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Wild Knight posted:I'd say I called the singalong, or the karaoke-style lyrics at least, but...well, it was pretty obvious, especially once Fedule asked about fonts, so. Yeah. Really great work with the subtitles! And I'd also like to second a request for a bonus video of Nidoking singing. The bolded part being the important one, debuffs are what make that fight turn from a 3 or 4 minute one that Artix had to oh say maybe 10-15 or so. Sticking them to that dude when he's vulnerable is pretty much the only way you're gonna kill with any sort of expediency. But up until around that point you might not have realized how great Saboteurs are, this is when the game will say "hey, if you want to fight these guys you're gonna need a little extra help".
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# ? Jun 22, 2014 07:34 |
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# ? Apr 29, 2024 07:32 |
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Rigged Death Trap posted:Well by wait I mean it doesn't resolve or even appear until 13-2. Final Fantasy XIII-2: You will believe a fist-sized yellow bird... ... ...will sexually confuse you to an impossible degree. Artix, if you even make it XIII-2, you need to have everyone sing along with all the background tracks too, because I'm pretty sure that like 90% of the game's soundtrack has accompanying vocals for some truly baffling reason.
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# ? Jun 22, 2014 07:57 |
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nine-gear crow posted:90% of the game's soundtrack has accompanying vocals for some truly baffling reason. Final Fantasy XIII-2: The World Ends With Lightning?
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# ? Jun 22, 2014 10:10 |
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Aithon posted:Final Fantasy XIII-2: The World Ends With Lightning? EDIT: Shei-kun posted:I figured it was something like that. Makes sense to do that, too. *cough* Mozilla plugins *cough*
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# ? Jun 22, 2014 10:46 |
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Wild Knight posted:I'm pretty sure Bravely Default is Squarenix's way of saying "we're sorry for how convoluted FF13 got, here's an alternate universe where we expanded on what makes a Final Fantasy a Final Fantasy while not actually naming it Final Fantasy."... If that makes sense? It probably doesn't make sense. I think they thought of it as a budget game that might please a few hardcore fans. I don't think they ever predicted it would outsell Lightning Returns.
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# ? Jun 22, 2014 13:46 |
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nine-gear crow posted:Artix, if you even make it XIII-2, you need to have everyone sing along with all the background tracks too, because I'm pretty sure that like 90% of the game's soundtrack has accompanying vocals for some truly baffling reason. SO YOU THINK YOU CAN RIDE THIS CHOCOBO!?
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# ? Jun 22, 2014 15:21 |
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nine-gear crow posted:Artix, if you even make it XIII-2, you need to have everyone sing along with all the background tracks too, because I'm pretty sure that like 90% of the game's soundtrack has accompanying vocals for some truly baffling reason. Look, I'm all for Final Fantasy 13-2: A Musical Adventure but my ominous Latin chanting is so out of date, I don't know if I could even make it to the point at which you actually get to start playing the game.
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# ? Jun 22, 2014 16:06 |
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FailAtMagic posted:drat now you made me sad because there's no way The World Ends With You will have that kind of graphics What makes me incredibly sad is the continued lack of a followup to that unique and excellent game.
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# ? Jun 22, 2014 16:56 |
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Update 16: Weathering the Wilderness (Polsy) Music Lost Hope Bestiary Datalogs quote:Father and Son quote:Chain of Events quote:People: Sazh Katzroy quote:People: Dajh Katzroy quote:People: Jihl Nabaat quote:People: Chocobo Chick quote:The Thirteen Days: Day 5 - Contact quote:The Thirteen Days: Day 8 - Questions quote:The Thirteen Days: Day 11 - Father and Son quote:Locales: Euride Gorge quote:Cocoon Society: Sanctum L'Cie quote:Cocoon Society: Chocobos quote:The Fal'Cie: Kujata Artix fucked around with this message at 17:23 on Jul 2, 2014 |
# ? Jun 26, 2014 21:01 |
I'm really really really starting to really really really hate Vanille. I just hated her before. It's like any semblance of decent writing immediately disappears once she opens her mouth.
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# ? Jun 26, 2014 21:31 |
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HEY GUYS I THINK VANILLE MIGHT BE FROM PULSE. SILLY ISN'T IT. This game has all the subtlety of a sledgehammer to the face...though sometimes it plays in its favour, Sazh's anger outburst at the bosses was hilarious. It just mostly plays completely against it. And I agree with the Vanille hate, she could just stop lying to everyone. In fact, said everyone could stop being loving idiots and realize what she's lying about, she's a horrendous liar. Or she's meant to be really good but this game is really badly written, I don't know.
