BassForever
Member
Wait how do you get the
second ore needed for the ultimate weapon? I got the gambler jack ore and turned it in for the first weapon
Yeah, everything about the marketing for these games has been pretty disappointing. For a set of games they've spent so much time on -- games that should appeal to anyone who loved RPGs on the SNES/PS1 -- I expected at least some basic PR. So many people have reached out to me after the article I published the other day saying they've just started FC and absolutely love it, can't believe they didn't know about it before, etc. Some people weren't even sure how to find it on PSN.
It's a bummer because I'd love to see XSEED be able to justify bringing over all the other Kiseki games, but it feels like TITS hasn't even come close to reaching the audience it should be able to reach.
stuff
stuff
Yeah, everything about the marketing for these games has been pretty disappointing. For a set of games they've spent so much time on -- games that should appeal to anyone who loved RPGs on the SNES/PS1 -- I expected at least some basic PR.
Chapter 8, still fairly early and need something cleared up:In Ruan right now, finagling the poker game in the casino for lots of medals for those Dragon Skin equips. I didn't think giving away the Zero doo-hickeys to the guild branches was going to slowly gimp my party, though. I've been wanting to do all quests and revisit the towers as I went along... but considering that first optional battle at Amberl's roof I'm not sure if I want to do the others with party members unable to use Arts and (S-)Crafts. How long until Orbments are working normally again, and will I miss anything important/still be able to do sidequests if I just advance the story up to that point?
Still going to go around talking to NPCs. I just don't want to waste time on difficult battles: according to the game I'm at 92 (!) hours already.
Finally got to chapter 9. 61 hours on the game clock, 68 hours on the steam clock. Not sure why there's such a big difference for SC, but for FC it was pretty much the same. The story stuff at the end of ch8 was pretty great. I didn't manage to get to A-rank Bracer by the end though. Too bad!
Saw that last night! I've had a busy couple of weeks, so I was behind. My mistake on that one! Gonna listen to the interview today. As far as the rest, fan communication I don't think has ever been a problem for you all. In fact it's generally really good. I think where it is rougher is getting the word out to the greater gaming/rpg world.
I got a question for those who've finished the game:
What were the experiments for, more specifically? I realize it was to test the Gospels' power (and by extension, the Aureole's?), but in what regard and how? I'm not exactly sure how to describe the power, as it wasn't a mere power-up for devices. For example, they could control a dragon. Was it akin to the power of the Aureole, meaning that the Gospels granted the wishes of the user?
Also, of all the experiments the one in Ch.5 - Rolent, mist and tree - is the one I'm doing my best to wrap my head around. How did attaching a Gospel to a tree cause a... mist, supposedly able to put people into a state of coma/hallucination dreams? I do actually remember an NPC mentioning some urban myth regarding said tree and strange events (illusions or something?) from earlier in the game, but it went by without being mentioned again (which is really cool, in a sense).
Perhaps some of these are answered in other games, or maybe I've just completely forgotten any in-game explanation, but what do you others think?
No worries! It flew under the radar for many, I think, but it's also me on my 1.5 cup of coffee allowance, so perhaps it's for the best? ^_^;
As for fan communication, yeah, we(?) they(?) try our best, but obviously we don't have the budget for much else. The other problem is the kind of game it is. Review copies can be sent out, but it's a 50+ hr commitment for a title that was on PSP, and you kind of need to have played the first one too. Not that that's stopped some reviewers... -_- It's just not that attractive of a prospect when you have such heavy holiday hitters out at the same time.
Wait question about chapter 9 and the final dungeon
redoing the Blueblac battle with Kloe and Olivier didn't get me any kind of special dialogue outside of slight line changes to reflect they were there. Is it the latter character scenes that change up or do we fight the Enforcers AGAIN before the game ends?
I think that one just doesn't have much change regardless of who is there. Walter and Luciola do. I doubt Renne does much (w/ Tita) but I don't know for sure.
I think that one just doesn't have much change regardless of who is there. Walter and Luciola do. I doubt Renne does much (w/ Tita) but I don't know for sure.
Renne has a little bit of extra dialogue with Tita, but not anything so massive that it's worth redoing the fight just to bring her with you. Walter and Luciola are the only ones that are really necessary.
