Himuro said:It's hardly important. You can make them stand out with unique abilities yourself. The game always doesn't have to force you in to that shit. I like games where all the characters are unique (Dragon fucking Quarter), but why do you guys want all rpgs like that?
Post deleted, I just had read some people's concerns about the gameplay (replayability in particular) and ran with it, my apologies for alarming everyone.Error2k4 said:thank god I didn't read Mistwalker post... phew.
you didn't need to delete your post just put some spoiler tags here and there.Mistwalker said:Post deleted, I just had read some people's concerns about the gameplay (replayability in particular) and ran with it, my apologies for alarming everyone.
Diablos, there were no story spoilers in my post (all the plot stuff I mentioned was in the manual as the game's premise, which you may not want to know I guess), so you can rest easy there.
Well, I didn't think anything in there was spoiler-tag worthy, really...more importantly it had very little to do with localization. My feeble attempt to steer things back on topic, though FFXII definitely has a lot of fans wondering what to expect, that's for sure...Error2k4 said:you didn't need to delete your post just put some spoiler tags here and there.
Mistwalker said:(Oh, and FFIV > all)
Himuro said:Hmm so the only sidequest is monster hunting? What makes FF great ARE the sidequests, and for such a big open game this seems like a wasted opportunity. Give us hidden islands we can only explore via chocobo breeding, stuff like that is what made FFVII-FFIX fun
DarknessTear said:Uh Tidus' VA is amazing. He had some bad parts mainly because of the shitty things he was being forced to say.
Himuro said:*sigh*
What's with the lack of high quality side quests? After FFX-2 I was hoping they'd make even better sidequests! But no!
Himuro said:Hmm so the only sidequest is monster hunting? What makes FF great ARE the sidequests, and for such a big open game this seems like a wasted opportunity. Give us hidden islands we can only explore via chocobo breeding, stuff like that is what made FFVII-FFIX fun: the sense of exploration, reward, through doing the sidequests, and finding hidden places you never thought were there. There's a huge floating island in the sky! It'd be awesome if you could actually explore the world and find hidden places that initiate sidequests. Sigh.
=/
bluemax said:Sidequests make FF great? That was my least favorite thing about every PS era FF, the fact that more time went into developing stupid mini games and sidequests than making the normal game any good.
I'm glad there were no minigames in FFXII.
DarknessTear said:Gimme a fuckin' break. The games wouldn't get any better if they didn't do them either way. PS era FF games are great, I don't know what you're smoking, but do yourself a favor and throw that shit away.
Pellham said:Sounds like a Kitase FF.
In either case, flaws or not, this game can't possibly be worse than FF6-FF11.
Himuro said:Why is this always a problem with people?
MoxManic said:Wild Arms is trash
YEAH THAT'S RIGHT SHOUTA I WENT THERE
bluemax said:I just got tired of 20 hour games suddenly becoming 40 hour games because of pointless "optional" (But not really that optional) mini games and sidequests. I don't mind a longer game, but make the experience more enjoyable and not some chocobo racing tedium. I think there's a difference between providing a solid core experience and throwing in optional stuff for those who really liked the game (say like what FFX did) versus packing a crapload of stuff in there to pad the game length.
DarknessTear said:If they're optional, they're optional. Also I've never heard of any 20 hour increase with sidequests. FFX left a lot to be desired. There was close to no exploration and it was too fucking short. It was a great game but it lacked the goodness of sidequests. Maybe you just like to beat games and get them over with but there's no harm in having extra shit at all.
Not that Final Fantasy has ever been extremely difficult, but IMHO gameplay is better when you need tactical contributions from all characters. Not every situation should be plowed through with Ultima magic, conversely, not every situation should involve mindless swordswinging, and it's annoying when characters can do both, rendering all other characters either useless, or clones of one another.
Shouta said:Because it makes gameplay more interesting and varied. Why use one character over another when there is no reason other than possibly a minor stat difference. To make a comparison, it'd be like playing a Street Fighter game that is entirely made up of Shoto characters like Ryu or Ken, where the hell is the fun in that.
From a story perspective, unique abilities generally reflect the character's personality in a game. So it's a way of reinforcing them without having to add more to the story. It's not a big thing but it's a nice little touch.