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WHICH GAME WAS THE BIGGEST DISAPPOINTEMENT FOR YOU?
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author=LockeZ
Why would you expect battles to make sense if you haven't been playing from the beginning and played through the tutorials
If they do, it's a bad and unoriginal game
I shouldn't be obligated to thoroughly read all the tutorials to understand the battle system, I should understand a bit of it by simply trying. But no, I've spent a lot of time to understand it (~20 minutos is a lot of time for that) and I didn't get a thing. You can understand most (if not all) good games' battle systems if you pick'em up in the middle of the game. I don't say the whole BS in 20min, but a bit of it, still.
I for one liked the linearity of FF 13. I don't need towns and NPC to talk to to have fun. What I didn't like was the combat system. I simply need to have more control during battles, I'd rather give all the orders to all the party members myself, than to just constantly switch paradigms every time the situation changes.
Unlike many people, I actually STOPPED playing when I got to Pulse, the place where most people start to like the game, since it opens up. There wasn't enough abilities to keep things interesting, the crystarium consisting mostly of just passive upgrades by that time. There were no "cool" abilities, every spell was over in a flash, and there wasn't much to look at. Where are some longer, epic-looking spells? Some unique abilities? Limit Breaks?... Ah well. I'm hard to please. I liked the guard/gauge breaking though, but that's about it.
The biggest problem with that game is, imho, that the developers focused so much on getting good graphics that everything else suffered. Maybe XIII-2 will do things right.
Unlike many people, I actually STOPPED playing when I got to Pulse, the place where most people start to like the game, since it opens up. There wasn't enough abilities to keep things interesting, the crystarium consisting mostly of just passive upgrades by that time. There were no "cool" abilities, every spell was over in a flash, and there wasn't much to look at. Where are some longer, epic-looking spells? Some unique abilities? Limit Breaks?... Ah well. I'm hard to please. I liked the guard/gauge breaking though, but that's about it.
The biggest problem with that game is, imho, that the developers focused so much on getting good graphics that everything else suffered. Maybe XIII-2 will do things right.
I usually used emulators and don't have any of the modern consoles, but ironically know alot about them. I guess I would have to say...superman for nes? I wasn't expecting much, but with the emulator it crashed alot. But when I started the actual game it was good I guess. That was reverse what your saying. What I really don't like too much, is Zelda 2, don't flame me, I played OOT first, and I'm not into difficult games, but I tried it, been a while since I've played it on that emulator...
author=I for one liked the linearity of FF 13. I don't need towns and NPC to talk to to have fun. What I didn't like was the combat system.
OKAY so let me get this straight; in a game where the ONLY two things to do are fight and watch the cutscenes, you didn't like pretty much the only playable thing that the game had to offer, but you liked the game itself? What the shit?
It's not that FFXIII didn't have 'lol NPC/towns' alone that didn't make it fun (and even those things are important; check out that article that Darken just wrote), to me it didn't have ANYTHING that appealed to me that the other FF's had, game spanning sidequests, minigames, things to discover, metropolises to explore, people and places to get lost in, stuff to find, so on and so forth.
The gloomy atmosphere of the people and look of Midgar, the infinite time spending fun of Triple Triad, the coolness of hunting down Marks all over the world and their stories in FFXII, the MASSIVE minutae and stuff to find and see in FFIX, and the job versatility and eagerness to fight that FFV offered, and so on.
Literally, literally the only thing to do in FFXIII is fight and digest the story with its very limited cast. In the Crystarium is a gyp because it's ALL linear; you characters can only progress in one path, unlike the customibility in various degrees of almost all of the FF's before it. If you liked how an area looked, better soak that shit in, because you couldn't even backtrack. If you dig the combat and the plot to overlook the lack of...anything else it has, so be it, but it's definitely tangible.
I really wont go too much into my own personal disappointment story but FFXIII was one of mine as well. Also a bit old but Breath of Fire: Dragon Quarter, great concept but the game as a whole was just boring as shit especially since I have been a BOF fan since the early installments.
author=Feldschlacht IVauthor=I for one liked the linearity of FF 13. I don't need towns and NPC to talk to to have fun. What I didn't like was the combat system.OKAY so let me get this straight; in a game where the ONLY two things to do are fight and watch the cutscenes, you didn't like pretty much the only playable thing that the game had to offer, but you liked the game itself? What the shit?
No no no, I said I liked (or should have said "don't mind") the linearity, not the game itself, I hate the game, it's not even a game as far as I am concerned, interactive movie would be more fitting (some people don't mind that and enjoy FF13, and I respect that, but sheesh is this game bad). I wanted to give it a chance, I pushed all the way through to Pulse, then I just couldn't stand it anymore and swore I would never ever touch it again.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=GreatRedSpirit
Or even trying to find your way through a dungeon. Every dungeon in FF6 is more engrossing than anything FF13 had to offer.
*edit*
Wait, iirc the last two dungeons weren't a game of hold up on the stick. So there's that.
So do you guys hate Star Fox games too? Levels in Star Fox games are built this way, all the challenges and enemies and sections are encountered in a set order. And do people complain about it? No, in fact they typically complain when they go into all range mode and have to fly around looking for things non-linearly, right? What am I missing here?
What youre missing is that you're comparing an action game (where jumping/aiming/reflexes/whatever are involved) to an RPG.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
What makes action combat better suited to linearity?
