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Thoughts of RPGs This Gen?

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12:37 pm
October 26, 2012

Finitiae
Member

posts 65

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FF12 was awesome in almost every way for me. I loved how it offered players the option to setup Gambits or even eschew them in favor of inputting commands manually. Its License Board system was a disappointment for me considering how you still had to purchase abilities in order to use them. Character growth is most important to me and it suffered quite a bit on that end. It's still up there though…

2:09 pm
October 26, 2012

dystopia
Admin

posts 794

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The real problem with FFXII for me, was the gambit system, and while yes you could choose to not use it but by doing so you were pretty much making the game a pain in the ass to play. Navigating the menues to input manual controls was so clunky and awful. Also yes, the developmental systems were pretty bad. Visually it was really beautiful, I mean both Vagrant Story and FF Tactics have an amazing design style and FFXII only took that to the next level. The plot wasn't bad either, but in the end it just falls middle of the FF pack for me.

3:43 pm
October 26, 2012

Finitiae
Member

posts 65

43

That's been on my mind for some time now. As developers continue to experimennt with different battle mechanics and controls, exactly when does it become a chore to cycle through menus for in-battle customization? I'm not sure why they never offered the option to save whole Paradigm setups in XIII or Gambits in XII.

As I said before too, the battle interfaces need to be more accessible or constructed to work with the battle mechanics suitably rather than following tradition. In XIII, auto-battle was added as a way to sort of balance that equation but was still met with complaints about making the game too easy. It's hard to tell if that rounded blue box will always be functional with what they have planned.

3:58 pm
October 26, 2012

dystopia
Admin

posts 794

44

I actually think FFXIII struck a ok balance there between automation and player control. The XIII battle system moves quick and it is definitely not a chore to play through, shifting is quick and easy and while there is some menu naviation it's not really DEEP menu navigation like it could be in FFXII where I would find myself going into 2-3+ sub-menues to get to what I was looking for. Honestly I just wish we could go back to a more traditional ATB system. I think FFX did it really well, while allowing you to swap out characters (basically the same as a paradigm shift) and limited menu navigation.

6:03 pm
October 26, 2012

Finitiae
Member

posts 65

45

Post edited 10:22 pm – October 26, 2012 by flutebringer


FFX's batte system felt incredibly stale to me due in part to its lack of urgency and dynamism. It doesn't help that I'm not much of a fan of the turn-based system. It's strange because I don't mind going back to play FF1-FF3 despite those games being turn-based.

Edit: Even though I didn't find X's battle system enjoyable, its execution was on point.

Still, there's a good reason why I like PE1, VG, and FFXII's systems.

11:32 pm
October 26, 2012

dystopia
Admin

posts 794

46

The battle system and sphere grid of FFX are the parts I really enjoyed, it's the story and characters I find to be average. I've come around on FFX some, it took a recent playthrough last year (the international release, with the expert sphere grid) to bring it out of the bottom half of FFs for me, and I guess having played FFXIII and experience an even more linear quest put FFX in a new better light for me.

10:52 pm
December 4, 2012

dystopia
Admin

posts 794

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