vidiot's forum posts

#1 Posted by vidiot (2737 posts) -

Final Fantasy XIII is not problematic due it's "linearity". The issue stems with poor level design, and the lack of giving you an impression that you might have an iota of personal freedom. You will notice as you play through the back-catalog of Final Fantasy games, that concepts like towns, an over-world, and basic dungeon design that doesn't incorporate a single hall-way, add to a general feeling of freedom. They also offer more understandable and intelligible story exposition than XIII.  
 
Regardless, good luck on your play-through's. Thought I'd share some pointers. 
 
Final Fantasy II - It incorporates a bizarre Skyrim-esque leveling system. First of the series to incorporate main characters that aren't blank slates. Least favorite in the series. 
Final Fantasy III - The DS version is quite faithful to the original NES game. A better version of the DS remake was re-released on iPhone. 
Final Fantasy V- Stick with it! It has a horribly slow beginning and that actually took me a while to get into it. A lot of my friends had the same issue, hitting a wall early on and not bothering to continue further. It's phenomenal and probably one of the least played in the series. 
Final Fantasy VIII- Like Final Fantasy XIII, it's a black sheep in the franchise. There are essentially two ways to play Final Fantasy VIII: 1) You summon monsters over-and-over again. 2) You exploit the unnecessarily jumbled Junction system, assign specific spells to different attributes, and fly through the game without breaking a sweat. It's possible to beat the first disk of the game with ludicrous amounts of HP.  
Final Fantasy IX- You will appreciate some of the finer points of this game if you have played previous entries. Don't work on you playthroughs backwards. 
Final Fantasy X- Inconsistent voice acting, while not the first JRPG to have voice acting, easily the first to have it to the amount that it has. It's a bit rough. 

#2 Posted by vidiot (2737 posts) -
@nomorehalfmeasures said:

I wasn't interested in the game until I saw this trailer.

I've never played any of the Yakuza games so I don't know what to expect from the team making this game. I can only hope they achieve that right tone/balance of specific humour mixed in with the undeniably dramatic moments that mostly games from Japan seem to do for me. I hope that makes sense as it seems to be what they're going for.

That trailer pretty much sold it for me. There was a demo at last years PAX that I played, tucked in a corner at the Sega booth.  
 
I remember being surprised at how solid the core mechanics were. The demo didn't show a bunch, but usually I get the impression that Japanese developers sometimes struggle a bit with the fundamentals of stop-and-pop. Granted, the track record of emulating is minor, with examples on opposite ends of the spectrum with quality.  
The demo stated it was supposedly at an early, rough state, but everything felt solid
 
So yeah, keeping an eye out on this.
#3 Posted by vidiot (2737 posts) -
@razkazz: To be fair, usually when one plays through a game that's heavily story based multiple times, it's quite common to have issues of getting tired out by certain sequences. Especially the original game that had moments the were meant to be slow.
 
Right now the issue I can't seem to shake is that the other-half of the previous game, gave The Darkness a much stronger identity than just a shooter. Both mechanically and from an overall design perspective, there's not a whole lot of experiences like The Darkness or Riddick for that matter.  
While I applaud the revamped gun-play (which is most certainly a step above the previous game) the concept to either ignore, or address those nonlinear sequences with something equal to or better seems like a poor lapse in judgement and planning. Not only does it directly contradict the design of the previous game, it runs the risk of alienating the cult following, and more importantly, also runs the risk of missing out on attracting newcomers that might pass up on this game wanting something new. The FPS market is crowded, the shooting mechanics might have been cumbersome, but what has sustained interest over-time with the original game, has been it's core design. Has been it's implementation of story, sneaking, and gun-play.  
In what might be a very ironic situation in an attempt to perhaps, appeal to a larger audience, they might doing the exact opposite deciding to strip these components out. 
 
The Darklings peed in the first game. I don't know what threw me off about that, it just seemed more strange and immature for some reason. 
#4 Posted by vidiot (2737 posts) -

The first game incorporated a classic StarBreeze design, that I'm hoping this game will at least attempt to have or offer something to take the place of. 
The Darkness was a spiritual successor to the phenomenal Chronicles Of Riddick, the shooting was not the primary focus of the game. Action sequences were perfectly paced with padded story semi non-linear hub sequences, and while the opening to the demo shows promise, it has a lot to live up for in terms of competing with the scripted sequences from the previous endeavor.   
 