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# ? Jun 26, 2014 22:43 |
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Man, are these datalogs repetitive. The repetitiveness of these datalogs is impressive. I am deeply impressed by how repetitive these datalogs are. Also, fal'Cie are clearly idiots. A small child is a useless defense against aggressors that are actively attacking right now. The fal'Cie already sensed a Pulse presence, so why does it need a l'Cie that can also sense Pulse power? How is that power at all helpful in a small confused child when, again, there is an active attack going on right now?
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# ? Jun 27, 2014 23:07 |
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Schwartzcough posted:Also, fal'Cie are clearly idiots. A small child is a useless defense against aggressors that are actively attacking right now. The fal'Cie already sensed a Pulse presence, so why does it need a l'Cie that can also sense Pulse power? How is that power at all helpful in a small confused child when, again, there is an active attack going on right now? I assume they're evil, and being dicks to people for shits and giggles. After all, they're gods in a Final Fantasy game.
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# ? Jun 27, 2014 23:42 |
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The plot of the game becomes instantly more amusing if you imagine that the fal'Cie were consciously written to be as idiotic as they are malicious, like they're all secretly Joffrey Baratheon or something.
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# ? Jun 27, 2014 23:50 |
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Schwartzcough posted:Man, are these datalogs repetitive. The repetitiveness of these datalogs is impressive. I am deeply impressed by how repetitive these datalogs are. The fal'cie knows there is a pulse l'cie within 100 miles, whereas Dajh can point at someone and know they are l'cie, and then presumably Cid Raines swoops in and drop kicks them in the junk or something. Basically, Dajh became a T-cell?
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# ? Jun 28, 2014 00:35 |
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Fal'cie are divinities. Why did they take the most circuitous, inefficient way to do something when they could just use their, you know, awesome power? If I may quote the book of Job, "gently caress you, I'm God, you're not." It's not much to say the game suffers from bad pacing, but Jesus, the game suffers from bad pacing here. VANILLE HAS A SECRET aside, I really like Sazh's plot and it gives some emotional punch to the Act One's central tension: the party being drafted by "the enemy." Really should have gotten to him sooner. Initially, I was thinking of Sazh as "least bad," but now, I'm wondering why he's not the main character. Course, now that I've said this...
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# ? Jun 28, 2014 00:43 |
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Precambrian posted:Initially, I was thinking of Sazh as "least bad," but now, I'm wondering why he's not the main character. Course, now that I've said this... One thing you can say about this game is that there isn't a real main character. When the party splits up you follow along with everyone's plotlines in turn. The character you control alternates between all of them until you get the chance to choose for yourself. Other than the out-of-game marketing or thinking about JRPG tropes there's nothing to say any of them are the protagonist.
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# ? Jun 28, 2014 01:51 |
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I want to say Vanille is the least-main-character ish though? She seems to be connected to too many things in the story for it to be her story, if that makes sense. She is a very, very important NPC, who happens to be playable sometimes.
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# ? Jun 28, 2014 01:55 |
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Tenebrais posted:One thing you can say about this game is that there isn't a real main character. When the party splits up you follow along with everyone's plotlines in turn. The character you control alternates between all of them until you get the chance to choose for yourself. Other than the out-of-game marketing or thinking about JRPG tropes there's nothing to say any of them are the protagonist. I'd generally argue that Lightning or Vanille are the main protagonists, with Hope being the 'character that symbolizes the game's corny message/the character that "grows"' character. Sazh is the supporting character that's cooler than any of the main characters.
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# ? Jun 28, 2014 01:56 |
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Tenebrais posted:One thing you can say about this game is that there isn't a real main character. When the party splits up you follow along with everyone's plotlines in turn. The character you control alternates between all of them until you get the chance to choose for yourself. Other than the out-of-game marketing or thinking about JRPG tropes there's nothing to say any of them are the protagonist. This is...kind of true. Square would very much like you to believe this is Lightning's story, but it's definitely an ensemble cast, albeit one with some very distinct major and minor characters. Sazh and Hope, despite getting the majority of the midgame all to themselves, are definitely minor characters in the grand scheme of things. Conversely, Lightning doesn't really get a whole lot of development period, but she is the one who really drives the plot forward and at least as far as the main villain is concerned, she's the leader of the group. Vanille is an odd case because it absolutely is her story. The game makes no attempt to hide that she's our "mysterious narrator", and the game can totally unironically be summed up as "How badly can Vanille gently caress things up for literally everyone over the course of two weeks?" And yet...she's just there. Once we reach the point in the plot where you actually start playing (which is to say, Day 13 of the plot), she literally has no relevance outside of dragging Sazh in the complete opposite direction of the rest of the plot.
