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Phoenix Taichou
Jun 23, 2010

"Movie reference."

U.T. Raptor posted:

For all intents and purposes, the sphere grid was sort of unique to each character unless you started grinding like crazy and min-maxing everyone, since each character started off in their own section locked off from everyone else.

Yup, and if you also consider that it's only naturally between mid to end game that you start moving into a second characters grid (unless you're Kihmari(SP?) and then it takes 5 minutes) then for proper spack out customisation it'll really be end game that you start getting what you want. So the sphere grid does in a way lock you down to your class for a while, although yes, you have the choice of moving somewhere else halfway or from the beginning (hi Expert Grid, how are you?) this is assuming you're taking the whole path.

This means I've yet to do my playthrough where I take Yuna down Aurons path just to see her little whacky stick do thousands of damage yet Auron does peanuts.

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ACES CURE PLANES
Oct 21, 2010



The White Dragon posted:

I really do wish that the Sphere Grid was unique for each character. It just doesn't feel right going around the board picking up every skill ever, but at the same time it feels wrong going through the board skipping all but the most choice skills. It's my favorite leveling system, though, because I'm a sucker for shiny colors.

I personally disagree, but this ground has been tread before, and I don't think another argument about customizable but samey vs restricted but unique. However, I must say, it's stupidly fun stat-maxing Yuna, and having her go and quick-hitting for tens of thousands of damage per shot.

Goddamn, I really hope FFX Vita is the International version. I want that Expert grid so loving badly.

Elentor
Dec 14, 2004

by Jeffrey of YOSPOS

kalonZombie posted:

And that was about the only thing that game did right.

Don't do this poo poo. Every Final Fantasy is good in this thread, even the ones I don't like, treat it like so so we can avoid a GameFAQs-level discussion.


Frocobo posted:

Speaking of monsters, is it just me or did FFX have WAY too many recolors, like even more than Final Fantasy games usually have? You'd occasionally get a new enemy type, but the rest of them seemed to be some variety of wolf or shell monster thing with corresponding terrain on top of it.

It did, yea. People already explained the reason, but I'm not gonna deny that I missed some variety in FFX.

Vil
Sep 10, 2011

FF7, FF8, and FF9 were the best at avoiding palette/design swaps, if memory serves.

Serifina
Oct 30, 2011

So... dizzy...

The White Dragon posted:

I really do wish that the Sphere Grid was unique for each character. It just doesn't feel right going around the board picking up every skill ever, but at the same time it feels wrong going through the board skipping all but the most choice skills. It's my favorite leveling system, though, because I'm a sucker for shiny colors.
See, I actually hated the Sphere Grid system. It's the spheres themselves that killed it for me - having points where I was missing a sphere to unlock a node infuriated me, 'cause I was stuck with the choice of skipping it and wasting xp to come back and unlock it, or having the character stuck at that spot until I got the sphere necessary. The fact that they all shared the same board was a much more minor issue to me (although still one - I prefer individual skillsets so the characters are more differentiated.)

Captain Bravo posted:

Also, when you take the "unique" sphere grid and run with it, you get something like the FFXIII system, which was pretty universally despised.
Except that one, I actually kind of liked. Go figure, huh? The Crystarium basically addressed my few problems with the Sphere Grid.

That said, I still prefer FFIX's system. The equipment thing was a little odd, but it made for very flexible and customizable characters in the long run while still keeping each of them unique from each other.

Nakar
Sep 2, 2002

Ultima Ratio Regum

Captain Bravo posted:

Also, when you take the "unique" sphere grid and run with it, you get something like the FFXIII system, which was pretty universally despised.
The real problem with the Crystarium was its painful linearity. This was actually at times problematic, as there were certain instances where you might actually want to skip learning skills and not every character had them on a "spoke." Also most of the Crystarium points were just boring boosts to Strength/Magic/HP.

Basically the most interesting thing you could do with the Crystarium was skip abilities, and then only in some cases for some characters.

Vil
Sep 10, 2011

Serifina posted:

See, I actually hated the Sphere Grid system. It's the spheres themselves that killed it for me - having points where I was missing a sphere to unlock a node infuriated me, 'cause I was stuck with the choice of skipping it and wasting xp to come back and unlock it, or having the character stuck at that spot until I got the sphere necessary.

