Right now you get paradigm switching far too late in the game, so that they can avoid having you try and grasp this concept along with the other concepts, because apparently your mind would explode if you had that available at the start. I'm saying that instead of outright NOT having paradigm switching for hours on end, why not have the first bits of the game (that right now lack paradigm switching altogether) have Lightning with 2 optimas and the rest with just one, so you can switch them at that time, but it isn't as important.
So wait, you're complaining that because the game dosn't give you the Optimas the first minute of the game, instead having you play through the intro, this is bad?
Most Final Fantasy games have a period before the customization system is unlocked. FF3, FF5, FF6, FF7, FF10, FF11 (You need to unlock Job switching) and FF13 now.
However this period is usually extremely short and you can at least level up as much as you like and manage your items. And talk to people.
In others its pretty long though - its an ass long time before you get your first espers/magicite in FF6 for instance, and while the relic system is open right away you are very limited in your selection until much later when you start finding ones with more interesting effects. Personally I think they could've tightened up the introduction of ideas a bit though.
What a seriously wierd review that was, I would boil it down to this guy saying 'I don't like video games!' over and over again. Honestly he actually doesn't understand much about what a game is, if there is a task which takes skill or memorization, and success in that task can be monitored and the player can be scored based on that task then you can make a game out of it.
It is Action Button, afterall.
I'd never read a review there before, it certainly seemed to have had a lot of effort put in if it was intended in a parody form or something?
I mean, in asteroids you get 'points' but they mean nothing. There will always be more asteroids, and you will never beat them all. In space invaders you will always eventually lose, but you get points on the way. In chess, you keep score in certain tournaments, but it's not like in the next battle they influence your supply lines and let you start with an extra bishop or something.
His complaint primarily seemed to be with the entire concept of games, hell, considered in an expanded way his argument could be applied to the very act of enjoying life itself.
Honestly, he seemed to be saying there was something truly wrong with the product based on his objective opinion. Not 'I don't like this, and perhaps you won't either' but along the lines that noone in the world could wring enjoyment from it in any real sense.
What a seriously wierd review that was, I would boil it down to this guy saying 'I don't like video games!' over and over again. Honestly he actually doesn't understand much about what a game is, if there is a task which takes skill or memorization, and success in that task can be monitored and the player can be scored based on that task then you can make a game out of it.
It is a bit much, but I actually agree with the premise behind his argument.
Ask yourself a question: are the conventions of the Final Fantasy series—i.e. the numbers that pop up when you get hit, the abstracted (i.e. not action-based) combat system, the fact that you need to constantly fight shitloads of enemies in the first place—are these things conventions because they are good in and of themselves, or are they conventions because they are simply vestiges of the technical limitations of a bygone era?
Final Fantasy 1 had numbers, random encounters, and four dudes lining up and one-by-one smacking enemies because there was no other way to visually or mechanically represent the type of Dungeons-and-Dragons gameplay it was emulating. They are abstractions. They are conventions in the same way that things like stage directions in theater are conventions—they arise from the limitations of the art form. And you can do interesting things with them, and Final Fantasies 1-10 have done so. FF6, in particular, really played with the conventions and its limitations. The best FF games have had a sort of "whimsy" about them, sort of winking and acknowledging that yes, this is a videogame, and there is shit that is on the surface silly and absurd due to the medium.
But it is clear that the limitations of the video game art form no longer matter, and including these abstractions into a game that is otherwise designed to mimic "reality" as closely as possible just comes off as jarring—like a gameplay-form of the uncanny valley. There is no whimsy, no "save moogle" who threatens to cut you for summoning him too many times or a "riiiide ze shooopuf?" blue dude in FFXIII, at least not so far. It's a very serious game ... but the way you play it and the way gameplay is visualized is simply absurd. You have these near-photorealistic characters wandering around near-photorealistic environments and then, you run into an enemy, the screen changes, and a minute later you are floating in midair with giant numbers coming out? What the fuck?
