• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Has there been FFX HD impressions yet?

The game has the copyright on the lower left? Weird.
Some developers make that happen when you take screenshots, yes.

I can't wait for this. FFX is a game I haven't revisited since the PS2 and I never got to play any more than the opening segment of FFX-2. I'm hyped.
 
Can someone tell what the difference between the Asian and Japanese version is? I want my game in only Japanese, not Chinese or English. I know it has Japanese subs, but I want the menus and everything in Japanese. I apparently ordered the Asian version and now I'm worried.


Asian version has quickstart guide in Chinese and English. The game and manual is in Japanese.
 
@ 11 years old I understood this scene.. What exactly do people think is wrong with it?
There's a thread on this made recently. Just because people understand the intentions it doesn't make it any less painful to watch. I mean I understood the scene the first time I played it as a early teen but it still makes me cringe. :P
 
Just played this game today, the hd remaster looks great, the water,dungeons looks really good and it matches the cg switch to gamplay very nicelly, at last a jrpg worth to platinum.
 
Guadosalam isn't prerendered. You're talking about fixed camera angles in 3D environments.
Indeed, only some shop interiors with non-moving camera are pre-rendered.

It's really a shame that games do not use more pre defined cameras, as it gives artists a freedom to really display their art.
FFXII lost a lot of the charm during fights against incredible looking enemies as you basically look ass of a dragon for it's duration instead of a overall view of the scene.
 
I got the game almost two weeks ago, but I didn't have a laptop with me to post impressions. Most of the things have been said here already by my fellow J-GAF'fers, but I might as well just type what I think about the game. Last time I played the game I was 10 and I was pretty damn overwhelmed at the time, but now that I'm replaying it again after 10 years I've noticed that the game is considerably smaller than the way I remembered it. Of course, I've become much less easy to impress over the years as any person growing up would, but it still caught me by surprise that I got to the
Zanarkand Ruins
so fast, and I even spent some time idly grinding away as well.

That said, the game itself is still top notch and so far I've definitely taken a liking to the improvements. I'm playing it on Vita and the graphics have been improved, I was particularly impressed with crossing the small stone bridge leading to the Macalania Temple, that was Uncharted 2 level stuff for a minute there. Some of the areas haven't been polished up that well, but they still look okay. One of the few times that I was kinda turned off by the graphics was when they closed up on Rikku's face in cutscenes, they didn't really give her a nice new model like they did with most of the other mains. I don't really have a problem with the new music either, although I must admit that I don't even really remember the old music since it's been so long. After I finish the game I'll try and do a small Youtube comparison for that.

I don't have that much time to play the coming weeks, but once I finish the story and the main bulk of the side quests I'll probably get started on FFX-2 and leave my impressions about that game as well!
 
I may have misheard but I think the small snippet of the sphere Yuna listens to at the Thunder Plain inn was in English. Earlier the Jecht Shot Challenge dialogue was in English too.

Everything has gotten interesting after Seymour's bombshell. Can't wait to finally catch up to where I left off my playthrough of the PS2 version from last year.
 
The game clock fucking continues ticking even when you pause the game? What kind of fuckery is this?
Pretty sure it always did that. I managed to get up to like 70hours before doing side stuff on one of my playthroughs because I just happened to go off to do stuff but wasn't near a save.
Thanks. What is a quick start guide?
In Europe that's the little leaflet you get in the box which gives basic instructions, like controls. Would make sense as well, as I can't imagine they'll have bothered printing a disk with only a few chinese/english things.
 
Pretty sure it always did that. I managed to get up to like 70hours before doing side stuff on one of my playthroughs because I just happened to go off to do stuff but wasn't near a save.

Yes, I think it happened to me last year and I actually reloaded my save to negate it, but I couldn't be bothered this time and I didn't have a chance anyway as I overwrote the save.

Minor thing sure, but I do like knowing exactly how many hours I've put into a game.
 
So the fight against Seymour in Macalania where you get Shiva...Does the game eventually automatically activate it during the battle or is something you have to figure out? Because I got mighty lucky on that one haha. I had already used up my other summons, Yuna's overdrive was full, which I thought would let me re-summon despite using them all. Then thankfully I scrolled down to the ???????????? and that, as they say, was that.
 