Jesus fucking Christ, the fight againstin the final chapter is complete fucking bullshit! I've tried at least twenty times by now and even went grinding for a bit but it still legitimately feels like I can't possibly win. What fucking level do I need to be to beat this asshole?!Loewe
It just feels downright unfair. He has attacks that take almost the entire health bars of everyone and he won't let Kloe cast anything. At this point it seriously feels like the game is wasting my time...
Jesus fucking Christ, the fight againstin the final chapter is complete fucking bullshit! I've tried at least twenty times by now and even went grinding for a bit but it still legitimately feels like I can't possibly win. What fucking level do I need to be to beat this asshole?!Loewe
It just feels downright unfair. He has attacks that take almost the entire health bars of everyone and he won't let Kloe cast anything. At this point it seriously feels like the game is wasting my time...
Speed makes a huge difference. Prioritize action quartz, and cast as well for casters. The boss and his adds are not immune to clock down which further helps, but. You should get opportunities to get arts off between some of his turns, but not all of them. You can also sort of take advantage of his art canceling, to avoid something more deadly, but he doesn't always use it.his body doubles are
Kill the adds he starts with quick, especially if you are using Kevin. They have healing arts and an annoying multitarget attack that will waste the guard from Kevin's S-craft. Not to mention Earth Wall.
Giving Kloe a CP up accessory can help too, so you can use Lichtkreis more often.
Speed makes a huge difference. Prioritize action quartz, and cast as well for casters. The boss and his adds are not immune to clock down which further helps, but. Use your first turns to cast clock down and clock up ex and that should set the number of turns in your favor from the start.his body doubles are
You should get opportunities to get arts off from characters with at least cast 2 between some of his turns, but not all of them. You can also sort of take advantage of his art canceling, to avoid something more deadly, but he doesn't always use it.
Kill the adds he starts with quick, especially if you are using Kevin. They have healing arts and an annoying multitarget attack that will waste the guard from Kevin's S-craft. Not to mention Earth Wall.
Giving Kloe a CP up accessory can help too, so you can use Lichtkreis more often.
I had Joshua and Agate both equipped with gladiator headbands (increase CP gain) and gladiator belts (get CP every turn), and a huge stack of tomato sandwiches (+50cp).Speed makes a huge difference. Prioritize action quartz, and cast as well for casters. The boss and his adds are not immune to clock down which further helps, but. Use your first turns to cast clock down and clock up ex and that should set the number of turns in your favor from the start.his body doubles are
You should get opportunities to get arts off from characters with at least cast 2 between some of his turns, but not all of them. You can also sort of take advantage of his art canceling, to avoid something more deadly, but he doesn't always use it.
Kill the adds he starts with quick, especially if you are using Kevin. They have healing arts and an annoying multitarget attack that will waste the guard from Kevin's S-craft. Not to mention Earth Wall.
Giving Kloe a CP up accessory can help too, so you can use Lichtkreis more often.
My party wasJesus fucking Christ, the fight againstin the final chapter is complete fucking bullshit! I've tried at least twenty times by now and even went grinding for a bit but it still legitimately feels like I can't possibly win. What fucking level do I need to be to beat this asshole?!Loewe
It just feels downright unfair. He has attacks that take almost the entire health bars of everyone and he won't let Kloe cast anything. At this point it seriously feels like the game is wasting my time...
.None of this smacks of too-cool-for-school writing to me. What does suck is how Falcom wrote themselves into narrative dissonance in Finale. Instead of this Halo Rail back-and-forth crap, why not just have all the non-essential personnel from the Arseille make one trip to Axis Pillar with no intention of going back? The game making your active party go forward as vanguard seems pointless when the others stop by for a big-damn-heroes moment after the Loewe fight anyway. If nearly everyone (give or take Julia) who could fight attended the climb, then we'd have more interesting Enforcer battles (anyone not in the active party either being distracted or disabled via shadow-stitching, bewitching, &c.). The only reason not to do this would be if the Jaegers made a move on the Arseille, but they'd have to know to use the same route the Bracers took getting into Factoria, or to disembark on the Glorious, which I can't imagine Campanella and Weissmann agreed to. Regardless time is of the essence and no back-up over at the Arseille is going to ensure Weissmann's stopped, and I can't see how Falcom thought Julia wanted to compromise the nation's (continent's) future even if they somehow lost their means of escape. Adding to this, Falcom could have done a longer ending aboard the Arseille to cover immediate loose ends before the credits roll. Walter being arrested, even for a little while, would have made up for how dull his character development to that point had been progressing, too
I have a question about Chapter 7.