That's mostly an early-game concern, though. Starting in the Mi'ihen Highroad (which is really not very far into the game), you can pretty easily get any sort of sphere you want since random enemies drop each of the types. As you progress through the game, you're showered in increasingly more spheres than you have sphere levels to use.

And that's before getting into ___ Distiller items, or (PAL/International) Extract ___ abilities.

Having said that, I *do* agree that it's frustrating before you get to that point, especially for lack of ability spheres. I just don't think it's all that big an impact on the game overall; I feel it's more of a temporary annoyance.

Serifina
Oct 30, 2011

So... dizzy...
Yeah, except that was where fatigue for the game also caught up with me. I hate FFX as a whole, not just the Sphere Grid. The Highroad was a long, dull jog down thoroughly uninteresting terrain with an utterly ridiculous random battle rate for the territory... and came right after the epitome of bad voice acting in the game, the ever-infamous laughing scene.

I did actually complete the game, believe it or not, with 100%, because I was playing with two friends at the time and they kept me from getting so furious and bored I quit, but still... that game had problems.

Mega64
May 23, 2008

I took the octopath less travelered,

And it made one-eighth the difference.
I prefer the extremes myself, as they're nice and simple. My favorite systems are FF5's "Anyone can be anything, feel free to mix and match jobs to create whichever broken combo you want." and FF4's "Everyone's abilities are set, make use of your set party, items, and wits to get through this dungeon," though this is one of the few areas where The After Years actually improved on its predecessor by giving you a ton of different parties and characters, actually requiring you to use some clever strategies at parts.

The problem with hybrid systems is that some characters are simply going to be more useful than others. Why use Relm when Terra has much better equipment options and Sabin has a more useful ability? There's similar problems with FF7 and 8, except replace "abilties" with "limits." Granted, it's not a huge problem, and FF7 on have some pretty innovative ways to gain spells/abilities/stats. But there's also something to be said for simplicity, as the simpler something is, the harder it is to find a way to gently caress it up somewhere.

But generally I like the way most of the FF's approach improving your characters, even if some are much better than others.

Choray
Oct 31, 2009

S-Alpha posted:

Goddamn, I really hope FFX Vita is the International version. I want that Expert grid so loving badly.

It really is the best thing. I generally don't stray that far from the intended path anyway, but there's still fun stuff to do like making a quick detour to give Auron Haste at the same time as Tidus. :v:

Shaezerus
Mar 24, 2008

God? Or perhaps a devil?
Show me which you'll choose!

Mega64 posted:

I prefer the extremes myself, as they're nice and simple. My favorite systems are FF5's "Anyone can be anything, feel free to mix and match jobs to create whichever broken combo you want." and FF4's "Everyone's abilities are set, make use of your set party, items, and wits to get through this dungeon," though this is one of the few areas where The After Years actually improved on its predecessor by giving you a ton of different parties and characters, actually requiring you to use some clever strategies at parts.

But generally I like the way most of the FF's approach improving your characters, even if some are much better than others.

11, ever since the level cap got raised up to 99 and several job adjustments were introduced, has had a pretty big rise in support job variety; you see a lot more combinations that actually make sense from a build standpoint now. Dragoons have a fair bit more freedom now that they can control what their wyvern buddy does, for one thing. Dark Knight/Monk, under certain conditions, is actually terrifyingly effective these days, when two years ago showing up to a party like that would get you laughed out of the group. No longer are Dancers and Thieves locked into subbing Ninja, either, it's crazy.

darealkooky
Sep 15, 2011

You sayin' I like dubs?!?

Serifina posted:

and came right after the epitome of bad voice acting in the game, the ever-infamous laughing scene.

After a decade people still don't realize it was intentionally bad and awkward (hence everyone giving them wierd looks?) and that in the japanese tidus sounds even worse and like a mutant seagull? I mean, you can take shots at the FFX translation for quite a few things (yuna's voiceactor having to lip synch with the character, leading to the exact same incredibly fast "ok" throughout the entire game. Giving Flee the sound quee that makes everyone hate Tidus, ect) but :cmon:

Frocobo posted:

Speaking of monsters, is it just me or did FFX have WAY too many recolors, like even more than Final Fantasy games usually have? You'd occasionally get a new enemy type, but the rest of them seemed to be some variety of wolf or shell monster thing with corresponding terrain on top of it.
Early ps2 game, on the bright side most of the enemies they repeat (aside from the same dog/bird/armor guy group that shows up the entire game) are really cool looking.