What I want, more than anything, is a Final Fantasy game, with the same level of graphical polish, and storytelling, and creativity—that simply plays like the Legend of Zelda. (Or, you know, Crystal Chronicles). You guys can say you like to see the numbers to get a "precise" idea of whatever but I would bet you wouldn't miss them if they're gone.
Edit: or better yet, play like Brutal Legend. A flawed game, but it doesn't have the same disconnect between its gameplay and the reality it tries to present as FF games do.
Right now you get paradigm switching far too late in the game, so that they can avoid having you try and grasp this concept along with the other concepts, because apparently your mind would explode if you had that available at the start. I'm saying that instead of outright NOT having paradigm switching for hours on end, why not have the first bits of the game (that right now lack paradigm switching altogether) have Lightning with 2 optimas and the rest with just one, so you can switch them at that time, but it isn't as important.
So wait, you're complaining that because the game dosn't give you the Optimas the first minute of the game, instead having you play through the intro, this is bad?
Most Final Fantasy games have a period before the customization system is unlocked. FF3, FF5, FF6, FF7, FF10, FF11 (You need to unlock Job switching) and FF13 now.
However this period is usually extremely short and you can at least level up as much as you like and manage your items. And talk to people.
I've yet to come across a part in the game(currently in Chapter Four - Eden of Bust) that the free roam talk hasn't done the job.
bOLD - You still can. I maxed out the third tier of Commando as soon as it unlocked. Immediate gratification is just stripped from the game.
I thought FFXIII arbitrarily limited your progression based on "checkpoints" until near the end of the game?
It does, but if you max out your levels for an area you still gain CP from battles, so when you're next level of progression is unlocked you can use previously stocked CP to learn new abilities immediately.
Orochi_Rockman on
0
firewaterwordSatchitanandaPais Vasco to San FranciscoRegistered Userregular
edited March 2010
My issue with the numbers is that the don't just pop up with whatever the damage is, but they count up real fast, and my old man eyes can't keep up with the dadgum thingamajiggers all popping out of the whos-a-whats-its.
I'll be playing on slow most likely.
Anyway, I wasn't captivated by the 2 or so hours I had to play this last night, but I find myself looking forward to getting back to it. Odd, that. I just hope little Mope doesn't get too much whine time.
firewaterword on
Lokah Samastah Sukhino Bhavantu
0
DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
edited March 2010
Really. The game goes so fast that I don't even bother looking at the numbers.
Only time I do is to see whether or not the attack I am doing on an enemy is effective or not. So, they serve a purpose.
Either way, imo, its stupid to get your panties in a twist over something so insignificant in the long run, but such is the nature of gamers.
So I just opened up the Crystogen thinger, and on Snow, I've already like maxed out all his skills in two of the trees. There is a branch descending to another tier, but there doesn't seem to be anything down there. Do I just have to wait to open more stuff up and stock points or am I missing something?
What a seriously wierd review that was, I would boil it down to this guy saying 'I don't like video games!' over and over again. Honestly he actually doesn't understand much about what a game is, if there is a task which takes skill or memorization, and success in that task can be monitored and the player can be scored based on that task then you can make a game out of it.
It is a bit much, but I actually agree with the premise behind his argument.
Ask yourself a question: are the conventions of the Final Fantasy series—i.e. the numbers that pop up when you get hit, the abstracted (i.e. not action-based) combat system, the fact that you need to constantly fight shitloads of enemies in the first place—are these things conventions because they are good in and of themselves, or are they conventions because they are simply vestiges of the technical limitations of a bygone era?
