Crono Maniac said:
When you whine about linearity in games that aren't focused on exploration, its obvious that your digging for reasons to complain. Also, you're complaining about HALF-LIFE 2.
Thats one problem with modern gameing right their brand loyalty is mis placed to the point of fanboy isim.
HL2 had good/great writing/dailog and AI even but the level design was a bit sparse.
I suppose its not linearity I am bthing about as much a level being bland/sparse in layouts.
Hm. I actually found Seven's towns to be far more interesting than most SNES RPGs. Reasons why: Cosmo Canyon, Nibelheim, Wutai, The Forgotten City, and, of course, MIDGAR. (Incedentally, why do some people say FF7's first 5 hours are slow? Midgar is the best part of the whole game!) Compare that with Final Fantasy 4-6 and Chrono Trigger. Besides a few exceptions (Zozo for one), most of them are just generic towns populated with generic NPCs.
Now thats a tough one I measure RPGs on a 3 point scale mechanics,level layouts and story, tho I can quickly ignore the story if the machanics are fun I used my code breaker on legaia 2 for inf weight and stacked accessories to insane levels it really made the game much more intresting. A shame youcan;t' do that with new games. But back to FF7, FF7 had great art direction I would not call its layouts bad but they were demure compared to the say FF4/FF6. I also had a small annoyance with the metria system making all the characters a bit generic but what saved it was the limit breaks that really brought out the individuality of the characters and on top of that you ould modfiy to varying degrees your somewhat rare/hard to find equipment,a shame FF8 just had the hard to find equipment I think they relied to much on the odd junction system that took acouple play throughs to master. FF12 is like FF7 in some regard tho I think it has better layouts/level design but not better art direction, what really killed me was bland classes bland skill system and a more generic than ever equipment system...if you could do 4 or so accesories that would have saved it from being so bland, also I noticed all the limit breaks or whatever being more or less the same with different animation I know I know that was not the case but it felt like it. I rather enjoyed the real time combat the gambit system only really needed more presets to save, combat could have been done a bit better taking into account distance and being able to move party members around a bit all in all I think it advanced the mechanics some. Now if you could get FF12 levels, FFX/FF9's class system,FF9s equipment,FFX/FF7's equipment customization set in a world with an overworld and not a easy/simple all in one world map to jump between points the FF brand would be respected again at least untill they did another side project as a main game....
Chrono Cross was fantastic in this regard too, as well as Final Fantasy 9.
Uhg do not talk to me about Chrono cross it was a inept mess of a game, they took a great RPG classic and made it into an ackward card game spin off, that one just did not compuete with me....and it did have alot going for it but the WTF mechanics were...well...WTFy 0-o
I think it has to do with prerendered backgrounds being, in some ways, inherently superior to tilesets and textures. SNES games were horribly limited by what tiles they had to use, and textures are the same, just to a lesser degree (Keep in mind that Final Fantasy 4, 6, and Chrono Trigger are three of my favorite games ever). Prerendered graphics are limited purely by an artist's skill and imagination. Towns really started getting boring in the PS2 era, when Final Fantasy started sucking (10 was alright, though) and the market got clogged with crap.
You say generic towns I say full towns with a good balance in plot/story centric people and random generic people, I really hate it when you get a town with 5-10 people in it and that was for awhile the standard of 3D RPGs, its changed some what but they still try and focus things a bit to much. As I have said before modern gaming is less about building a game/world but more about building a film like experience, its like oil and water one wants to to try and be deep the other wants to hurry and build a more generic experience in a film like fashion that saves time and budget. Dragon age is a good example of this I think you have very linear levels an ackward skill tree, a buggy script que system, awkwardly limited enchantment system(all the stats on all the weaopns/armor should be modifiable with a rune but they have like 10 different runes out of 50 or so stats, and armor/shields/bows are not slotted or bows at least are not)
And Final Fantasy 5's class system beats 9's any day of the week.
Its pretty fun but I think FFtatics beats 5's mages with axes and cross bows FTW!!!
But as for a developed and polished non user imposed character class system that works with the story and such I think FF9 is tops, if you want a balls out customizable one where the story ignores classes for the most part its a toss up between FF8(if it had a normal magic system, draw sucks.... while I do not mind some tediousness...I gotta draw the line somewhere...hehehehe) FF7(metria really made the game without it it would have been a train wreck) or FF5. Mabye a mix of FF5 and FF7 would work out best you have limit breaks based on a characters personality and pseudo class(imgain cloud as a mage doing 100X less damage or so but using odd rods and staffs or even converting the weaopn attcks to the main style of the class he is in IE magic,summoning,ect only it takes a normal amount of MP for one spell but he dose a chain attack under the rules of the limit beak, each spell would have to have a weaopn attack vaule so it dose not into overkill without high will/magic power adjustment)
Also, remember when I said not to complain about linearity? Final Fantasy 13 is the exception. Complain about that garbage all you want.
