SkarKrow said:
worldfest said:
SkarKrow said:
worldfest said:
After that, real gaming critics and journalists have to waste their hours writing articles about the obvious changing conditions in video games instead of why SquareEnix hasn't a clue what to do in selling Final Fantasy to western audiences.
Ripple effect.
Well Squeenix could start by making them like proper RPG's again rather than watered down mash-X-to-win affairs like 13.
At least two of us see the light. There's simply no immersion in the repetition of their gameplay, pressing 'x' every eight seconds.
Yup, 13-2 was better but still crappy, they shot themselves in the foot with the battle system. Say what you want about 12 but at least you had to use your brain to suceed in that game, same with 10, yes it's slower, but it's a lot more engrossing to play.
This is where X-2 comes in. It has an appalling story. It ruins characters I loved. It introduced Payne. But fucking hell it had an outstanding battle system.
Yeah. Actually, FFXIII-2 demo was a little nostalgic because of X-2. Both felt whimsical in an air-head way.
12 was a Homerean Epic, and X was an Odyssean Epic (and my introduction to the series, which is why it's my favorite).
Old RPG combat lent an element of immersion as you directly controlled all of the characters' actions. That's what holds 10 over 12 in my opinion. 12 was never expansive enough, unless you bought a guide or looked up faqs. The same could be said for X, but 12 had that stupid ratio drop and treasure looting % that got on my nerves. I'm still missing the best shield and sword in the game because of those. X Let me customize for ultimate armor.
12 Had a complex series of characters, but whereas Tidus was the main character, that street-rat Vaan just got in the way after about 5 hours; and which was about the same time I had started using Ashe, Balthier and Fran as my party -- they seemed most the crucial to the story (and Fran for other obvious reasons
).
The combat in 13 would have worked if we had more diversity in monsters, where we were constantly changing up paradigms. It's like reworking GT5 controls where the L2 & R2 are Gas and Breaks, and L1 & R1 shift gears -- my fingers were terribly busy in several races, and that worked wonders with how much fun I was having.
That wasn't the case for 13, so combat became pretty mundane. Imagine if combat ran like Mass Effect? Freaking game of the -- well maybe not but it would have been loads more fun, and I just might have cared about what went on in the ending.