I've caught up to my PS2 version (which I played on my PS3 :P) progress from last year :D. Just after meeting Cid. I thought I was stuck on a boss but it turns out it's just a normal encounter lol (2 chimeras and a Gaudo Guardian). I managed to dispatch them easily this time.

I'm gonna load up the PS2 save file and compare my play times. On this playthrough I'm over 20 hours in.

So everything from now will be new to me! I've been waiting a long time for this!
 
Damn. Keep posting impressions. Would love to see how fresh eyes see this game, good or bad.

No problem, will do. Let me add that I've only been an FF fan since 2010, so my whole perspective on the series is fresh. VII and XIII are the only two I've completed, other than X I've played significant amounts of VI (up to the train) and VIII (disc 1).

In terms of the portion of the game that I've now played for a second time, I loved it last year, but playing it in HD again it has actually gone up in my estimation, and I think I forgot how good it is. Gives me a lot of FFVII vibes. I can already say it is my 2nd favourite behind that masterpiece. It may surpass it depending on how the rest of it turns out.

It still sucks that you can't buy the games seperately.
I don't give a rat's ass about that offending FFX-2.

I haven't even finished X yet, but seeing the X-2 art with Yuna wielding a gun and her ass out already makes me hate that game. I will give it a look, but I doubt I'll be playing for long.
 
X-2 has terrible animation priority, you'll be sitting there for days waiting for Rikku to execute something you told her to do ten minutes ago, it's awful. I really disliked the game because of that.
 
Because almost every FF has the same problems, and FFX-2 can be challenging if you want it to be (just go to story locations). Certainly more challenging than FFX's pre-end game content.
I just remember hitting the attack command in a rhythm to combo them until they were dead. I had to mix things up slightly against bosses.
 
This is a good thing. FFIV style magic charge is wonderful. You must have never played FFIV.

The ability charging in FFX-2 is great and extremely well balanced, but he's talking about animation priority. It's an issue that both FFX-2 and FFXII have: some stuff can happen simultaneously (regular attacks, a lot of simpler magic spells), some stuff pauses the action entirely (e.g. Ultima), but certain heavier-duty animations can't happen while another heavy-duty animation is going off *even though* the timer doesn't stop. This is probably partly due to memory restrictions and partly due to not wanting to process so many simultaneous transparencies. But what this results in is that some actions get really unnecessarily delayed *after* their charge time is already complete because the game is basically loading the animation for that particular spell or another high-effects spell is currently going off. The game is generally fast enough that it doesn't have the effect of making the battle system feel slow, but in the case of Final Fantasy XII, for example, it can mean that a character casting Scathe or an equally intense magic spell will get killed by enemy melee attacks while basically just waiting their turn to perform an effects-heavy spell because it won't go off until the previous one has been completed.
 
I'm surprised people have problems with it. You haven't complained about this on Something Awful.

I haven't regularly posted on there in a really long time.

As for the animation-priority stuff - it's not really a big deal to me in FFX-2 and never caused me real problems (though I noticed it early on and tried to stay away from animations that couldn't all go off simultaneously), but in FFXII I've definitely encountered times when I was up against a *bunch* of enemies that used effects-heavy spells and that meant that there were certain abilities you could basically never get off because they had to wait in an animation queue with like 7 Flare spells in front of them. It's not really a huge issue in FFX-2 because the high-intensity effects stuff is *generally* not a great tactic for you to use anyway (outside of spamming Darkness as a Dark Knight, but you can get multiple Darkness attacks off simultaneously so it's not a problem in that case). There are already enough other factors nudging you toward a melee-heavy offense in that game (which is also the case in FFXII) that the animation stuff is just one more reason to stick to physical attacks. But in FFXII, where you can get kinda mobbed by an unending stream of enemies at certain points, it can absolutely become a big deal, in part because certain spellcasting animations combined with the fact that they put a character on hold mean that you can miss like thirty seconds' worth of opportunity to be doing melee damage.

I still love both games and I don't consider it anywhere remotely near being a crippling flaw like the dude you quoted, but it's definitely still a flaw brought on by the PS2's low quantities of RAM.
 
It still sucks that you can't buy the games seperately.
I don't give a rat's ass about that offending FFX-2.

