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#52 Sep 18 2014 at 4:12 AM Rating: Good
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BeanX wrote:
The One and Only Poldaran wrote:
And risk people realizing that the plot really isn't as great as Nostalgia-Vision keeps telling them it is?


I never said it was good, just that it would sell. Mechanically though it would be refreshing because FF11~15* are all action based systems. I miss my turn based FFs. Story is still better than FF8, which was basically FF Twilight Edition.
I didn't say you said it was good. I said that was a good reason for them not to do it. Smiley: tongue

If I had to choose, I'd personally prefer to see a complete overhaul on FFVI, but that's just me.
#53 Sep 18 2014 at 4:47 AM Rating: Good
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The One and Only Poldaran wrote:

If I had to choose, I'd personally prefer to see a complete overhaul on FFVI, but that's just me.


oh yes.... I just beat FF6A not to long ago. I would love that, take all my moneys
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#54 Sep 18 2014 at 4:51 AM Rating: Good
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More "FFXIII coming to the PC" hints.

http://na.square-enix.com/us/games?p=134

FFXIII is on the list of "Games for PC" on SE's website.
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#55 Sep 18 2014 at 8:00 AM Rating: Excellent
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BeanX wrote:
FF series is in one of those weird spots for me atm. I want to play the game on launch but I dont want SE to think that me buying it means its good.
This is how it started for me. After two disappointing experiences with 7 and 8 I started becoming wary at 9. It just got worse and worse as time went on. I have nothing left for the franchise but contempt now and can't even look at the games I actually enjoyed without my skin crawling.

So yeah, to no surprise on my part XV looks horrible. Male escorts take a road trip vacation past Genbu, most characters controlled by a basic AI. Even zombies show more signs of life than this. I'm sure there will be an element or two that will make the game tolerable for people that still see Final Fantasy as something other than a cruel joke but I gave up long ago.
BeanX wrote:
(FF7's) Story is still better than FF8, which was basically FF Twilight Edition.
Well, the flu is better than necrotizing fasciitis but I'd still rather not get either.
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#56 Sep 18 2014 at 9:15 AM Rating: Excellent
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I don't think I could manage to NOT buy a FF7 remake. It was my first jRPG and you never forget your first one.

I just hope they overhaul the Materia-system. Having so many Materia become obsolete midgame/endgame was not cool.

Also, moar longterm endgame content. Ruby and Emerald Weapon were cool but not that hard.
#57 Sep 18 2014 at 10:38 AM Rating: Good
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http://store.steampowered.com/app/292120/

I was expecting a bigger price tag.

I'd like to think that I wouldn't buy it. But I know I will.
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#58 Sep 18 2014 at 11:55 AM Rating: Good
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Not that it was ugly on PS3, but I wonder if there are any graphical improvements for PC...
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#59 Sep 18 2014 at 1:26 PM Rating: Good
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TirithRR wrote:
http://store.steampowered.com/app/292120/

I was expecting a bigger price tag.

I'd like to think that I wouldn't buy it. But I know I will.


This.
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#60 Sep 26 2014 at 9:57 PM Rating: Good
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Your first test of will:

Final Fantasy XIII on sale at Green Man Gaming for 10% + 25% off coupon (SEPTEM-BEROFF-ER25XX) making it $10.80 for the preorder.

Edited, Sep 26th 2014 10:58pm by BeanX
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#61 Sep 26 2014 at 10:00 PM Rating: Good
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BeanX wrote:
FFXV teaser, looks actiony FF13v2? I really hope not. FF series is in one of those weird spots for me atm. I want to play the game on launch but I dont want SE to think that me buying it means its good.

[video]


The head director for most of the project's lifespan was the guy behind the Kingdom Hearts series. It's looking to be much closer to that than to FFXIII's system.
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#62 Sep 26 2014 at 10:09 PM Rating: Good
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Yeah I saw that, I like KH series overall but I wish FF would stay more turn~based. If I had to choose though I would prefer KH style over FF13 style, at least you didnt fall asleep in KH.
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#63 Sep 26 2014 at 10:23 PM Rating: Good
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BeanX wrote:
Your first test of will:

Final Fantasy XIII on sale at Green Man Gaming for 10% + 25% off coupon (SEPTEM-BEROFF-ER25XX) making it $10.80 for the preorder.

Edited, Sep 26th 2014 10:58pm by BeanX


I had something like... 7 dollars in card sales sitting on my account so I purchased it on Steam.

Also, this article.

FFXV will feel like a group of guys going on a road trip.

Shotgun!

“With Final Fantasy XV, I do want to make it more casual,” Tabata said. “Of course the depth of the game is going to be there, but I want to make it so players can easily experience the satisfaction of the depth of the game.”

