New account registration is temporarily disabled.

KIANA'S PROFILE

Search

Filter

Red Hand of Doom

Made a monk. DEX 18, WIS 14, Veteran background for +2 AC. Total AC: 16. How disappointing.

But on the positive side: The UI looks fantastic. It's a very visually impressive game, and shows just how much effort went into it.

I did notice a slight problem when trying to click around the edges of the window, with the mouse clicking outside of the window when it really shouldn't. Fortunately, the keyboard shortcuts meant that was just an annoyance, rather than game breaking. The game is probably meant to be played in full screen mode, right?

EDIT: Clicking on the Charge command in the second battle immediately crashed the game.

Should a game be completely transparent with its mechanic?

author=LouisCyphre
On the other hand, fukken tell me what the hell your Luck stat does. "Makes stuff happen" is just code for "never invest points in this stat."
I hate Luck stats for exactly this reason.

I also hate it when a game gives you abilities that sound like they use one stat, but use a different one, like a special sword move that uses Magic instead of Strength.

Like others have said in the thread: Knowing the exact formula is unnecessary, but the description better not be needlessly vague. Needlessly vague = never used.

So in one project I was working on (and stopped because of unrelated technical issues), skills came right out and said what stats applied to it, so STR vs DEF, STR vs RES, etc.

Current project side steps that issue, since I trimmed down the stat list, so I just make it clear whether a skill bypasses defense or not.

Summary: I don't think games need to be completely transparent, but they shouldn't be opaque, either. If the player can influence something, they should at least have a solid hint of how it works.

Square-Enix Decides To Give All Of Its Fans The Middle Finger By Re-Releasing The PC Port Of FF7 For The PS4

author=Craze
http://img1.wikia.nocookie.net/__cb20120202170614/finalfantasy/images/5/53/FFXIII-2_Cait_Sith_Enemy.png

I want to make a cat in a hat joke about this, but nothing is coming to mind.

Red Hand of Doom

I'm definitely subscribing to this. Can't download the demo yet (my net speed is horrible at the moment), but I'll be back for it.

At the start of the game, several options regarding game difficulty can be changed. Instead of having fixed "Easy / Normal / Hard" difficulty modes, you can toggle individual options on an off, creating your own difficulty modes.

I've seen this idea used in a few other games and it usually works well.

Square-Enix Decides To Give All Of Its Fans The Middle Finger By Re-Releasing The PC Port Of FF7 For The PS4

author=kentona
Wasn't FFXIII a remake of FFVII?
VII was no where near as on the rails as XIII. (Citation: Side quests, more open dungeon design in many areas, and I personally said '#*%^ chocobos' and ran across the marsh while under leveled, and made it.)

And characters had more personality and character development. More depth, too, at least for the mandatory ones. Though I liked Sahz. Or Sazh. Or however it's spelled. He felt the most human out of XIII's cast and the most tolerable, once he eased off the "ENEMIES OF COCOON!" ranting, at least.

Edit: I'd get into the story differences, but I find XIII less compressible than Xenogears, and I figured out the bulk of Xenogears' plot while suffering through insomnia and long term memory problems.

shiva.gif

author=J-Man
B-But... summons weren't in SaGa1/Final Fantasy Legend. D:

What's wrong with being an updated remake? The wonderswan version of SaGa 1 made some changes, and the DS versions of SaGa 2 and SaGa 3 were significantly different, while still retaining the same core concepts and story.

Square-Enix Decides To Give All Of Its Fans The Middle Finger By Re-Releasing The PC Port Of FF7 For The PS4

author=Feldschlacht IV
What about the gameplay?

As I mentioned: The camera controls are bad. Very slow panning in an action game, so enemies are out of sight. Everything else I saw suggests that the gameplay is a poorer implementation of standard third person action RPGs.

The PSP Phantasy Star games are probably better. Phantasy Star Portable 2 is pretty great in terms of gameplay (not so much on the story side, I'll admit). Going by how PS Portal 2 plays, compared to the videos of Type-0's gameplay, it's equal at best, probably a downgrade.

Minimizing Mapping: An Abstract Exercise In Game Design

author=LockeZ
I disagree with the backtracking thing, I think that games' settings tend to feel much less disconnected and much more like an actual physical space if you sometimes go back to places you've been before, instead of always only moving forward like FF13. I mean that's what you end up with when you say "no backtracking", you end up with FF13. Hell, even FF13 had a little bit of backtracking when you'd go off the path for a moment to get a treasure chest and then backtrack to the main path! You wanna get rid of even that?

I disagree. First, going along side paths in a dungeon to get loot, then going back to the main path, does not count as backtracking. Back tracking is having to run to the end of a dungeon to flip a switch, so you can open a door near the start of the dungeon. Or having to run through a dungeon multiple times with very little variation.

Second, FF13 happens when you have a game world that's one long path with the only side areas consisting of walking twenty feet out of the way. It feels claustrophobic. If FF13 made you double back along its singular hallway, it would still feel claustrophobic, but then it would be adding backtracking on top of it. Wow, so there is a way that game could be worse.

Minimizing Mapping: An Abstract Exercise In Game Design

author=Crystalgate
This is also my general experience, voluntary backtracking can be fun, but mandatory rarely is.

Voluntary backtracking either feels like you wasted your time, but it's your fault, or feels like you're being rewarded for remembering layout/landmarks and spending the time to revisit places once you get new abilities.

Mandatory backtracking will come off as creator laziness to players unless a lot of work is put in. Though I'm not including situations in that statement where, for example, you explore a town once normally, then once after it's been razed, since those are clearly different maps.

If you want to design an RPG where people have to backtrack a lot, my suggestion would be to structure it so that the player has a lot of control over when and where to backtrack. Let's say the player is chasing various leads. One lead points towards a place the player has already been to, but even though the player eventually has to backtrack, she/he can choose to instead go after another lead and put the first lead on hold for quite a long time.

Reminds me of games like Elder Scrolls and Fallout. Fast travel really cuts down on the sense of tedium. Or in my case, getting side tracked because look, a cave! It might have TREASURE!

I never finish Fallout or Elder Scrolls games. Too much shiny, not enough time.

Square-Enix Decides To Give All Of Its Fans The Middle Finger By Re-Releasing The PC Port Of FF7 For The PS4

author=Craze
edit: i want english ff type-0
I've seen a fan patched version. You aren't missing much, from what I've seen. Apparently the game controls are terrible (the camera controls at least, which is practically a sin for an action game) and the characters aren't endearing or interesting.

Just watching the first hour or so of the game had me wondering "Who are these people and why should I care that they're dying?" You don't meet a single character in the first twenty minutes or so that actually lives past the intro.

Mind you, the patch is supposed to be really impressive, especially since the game is pretty huge. Few spelling errors, supposedly a very faithful translation, but the game itself is disappointing.

Edit: Let me summary. I've heard the game described as FF VIII and FF XIII having a love child. Seems accurate to me. Note that I don't hate VIII, but I wouldn't call it good, and I do hate XIII.