It has promise, but the Darkling humor was pretty lame. The shooting though was also far more satisfying, and the art style also shows more promise that I previously thought. But right now I'm simply concerned over how the other half of that original game will be utilized in the sequel, because this demo doesn't seem to even bother with it. :/

#5 Posted by vidiot (2737 posts) -
@Rebel_Scum said:

The death is probably caused more by Japanese culture. The JRPG's have progressively become more aimed at the Japanese market than Western. Look at the styles that 16-25yr old Japanese guys have and the styles in JRPG'S with regards to fashion,hair etc. The cheesy pop songs for end game credits and intros. The cutesy-poo-ness of everything. It just something that Westerners don't get.

 
Cecil from 1991 says hello. 
Japanese culture is only a fragment of the "JRPG fall", a term I would like to stress should be used with a grain of salt. Were talking about the genre that during the NES and SNES, had trouble getting releases out because big name publishers had difficulty adapting the games to western markets. To be fair: It wasn't the only reason for the sloppy schedule of releases (Ancient localization practices).  
That being said, could you imagine being Nintendo and releasing the first Shin Megami Tensei in America on the SNES? In 1992? Yikes
Japanese games, have been appealing to Japanese culture, since Japanese gaming began. 

The JRPG fall is a multi-faceted situation, grown only more complex with absolute statements like this. I'm sure Final Fantasy VIII's (1999) cheesy pop song during the ending was really the nail in the coffin
To be more specific, the lack of JRPG's on high-definition consoles (Which is where the argument in these cases usually boils down to) has to do more with Japanese game development in general. JRPG's are all over handhelds right now. Rising production costs, insular poor management, rising competition from other game developers globally, these are all in-turn affecting JRPG's, and Japanese game development as a whole. 
 
Also, it needs to be stated that it's very hard if not technically impossible for a genre to "die".
  
Point-and-click puzzle adventure games were on the ropes for years, but are defiantly having a resurgence right now. Genre's mutate, change, adapt to their surroundings and context. Right now JRPG's are probably in a better position to "bounce back" than adventure games were. Will they be system sellers again? Maybe. Remember that whatever form you determine success in this situation might be debatable.  
 
@Hailinel said:

@wmaustin55 said:

Idk, man. My favorite RPG's are Persona 3, Exenogears, Suikoden 2, Chrono Trigger, Final Fantasy 9 and FF 12. Honestly, and I'm probably in the minority here, I wish Square had stuck with the FFXII format. I had such a great/immersive time with that entry that I didn't care that the story didn't live up to the "Final Fantasy" legacy standards; whatever that is.

Final Fantasy is an ever-changing series. You can't expect one entry to be the same in structure as the next. It's been that way ever since Final Fantasy II.

To play devils advocate, XIII did radically change Final Fantasy's core design structure. Even XII maintained the Town->Dungeon atheistic, but this is a debate and we've talked about that to death. :P 
Personally, stuff like Ni No Kuni and Xenoblade especially have given me fantastic hope where this genre can go from here.
#6 Posted by vidiot (2737 posts) -

Everyone take a few seconds and back away. 
It's Kitase, more importantly, it's Square talking without showing anything. If the last five years has taught us anything, make sure we wait until we see something official or palpable. Interviews, specifically one that has now been translated from Japanese, to German, to English, might be not 100% stable.

#7 Posted by vidiot (2737 posts) -

Didn't this game get into trouble because one of the girls was underage during the shoot. 
 
... 
 
...Don't ask me why I'm able to immediately recall that.

#8 Posted by vidiot (2737 posts) -

I did some youtube digging.  
Head's up, there's a few spoilers, but if you skim ahead you can see some excellent video of what seems to be the first town, and side-quests. 
And...uh...cats?... 
 
Oh, and what appears to be a bunch of dialog choices. I remember running into one of these during the PAX demo, kinda interesting to see them cropping up in a far more frequent rate that I was expecting. Were not talking Mass Effect here, but yeah, defiantly enough to get my attention. 
 

#9 Posted by vidiot (2737 posts) -
@Chemin said:

 me adding these maps isn't the worst thing in the world.

 I wish there was some stupid way to inject emotion in sterile internet responses. If I do what I normally do in real life, and just say "bro" at the end of every sentence I write, perhaps that might convey the "not so serious" attitude. 
 
Or I can go over-board with my reaction, thus rendering my reaction completely irrational and nonsensical.
... 
... 
... "GODDAMMIT CHEMIN! WHAT'S WITH THESE DAMN MAPS?! JEEZ!" 
 
But no, seriously, there's a really good point to be made here, considering the last game was like this: 
 
    
#10 Posted by vidiot (2737 posts) -

Don't really need a bunch of maps. Unlike last time, Square has been pretty liberal showcasing that the maps are actual dungeon maps. 
 
What I'm more curious is how populated locations are handled. I know there will be towns, but I'm curious regarding the depth concerning them and the amount.