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Eloquent Princess
(12-07-2012, 04:24 AM)
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#51
But yeah, the dungeon design in terms of the aesthetics/tilesets in FF4 and some of the maps are relatively decent. Some of them can be frustrating to go through for some due to the handicaps implemented in there (ex: Sealed Cave's Trap Doors which are basically a way for you to level up so you can be prepared for the difficulty spike ahead; Land of Summons and the Sylvan Cave essentially forcing you to meet the required level of 38 or so just so that Rosa has Float and you'll be adequately prepped for the dungeon, Magnet Cave preventing you from using metallic weapons and feeling relieved when you finally could, etc.), but a lot of the time, the branching paths included in some of the dungeons are kind of creative (and sometimes are a little cute because some of them don't lead anywhere special). I dunno. I thought they were designed rather well most of the time. |
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Member
(12-07-2012, 04:32 AM)
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#55
Meanwhile VI has you go into a cave for every other dungeon. I got tired of that pretty fast. |
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Member
(12-07-2012, 04:36 AM)
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#56
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Member
(12-07-2012, 04:47 AM)
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#62
Though they could have had Macintosh diehards squealing with joy had they used bitmap Chicago, which was the Mac's default menu font -- and the text font for FF3 and Chrono Trigger -- back in the day. |
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Member
(12-07-2012, 04:51 AM)
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#64
YES! FFD is wonderful and IMO absolutely worth the full price, if its on sale then jump on it! Probably one of my favorite RPGs this year.
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Eloquent Princess
(12-07-2012, 04:52 AM)
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#65
But gosh, the area backgrounds in FF6 have the capacity to look very good (ex: waterfall place, Phantom Forest, Narshe where the Esper is, etc.). |
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Member
(12-07-2012, 04:59 AM)
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#68
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Member
(12-07-2012, 05:03 AM)
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#69
Nice to see this game find its way to Square Enix's new favorite platform.
Cheap low budget ports help finance their next CGI movie project and Toriyama's Lightning fixation. Hopefully they'll move more of their 1990s catalog over to iOS in short order. (Incidentally, the After Years is pretty sweet. Highly recommended.) |
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Member
(12-07-2012, 05:03 AM)
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#70
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Eloquent Princess
(12-07-2012, 05:14 AM)
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#72
Good dungeon design isn't merely limited to aesthetics and style, but it also includes what the developers had intended for the player to do within the dungeon while coming with with a way to challenge the player. An easy way to do this is with puzzles (I dunno, Lufia 2 or something), another way is to create an interesting dungeon design so that the player will feel like they want to explore it (FF4's dungeons with "hidden" passages), and another way is through a gimmick (ex: that magnet cave one). As long as these are executed properly, then the overall dungeon design is fine. Good tilesets and colours are a plus. |
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Member
(12-07-2012, 05:14 AM)
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#73
In any case, as much as I like 4, the lack of any form of acknowledgement for the other SNES games is depressing. |
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Member
(12-07-2012, 05:22 AM)
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#75
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Eloquent Princess
(12-07-2012, 05:26 AM)
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#76
And yet you're skipping over all the other dungeons in the game with legitimately decent dungeon design. I feel as though the towers are the outliers sometimes. Zot isn't that bad, but Bab-il can be ridiculous.
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Member
(12-07-2012, 05:41 AM)
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#81
"Hey kids this cave has MIST! This cave has WATER! This cave has TRAP DOORS! This cave you can't use METAL! This cave is ORANGE! This cave is PURPLE! This cave is GRAY!" |
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Member
(12-07-2012, 05:42 AM)
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#82
Props to Narshe: I absolutely loved Narshe when I first played FFIII. The way that they connected an underground network of caves and mining tunnels with the above-ground city that uses those tunnels was brilliant. It was also one of Square's first attempts at designing a town where you could see more than just the buildings that you interacted with; there are maybe two or three dozen. Zozo does it too. In previous RPGs, the background material might say that a town has a population of 2000, or whatever, but when you visited the town, you would only see seven or eight buildings: the shops plus any houses that had NPCs that you could talk with. It was as if they were hesitant to include houses that were there just to be in the background for fear that players would get frustrated at not being able to enter them. In FF8 they took another step forward by putting additional houses in the background and making it pretty clear that you can't interact with them: ![]() ... but it wasn't until FF12 that they really managed to make this look great. Archades and Rabanastre really do house hundreds of thousands of people, but you never feel overwhelmed by the number of buildings because the dozen or so that you're supposed to interact with stand out really well. Anyway, yeah, Narshe and Zozo. Well-designed towns! |
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Member
(12-07-2012, 06:01 AM)
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#83
The belly of the beast is the Zone Eater's belly where you find Gogo. |
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Member
(12-07-2012, 06:08 AM)
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#84
Unless... I've been completely misunderstanding things all these years... |
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Member
(12-07-2012, 06:13 AM)
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#87
But Gogo's dungeon IS called "The Zoneater's Belly". |
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Eloquent Princess
(12-07-2012, 06:18 AM)
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#88
The cave that has water was the first dungeon in the game with hidden passageways, and it interestingly gave you a clean break on the world map between portions. There aren't a lot of those hidden passageways, but it made the player anticipate them in the next dungeon. The cave that had trap doors had those trap doors in order for you to prepare for the upcoming difficulty spike while you were busy exploring every room for treasures (even though hilariously, some of the rooms had nothing in them). The cave where you couldn't use metal was, well, at least it was kind of creative in that it handicapped players to a point that it creative a sense of freedom when the narrative finally allowed you to use metal against Astos or whatever. The dungeon mechanics and design decisions are what I ended up taking away in the end. Not necessarily the breadth of locations. ‘Sides, I’ve complained about the dungeon atmosphere in the game before (ex: using the same battle background across a few dungeons, the tilesets being palette–swapped, the same dungeon music over and over, etc.). |
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Member
(12-07-2012, 06:28 AM)
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#89
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Junior Member
(12-07-2012, 07:36 AM)
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#97
Did the PSP version have anything new? Was it higher quality sprites and stuff? Or was it just a retranslation and moderate update for the screen size?
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Member
(12-07-2012, 11:05 AM)
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#99
- GBA translation (not sure about this) - No FFIV GBA content (also not sure about this) - Interlude episode and "full sequel" included. |