FFX might be a videogame and incapable of loving me, but I'll defend it to the death. (besides the dumb parts squeenix added)

darealkooky fucked around with this message at 17:39 on Mar 1, 2012

Vil
Sep 10, 2011

I like both "everyone can do everything, though not everything at a given moment, and you're always free to change/choose the exact details" and "everyone is innately specialized and there's not a thing you can do about it" systems.

Given the choice though, I do find myself enjoying the latter slightly more, which is why FF4, FF6, FF9, and FF10 are near and dear to my heart. FF10 then gets bonus points in my book for turning around and letting me enjoy it the other way *too*, in the endgame. (Same goes for FF6 to a lesser degree.)

Nothing like having my cake and eating it too.

Oddly enough then, that FF8 is actually the FF game I know the best and have played the most. I guess I just really get a kick out of its breakability.

Phoenix Taichou
Jun 23, 2010

"Movie reference."
The Crystarium bugged me for it's linearity too. It never felt like there was any choice or diversity. I see X's Sphere Grid, despite being made before XII's License Board and XIII's Crystarium, as being somewhere between the two.

License Board - too much freedom, not locked down to any kind of class (not including this wonderful sounding international version
Crystarium - no freedom, while being able to choose which class you unlock, each of them was as already been stated very linear.

The Sphere Grid however, is the second best for customisation in all of the Final Fantasies (Counting IV onwards, V being the best). While you start in a particular "class", you're given many opportunities to branch off whenever you like, and you're rarely punished for going off the path. There isn't a "wrong" way to do it. You might consider that the Via Purifico part where you're just using Yuna, if you took her down Auron's path she'd be pretty poo poo at magic, but what's that? Yuna's stats are passed on to the Aeon's? That's okay, all that Str makes the Aeons ace at pounding on the enemy instead of Yuna being outright magicky.

I digress, but in my opinion the Sphere Grid is the most flexible character and experience system of all the final fantasies, without sacrificing much in exchange.

Rohan Kishibe
Oct 29, 2011

Frankly, I don't like you
and I never have.
I like prefer the extremes, though I think each character being unique mechanically kinda sucks in some situations. In more modern RPGs, where what character you have in your party only matters in combat and your whole squad is still technically around, I can enjoy each character having a specialised role. If everyone has their own niche in combat, but all the characters who aren't in your battle party are waiting in the airship or at the end of time or whatever you can end up having to compromise mechanical usefulness to take a character you find entertaining. Or taking along a character you dislike because they are very useful in battle.

Serifina
Oct 30, 2011

So... dizzy...

darealkooky posted:

After a decade people still don't realize it was intentionally bad and awkward (hence everyone giving them wierd looks?) and that in the japanese tidus sounds even worse and like a mutant seagull? I mean, you can take shots at the FFX translation for quite a few things (yuna's voiceactor having to lip synch with the character, leading to the exact same incredibly fast "ok" throughout the entire game. Giving Flee the sound quee that makes everyone hate Tidus, ect) but :cmon:

I'm aware that it was intentionally bad and awkward. This doesn't change the fact that it's a very easy to point to scene as an emblem for the horribly bad voice acting throughout the entirety of the game. Would have have preferred that I said Scene 12, Part 4, Line 5?

Phoenix Taichou
Jun 23, 2010

"Movie reference."

Prison Warden posted:

I like prefer the extremes, though I think each character being unique mechanically kinda sucks in some situations. In more modern RPGs, where what character you have in your party only matters in combat and your whole squad is still technically around, I can enjoy each character having a specialised role. If everyone has their own niche in combat, but all the characters who aren't in your battle party are waiting in the airship or at the end of time or whatever you can end up having to compromise mechanical usefulness to take a character you find entertaining. Or taking along a character you dislike because they are very useful in battle.

Yes, this is a problem - if a character becomes redundant in the mechanics of the game, you end up using them less and caring less about them as a character. Even if you find a character entertaining in the story but frustrating to use, you'll be naturally less inclined to use them. This is where having a degree of flexibility comes in. When the game comes down to having a highly physical character, a highly magical character, and a mixed character, anyone else who is the less of those is going to be put to the side.

In FF7, for example, I never used Cait Sith because stat wise, he had no real use. There are characters better at magic than him and better in physical attack than him. When it comes to a point in a game where you know you're forced to use a particular character that is outclassed in every way by the other characters, and you never use that character, you tend to start disliking that part of hte game every time you come to it.