... I just explained it. In games like mario there are multiple ways to tackle a level not because of pipe shortcuts but because the action gameplay leads into different factors that can happen which leads to fun in of itself (speed running through shit, dealing with enemies in certain ways, adapting to the layout of the level along with how enemies are placed as you progress etc). RPGs don't really have that, imagine a roguelike with a straight hallway, doesn't sound exciting right? Because roguelikes get a lot from dungeon layouts and resource management rather than the battles themselves. Even with non linear dungeons, many commercial RPGs add in stuff like extra exploration, story, mini games, choices etc. to break up the monotony.
do you get it
do you get it
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Roguelikes get a lot from dungeon layouts and resource management rather than the battles themselves, but typical RPGs get most of their enjoyable gameplay from the battles themselves. Battles add extra gameplay to RPGs the same way platforming adds extra gameplay to platformers. To me that is the equivalent. The battles are the actual gameplay, and the exploration is just the search for gameplay.
That said, I do enjoy exploration-based games sometimes. But when combat is fun, I often just want to skip the exploration. For that matter, when exploration is fun, I generally just want to skip the combat! I just want the less fun parts of the game removed, I guess. And I've never particularly loved town and dungeon exploration in JRPGs unless it has puzzles, so I thought removing it was a cool change.
That said, I do enjoy exploration-based games sometimes. But when combat is fun, I often just want to skip the exploration. For that matter, when exploration is fun, I generally just want to skip the combat! I just want the less fun parts of the game removed, I guess. And I've never particularly loved town and dungeon exploration in JRPGs unless it has puzzles, so I thought removing it was a cool change.
author=GreatRedSpirit
To add what Darken said, I'd rather play Ace Combat anyways
I remember that game before it was called Ace Combat... and split into 2 exact copies. Ace Combat and something else...
The most recent time i played it, though, the connection to every one of the servers was unreliable, and me losing connection resulted in FRICKIN CHARACTER DELETION
author=LockeZ
Roguelikes get a lot from dungeon layouts and resource management rather than the battles themselves, but typical RPGs get most of their enjoyable gameplay from the battles themselves. Battles add extra gameplay to RPGs the same way platforming adds extra gameplay to platformers. To me that is the equivalent. The battles are the actual gameplay, and the exploration is just the search for gameplay.
That said, I do enjoy exploration-based games sometimes. But when combat is fun, I often just want to skip the exploration. For that matter, when exploration is fun, I generally just want to skip the combat! I just want the less fun parts of the game removed, I guess. And I've never particularly loved town and dungeon exploration in JRPGs unless it has puzzles, so I thought removing it was a cool change.
Gosh you are such a weird person.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Feldschlacht IV
Gosh you are such a weird person.
Undeniable.
Dog's Life
It built itself up on the box to be Grand Theft Auto with dogs. I was expecting like the Don of the Back Alley to be a Godfather parody bulldog.
Instead it was this really lame dog sim/adventure game where you spend most of the time digging up bones, collecting various smells, and tossing your poop at humans.
It built itself up on the box to be Grand Theft Auto with dogs. I was expecting like the Don of the Back Alley to be a Godfather parody bulldog.
Instead it was this really lame dog sim/adventure game where you spend most of the time digging up bones, collecting various smells, and tossing your poop at humans.
author=Feldschlacht IVauthor=LockeZGosh you are such a weird person.
Roguelikes get a lot from dungeon layouts and resource management rather than the battles themselves, but typical RPGs get most of their enjoyable gameplay from the battles themselves. Battles add extra gameplay to RPGs the same way platforming adds extra gameplay to platformers. To me that is the equivalent. The battles are the actual gameplay, and the exploration is just the search for gameplay.
That said, I do enjoy exploration-based games sometimes. But when combat is fun, I often just want to skip the exploration. For that matter, when exploration is fun, I generally just want to skip the combat! I just want the less fun parts of the game removed, I guess. And I've never particularly loved town and dungeon exploration in JRPGs unless it has puzzles, so I thought removing it was a cool change.
Seconded. Lockes ur weird.
Shadow Hearts: From The New World
That game was so bland and boring it almost hurt my feelings. I was IN LOVE with the original Shadow Hearts, Covenant, and Koudelka. It removed pretty much everything that had made SH such a unique series, at least for me.
That game was so bland and boring it almost hurt my feelings. I was IN LOVE with the original Shadow Hearts, Covenant, and Koudelka. It removed pretty much everything that had made SH such a unique series, at least for me.
author=LockeZ
That said, I do enjoy exploration-based games sometimes. But when combat is fun, I often just want to skip the exploration. For that matter, when exploration is fun, I generally just want to skip the combat! I just want the less fun parts of the game removed, I guess. And I've never particularly loved town and dungeon exploration in JRPGs unless it has puzzles, so I thought removing it was a cool change.
Wow, never thought I'd see someone with a similar mindset to RPGs. Frankly, Final Fantasy has often half-assed town and dungeon romping (save for XII), so if they weren't going to do it right, don't include it all. Looks like they did. I often find town exploration unfulfilling and needless if the townspeople aren't anything more than one-paragraph dialogue drones who stay in one place and if the architecture/structure of the towns aren't interesting. In 90% of RPGs, this is unfortunately the case.
Same goes for dungeons. If they're boring aesthetically and mechanically (can range from battles inside the dungeon to *good* puzzles or interactivity with the scenery), it's a chore to explore.
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