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Ventana
Mar 28, 2010

*Yosh intensifies*

ImpAtom posted:


I can think of optimistic/hopeful characters in Western games but they're all from kids games. Stuff like Skylanders or whatever. It is sort of weird to realize I can't think of many otherwise, aside from the occasional minor side character who is probably comedic.

Adults don't want happy-go-lucky protagonists (unless they eventually break down) cause we are all bitter assholes. Can't stand looking at someone else be successful and happy...:smith:

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Ventana
Mar 28, 2010

*Yosh intensifies*

Dragonatrix posted:

Man, I know XIII and XIII-2 had meh soundtracks

Gonna have to disagree with that.

Time for the part of the FF thread where everyone posts music for the next 5 pages.

Ventana
Mar 28, 2010

*Yosh intensifies*

ImpAtom posted:

It's just weird because this has been in production for a billion years.

"In production" with a billion more quotation marks, more like.

Ventana
Mar 28, 2010

*Yosh intensifies*

ApplesandOranges posted:

https://www.youtube.com/watch?v=LGanWbw4rno

Lightning's trailer. Looks like double-Paradigm combos are an actual thing now that don't require assists.

Probably the most surprising thing in the video is that they aren't using Blinded by Light for advertised FF13 song.

Ventana
Mar 28, 2010

*Yosh intensifies*

NikkolasKing posted:


In fact, I don't think they ever mention her again after she betrays them and gets them killed.




I mean, I wouldn't exactly want to bring her up in any positive light after what she did, and what happens afterwards is its own level of things screwing up royally so I could see Noel and Sarah forgetting about the whole betrayal thing for a sec when there's the Etro/Caius stuff about to happen.

Ventana
Mar 28, 2010

*Yosh intensifies*
Cloud walking around with the giant sword looks way more weird in the prettier graphics.

Shakugan posted:

The dubbing / lip sync was hilariously bad. Get good VAs and make an effort to lip sync, or leave the audio in Japanese.

The game has barely started development dude, they probably haven't gotten the full script done let alone translated into english.

(there's no way they are using the old script)

Ventana
Mar 28, 2010

*Yosh intensifies*

Help Im Alive posted:

Or alternately



Would pay real hard earned money for a Lightning Costume DLC for Cloud. Keeping the skirt.

Ventana
Mar 28, 2010

*Yosh intensifies*

Sunning posted:

- Owners of videogame companies were total weirdos during that era. During his job interview, the president of Tecmo asked him to give him a hand massage after Tabata said he was good at it. Owners are very different these days.


If I wasn't already having a feel for Tabata, I definitely do now. Seriously, that's pretty crazy.

Ventana
Mar 28, 2010

*Yosh intensifies*

widespread posted:

Hm. Should I start Bravely Default over or continue from where I left off all those years ago?

I don't have an opinion either way, but fwiw there is a cutscene viewer in the journal so you could just view certain important cutscenes before trying to dive back in where you left off, since it won't be hard to bounce back into the battle system.

Ventana
Mar 28, 2010

*Yosh intensifies*
That song is pretty clearly in the same vein as When World's Collide on pretty much everything, not sure how anyone can say otherwise. It's not exactly the same of course, but it's clearly more than an "inspired by".

Ventana
Mar 28, 2010

*Yosh intensifies*

Augus posted:

It's got the whole "electronic mumbling over a beat" thing, but the beat is different, the instruments are different, the lyrics are different, the song follows a different progression, the chorus is WAY different. It's only vaguely similar and the only reason World's Collide is the comparison that was made is because that's one of the more popular songs of this kind.

I just pulled a quick 3 other songs from the same album from Powerman 5000, and uh, no?

Nobody's Real

Automatic

Supernova Goes Pop

Like, yes, it is a "genre", so of course they are going to sound vaguely similar in overall style. But notably they don't sound at all like World's Collide, despite the different progessions and beats and instruments as you pointed out. No one would ever confuse these with each other.

The beat and progression in Sephirot's theme on the other hand, particularly in the guitar, DOES sound similar to World's Collide in that opening minute stretch (particulaly the softer sections like in the first 30 seconds), even if it's not exact. As in very specifically that song, and not at all like the other Powerman 5000 songs above.

I don't want to turn this into some genre cherry-picking debate to "find all the songs that sound/don't sound similar", but at least you should be able to see that Sephirot's theme sounds hell of a lot closer to World's Collide specifically than the above songs or general genre.