AnotherGamer
Jan 12, 2007
Please change my name to "The Guff Machine"

Choray posted:

It really is the best thing. I generally don't stray that far from the intended path anyway, but there's still fun stuff to do like making a quick detour to give Auron Haste at the same time as Tidus. :v:

Amusingly enough, most OCD people would never pic the Expert grid to begin with, simply because it has less nodes than the regular one and thus you can't max out every single stat on it.

Twiddy
May 17, 2008

To the man who loves art for its own sake, it is frequently in its least important and lowliest manifestations that the keenest pleasure is to be derived.

Serifina posted:

I'm aware that it was intentionally bad and awkward. This doesn't change the fact that it's a very easy to point to scene as an emblem for the horribly bad voice acting throughout the entirety of the game. Would have have preferred that I said Scene 12, Part 4, Line 5?
You're using a purposefully horribly acted scene in order to prove that... the voice acting in the game is horrible.

Yes, the voice acting in FFX is awkward and subpar, and blah blah blah, but this is clearly a losing argument.

Brainamp
Sep 4, 2011

More Zen than Zenyatta

Guys, let's remember that this is a Final Fantasy 7 thread.

Olibu
Feb 24, 2008

Brainamp posted:

Guys, let's remember that this is a Final Fantasy 7 thread.

Are you blind? On this very page:

Elentor posted:

Don't do this poo poo. Every Final Fantasy is good in this thread, even the ones I don't like, treat it like so so we can avoid a GameFAQs-level discussion.

Elentor
Dec 14, 2004

by Jeffrey of YOSPOS

Olibu posted:

Are you blind? On this very page:

I mean that for argument purposes every Final Fantasy, while flawed, is a good game (even 10, 11, 12, 13 and 14) but yes, I've stated multiple times you guys are good to talk about other Final Fantasies in this thread, I don't care, just keep the discussion enjoyable (posting about posting lowers the quality). I wish I could stop saying these things already.

We're barely about halfway in the game, I'm sure by the end of the thread everything that has to be said about FF7 will be said.

If you want to talk about FF7, which yea is preferable, feel free to start talking about it and people will pick up from there. In related news I'll be updating this thread next week (probably monday) and I'll try to make it a double update and I'm absolutely sure at least one from the next 5 updates will be packed with tinfoil hats.

Woebin
Feb 6, 2006

PYF real-life instances of FFVII weapons.

Vil
Sep 10, 2011

The dude's Buster Sword is impressive, and must have taken some time and effort. The dude's build is more impressive, and must have taken even more time and effort.

Dr Pepper
Feb 4, 2012

Don't like it? well...

Pretty sure you need a build like that to even hold it.

Rohan Kishibe
Oct 29, 2011

Frankly, I don't like you
and I never have.
Or you could be part of an experimental program by shady corporate/government types to give you superpowers.

Six and half a dozen really.

Pesky Splinter
Feb 16, 2011

A worried pug.

Woebin posted:

PYF real-life instances of FFVII weapons.



Don't look at the related videos!

Buster Sword usage IRL. With that guy.

The related videos to this one give out a major spoiler, so don't look if you haven't played the game:
And behold The power of Masamune!

Pesky Splinter fucked around with this message at 00:44 on Mar 2, 2012

Brainamp
Sep 4, 2011

More Zen than Zenyatta

Pesky Splinter posted:

Don't look at the related videos!

Buster Sword usage IRL. With that guy.

The related videos to this one give out a major spoiler, so don't look if you haven't played the game:
And behold The power of Masamune!

I've always loved how the thing is more of a sword in name only.

Kloro
Oct 24, 2008

Fancy a grown man saying hujus hujus hujus as if he were proud of it it is not english and do not make SENSE.

Phoenix Taichou posted:

The Crystarium bugged me for it's linearity too. It never felt like there was any choice or diversity.

FFXIII-2 gets rid of the choice, to an extent, and is the better for it. Although it may help that you only have two characters to worry about (plus monsters, who level up differently.) Effectively you have three classes to start, and three you unlock through levelling, and you just choose which class to level. It does feel like a lot less effort and micromanagement than in most FF games.

Azure_Horizon
Mar 27, 2010

by Reene

Woebin posted:

PYF real-life instances of FFVII weapons.



I'll take the hot guy.

Xander77
Apr 6, 2009

Fuck it then. For another pit sandwich and some 'tater salad, I'll post a few more.