Is the whole chapter basically dungeon crawling? I've gotten up to Blueblanc so far and am slowly figuring out a strategy for that fight.
Just finished at 58 hours.
What an awesome game, one of the best I've played this year. If anything, I did have a couple of minor complaints about the final chapter:
The constant running back and forth to the ship was a bit boring due to the 'tram whizzing along' cut scene and the lifts required to the stations- it felt like unecessary padding, but only a few minutes worth.
The battles with the enforcers- watching the enemy escape when you've beaten them again and again was a bit annoying. Some of them could have died just for a bit of variety, rather than running away because they can't be bothered to stick around any more. It's such an annoying thing when enemies get trounced, and then your characters, despite having an array of ranged abilities, watch them monologue and then flee, or instantly forgive their freely-chosen murderous ways. The lack of wanting to let many of the supporting cast of enemies get some kind of comeuppance (or at least be arrested/KO'd) despite them throwing their lot in with a cult that is happy to watch people die just smacks of 'our enemies are too cool for your victory to mean anything!' I wonder if the actions of the enemy foot troops will be as freely forgiven and forgotten as their leaders?
Having said that, anything from murder to treachery or attempting to overthrow the ruling power to firing up ancient weapons of mass destruction all seem to be crimes of very minor consequence in Liberl as long as you have a very personal, unresolved reason to do it.
Spoilers past chapter 4:Yeah,I was pretty annoyed too. LoH in general (I say LoH because this is true also for the Gagharv Trilogy) doesn't seem to like killing people, to the point it gets silly. Did anyone even die during the big coups in Chapter 4 and 8 in the capital?
It was also disappointing there was no punishment for those characters because how the game addresses Joshua "betrayal" in chapter 7 (?) when he returns to the party, which was incredibly refreshing for the genre (think of Tales of).
Spoilers past chapter 4:
To be fair, in most jrpgs getting hosed down with dozens of bullets from automatic weapons, immolated with the very fires of hell and having a twenty-ton robot step on you are only minor inconveniences that might knock you out for a bit, so it's always a bit strange when some characters finally die of convenient injuries that powerful healing spells can't otherwise repair for the purpose of character development of their loved ones.Still, despite all my moaning, I find it's relative lack of cynicism and darkness, and saturday-morning-cartoon approach to warfare where the few deaths are story points rather than wanton slaughter, quite refreshing really. It's just fun and full of the spirit of adventure rather than bloodshed, and definitely made this lifelong fan of rpgs smile quite a lot throughout it's lengthy run time.The idea that a battle between armed forces in a city, wielding a mix of guns and knives and swords, only leads to the soldiers of one side being knocked out (or that Ouroboros would issue strict instructions not to kill anyone opposing them) is oddly charming in it's implausibility for me. However, it kinda enables Trails upbeat philosophy that no action, even the worst you can imagine, is unforgivable if you just have a big enough heart and they are willing to repent. Which is much easier to remain as a coherent viewpoint if being responsible for open mechanised warfare between organisations trained to kill people, shutting down orbment-reliant medical equipment in Zeiss, torching a market full of people, testing an earthquake device on settlements, attempting to overthrow a country and generally leaving an orbment-reliant civilisation surrounded by monsters in utter chaos conveniently doesn't actually ever kill anyone, and as such can be fixed in a matter of days after the credits roll.
Anyone know what to do with the busted pumps in Elmo village (ch8 sidequest).
any idea what you need for the Ramblin' Gambler achievement besides getting the 14 books, then?
also it seems that those bugged achievements (penguins one and the food one) still haven't been fixed? Oh well.
Anyone know what to do with the busted pumps in Elmo village (ch8 sidequest).
You've got to bring Tita with you to start the quest.
I'm in the middle of this quest, and it's pretty much the nadir of the series for me (Dammit....I knew it...time to hike it back
What's the average time you guys are taking to beat FC? I was thinking about diving in after I finished the Witcher 3
What's the average time you guys are taking to beat FC? I was thinking about diving in after I finished the Witcher 3