That article got some hate from the comments. But I'm looking forward to seeing what they can do to keep the "depth" as they put it, but make it easier to play. I really don't have time to play games for hours and hours every day like I did with the Playstation FF games and earlier as a kid.
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#64 Sep 27 2014 at 5:45 AM Rating: Good
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"Tabata added that he intends to make the game’s combat a little simpler, too, boiling it down to “one-button action” where the game automatically knows what you were trying to do, and outputs the appropriate action from Noctis, the game’s protagonist."

Considering how much people hated how simplified the game play in FFXIII was, this is not a good sign.

Edited, Sep 27th 2014 5:35pm by Turin
#65 Sep 27 2014 at 5:59 AM Rating: Good
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Yeah, this is sounding more and more bad.
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#66 Sep 27 2014 at 6:08 AM Rating: Excellent
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Not intended as a bashing since I enjoyed the series for a good part, but what 'depth' was there in the FF games, gameplay-wise? If a boss was too difficult the answer was usually just 'grind moar levels', except for FF8 where that didn't work so well.
#67 Sep 27 2014 at 8:09 AM Rating: Good
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TherealLogros wrote:
Not intended as a bashing since I enjoyed the series for a good part, but what 'depth' was there in the FF games, gameplay-wise? If a boss was too difficult the answer was usually just 'grind moar levels', except for FF8 where that didn't work so well.


You forget FFXI, where levels didn't mean **** in the long run and strategy was the name of the game.
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#68 Sep 27 2014 at 10:53 AM Rating: Excellent
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Shaowstrike the Shady wrote:
TherealLogros wrote:
Not intended as a bashing since I enjoyed the series for a good part, but what 'depth' was there in the FF games, gameplay-wise? If a boss was too difficult the answer was usually just 'grind moar levels', except for FF8 where that didn't work so well.


You forget FFXI, where levels didn't mean **** in the long run and strategy was the name of the game.


I never played the MMO entries, to be honest. Should have mentioned that I was only refering to the single player games.
#69 Sep 27 2014 at 11:12 AM Rating: Good
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Bean, and I mean this is the nicest way possible, was it possible anything was going to sound good to you if it wasn't them saying it was going to use old, traditional JRPG systems? You seem pretty hard-line here.

TherealLogros wrote:
Not intended as a bashing since I enjoyed the series for a good part, but what 'depth' was there in the FF games, gameplay-wise? If a boss was too difficult the answer was usually just 'grind moar levels', except for FF8 where that didn't work so well.


There wasn't. Essentially every fight I can think of was a case of knowing the gimmick or a straight heal-n-spank. Most bosses were even immune to most debuffs, unless that WAS the strategy, so it's not like you even made decisions about weakening the boss vs. attacking.

Every so often small strat things would appear. But those usually seemed like really unintentional possibilities, not strategies they intended to be possible.

Games that involve movement generally have way more strategy, because damage avoidance vs. damage mechanisms come into play. But they're also usually skill-based, not just purely strategic, which people who like traditional JRPGs don't like.

I personally like the happy medium that games like Dragon Age found, where movement was a factor, but you also had pausing and isometric views so you could play more strategically. Not that they executed it perfectly, but I'd like to see more games in that arena. Mostly because I suck at most skill-based games (but menus are just way too boring). Smiley: lolSmiley: lolSmiley: lol


Anyway, I'm not particularly worried by what he said about one-button. Indie games have really proved simple input mechanisms can be a lot of fun. It's all going to come down to implementation.

I'm guessing the control system will be around jumping/teleporting, dodging, and attacking. Melee range = melee, out of melee = magic. So you'll need to avoid damage while negotiating range to cause the kind of damage you want to cause on your target.

If done well, sounds decently fun. If done poorly, it'll be awful. Just like anything else.
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#70 Sep 27 2014 at 11:27 AM Rating: Excellent
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idiggory the Fussy wrote:
Bean, and I mean this is the nicest way possible, was it possible anything was going to sound good to you if it wasn't them saying it was going to use old, traditional JRPG systems? You seem pretty hard-line here.


I have to admit, if it would be a traditional JRPG game with turnbased combat, I would totally buy it. But sadly that will not happen.
#71 Sep 27 2014 at 2:50 PM Rating: Excellent
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idiggory the Fussy wrote:
Bean, and I mean this is the nicest way possible, was it possible anything was going to sound good to you if it wasn't them saying it was going to use old, traditional JRPG systems? You seem pretty hard-line here.