Final Fantasy 1 had numbers, random encounters, and four dudes lining up and one-by-one smacking enemies because there was no other way to visually or mechanically represent the type of Dungeons-and-Dragons gameplay it was emulating. They are abstractions. They are conventions in the same way that things like stage directions in theater are conventions—they arise from the limitations of the art form. And you can do interesting things with them, and Final Fantasies 1-10 have done so. FF6, in particular, really played with the conventions and its limitations. The best FF games have had a sort of "whimsy" about them, sort of winking and acknowledging that yes, this is a videogame, and there is shit that is on the surface silly and absurd due to the medium.
But it is clear that the limitations of the video game art form no longer matter, and including these abstractions into a game that is otherwise designed to mimic "reality" as closely as possible just comes off as jarring—like a gameplay-form of the uncanny valley. There is no whimsy, no "save moogle" who threatens to cut you for summoning him too many times or a "riiiide ze shooopuf?" blue dude in FFXIII, at least not so far. It's a very serious game ... but the way you play it and the way gameplay is visualized is simply absurd. You have these near-photorealistic characters wandering around near-photorealistic environments and then, you run into an enemy, the screen changes, and a minute later you are floating in midair with giant numbers coming out? What the fuck?
What I want, more than anything, is a Final Fantasy game, with the same level of graphical polish, and storytelling, and creativity—that simply plays like the Legend of Zelda. (Or, you know, Crystal Chronicles). You guys can say you like to see the numbers to get a "precise" idea of whatever but I would bet you wouldn't miss them if they're gone.
Edit: or better yet, play like Brutal Legend. A flawed game, but it doesn't have the same disconnect between its gameplay and the reality it tries to present as FF games do.
I played brutal legend, you know what I wanted to know? How many hit points I had, how many shots would it take to kill that bear, how fast in MPH does my car go if I put that new engine on. Well, I also wanted to know how I could skip the stage battles, but that was just a matter of preference, I know a lot of people loved them.
Oh, and you already got your wish. Go play Darksiders. It's effectively Zelda, but with added hack off heads awesomeness. Not everything needs to 'move with the times' though. Some of us like to see the numbers, and to take our time with our decisions. True, maybe a 'turn numbers off' button would be appreciated by some, but I would NEVER use it in any game, as I never have in any game where it was an option. If the numbers are gone, I DO miss them, and I have lots of experience doing so across all genres.
tbloxham on
"That is cool" - Abraham Lincoln
0
joshgotroDeviled EggThe Land of REAL CHILIRegistered Userregular
edited March 2010
My only gripe so far is getting your first summon fight then not playing with the character who binded with it for another few hours.
My only gripe so far is getting your first summon fight then not playing with the character who binded with it for another few hours.
This is actually rather annoying.
Pata on
Episode 5: Mecha-World, Mecha-nisim, Mecha-beasts
0
DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
edited March 2010
Yeah. It happens again too...
Dragkonias on
0
firewaterwordSatchitanandaPais Vasco to San FranciscoRegistered Userregular
edited March 2010
I will say that so far the corridor-ey aspects of the bits I've played are cool in that they've eliminated the need for the mini-map, which makes it that much more immersive. Not having stuff on the screen in a game as gorgeous as this is a good thing in my book.
So...what's the best way to build up stagger on the clockwork buggers? I never know whether to start off Ravager/Ravager/Ravager or Synergist/Sabeteur/Synergist to buff/debuff before getting going. Whether I build up stagger quickly feels like a complete crapshoot. Ever since I've started this section of the game I've consistently been stuck with 2-4 stars and it's annoying me.
I played brutal legend, you know what I wanted to know? How many hit points I had, how many shots would it take to kill that bear, how fast in MPH does my car go if I put that new engine on. Well, I also wanted to know how I could skip the stage battles, but that was just a matter of preference, I know a lot of people loved them.
Oh, and you already got your wish. Go play Darksiders. It's effectively Zelda, but with added hack off heads awesomeness. Not everything needs to 'move with the times' though. Some of us like to see the numbers, and to take our time with our decisions. True, maybe a 'turn numbers off' button would be appreciated by some, but I would NEVER use it in any game, as I never have in any game where it was an option. If the numbers are gone, I DO miss them, and I have lots of experience doing so across all genres.