Ventana
Mar 28, 2010

*Yosh intensifies*
I didn't say anyone should sue. The band themselves said they weren't going to sue. And I didn't say it was a problem that the songs sound similar or that they are "uncreative thieves", I actually think the similarities are really neat.

I just think it's silly to deny that they don't sound similar on something that isn't quite as super generic like say a descending bassline progression.


Augus posted:


Also songs by the same band on the same album are going to be going for at least some variety. That should kinda go without saying.

I get your point, but when you extrapolate this, it's just silly. "Songs on different albums are of course going to be varied from previous albums" or "Songs from different bands are going to be varied" are just as likely to be true, if not even more so than your statement.

Ventana
Mar 28, 2010

*Yosh intensifies*

Help Im Alive posted:

It's weird that FF nerds love Otherworld but there was a backlash to Limit Break in XIII-2



Augus posted:


Also I just like Otherworld better as a song.

Not that I hate Limit Break, but basically this, yeah.

Ventana
Mar 28, 2010

*Yosh intensifies*
You could just uninstall it when you're done. Like yeah the game is big and it's unfortunate that they didn't optimize it, but just clear enough space for it for a bit of time, play the game, then you're done forever. If it was a multiplayer game or something that you'd maybe come back to, that would be a pressing issue to not buy it. But for a single player game that you usually will only play once in a blue moon, it's just a minor inconvenience for a problem they (mostly) learned to deal with better.

Ventana
Mar 28, 2010

*Yosh intensifies*

Barudak posted:


FF13-2 is also just not very good in general and every change to the battle system except removing the paradigm shift cutscene was a bad one.

Including no party wipe when your Party leader dies?

Ventana
Mar 28, 2010

*Yosh intensifies*

Tempo 119 posted:

Yeah it feels like at some point they wanted each character to specialise in a role but then when they tried it out they realised a full-time medic or synergist would be lame.


I think a full time synergist could be cool. Full time medic is a thing that might work out if it was a more fleshed out job, but in general yeah it's always just a 1 note job.

Ventana
Mar 28, 2010

*Yosh intensifies*

Super Ninja Fish posted:

FF13 was lovely, we all agree.

Disagree, FF13 is a good game


Super Ninja Fish posted:

Van was asked as well and had a similar "Oh I dunno, it's something to do" answer.


While I agree about everything else you're saying, this isn't that bad of a response for Van I think. The dude clearly has nothing going for him in life, and if I were in his shoes I'd take any opportunity to go on JRPG-fun-times with a motely crew.

Ventana
Mar 28, 2010

*Yosh intensifies*

8-Bit Scholar posted:

It goes to show especially that even in a very gameplay-focused RPG, it's important to have a crop of NPCs and some place you can explore and interact with in a variety of ways. I think of Digital Devil Saga 2, which kind of has very rapidly moving action and the game is 80 percent gameplay to 20 percent story, but it still manages to have a bunch of NPCs who hang around in front of the game's various dungeons. They all have changing dialogue over the course of the game, and somehow I feel like, if they weren't there and if I didn't occassionally glimpse normal people milling about town square while the world is in peril, then all of the dramatic cutscenes would ring just a little more hollow. It's a valuable detail for any game, to immerse you.

I agree with this point if it came to other RPGs where they did this more often and made NPCs more interesting. Like, if you gave me an Earthbound that had no NPCs or towns, I'd be skeptical since almost every NPC has something interesting or novel to say.

But, in most Final Fantasy's? Like 90% of the NPCs and towns really just aren't noteworthy at all aside from plot related elements (which would still get covered in a FF13 style world) and the shops themselves. The series does use them for a interesting setups in a bunch of cases, like the FF7 example of all the men in black cloaks that you see in Disc 1, but I can't see a reason to care about anyone in say Costa Del Sol or Wutai or Junon or etc.

Not every JRPG should really go for the "No towns/NPCs" approach, but honestly when I played through FF13, I didn't feel like I was missing anything given it was just a Final Fantasy game where I didn't usually care about those things. And considering all the structure differences FF13 already was doing to make everything more straightline and gameplay focused, I felt like it was all fine and worked decently enough.

NikkolasKing posted:

Still don't like Fang at all but that's because she comes into the game way too late and her persona as "the cool one" irks m Plus, everything is her fault. Who'd have thought threatening the machine god right in front of it would have consequences?



I'd say everything is more Vanille's fault, rather than Fangs. At least that's how I felt the story was positioning Vanille as.

