certain key aspects of the characters in the field assignments but the details got moved to Bonding to not slow down the happenings in each chapter too much.
In addition to that, they put more energy into setting that stage properly in Sen 1 so that they didn't spend as much time in Sen 2 doing it. The result is that Sen 2 is basically a game long end run for most of it and it's a helluva ride. I think it has more than enough adventure that you're looking for if you didn't feel Sen 1 was that, lol.
More in general, I want to address Sen 2 concerns more but I think I would need to get into details to explain. I do think that like some of the complaints I hear about Sen 2 (and Sen 1) are really ones that need to be fixed by Falcom. Some I feel like are from what folks expect a Kiseki game should be rather than actually evaluating that aspect on its own terms. Then others are just not someone's personal preference at all. It's just so tough to discuss without getting into spoiler territory. =(
The bonding social link for character development is a big problem for a game like this though, since 95% of players will only play the game once, and therefore miss 50% of the social link events, which hurts the character development significantly. It was a bad way to handle it and hopefully they've learned from their mistakes.
They say 73.6% of all statistics are made up, and this is one such instance!
If you want to know how many people don't miss out on social links and stuff, just look at the trophy data for a better measurement. Just because you're not in favor of it, doesn't mean others don;t like it, and doesn't mean everyone shares your opinion.
Sen no Kiseki 2
Couple of other thoughts early on, one is like I mentioned I really, really like that they're opening up the connectors and creating a real walkable world map. This was one of my biggest issues taking away from world cohesion in Sen 1 and making it feel piecemeal. Now it actually feels like a real world that you're getting to explore. Feels like an adventure!
Most of all Sen 2, about 7 hours in so far just feels like an adventure again, so it's great. Sora FC felt like an adventure, Sora SC felt like an adventure, 3rd was a dungeon crawler with a good story, Zero felt like an adventure, Ao felt like an adventure, Sen 1 felt like a school & town simulator. So Sen 2 being an adventure again makes it feel like what Kiseki is supposed to be, so it's good stuff. I'll admit that a lot of it works because Sen 1 set up the locations, characters and NPCs so there's already been a lot of satisfying nostalgia and payoff, but so did Sora FC and Zero and those were both able to do that stuff while still giving the player an adventure to go on.
And I hate Crow to this day. After what he did at the end of Sen I, Class VII somehow reached the consensus that he was a good guy and they had to bring him back despite the fact that he basically set the whole country on fire. It was amusing how little Crow interacted with the whole class (especially if you didn't spend bonding event with him) yet at the end of Sen II, his death was such a big deal. That scene was so cringe-worthy that after one and a half year I still feel awkward when I think of it.
I'm playing Trails in the sky on PC. What is the best way to max out the graphics?
The bonding social link for character development is a big problem for a game like this though, since 95% of players will only play the game once, and therefore miss 50% of the social link events, which hurts the character development significantly. It was a bad way to handle it and hopefully they've learned from their mistakes.
If they want to develop the characters in Bonding Events, why would whey set limit to the events? You can get all the social links to 10 in Persona in one playthrough, but in Sen 1 and Sen 2, you have to choose, and that sucks. Many characters feel like strangers to me in the end because I didn't see their bond event, and the game was not good enough to make me play a second time. Also, the fact that most event are badly written really didn't help with the character development.
Falcom was stupid to ride the military-school-harem-simulator wave that has plagued the anime, light-novel, and videogame industry in Japan these years. Especially that step sister, I know Japaneses have a special thing for sister in anime and such, but this one was so off the chart. Those who play the localized version are blessed, they don't have to listen to that horrendous JP VA for that character. Every time I heard the word "Onii-Sama", I just wanted to break something. Sen I and Sen II as a whole felt like a bad anime, like the one I just saw, “Undefeated Bahamut Chronicle”.It happened to also have mechs and a sister in it
If you want to know how many people don't miss out on social links and stuff, just look at the trophy data for a better measurement. Just because you're not in favor of it, doesn't mean others don;t like it, and doesn't mean everyone shares your opinion.
I think his point is in Cold Steel 1 (and I persume 2) each bonding event is exclusive to the day it's available during unlike a Persona where the social links and plot progression were for the most part mutually exclusive. This is further compounded by the fact all the bonding events happen regardless of if Rean attends or not so the characters will occasionally make references to things the player couldn't see but the game arbitrarily limits your bonding points on a first run. Yes you can s/l to view all the bonding events in one day so the player knows all the developments but you're still left with an incomplete experience when you saw something but the next scene Rean wishes he could have gone or could have helped. This issue seems like it could be doubly as frustrating in cold steel 2 where the roster of playable characters nearly triples and if most of them are bondable you'll miss a lot of character development playing the game as designed.
And if we're looking at statistics after Alisha in cs1 for the bonding event trophy the numbers drop like a rock because most people will only play the game the one time and are likely to pick the "canon" option.
