@mellotronrules: Viruses don't end? Tell that to poor Smallpox, once the scourge of humanity and now just a vial in a few highly guarded labs.
well sure- i was being pedantic. there are of course viruses that are made to not exist through intervention- but i think it's fairly safe to presume that humanity's success in that regard is anomalous.
This is especially true given the climate around vaccines that has inexplicably been allowed to fester in certain countries. As I recall, vaccines were fairly important in ending Smallpox.
For some reason I came into the thread thinking I might get to read some smart business insight as reason for the thesis statement, but I guess I shouldn't be surprised that I got this instead. Broad generalizations about 'bias and favoritism' from unknown masses is a really odd thing to get hung up on, who are you even talking about? I can't say I've heard this narrative being pushed in any extensive fashion like you claim.
The answer lies somewhere in between probably, in that 95% of the time it's a hobby and a way to just relax and have fun but I can certainly think of specific periods in my life where binges have served as a form of escapism.
@wollywoo: Yeah I guessed you meant Octopath but that style, while incredibly beautiful to me, would be such a bad fit for what they do with environments in BD, in addition to the detriment to job outfits that I already mentioned.
Also, it's good that the name conjures up thoughts of credit cards in a vacuum! The combat is about credit!
@wollywoo: Worth noting that the other characters outside the main party have far more varied skin textures. Not entirely sure what a detailed pixelated look means in the context of a 3D game but flattening the art would lose out on so much expression in the job outfits for the Switch game.
Also just to add on to what @efesell wrote, the name completely makes sense in the context of the combat system as well. Not going to argue that it doesn't sound dumb in a vacuum but what a wild leap to assume that this multi-million dollar Japanese company is just bad at sounding 'mystical'.
I mean apart from being expressed in a more 'chibi' style, I'd say the art has been translated to the in-game character designs remarkably well. Their distinguishing traits and features are instantly recognizable in the in-game models. Also worth noting that since these pictures are cover art and promotional art I do think you're misusing the term 'concept art' here, which certainly includes art not dissimilar to what you've posted but also includes stuff like this:
As for the art style of Bravely itself, personally I'm pretty much good with it. I certainly wouldn't have wanted them to attempt more 'realistic' models on the 3DS, which would almost certainly have looked bad. The art style also benefits the job system IMO, some of the more ridiculous job costumes would lose their expressiveness or look completely idiotic if they were slapped onto more 'realistic' models.
@trh5001: Oh, I definitely wasn't clear in my original post but I want a slider to turn up the encounter rate for mindless grinding time. This is, of course, a problem specific only to dumb people like me.
Hearing about the lack of an encounter rate adjuster and auto-battle has deterred me from jumping in immediately like I thought I would. Those 2 features felt like absolute game changers to me for grindy job systems so hearing they were removed is a real bummer.
For those who're playing and played the previous entries, does it feel like the grind for job levels is comparable or has it been tuned to make up for the lack of grind-focused QOL features?