Ventana
Mar 28, 2010

*Yosh intensifies*

Momomo posted:

That scene was great, cause Lightning actually said "Worst birthday ever." You really gotta feel for the woman, everyone around her is so drat stupid.

The worst part is that she got a knife for her birthday. Who gives someone a knife for their birthday.

Ventana
Mar 28, 2010

*Yosh intensifies*

Sunning posted:

James Arnold Taylor talks about recording 'the laugh' in FFX: https://www.youtube.com/watch?v=kRWab0q9aw4

The thing I like most about this video is that, even if he did stage/prepare his acting for the video, he came across as legit and heartfelt about playing his role like he really enjoyed it. Knowing some other VA jobs where the actors barely even know what happened is a bit sad. Granted, maybe he got a lot of SE money for the role, who knows, but at least him recounting how it happened and remembering the actual story beats itself felt refreshing.

Ventana
Mar 28, 2010

*Yosh intensifies*

Tae posted:


- As for the Airship, it has been decided from long ago on how they would introduce it into the game. It’s something that would have you say “this is the kind of Airship that should be in Final Fantasy XV.”


I hope we get a helicopter

Fister Roboto posted:



I really hate that I've become a 13-2 apologist.

FF13-2 is a cool game, it sucks that it has balance issues but it has cool music, funny writing, and a plot that ranges from silly fun that doesn't care about anything to weirdly serious that it doubles back to being funny in a goofy way.

Ventana
Mar 28, 2010

*Yosh intensifies*

corn in the bible posted:

tbh i just find it kinda lovely because i know that everything they do in 13-2 doesn't mean jack poo poo (since caius wins and also serah dies)

Once I found this out, I stopped taking it seriously, which is about when I started to have fun with it. I guess it also helped that I didn't like Serah much either.

Ventana
Mar 28, 2010

*Yosh intensifies*
Was this some big event? I wonder what's worth flying out to this thing from philly

Augus posted:

This preshow is the most awkward thing I've seen in recent memory

idk, it reminds me about any Non-Big presentation from E3

Ventana
Mar 28, 2010

*Yosh intensifies*

Dapper_Swindler posted:

prompto cosplayer looks like a prostitute.

Everytime they kept calling this thing by the full title, "Uncovered: FF15", it just sounds like a bad porno name to me

Ventana
Mar 28, 2010

*Yosh intensifies*

ImpAtom posted:

So... uh, what is your plan if people don't really like FFXV Square?

Make 2 more sequels reusing the same art assets, like last time?

Ventana
Mar 28, 2010

*Yosh intensifies*
Getting cool VAs is cool as long as the script isn't bad :(

Ventana
Mar 28, 2010

*Yosh intensifies*
I'm confused, is this just an extended seperate demo thing?

Ventana
Mar 28, 2010

*Yosh intensifies*

In Training posted:

You can do a lot of stuff but the controls are just stiff enough and the difficulty is so lenient that I just don't care about any of it.



The controls can be touched upon, but difficulty is gonna be weird. There's going to be a LOT of people going, "but I don't normally play action games!" that will play this, and expect to be catered to, so I wouldn't be surprised if difficulty is toned down for that crowd.

Ideally I'd like something more rounded like what FF13 ended up being in terms of pacing/difficulty: braindead easy for the beginning, okay and more involved for most rest of the normal game with a couple of fights that force yu into the mechanics, and post-game stuff which requires you to know the mechanics very well.

Ventana
Mar 28, 2010

*Yosh intensifies*

Attitude Indicator posted:

the platinum demo is bad and is missing a lot of features they already released in duscae, why the gently caress would they release that to the general public to build hype and keep the good demo (duscae) locked away from most people? explain your motives, square!

I think it's cause they planned out this "Uncovered" event reveal thing a while ago to generate hype, and wanted a demo or something like it that's playable (otherwise everyone would say "it's a lot of show for something not playable"), but demos are actually difficult and stressful and they are likely trying to plan out more involved things for E3/TGS that they didn't want to waste the scenarios on now. So they just whipped together something nonsensical and separate.

Ventana
Mar 28, 2010

*Yosh intensifies*

8-Bit Scholar posted:

But why wouldn't they be?

I can't speak for why, but I've definitely had DLC codes that said it was only available through X date, and then I tried it afterwards and it still worked. No reason not to try, I guess, just be prepared if it doesn't work.

Ventana
Mar 28, 2010

*Yosh intensifies*

Tae posted:

It's not like prequels can't be sequels.

That doesn't change that the game that was teased still came out.