Actually I'm not all hardline about just traditional, I do like innovation, but I would like to see where you actually feel like your in control of the party. FF12 was different but still was decent in my eyes and it wasn't traditional. FF13 on the other hand I didnt feel like I was ever really in control of the party, I felt my choices in battle were pretty insubstantial and that I could just hold X to win.

Even then I could have looked past it if the story had been better but I barely remember anything from FF13. The story was convoluted and every like 2 lines you had to pause and look at the encyclopedia just to get a grasp of kind of what was going on. Being a corridor the entire way didnt help in the slightest.

Final Fantasy games have never had Pulitzer prize winning stories but at least they were memorable at most part (FF6 Opera scene, FF5 Deaths, FF4 paladin scene, FF8 Emo angst, FF9 Summons destroying scenes, FF10 Blitzball, FF12 weird equip system)

Edited, Sep 27th 2014 3:51pm by BeanX
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#72 Sep 27 2014 at 3:46 PM Rating: Good
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BeanX wrote:
FF13 on the other hand I didnt feel like I was ever really in control of the party, I felt my choices in battle were pretty insubstantial and that I could just hold X to win.


FF13 was never really "Hold X to win." The whole point of the battle system in FF13 was never what actions you chose every turn in battle, but when and how you chose to switch your Paradigm formations. You couldn't do that by just "holding X".

Ya, as you sufficiently leveled you could simple overpower every enemy, but that is true for all FF games (maybe FF8's crazy level system being the exception). That's not the fault directly of the game or the battle system, but of the genre's combat system in general. Do you know how often I fire up one of my many copies of FFIV and FFVI and end up literally holding X until I reach the next story point?

Early FF games were truly "Hold X to win" battles. In fact, many of the old games could be auto leveled by just tying a rubber band to the directional input and pushing something on X. This includes some of the more highly praised turn based games.

BeanX wrote:
Even then I could have looked past it if the story had been better but I barely remember anything from FF13. The story was convoluted and every like 2 lines you had to pause and look at the encyclopedia just to get a grasp of kind of what was going on. Being a corridor the entire way didnt help in the slightest.

Final Fantasy games have never had Pulitzer prize winning stories but at least they were memorable at most part (FF6 Opera scene, FF5 Deaths, FF4 paladin scene, FF8 Emo angst, FF9 Summons destroying scenes, FF10 Blitzball, FF12 weird equip system)


FF13 had plenty of memorable moments in the storyline. The one that stands out in my mind is when Nabaat used Sazh's son to hunt him down in the Golden Saucer area, one of the only times in the game where you actually stop in a town area with other people and the characters involved let their guard down... And being his "Focus" he then turns into a crystal upon finding his father. Kind of a message to the characters. You are ******* so don't go ******** around or you will suffer.

Plenty of pretty cutscenes, similar to those of the FF9 Summoning attacks. One strange one the attack on the race track near the end, when they decide to take on the big guy.

Edited, Sep 27th 2014 5:55pm by TirithRR
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#73 Oct 08 2014 at 7:56 PM Rating: Good
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FFXIII preload... 59GB.
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#74 Oct 09 2014 at 2:08 PM Rating: Good
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I should go back and play it some more... or just sell my xbox already since I never use it.
#75 Oct 10 2014 at 6:42 AM Rating: Excellent
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Jumping into this conversation waaaaay late, but I'd like to mention... I played Fire Emblem: Awakening recently, and gosh did it make me miss Final Fantasy Tactics. I feel like if the job system from Tactics was combined with the relationship system from Fire Emblem, then it would be a masterpiece.

When it comes to the core games, the last one I enjoyed was 10 (and X-2 had some good parts...), the last one I bought was Dirge of Cerberus, and the last one I played was XIII (at a friend's house). FFXII wasn't bad gameplay-wise compared to previous entries, but the story was horrible... especially since it was set in the Tactics universe. But after that I bought Dirge of Cerberus and was pretty certain Squeenix would never get my money again.
#76 Oct 10 2014 at 8:02 AM Rating: Excellent
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I liked the Tactics Advance games... until I was super bored of them.

They sort of lost the "tactics" part of gameplay in ability bloat. Or maybe it wasn't ability bloat, it was same-effect bloat. Too many abilities that were useless, poorly balanced, and/or did the same thing. And dual wield was WAY too over-powered, and defense WAY too under-valued.

I think that's where FEA does a good job. Very low on abilities, but high in tactical thought. Your units CAN be easily killed, so positioning and partnering matters. And then there's the additional effects of weapons, and the weapon rock-paper-scissors triangle, to consider. So it works.

I'd really love to see a Tactics game that learns from XCom and FEA.

The more choices you can give me, great. Just be sure they're actual choices, and not just choosing character/ability skins.
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