They come at less the price of a single regular game on PS3, so you can buy the disc, play FFX and call it a day.

Or you can get the Vita version and sell the FFX-2 code.


The Vita versions are being sold seperately in Japan, at least on PSN, it'll not be the same for the rest of the world?

Nope, at least here in the west the Vita version will be the same as the PS3 version: $40 for both games digitally and if you go physical, you get FFX on a cart and X-2 as a download.

You will be able to install the games on your Vita separately though.
 
X-2 has terrible animation priority, you'll be sitting there for days waiting for Rikku to execute something you told her to do ten minutes ago, it's awful. I really disliked the game because of that.

The only area that this actually had a huge effect on my gameplay was groups of three elementals in Mushroom Rock Road. The game just comes to a standstill as they constantly cast Fire spells at you.

Of course it's "fixed" by Silencing them, but it's definitely something I noticed.

I just remember hitting the attack command in a rhythm to combo them until they were dead. I had to mix things up slightly against bosses.

That's really all there is to most random encounters in Final Fantasy. You really don't have to do more than scratch the surface of most of the battle systems to win.
 
The ability charging in FFX-2 is great and extremely well balanced, but he's talking about animation priority. It's an issue that both FFX-2 and FFXII have: some stuff can happen simultaneously (regular attacks, a lot of simpler magic spells), some stuff pauses the action entirely (e.g. Ultima), but certain heavier-duty animations can't happen while another heavy-duty animation is going off *even though* the timer doesn't stop. This is probably partly due to memory restrictions and partly due to not wanting to process so many simultaneous transparencies. But what this results in is that some actions get really unnecessarily delayed *after* their charge time is already complete because the game is basically loading the animation for that particular spell or another high-effects spell is currently going off. The game is generally fast enough that it doesn't have the effect of making the battle system feel slow, but in the case of Final Fantasy XII, for example, it can mean that a character casting Scathe or an equally intense magic spell will get killed by enemy melee attacks while basically just waiting their turn to perform an effects-heavy spell because it won't go off until the previous one has been completed.

And this is why they should have stuck with turn-based combat. Each of their animations would go off on their turn, and you wouldn't have had to worry about conflicting attack animations.

Not knocking FFX-2's combat, but turn-based will always be my favorite. :)
 
And this is why they should have stuck with turn-based combat. Each of their animations would go off on their turn, and you wouldn't have had to worry about conflicting attack animations.

Not knocking FFX-2's combat, but turn-based will always be my favorite. :)

FFX's CTB is a really, really great battle system, but nah, the move toward simultaneous actions in FFX-2 and FFXII is great and necessary. It's much less about making each turn incredibly decisive and much more about essentially resource optimization and DPS.
 
CTB is an okay battle system but only within the confines of a boss battle. CTB is too rock paper scissors heavy and FFX's enemy variety is fucking awful, making it easily the most repetitive - combat-wise - game in the franchise.

Yeah, absolutely, but I think that's more the fault of the enemy variety and the game's generally easy nature than the CTB itself. The CTB is brilliantly designed to let you do a fantastic job of manipulating the turn order, but the game only rarely gives you challenges that force you to actually use these capabilities.
 
CTB under more competent hands would be so killer. Instead it is a great battle system in a game with horrible balance and variety that treat it like babbies first RPG. Imagine it in the Grandia team's hands.

I'd love to see a Final Fantasy Tactics game (or any other SRPG) use something like CTB for really complex turn management.
 
I really have no problem with the "rock-paper-scissors" aspect of random encounters in FFX. It allows the entire party (bar Yuna) to cycle in usefulness and random encounters aren't really where I expect to be tested in a game such as this. (Random things like Chimeras or Malboros is enough for me.)

My biggest issue with FFX is really quite simple. Things simply don't hit hard enough. I think it's absolutely ridiculous that an end-game boss like (big spoiler!)
Yunalesca
can barely scratch a party at BASE STATS. Your party is given a plethora of abilities to reduce or negate damage and they just sit unused because you're never in any danger.

Not that there aren't other balance problems (Hi, Use), but just how weak bosses really are is really astounding. They went to hard with the "puzzle" aspect of a lot of these fights and forgot to make the bosses dangerous outside of it.
 
Top Bottom