That is fair. And to be fair, I barely play videogames anymore, and my tastes (my favorite game of the past ten years was Shadow of the Colossus) aren't exactly widespread.
I would agree that the essence of Final Fantasy is not an action game—that there should be some strategic remove from your inputs and the actions that take place on screen. So maybe the BL or the Zelda model would not work. However, the main reason I play games is to get "lost" in an imaginary world. Gameplay, at its best, heightens the sense of urgency and the interaction with this world and the things in it. I think this is ultimately why games like Zelda and Devil May Cry are so effective—your input as a player feels "real" and meaningful to the world of the game. Even in DMC, where the "world" is basically scenery for awesome battles—the scenery defines boundaries, you get to smash shit and enemies into shit, etc; it has a "weight" to it that carries over into the gameplay.
But in Final Fantasy, the entire gameplay apparatus is removed from the world—it exists in its own separate dimension. It might as well be playing cards. It's almost purely abstraction. What I'd like to see—even if it's not "action gameplay"—is some attempt to bring the gameplay in resonance with the game's world. Like, have the environment play an active role in the strategy, in the types of moves your characters can do; have gaining "high ground" actually matter in combat. Have defensive actions work better in narrow spaces as opposed to broad areas where you can be flanked. I mean, there's all sorts of strategic layers and complexity you could add simply by having Final Fantasy combat interact meaningfully with the world it takes place in. FF12 was a step in this direction—but FF13 feels like a step backwards. And it's a shame because I think this quality of the series is the main obstacle towards a heightened sense of vicariousness, of "being there," that I get when I play my other favorite games.
Edit: Also Darksiders looks kinda lame. When I said I want an FF game tha tplays like Zelda ... that was a bad way of putting it. Because I already played OoT, and loved it, and have since loved every iteration of the Zelda series less because they don't really do anything new. I don't want a Zelda clone. What I meant was, I want a game that tries to be as immersive as Zelda—where you actually feel like you're in a world, instead of the world being a proxy full of portals into this entirely disconnected battle system.
Qingu on
0
joshgotroDeviled EggThe Land of REAL CHILIRegistered Userregular
I got my copy today and have been enjoying it a lot. I haven't played a JRPG in awhile, though, so I had gotten used to characters not making grunts and sighs and gasps and other mouth noises every three seconds. Japan, no one does this in real life. It seemed like half the dialogue in the beginning of the game was made up of those noises. :P
But yes, the game is fantastic. I can't put it down. Vanille isn't nearly as annoying as I thought she'd be. From what the internet was saying about her, I was prepared for Star Ocean: The Last Hope levels of bad. She's not. Her cheeriness almost seems like a facade at this point, too, a mask to try to keep their morale high.
Dashui on
Xbox Live, PSN & Origin: Vacorsis 3DS: 2638-0037-166
My only gripe so far is getting your first summon fight then not playing with the character who binded with it for another few hours.
This is actually rather annoying.
It's truly my own fault. I've been grinding for about two hours in Scavenger's Trail.
You can grind in this game?
That's actually one major change I'm really digging so far, only a set amount of enemies in each area so no grinding necessary.
I'm terrible at grinding, you see.
The enemies respawn. I promise.
Pretty quickly too - I had to run back to a save point in a hurry this morning and I was surprised at how many of the packs had respawned behind me already.
My only gripe so far is getting your first summon fight then not playing with the character who binded with it for another few hours.
This is actually rather annoying.
It's truly my own fault. I've been grinding for about two hours in Scavenger's Trail.
You can grind in this game?
That's actually one major change I'm really digging so far, only a set amount of enemies in each area so no grinding necessary.
I'm terrible at grinding, you see.
The enemies respawn. I promise.
Pretty quickly too - I had to run back to a save point in a hurry this morning and I was surprised at how many of the packs had respawned behind me already.