Ventana
Mar 28, 2010

*Yosh intensifies*

Super Ninja Fish posted:

I'll second the DS version being the best version. Gameplay is more important than graphics. DS FF4 takes the ordinary cakewalk gameplay of FF4 and makes it challenging and interesting.

Gonna agree with this.

Also the 3D models were quite cute and charming imo and the redone music was solid.

Ventana
Mar 28, 2010

*Yosh intensifies*

Terper posted:

I mean I also think watching silent playthroughs is a different experience from playing it yourself even if you're cheating or whatever

Yeah, it's a completely different experience if you just sit there looking at the screen while people are exploring versus actually doing it yourself actively. Experienced game players probably can get by at looking at footage given experience that give them good ideas if they are actively watching, but for newer players or people unfamiliar with the genre/gameplay it won't be the same since they won't have a developed sense of what to look for.

In Training posted:

I played the first one for 40ish hours and the story is just "save the 4 crystals" but they felt like they needed a LOT of dialogue to really drive that point home.

The plot and characters do expand beyond that once it gets into chapters 5 and beyond. It seems weirdly detailed for the first 4 chapters for something you think is simple, but they do throw in things to flesh out the characters and scenarios to get you thinking. I had the same sort of thinking when I first played, but I felt it worked well by the end when I had seen that the game did have a bunch of cool things about it's characters and worlds despite seeming boringly simple at first glance.

Ventana fucked around with this message at 14:40 on Apr 19, 2016

Ventana
Mar 28, 2010

*Yosh intensifies*

Super Ninja Fish posted:


I made this post the last time I played the game in the RPG thread.


Well that post was from a while ago, but just recently I finished near-100% of Xenoblade and before that I actually did just the same for Nier, which is pretty convenient perspective for what you brought up in that post lol. So I'd like to address some stuff that the posts in the thread didn't really go into if it's no trouble.

But basically yes, there were people on SA (and probably general Nintendo/Wii audience as well) who overhyped a lot of stuff about the game, but while it's arguably not original I'd say it's still very solid for what it does execution wise.


quote:

The more I play Xenoblade, the more bored I am by it. I'm at the snow mountain about 35 hours in. It's a slog. 3,000 steps down the mountain. The characters move so drat slow that it would be tedious even without being interrupted by battles.

To be honest I didn't feel that way at all. For going through the areas on first time passes, it felt like a good moderate pace while I went around all the turns and weird paths, especially near the end parts of the games areas. It only ever felt slow when I was doing sidequest stuff and going walking through areas again, but that' was usually mitigated by 1. the very plentiful Quick travel Landmarks everywhere so it was always very rare you'd have large treks to go through, 2. even in said parts without landmarks, every area in almost some fashion has some internally built or placed shortcut to accommodate for any direction (it should be noted that while a lot of RPGs have done this, usually they end up with just messy town/forest/dungeon designs, where as Xenoblade's layouts are all actually remarkably simple so it never has the same feeling of congestion and never felt like a "mess" like in almost every other RPG I can think of that tried this), and 3. You can just straight up equip Movement + gems/abilities funnily enough lol. I would say that from using them that moving too fast through the environments definitely would be a danger for the "intended experience" so it makes sense to me why the movement speed is what it is, so its sad that it can also be a frustrating thing to some people.


quote:

While I like that the battle system is unique and makes you do more than just press attack, in each area you'll fight the same 2-3 monsters over and over and you do the same thing in each one to win. It's repetitive.

While the game does ramp up the combat expectations later on in the story, especially in the final series of quests, yeah the battle system is pretty bland. The biggest issue is that it basically feels like there is no actual interactivity between the enemies actions and what you're actions are aside from reacting to visions. Reacting to visions IS cool, but it only makes for cool segments, not entire battles. It has some moments and mechanics that do provide interactivity, but its usually on a system wide level and mostly not because enemies really challenge you to work around what they actually do in battles. That's why it usually felt "samey", because it was you vs the system rather than you vs this specific monster.

quote:

I finally got down to the destination at the bottom of the mountain, then I went on a fetch quest to get an item to open a door. Now I have to do 1500 more steps of walking through the snow, goddammit.

I know this is more of a comment about the above frustrations, but man idk, when I went through that area again I'm pretty sure it couldn't have been more than 1-2 minutes to walk from those areas. The only stretch that was really boring to me was the beginning parts of Gaur Plains and the start of the mountain if you just go through the straightaways (but that's still not including all the side stuff you can go around everywhere). Like, not every single part of every level is 100% awesome stuff, but even parts I didn't like as much never felt like a trudge to go through.


quote:

Story is sub par. Except for Rayn, characters are devoid of personality. Dialogue is bland "You are the chosen one to wield the Monado" type stuff.

