You're saying this about FF1 PS1? Old FF's depend on the version. I beat the GBA version of FF1 without dying. It sucked but it wasn't always like that. FF1 ps1 is definitely not something where the random encounters always easy. The same can be said for II-V. You said you played the ds remakes as well. You seriously think FFIV ds is uninvolving? The game where you can have a death spell cast out on you outside the first town of Baron?
Yup, I only played the PS1 version of FFI. I remember using Auto-Battle in FFIV DS a lot. I don't remember much of and am not an expert on pre-FFVI FFs, though, as I said. They didn't leave much of an impression on me. FFVI is where the series started getting interesting for me.
FFVI is piss easy and when the game difficulty of the series took a major nosedive. I think it's easier than VII, in fact. Though, the series has been more mainstream friendly since IV and the last real difficult (besides Tactics) FF was III. The problem is mostly VI-IX.
Yeah, and a lot of those bash FFXV, wishing back turn-based combat, which irks me the most coming from FFVI-FFIX fans especially. I loved those games (FFVII is my all-time fave), don't get me wrong, but I can take off the nostalgia goggles and see that FFVII was already piss-easy and "Press X to win" instead of complaining that the remake will be a "stupid buttonmasher,why NOmura!11".
It's not inherently hypocritical. "Classic FF" can mean many things. It could mean a preference for the turn based combat in I-III. It could mean they prefer IV or V. I don't know. There's so many eras of "classic" FF - depending on you ask, four different eras - so saying it's inherently hypocritical is illogical and reductionist.
I'll give you that. But most of the time I'm responding to posts that are talking about ATB, which started with FFIV and you said yourself that it started to be easier since that one:
Though, the series has been more mainstream friendly since IV and the last real difficult (besides Tactics) FF was III.
Play FFV like normal then. Playing that game just holding attack is nearly impossible unless your grind or go out of your way to break the game. Play FFV sfc. The GBA and PS1 versions are just as good but in no way are they brain dead. Also, the comment about "doubting they get harder in the second half" is mind boggling considering a lot of the best games ramp up difficulty in the second half of their games and use the first half as a way to guide the player. Games that are all hard all the time are well and truly rare.
Eh, often in RPGs the enemies just have higher stats the further you get, but you can still use the same simple approach and general strategy as before, namely the usual, rote memorization patterns like "Use strongest attack until you need to use heal items/spell" and "Use Fire/Ice on red/blue enemies", which don't really challenge me or make me feel involved much after having played hundreds of JRPGs. FFVII second half surely doesn't get fundamentally deeper. Again: I'm talking about non-boss-battles, which make up most of the time you spent fighting in RPGs.
I generally just prefer it when turn-based systems have an extra twitch- or real-time element, that keeps me on my toes and requires quick thinking/decision-making, like in the Shadow Hearts, Baten Kaitos and Paper Mario series, or LR.
Quoting again one of my favorite posts from one of our battle-system discussions last year:
Vincent Grayson said:
While I agree with you, I think that problem extends far beyond FF, and to almost every JRPG series.
The much-lauded difficulty of the SMT (and related Persona titles) comes almost entirely from a need to "think", or so people say, but really the vast majority of fights come down to the same sort of rote memorization. There is rarely a reason to not go into every single fight using your weakness-targeting attacks on each enemy, and then buffs/debuffs if you know you need them and/or know the enemy is weak to particular ones.
All of these systems that ignore things like positioning and timing tend to fall into the same position, IMO, and that's one of memorization and repetition being more important than any higher-level thinking or strategy.
It's one of the main reasons I like the move towards real-time, because it add another element of unpredictability.
Whatever, I'm tired and I honestly didn't want to start another hours-long discussion about battle-systems^^ Let's wait and see how FFXV will be over the course of the entire game, then we can talk again.
EDIT:
Ha, and how do other 100+ hour open world action RPGs compare to Ninja Gaiden's combat? Skyrim? Fallout? Witcher 3?
I'm not saying the combat in XV's demos has been super polished (although I've enjoyed its flexibility a lot), but this is in no way a fair comparison. You're not going to get combat design that tight in a game so massive. Everything has trade offs. Fine to call out the issues, but there's going to be a lot more to the game than just combat.
VI is still my favorite FF, and the combat in that is beyond brainless.
Exactly.
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Oh, I see. Edited my post. Nice pic!