I think square is filled with to many chefs all of whom get to do side projects and dck with the games, I hope verses is better and not another side project posing as a main line game.
Did you play Dragon quest 8?
I was surprised it felt dragy but that was mroe due to the odd class/skill system they used other than that it felt like a classic game. A shame they pooed on the series already. >>
I have no idea what this means.
Basically the new average is around 7 and not 5, this is mostly do to the hype and submissiveness of the review industry, it irkes me, no one other than us black sheeple with the fence rash on our rears complains. Its like politics to a certain degree only in the opposite where teh sheeple do nothing but swill the hype and be lead around until after the election and the buzz wares off. Gaming tends to lose interest to bad vibes pre launch and rarely due to bad mechanics or bugs post launch.
Maybe its because I didn't follow any of the hype, so I didn't know that BioShock was being sold as an FPS/RPG when I bought it, so I just assumed it was an FPS. And as an FPS, its spectacular. Half-Life didn't have any RPG elements, or inventories, and neither did Doom for that matter, and they're both fantastic games. And if you tell me that the climax with Andrew Ryan, the plot twist, the whole setting and focus on objectivism, are shallow, crappy, wankery, then... I don't know. If you think the plot to BioShock is lame, there is literally nothing I can say since to me, that just seems like a simple denial of fact rather than a reasoned argument. I don't have a rebuttal for the AI, simply because I didn't notice any problems and if you did it shouldn't detract from the experience as much as it seems to.
I played System shock 2 and dues ex I have seen and played better, thats my problem most of the stuff thats done tends to be a shallow knock of mechanic wise of things that have been done and polished to to a high gloss. It also dose not help I absorb myself in the mechanics and practically ignore story unless the mechanics are shallow then I start focusing more on.
The plot to BS is not lame its very neat but the story or the way they peace mealed it out was lame sound bite limited audio logs with a few good dialogs with teh living, but back to the mechanics the AI really really was bad, it tended to be deaf or blind or hyper sensitive items being stuck up everyone's ..er everycrack in the game didn't help pacing and suspense any.
I tend to over emphasize mechanic issues and a ok to good game being crap becuse it failed to pass my smell test. LOL
Still when it comes down to it they really can do better but when most consumers don;t care there is little motivation to do better. Having more consumers means real world pressures pretty much ensure you do not do better , of couse I might be thinking to much with my shriveled up half a weeble brain..that or everything sucks as I preper to hit 40 in 5 or so years LOL curmudgeon here I come!
ZippyDSMlee said:
Oh and Super metroid haz issues...er..... bomb jump is so tricky?!?!
Its supposed to be tricky, obviously. If bomb jumping was easy there would be no satisfaction in using it to skip the grapple beam or whatever. Same with walljumping. I reaffirm that the game is perfect.
This feels like the start of a beautiful friendship.
Mmm wall jump could be more responsive more like Fusion or Shinobi, or mega man X....it just is evil, bomb jumping should be tricky ball bomb jump een more so LOL
Tell me what did you think of the prime series? For the most part I think they are the pinnacle of the series well 1-2, but they are imperfect the new designs for the space pirates can be a turn off, the very linear controls can be madding for a FP gamer but other than that it took the game in a good direction, Another M is a bit of regurgitating the brand, its rather acidic story wise as they try and haphazardly do samus past,ect and its not pretty. Mechanics wise the game is half right I'd like to see a Metroid game like Odd Wolrd:Strangers wrath only with bigger,deeper leave design and mechanics. Have it so you can smoothly transition from FP to 3rd P with 3rd P having more auto aim but better acrobatic skills would really complete the series transition to 3D.
The same thing needs to be done to mega man and castlevina for the most part but capcom has stated they do not want to waste money on it since the last few 3D side scrolling console MM games did poorly..... CV is not a god of war clone...it is not *sucks thumb and rocks back and forth* it is not..... wheres my bishis!!!!!! lulz seriously tho CV on the consoles was flat and bland level design wise the combo system was antiquated(because its 3rd person you need to use the buttons for combos not the Dpad, GOW did at least one thing right for 3rdP action type games).CV really needs to be done like Zelda tho IE a world a set of obstacles to do some back tracking alot of exploration I do not think taking the simple action adventure approach of say RE/Onimusha/GOW is the best thing you can do for it its needs more not less.
/ramble