Sen 2 spoilers
This was also a big complaint from me. Crow joins your class super-late in CS1, doesn't really bond or do much of importance with you, and then suddenly he's our closest friend who we must save! We basically beat ourselves up silly for him. It felt really unnatural. The game constantly frames the fight between you and Crow (creating a 20 hour effort of us chasing down Zemurian stone just so I can get a sword to fight him with, only for Vita to show up at the end and say lol nice try), but there's nothing to prove and nothing of worth to fight over since the result is going to end badly for Crow even if you try to friendly it up. In fact it's because it can only end badly for Crow that it made his death really the only clean way he could go out without making the story between Rean and him even more awkward.
It's only way later in the game that it becomes more about rescuing Crow for the second years. If that's the case, it should've been framed that way from the start! Because those were the best emotional scenes in the game because Crow actually matters to these people.
On a side note, I can't believe I got sandbagged by a pet pigeon. Falcom stepping up their game.
But players can check out all the character stuff by saving and reloading during these free days to see all the character information.
I don't think your average game player does this. And so they miss out on a lot of the character development and get an unsatisfying story with underdeveloped characters. How does that help anyone? Why not just let players see all of them?
Because Falcom does these things to reward the players curious about additional lore. There's an endgame relationship scene in another game that actually gives you a TON of lore information.
There have been a lot of people complaining about this information being locked behind the bond scene, but at the same time- if you're not digging through all of the characters, various lore events are probably not going to be as big of an interest to you as it would be to those who are trying to dig into everything for clues left and right.
This kind of player is the one that's rewarded with those scenes, and Falcom's 100% aware of those people, and I think it's their way to show appreciation to those fans.
Falcom has done things for fans: for example, Ys vs Sora no Kiseki was a giant apology for Kondo talking about, in one interview, about playing with the idea of multiplayer in Ys Seven- but when they couldn't implement it, they found a way to apologize for letting people down. Falcom rewarding their big fans is not a new thing.
I don't think your average game player does this. And so they miss out on a lot of the character development and get an unsatisfying story with underdeveloped characters. How does that help anyone? Why not just let players see all of them?
Because Falcom does these things to reward the players curious about additional lore. There's an endgame relationship scene in another game that actually gives you a TON of lore information.
There have been a lot of people complaining about this information being locked behind the bond scene, but at the same time- if you're not digging through all of the characters, various lore events are probably not going to be as big of an interest to you as it would be to those who are trying to dig into everything for clues left and right.
This kind of player is the one that's rewarded with those scenes, and Falcom's 100% aware of those people, and I think it's their way to show appreciation to those fans.
Falcom has done things for fans: for example, Ys vs Sora no Kiseki was a giant apology for Kondo talking about, in one interview, about playing with the idea of multiplayer in Ys Seven- but when they couldn't implement it, they found a way to apologize for letting people down. Falcom rewarding their big fans is not a new thing.
Falcom was already on that campus train when they did it in Sora. I might be remembering wrong but I recall them mentioning a military academy somewhere in 3rd as well So I'm pretty sure they've been planning it for awhile, heh. They also had mechs since Sora FC and SC! Zero and Ao even had the harem simulator already and did it even worse with a canon harem king, lol.
But the same can be said for folks that don't want to sit through characters they don't like or for folks that prefer to play the role of the MC a bit more and choose only one character to follow. Forcing them to see it all or not giving them the option to choose who they interact with negatively affects their experience.
I think Bond Events is the wrong target for grievances especially because it was used in Zero and Ao without as much of a problem.
It's much more about Falcom developing the characters in a way that is not always directed at the player and, in some cases, not directly a part of the main scenario itself, I think. It's a huge departure from other Kiseki games.
There's nothing wrong with the campus setting, it's the way it is presented: a trash-tier light-novel. All the characters are some stereotype-stock-characters from some of the worst light-novels. I don't even mind harem (or else I'd rage quit P4), just don't give me a harem I've seen a hundred times. Remember how Rean met Alisa at first? That was a last-decade harem-light-novel opening you were looking at. And that sister, do we really need that?and the princess as well.
The fact that the academy appeared in 3rd doesn't prove anything. The military-school-harem thing goes way back to 2007, maybe it was a new thing back then so they put it into the timeline, but to carry it out in 2014 is still stupid.
I mean that's a real easy fix. For people that don't care about the other characters, have it so that you can quit the social part by going back to the dorm/schoolhouse at any time. Just like Persona and going back to your house to move to the next day.
It feels intentionally limiting for no reason. It annoys casual fans, tells the hardcore to save/reload; how on earth is that preferable than just designing a free, open system with choice?
I get the complaints about starting with stereotypes but that can be said for a lot of things, even other Kiseki games. It's just a downward spiral if we want to argue along those lines. It's ultimately a matter of whether or not they do something beyond it that's important. I think that's something they do pretty well especially in light of tropes that have been more prominent recently. I mean agree with Elise being terrible because all she is is that terrible trope but characters like Alisa? She is nowhere even close to the trope she starts off with, even at the end of Sen 1.