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# ? Jun 28, 2014 03:33 |
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Quake is in such a weird place of absolute uselessness that I have to wonder why it's even in the game in the first place. Holdover from some older version of the battle system? The realization of someone on the team that if you HAD enemies weak to earth, you might also want to give the player at least an excuse for an earth spell? As it stands, it's not only useless for its cost and being tucked away in the Techniques menu to begin with, there is no way you could make it work even with the smallest of enemies. Any poo poo-imp will take at least one ATB's worth of Fire spells from two Ravagers to down. Unless Quake is literally 12 times stronger than a normal spell, it just won't do much which simply attacking couldn't. It having a cost and therefor be limited to two casts max per battle is something that can't even begin to work with the "spam everything forever because we abolished MP wooo" attitude the combat system has.
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# ? Jun 28, 2014 14:58 |
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OK, this LP pretty much has to show off the Quake spell at some point now.
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# ? Jun 28, 2014 15:04 |
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Simply Simon posted:Quake is in such a weird place of absolute uselessness that I have to wonder why it's even in the game in the first place. Holdover from some older version of the battle system? The realization of someone on the team that if you HAD enemies weak to earth, you might also want to give the player at least an excuse for an earth spell? The main and only utility of Quake is to use it after a successful pre-emptive attack as it will reliably push every single enemy on the screen over the stagger threshold. I used it everytime when such situation occured. It is a situational technique, but useful nonetheless. WaltherFeng fucked around with this message at 16:20 on Jun 28, 2014 |
# ? Jun 28, 2014 16:12 |
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Simply Simon posted:Quake is in such a weird place of absolute uselessness that I have to wonder why it's even in the game in the first place. Holdover from some older version of the battle system? The realization of someone on the team that if you HAD enemies weak to earth, you might also want to give the player at least an excuse for an earth spell? It would be cool if it was some kind of event initiator. Like there is a boss with heavy armor, and Quake removed the armor, or there is a giant robot, and quake would make him drop to his knees so you could target his head.
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# ? Jun 28, 2014 17:24 |
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I'm guessing the game about weather control Fedule mentioned is Transistor?
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# ? Jun 28, 2014 18:12 |
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WaltherFeng posted:The main and only utility of Quake is to use it after a successful pre-emptive attack as it will reliably push every single enemy on the screen over the stagger threshold. I used it everytime when such situation occured. It is a situational technique, but useful nonetheless. Apart from that, I always believe (because there is no way of finding out just by looking at what's happening, like most nitty-gritty things in the game) that my Commando Blitzing preemptive'd enemies once or twice before they're pushed into stagger makes stagger hold longer. Dunno. I'm sure the Quake damage alone could easily mitigate that small advantage that might not even be there.
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# ? Jun 28, 2014 18:18 |
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Simply Simon posted:Apart from that, I always believe (because there is no way of finding out just by looking at what's happening, like most nitty-gritty things in the game) that my Commando Blitzing preemptive'd enemies once or twice before they're pushed into stagger makes stagger hold longer. Dunno. I'm sure the Quake damage alone could easily mitigate that small advantage that might not even be there. That is correct. Enemies pushed to stagger by the preemptive strike have shorter than maximum length clocks. Therefore, staggering them with a commando makes it last longer, saboteur by slightly less longer, and ravager by not very long at all. The stagger clock is actually done on a move by move basis, but it's something like commando abilities add 1 second to the base clock, sentinel and saboteur abilities add .8 seconds, and ravager abilities add .5 seconds. I used to have a chart of those somewhere... I'm sure someone else has better numbers than I do though. When an enemy is staggered, its clock is doubled and then increased by 8, with a maximum of 45 seconds. If this is another instance of you talking about this stuff next video, I can erase this post, no problem.
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# ? Jun 28, 2014 19:40 |
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Gensuki posted:That is correct. Enemies pushed to stagger by the preemptive strike have shorter than maximum length clocks. Therefore, staggering them with a commando makes it last longer, saboteur by slightly less longer, and ravager by not very long at all. TBH I didn't even know that.
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# ? Jun 28, 2014 20:54 |
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Yet another example of a mechanic that would potentially change how you play the game and make it a bit less "Press X to win" if only the game ever bothered to tell you how it worked.
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# ? Jun 28, 2014 21:00 |
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Artix posted:Vanille is an odd case because it absolutely is her story. The game makes no attempt to hide that she's our "mysterious narrator", and the game can totally unironically be summed up as "How badly can Vanille gently caress things up for literally everyone over the course of two weeks?" And yet...she's just there. Once we reach the point in the plot where you actually start playing (which is to say, Day 13 of the plot), she literally has no relevance outside of dragging Sazh in the complete opposite direction of the rest of the plot. If they see the audience as basically a passive teenager making squee noises and keeping a distance from actually influencing anything out of a fear of messing things up, that might make sense of a lot of the design choices.