Kind of agree'd, and I can see why you'd say this stuff, but I think it's solidly the norm or at best a cut above the norm. Story doesn't pull any surprises, but it goes through sensical beats with solid cutscene direction in a unique setting with a plot/story that makes sense in context of said setting. Characters do have personality, but fwiw I do feel like it's a lot of subtle building and reveals through doing the extra stuff like in sidequests or heart-to-hearts where you get the little details of how they work. If only going by the main story though, I'd still say the cast is alright, since they each get their own moments throughout the story to sort of flesh them out; the only character who really stands out is Riki cause he barely gets any moments at all by the end.

I thought the dialogue was okay. Definitely not great by any stretch, but I don't think I'd say it was bland either. It most always got to the point, was pretty believable and mostly didn't take me out of it's moments, and had a more than it's fair share of little cute things in there (but again, that's probably all in later sidequest stuff).

quote:

Unless I'm totally not understanding something, the shopping system for weapons and armor is a nightmare.

I think you have the systems right, but I think the big thing you're missing is that you mostly don't have to go shopping ever IMO. Most every monster drops weapons and armor along the way, and for the most part you don't even need to change your equipment layouts that much to get by and beat most everything in the main story. And by the time you get to the late portions with sidequests and stuff, usually it was the Gems that took the most importance in affecting battles (because they'd have way more useful attributes to them) than comparing whether or not X sword was 200 points stronger then Y sword, or etc.

There's other things in that paragraph that are also kind of questionable as well, but overall to sum up, I don't think it's really all that complicated as you're making it out to be given with what you actually need vs how the system looks like it is.

quote:

I can't understand how this game got better reviews than Nier. Even the side quests are much more enjoyable in Nier. At least there they're accompanied by witty banter.

Now, note that I haven't looked up reviews at all for either Xenoblade nor Nier, so I don't really know what was said about either from normal review outlets other than general word of mouth.

But, I think it's just because Nier has more "obvious" problems than Xenoblade? I don't really want to turn this into a rant against Nier, but I do think that Nier had a bunch of it's own issues that would be more likely to turn off general audiences. In contrast, most of my problems with Xenoblade, aside from the battle system, are with things that didn't really become apparent till the very late set of sidequests. While I do think Nier is underappreciated for what it tried, I don't think it's a mistake that Xenoblade outshined Nier given that it felt like a "cleaner" experience.

As for the sidequests, that seems like a joke comment, but honestly I feel like Nier's sidequests were a lot more uninteresting than Xenoblades given all things considered now that I'm done with them. Nier had a lot of cool little stories that helped set the tone of the world, but it also involved a lot of annoying traveling and grinding***, and a lot of cases felt like they had no "identity" if I were to compare it to Xenoblade's. Aside from like 3-5 cases, most of the sidequests in Nier felt like they involved just random people who often didn't actually have any name or occupation or character or relations or anything at all. With Xenoblade's, while it did have those kinds as well, it also had plenty of ones that actually were about people who felt defined as people. They were still arguably just Random NPCs, but you feel closer to them when you see they troubles you help them out with, then see how they connect to other NPCs from around the town who in turn have their own related quest as well, most usually involving the person you met originally.

It felt like most of the sidequests in Xenoblade all helped to define and introduce you to the overall world piece by piece, which is why it felt satisfying the more I went through it. With Nier's, they had cool individual stories that I liked, but they always felt just that, individual. By the end of Nier's quests I just felt annoyed like I normally am with any RPG sidequest affair, but Xenoblade had the same sort feeling you get from like say Majora's Mask when you look over the Bomber's Notebook and see how everything is connected.


*** The thing to note is that, while Xenoblade also has grinding and traveling, it's all done way more conveniently and actually felt supported by the game's systems. It sounds like a little thing that Xenoblade has those systems for rewarding easy sidequests on the spot or the fast traveling, but as an experience on the whole it does make a difference. I could still go back to the Xenoblade environments now, but I don't ever want to go through the same dumb plain in Nier again.

Augus posted:

Honestly I think MMO combat is actually a bit more interesting. At least, that's how I feel after playing FFXIV. At least in that game you need to work together with actual people and also dodge AoEs and control placement of targets and deal with convoluted boss mechanics and stuff. It felt like in Xenoblade I was mostly just doing the same arts rotations and nothing else.