Azure_Horizon posted:

I'll take the hot guy.
Is he, like, really really short, or is it just the sword?

Azure_Horizon
Mar 27, 2010

by Reene

Xander77 posted:

Is he, like, really really short, or is it just the sword?

The sword is REALLY tall.

SectumSempra
Jun 22, 2011

Bi-Han now we've got Bad Blood

Kloro posted:

FFXIII-2 gets rid of the choice, to an extent, and is the better for it. Although it may help that you only have two characters to worry about (plus monsters, who level up differently.) Effectively you have three classes to start, and three you unlock through levelling, and you just choose which class to level. It does feel like a lot less effort and micromanagement than in most FF games.

You my friend have caught on to what they are doing with game play in XIII and XIII-2.(and possibly versus but too bad that game is actually a myth that doesn't exist :ohdear:)

Reducing micromanaging. Healing between battles? Thats kinda dumb. If we were doing this as realistically as possible, chances are Im not leaving my dead team member on the ground because I didn't bring enough revives with me.

While those two games may not be perfect they did a good number of things right.

Fister Roboto
Feb 21, 2008

Woebin posted:

PYF real-life instances of FFVII weapons.



The planet's dyin', Chad!

Triskelli
Sep 27, 2011

I AM A SKELETON
WITH VERY HIGH
STANDARDS


Pesky Splinter posted:

And behold The power of Masamune!


Okay, quick break. I know I could just hop on wikipedia for this but I want to hear people here :spergin: about it.


What exactly IS the Masamune? Because it's shown up in almost every jrpg from Chrono Trigger to Final Fantasy. From its prevalence I'd say it was a japanese Excaliber, but I know there's gotta be more to it than that.

Zeikier
Jan 26, 2010

"This woman...she's killed before, and not just once..."


Triskelli posted:

Okay, quick break. I know I could just hop on wikipedia for this but I want to hear people here :spergin: about it.


What exactly IS the Masamune? Because it's shown up in almost every jrpg from Chrono Trigger to Final Fantasy. From its prevalence I'd say it was a japanese Excaliber, but I know there's gotta be more to it than that.

Well, CT's instance of the Masamune is more a localization quirk than what it was actually called. I think it was originally called Grandleon or something, which is much more fitting for a broadsword.

Soricidus
Oct 21, 2010
freedom-hating statist shill

Triskelli posted:

What exactly IS the Masamune? Because it's shown up in almost every jrpg from Chrono Trigger to Final Fantasy. From its prevalence I'd say it was a japanese Excaliber, but I know there's gotta be more to it than that.
Masamune was a famous medieval swordsmith. His surviving works are priceless. Think Stradivarius, but sharper and less musical. That's about it, really.

More interestingly: its prevalence in JRPGs is an American thing! It was Ted Woolsey who decided to insert it into the Chrono series. Nobody knows why. It doesn't appear in the Japanese versions of those games.
:goonsay:

e:f,b.

Soricidus fucked around with this message at 05:26 on Mar 2, 2012

Brainamp
Sep 4, 2011

More Zen than Zenyatta

Edit: Beaten over the head.

Mr. Vile
Nov 25, 2009

And, where there is treasure, there will be Air Pirates.

Zeikier posted:

Well, CT's instance of the Masamune is more a localization quirk than what it was actually called. I think it was originally called Grandleon or something, which is much more fitting for a broadsword.

Specifically, it was a result of Ted Woolsey's policy that anything exotic or foreign to its Japanese audience should remain so in English, so the broadsword that was named Grandleon (with the two little sprites being Grand and Leon) in Japanese was renamed the Masamune for the localisation.

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Fister Roboto
Feb 21, 2008

Soricidus posted:

Masamune was a famous medieval swordsmith. His surviving works are priceless. Think Stradivarius, but sharper and less musical. That's about it, really.

More interestingly: its prevalence in JRPGs is an American thing! It was Ted Woolsey who decided to insert it into the Chrono series. Nobody knows why. It doesn't appear in the Japanese versions of those games.
:goonsay:

e:f,b.

One of the tests of the sharpness of a sword was to put it in a stream with the edge facing upstream, and to float a leaf towards it. If the leaf was cut, it was a good sword. They say that Masamune's swords could never be tested because the leaf somehow always floated around the blade. The blades of his pupil, Muramasa, when put to this test, sliced the leaf into a thousand tiny pieces.

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