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# ? Jun 28, 2014 21:39 |
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Yeah, I've defended Vanille before as actually driving the party along, but this segment is absolutely terrible for her. She is driving Sazh, but in the wrong direction (away from the plot! There's Palumpolum over there but PSYCHE we're going somewhere completely different!), and her tip-toeing around the most obvious secret in history is almost as painful as the resolution of the forced drama will be. I think she could actually work fairly well because the concept is not too bad, but the writing is absolutely abysmal for her and Sazh's time together. Probably the worst example of it we've seen so far.
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# ? Jun 28, 2014 21:51 |
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Gensuki posted:That is correct. Enemies pushed to stagger by the preemptive strike have shorter than maximum length clocks. Therefore, staggering them with a commando makes it last longer, saboteur by slightly less longer, and ravager by not very long at all. I wish I had that kind of knowledge lying to bust out for the LP. That said, while the specifics are new, the overall picture is the same as before - you need commandos to make a stagger last and saboteurs can serve in a pinch, but you're better off with the real deal.
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# ? Jun 28, 2014 23:06 |
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Artix posted:I wish I had that kind of knowledge lying to bust out for the LP. That said, while the specifics are new, the overall picture is the same as before - you need commandos to make a stagger last and saboteurs can serve in a pinch, but you're better off with the real deal. This Game Mechanics FAQ goes into the really nitty gritty details of the battle system and gives the raw numbers involved which is pretty nice: http://www.gamefaqs.com/ps3/928790-final-fantasy-xiii/faqs/59246
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# ? Jun 28, 2014 23:10 |
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WaltherFeng posted:This Game Mechanics FAQ goes into the really nitty gritty details of the battle system and gives the raw numbers involved which is pretty nice: Yup, attack and ruin add 3.33 seconds per use and blitz adds 5.33 seconds. Sentinel taunts actually add 5 seconds to the duration of the pre-stagger bar, and the counters add as much as the commando Attack command. Basically every Saboteur skill adds 2.2 seconds and every ravager adds .9 seconds. With regards to Simply Simon's original notice, (each) Blitz adds 10.66 seconds to the stagger duration of the enemy. Not sure how much Quake adds though... None of that is necessary to beat the game because it is absurdly easy, but it is neat how much control you can actually have in a given fight. Gensuki fucked around with this message at 00:02 on Jun 29, 2014 |
# ? Jun 28, 2014 23:57 |
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So we recorded two videos over the weekend, but we already had to scrap a take of the first video, and the second video is going to need a lot of work to the point where we might end up scrapping that take as well. No promises on an update until late this week.
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# ? Jun 30, 2014 00:28 |
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God help me, it was just so boring!
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# ? Jun 30, 2014 03:19 |
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Boring? By this game's standards? Wow, this next chapter must really be dull. It gave you that little to talk about, huh?
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# ? Jun 30, 2014 03:27 |
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Yapping Eevee posted:Boring? By this game's standards? It's not like... The chapter is fine. It's, just, the first video just packs in a whole bunch of precision enthusiasm-dampening nothing. It has one or two moments, but two moments isn't much when it's a fraction of 20 minutes.
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# ? Jun 30, 2014 13:20 |
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Yeah, not to go into too much detail, but basically the beginning of Chapter 7 is a sewer level. So in and of itself, you're already looking at trouble. This is compounded by the fact that nothing actually happens during this section - there are a couple cutscenes of note, which are awkwardly broken up by short walkways with one fight on them before you reach another awkwardly broken up cutscene. Making matters worse was the fact that we were supposed to record with Nine-Gear Crow, but poo poo happened and he wasn't available, so we took a stab at it ourselves. That lasted approximately 30 seconds after finishing the video before it got deleted and we kinda grabbed someone on the fly as a guest because it was either that or sit down and come up with some meticulous plan for the video where we plotted out what we were going to talk about and when. We did manage to get a hold of Crow yesterday, but I think it was still in that kinda awkward "first time talking to each other" phase and the second video didn't really come out that great. We'll see.
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# ? Jun 30, 2014 13:58 |
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# ? Apr 29, 2024 07:32 |
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Artix posted:Yeah, not to go into too much detail, but basically the beginning of Chapter 7 is a sewer level. So in and of itself, you're already looking at trouble. This is compounded by the fact that nothing actually happens during this section - there are a couple cutscenes of note, which are awkwardly broken up by short walkways with one fight on them before you reach another awkwardly broken up cutscene. I'm sure going off every 3 seconds doesn't help your pacing.
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# ? Jun 30, 2014 20:44 |