Yeah, I kind of feel the same way. MMO combat gets a bad rep (usually for good reason), but it doesn't have to be bad. Xenoblade's isn't all that bad either I think, or at least makes for a decent video game romp, certainly better than FF12 IMO, but still something I'd rather not see again.

Ventana
Mar 28, 2010

*Yosh intensifies*
The story really isn't the same at all, characterizations are very different, the sidequest stuff isn't the same, lots of enemy/boss differences that you can't chalk up that much to reuse, different classes and balancing. There's actually quite a bit different from Second that separates it despite the same systems. I actually am missing a lot of things from Default the more and more I play Second.

Like Impatom said, I'd agree that it's worth going through the first cause it does have it's own unique things to experience, but just take a small break between playing the 2 games to avoid a burnout.

Ventana
Mar 28, 2010

*Yosh intensifies*

Doc Morbid posted:

Yeah, as long as you know Mega Death is coming and prepare for it, Yunalesca is not a hard fight and certainly nowhere near as tough as Seymour Flux or even Sanctuary Keeper.



All 3 of them are basically the same difficulty, they just all have rules to them that you need to adjust to. Yunalesca is just a bit more notable because her gimmick involves instadeath which has to be avoided with non-obvious setup.


jivjov posted:

Has there been any word on why Final Fantasy I and II haven't come to Steam yet? I find it odd that we're about to have an unbroken string of games from III through XI available, but the two that got ported to every platform under the sun for a while there are getting skipped.

Probably because they were focusing on the other bigger releases first, especially for the west, and it's very likely they don't have a sizeable porting team. They'll come eventually, probably not too far away since there's only so many more FFs that aren't on steam now.

Ventana
Mar 28, 2010

*Yosh intensifies*

zolthorg posted:

Its a really cute character scene? What should have been there instead? One of Final Fantasy Series' infamous "realistic gritty action cutscene" ? two models staring at each other with dialogue boxes?



Dude, it's a good scene when you think about the character interaction, but it's still a funny scene from the (intentionally) awkward delivery. There's nothing really wrong about it, just the nature of it makes it for easy jokes. Everyone understands at this point "why" they have the scene and it does what it does, but that doesn't change the pure fact that it's funny in that awkward way.

Ventana
Mar 28, 2010

*Yosh intensifies*

Armitage posted:

Going back to FFXIII, and what the heck is up with the Gorgonospids. Fighting three of them is easily manageable, but add one and suddenly I need to max out all six roles and have max weapons.

Basically this sounds like it's the point at which the enemies can actually overwhelm any 1 character, a lot of 13's encounters are designed like that where they'll lead you in with low #'s in the encounters, then start to add in more numbers or combinations once they've broke you in and it starts to get more challenging. Some other FF's do this as well, but 13 in particular does this in most of its zones.

Most of the time though, you don't need to go to equipment or maxing out roles. You can solve most everything with just changing your team party/strategy/paradigm loadouts to take advantage of different things.

Mega64 posted:

Encounters are pretty much boring filler most of the time anyway though, which is why No Encounters stuff is so popular.

No encounters and having good thoughtful design in random battles aren't exclusive though. No encounters is a stress reliever especially w/r/t resource management so there's no reason you can't have both in the same game or that having one would negate the need for the other.

Ventana fucked around with this message at 13:59 on May 15, 2016

Ventana
Mar 28, 2010

*Yosh intensifies*

Gologle posted:

That sounds loving stupid. I wish things had just stayed at the sensible level of FF5.

Those are all end game abilities literally at the end of their skill trees that involve 2 classes that you have to make exclusive decisions to get (at first). It's a setup that works but it's not something you are just going to stumble upon.

I really wish we could stop using the phrase "break the game" in as loose of a fashion as some people have been doing lately, especially with the Bravely default games. It implies that devs couldn't or didn't know their own balancing of mechanics and enemies when applied appropriately as if they were trying to make something truly difficult, when that usually isn't the case. Often times they do know most of how the interactions are or what's actually strong, but they just purposely make the game easy or manageable. Broken should imply other things more along the lines of the "Half of these jobs are useless" complaint, not "there are all 7+ ways you can trivialize most encounters"; despite what you'd think they are not related statements.

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Ventana
Mar 28, 2010

*Yosh intensifies*

Super No Vacancy posted:

the voice acting is fine except for Tidus, who sucks

This but Tidus is fine also.

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