Gaius has chapter 3 is dedicated to his homeland and his people, and it's also the point in the game where it finally starts to pick up. It seems strange that one would forget him.
To be fair underdeveloped main cast characters isn't a new thing for Kiseki. In Ao,has about as much development as the Sen cast and is a fairly shallow character compared to the other party members. And Kevin in SC, but then 3rd fixed that. Maybe Sen III will fix the remaining character complaints that people still have about the cast after Sen 2?Noel Seeker
Gaius has chapter 3 is dedicated to his homeland and his people, and it's also the point in the game where it finally starts to pick up. It seems strange that one would forget him.
I agree that some of them get better at the end of Sen I, Alisa particularly, and that's why I like Sen I way more than Sen II. In Sen I there was still development, while in Sen II they all just sit back and wait to be romanced.Some of Sen II's bond events didn't even make sense to me. It was like "let's just make some physical contact and call it a day."
And that's just females, the males ones were just so bland. I remember doing bonding events of Elliot and Jusis , but I can't remember what I did with them (which is a shame because I really liked those two). Also, who is this guy? I literally forgot his name in the final dungeon.
To be fair underdeveloped main cast characters isn't a new thing for Kiseki. In Ao,has about as much development as the Sen cast and is a fairly shallow character compared to the other party members. And Kevin in SC, but then 3rd fixed that. Maybe Sen III will fix the remaining character complaints that people still have about the cast after Sen 2?Noel Seeker
Gaius has chapter 3 is dedicated to his homeland and his people, and it's also the point in the game where it finally starts to pick up. It seems strange that one would forget him.
I don't think Gaius is forgettable, but he's definitely a bit flat as a character. "Something something something the winds something the goddess something"
It doesn't help that he's in your party for the smallest amount of time of any character in the game.
On that note, a complaint with Sen II was also prevalent with Ao as well where. So I guess it's just a standard thing for Falcom now!Ellie and Tio are basically just there for most of the game without anything really going on for them other than their Bond Events, lol
Ellie is just there to explain political stuff and Tio is there for the internet mumbo jumbo. They're pretty active in the story in order to explain stuff. Also, there're side quests that fleshes out their characters which sen 2 lacks.
I think Bebpo was implying dumping Bond Events period and just doing it within the main scenario. That's I get from other comments about Sen's systems as well, more or less. Why isn't it like FC and SC? Etc.
I'm fine with the system as is because it's been used for ages in other games and even in other Kiseki games. I'd be OK if they removed the limits as well to open it up.
Clearly you people didn't make Gaius your evasion tank for the end of the game otherwise you would remember him in all his glory.
Clearly you people didn't make Gaius your evasion tank for the end of the game otherwise you would remember him in all his glory.
Clearly you people didn't make Gaius your evasion tank for the end of the game otherwise you would remember him in all his glory.
Why have an evasion tank when you can have a Laura "I take off 75% of the boss' HP with my first max S-craft" Arseid?
What do people mean when they say TITS 3 is a dungeon crawler? Is there no traveling around to different towns and stuff?
Evasion tank, or once properly set-up he can maintain an infinite cycle of Chrono Bursts, solo-ing even the hardest battle in the game on NG+.Clearly you people didn't make Gaius your evasion tank for the end of the game otherwise you would remember him in all his glory.
It's quite an unique game in that regard. It re-purposes the different towns and stuff as dungeons themselves.What do people mean when they say TITS 3 is a dungeon crawler? Is there no traveling around to different towns and stuff?
Short answer, no.
Long answer, yes, but not the way you think it is.
It's not suppose to be as important as the first two chapters, and you will be fine if you just skip it and wait for Zero and Ao, but your party is larger than ever in 3rd so you might enjoy the combat.
I don't mind dungeon crawlers, I love me some Strange Journey, I just want to know what the deal is here.
I think the bits of information Aters mentions are crucial for the series as a whole, and play a larger part in the games that follow than FC/SC. The 3rd was also the game were I found the battle system enjoyable for the first time.Major spoiler for 3rd, although I don't think it matters.
The whole story takes place in a kind of "other-dimension-world". So, you should expect a big dungeon consisting of many corridors and bosses. No actual towns in a common RPG's sense. You are rewarded with bits of information about the past and the future of the whole saga. Some may say they are important, I don think so, which is why I gave it up in the middle.
Major spoiler for 3rd, although I don't think it matters.
The whole story takes place in a kind of "other-dimension-world". So you should expect a big dungeon consisting of many corridors and bosses. No actual towns in a common RPG's sense. You are rewarded with bits of information about the past and the future of the whole saga. Some may say they are important, I don think so, which is why I gave it up in the middle.
Actually, the whole game is just an excuse to spend more time with those beloved characters before the focus of the story move to a totally different location with a new cast.