How many of the SO games did Gotanda write himself? I know he did 1 by himself, but I know 4 was farmed out. I haven't paid much attention to the credits for 2 and 3.
I don't really feel that it has a low budget, just a smaller scope. What's here doesn't feel janky or cheap, it just feels scaled down. I think it works. I've been describing this to people as like "what if SO3 and 4 weren't made, and this game came after SO2" because that's what it feels like to me. Although scope-wise, so far, it feels more like SO1 (the SNES version, mind) than SO2. It all feels very homey to me. Kind of hard to articulate at this point. I'll try to do a better job once I finish it.
Really excited for this thanks to the impressions in this thread. A 20 hours game is fine by me. I'm getting tired of the RPG bloat from the ones I played recently.
I don't really feel that it has a low budget, just a smaller scope. What's here doesn't feel janky or cheap, it just feels scaled down. I think it works. I've been describing this to people as like "what if SO3 and 4 weren't made, and this game came after SO2" because that's what it feels like to me. Although scope-wise, so far, it feels more like SO1 (the SNES version, mind) than SO2. It all feels very homey to me. Kind of hard to articulate at this point. I'll try to do a better job once I finish it.
-shrug- I don't see cutscenes as a problem in the least. I don't really understand how having them equates to a negative.
I understand not liking japanese tropes or anime tropes but if that's the case, your better served not going to JRPG's to begin with. Its like begging Japanese games not to be what they always have been really. Especially for something like SO which has always been bog standard nigh sub standard anime schlock in a sci fi setting.
They were fine. But Rena in SO2 PSP was an abomination.
Are there difficulty options.
What will be a deal breaker for me is if there is any post-game content that I can tackle after completing the main story scenario. Are there any hard mode dungeons that I can power my characters up for?
There aren't really any bosses like that in SO4. The Grigori bosses, which I assuming you're talking about, die in seconds once you expose their weakpoint.
I'm curious about your criticism of Blindsides being a flasy crutch Aeana. After replaying the game I found the interaction between Blindsides and Rush Mode quite fun, at least until broken skills like X-Claw show up.
I don't think that people really understand what the "lack of cutscenes" means.I count the absence of cutscenes a blessing since my IQ actually dropped after watching those in SO4.
Nah Aeana is right. Blindside is an unnecessary gimmick that disrupted the real-time flow and in worst cases, (i.e. badly-designed boss fights) forces you to play a certain way. I also find Rush mode pretty one-dimensional but it's not as bad as Blindside.
Watched a video of the final post game boss on Youtube.
Apparently one of the roles makes you completely invincible at the cost of rapidly losing your HP. As long as you keep healing, nothing can touch you. JRPG balance strikes again.
Also, the models of the post game super bosses look ripped right out of SO4. They even use exact same abilities.
Yeah, you get that role for getting Necromancer high enough iirc.Watched a video of the final post game boss on Youtube.
Apparently one of the roles makes you completely invincible at the cost of rapidly losing your HP. As long as you keep healing, nothing can touch you. JRPG balance strikes again.
Also, the models of the post game super bosses look ripped right out of SO4. They even use exact same abilities.
JRPG balance strikes again.
Yeah, you get that role for getting Necromancer high enough iirc.
Now that I think about it, since my Miki could spam the biggest group heal for ages, if I put that role on her, I'd have an immortal healer. My only worry was that some attack/combo would 1 hit KO me, but with that role it wouldn't happen.
Oh well.
The lack of balance is the best thing about these games
I can think of plenty that weren't that, and that's ignoring gameplay value.
Anyway, original point standing that a cutscene format that appears to subdue or lessen the trope-y-ness of a JRPG is a selling point personally.
It doesn't feel like a western RPG, though. It feels like an older Japanese RPG.
It's refreshing to not have such dramatic cutscenes all the time, honestly. The way you go in and out of dialog seamlessly feels awkward at first, mainly during the parts where you have to walk, but doing it this way also sidesteps the issue of awkward motion capture and overly dramatic physical acting and basically Welch-or-Sarah-from-SO4.avi. And the seamlessness just feels good at times. It keeps the pacing feeling brisk.
I'm honestly legitimately surprised that you people want more cutscenes from the company that brought you SO4 and IU.
That was their "seamless" system they have been talking about, really just to save money on having to motion capture cutscenes and things of that nature.
Not a big deal, we have to understand the limitations they are under, even though i personally like cut-scenes...and they seem to have only used them in the absolute most necessary of necessary circumstances. FF12 level
I think your problem is more that your attitude has changed toward JPRG's rather than cut-scenes equating a "slice of life anime". Truly a ridiculous comment.
Many older dungeon crawlers and Dragon Quest games fall in the "too well balanced around min/max" category. I'm not saying these are bad games, I love all of those mentioned here, but it's important to recognize how balance can impact the game experience.
There's really nothing exciting about a totally invincible party. It's nothing we haven't seen before though, and I pretty much agree with duckroll's post. The option is there for those who want to abuse it.
I personally find such things makes games like this fairly boring, so I'll just ignore the outright broken stuff as I usually do. It's single player, you can craft the experience how ever you want it.
AnotherMight as well take a break and go do something else until it's over. Why devote so much time to this kind of cutscene if you're not going to do it properly? I guess they probably planned to, originally, but ...ship battle that consists entirely of yelling at screens.
I have a feeling that the promise to touch upon SO3's plot twist and "better explain it" or whatever they said isn't going to be addressed by this anemic story.
Regarding "balance", I feel that arguing for absolute balance is detrimental to any game system, but ignoring the importance of balance is also a terrible idea. Ideally, what I want most out of game systems is the courage to innovate and present interesting mechanics, without feeling defective.
Many people tend to misunderstand balance imo. If the game systems can be broken via min/max, that isn't necessarily poor game balance, but rather a sign of systems designed to give the player the freedom to exploit. I don't feel that balancing a game tightly around min/max is ever a good idea because you end up with very functional but boring systems built entirely around mathematical tuning.
On the other hand, it is absolutely necessary for game systems to be well balanced for low-level and "default" play. A game without proper challenge that feels satisfying is letting down the potential of the game systems. If the player has no need to experiment and explore the potential of the game systems to progress, many won't bother. On the other hand if the challenge curve is too high and feels overwhelming, it also means the game systems are not being explained well enough and many players could give up without ever seeing their true potential.
In general I feel that games like Sakura Taisen tend to fall on the "too easy" end of the spectrum, while games like Resonance of Fate fall on the "too oblique" end. Many older dungeon crawlers and Dragon Quest games fall in the "too well balanced around min/max" category. I'm not saying these are bad games, I love all of those mentioned here, but it's important to recognize how balance can impact the game experience.
Watched a video of the final post game boss on Youtube.
Apparently one of the roles makes you completely invincible at the cost of rapidly losing your HP. As long as you keep healing, nothing can touch you. JRPG balance strikes again.
Also, the models of the post game super bosses look ripped right out of SO4. They even use exact same abilities.
So like Portal 2?I don't think that people really understand what the "lack of cutscenes" means.
It's not like characters don't talk. It's just that conversations would normally happen after transitions to a different camera angle now happen with characters just standing/slowly walking and talking. It's not that the game is lacking in dialogue during which you can't do anything, far from it. Just a difference of the point of view.
I saw my friend sit through that. At one point he got up and did something else while it was playing out. It was a lot like the old Star Trek episodes where they'd barely show the attacking ship since they didn't have the budget for it. While the language barrier makes those cutscenes lose some value, they probably aren't to interesting regardless.
I'd go the opposite. I much prefer when a game is on the easier side and full of potential options, because it means I feel much more free to experiment with different builds, including things I find to be more fun than say, the optimal build.
When a game skews harder, it almost always ends up feeling like no matter how many options you have, one or two are objectively better, and in a challenging game, the best way to go if you don't want to be frustrated.
For example, Diablo 3 at launch basically required playing defensively if you ever wanted to fight at the highest levels. Eventually, they balanced it out a lot better, and made it so you could build your character basically however you want, and still do the endgame content. Sure, building "right" is still a thing, and necessary for the highest level GRs and such, but you can play the whole game as you please and still get access to the best items.
Just checked out the seamless dialogue on YouTube and I'm totally okay with, I'm currently playing Tales of Zestiria & they employ a similar technique at points for having the characters communicate outside of cutscenes.
My main question for SO5 is how does the combat feel with 7 characters in play, is it too chaotic or is it setup in a way that makes it make sense?
My main question for SO5 is how does the combat feel with 7 characters in play, is it too chaotic or is it setup in a way that makes it make sense?