Yep. The spot I'm in there are four groups of mech and humans that take maybe a minute each to destroy granting you like 180 CP each time you go down.
- The first 2 chapters are boring as shit. Felt like slogging through that crystal dungeon in XII except all you can fucking do is attack, cast potions, and go straight. Way to draw me into the game!
- Sazh's VA is awesome. The only way he could be better is if he were played by Danny Glover and Snow was Mel Gibson.
- Hope is every bit as obnoxious as the import folk had said. Goddamn I want to cut his fictional throat.
- I'm excited to screw around with creating Paradigms, but I'm a little bummed that you apparently don't get to choose who you control? Or just not yet?
Anyway, I wasn't captivated by the 2 or so hours I had to play this last night, but I find myself looking forward to getting back to it. Odd, that. I just hope little Mope doesn't get too much whine time.
If it makes you feel any better, it does actually better right about....now.
Seriously, I'm a life-long Final Fantasy fan and the first hour and a half actually kind of pissed me off. It made no sense, there was no leveling up, almost no loot, and the music was really really terrible (this hasn't gotten better yet, unfortunately).
Then I got to the two-hour or so mark and it gradually started getting better and better as it adds new things and explains things a little better (but barely!). Now I'm actually eager to get home and play some more.
bullet points:
cons
-very very slow start
-shitty music (mostly)
pros
-absolutely beautiful graphics (though I'm not really a fan of the art design for Coccoon)
-Vanille
hatedinamerica on
0
firewaterwordSatchitanandaPais Vasco to San FranciscoRegistered Userregular
So I just opened up the Crystogen thinger, and on Snow, I've already like maxed out all his skills in two of the trees. There is a branch descending to another tier, but there doesn't seem to be anything down there. Do I just have to wait to open more stuff up and stock points or am I missing something?
Posts
In others its pretty long though - its an ass long time before you get your first espers/magicite in FF6 for instance, and while the relic system is open right away you are very limited in your selection until much later when you start finding ones with more interesting effects. Personally I think they could've tightened up the introduction of ideas a bit though.
I am a freaking nerd.
I'd never read a review there before, it certainly seemed to have had a lot of effort put in if it was intended in a parody form or something?
I mean, in asteroids you get 'points' but they mean nothing. There will always be more asteroids, and you will never beat them all. In space invaders you will always eventually lose, but you get points on the way. In chess, you keep score in certain tournaments, but it's not like in the next battle they influence your supply lines and let you start with an extra bishop or something.
His complaint primarily seemed to be with the entire concept of games, hell, considered in an expanded way his argument could be applied to the very act of enjoying life itself.
Honestly, he seemed to be saying there was something truly wrong with the product based on his objective opinion. Not 'I don't like this, and perhaps you won't either' but along the lines that noone in the world could wring enjoyment from it in any real sense.
Ask yourself a question: are the conventions of the Final Fantasy series—i.e. the numbers that pop up when you get hit, the abstracted (i.e. not action-based) combat system, the fact that you need to constantly fight shitloads of enemies in the first place—are these things conventions because they are good in and of themselves, or are they conventions because they are simply vestiges of the technical limitations of a bygone era?
Final Fantasy 1 had numbers, random encounters, and four dudes lining up and one-by-one smacking enemies because there was no other way to visually or mechanically represent the type of Dungeons-and-Dragons gameplay it was emulating. They are abstractions. They are conventions in the same way that things like stage directions in theater are conventions—they arise from the limitations of the art form. And you can do interesting things with them, and Final Fantasies 1-10 have done so. FF6, in particular, really played with the conventions and its limitations. The best FF games have had a sort of "whimsy" about them, sort of winking and acknowledging that yes, this is a videogame, and there is shit that is on the surface silly and absurd due to the medium.
But it is clear that the limitations of the video game art form no longer matter, and including these abstractions into a game that is otherwise designed to mimic "reality" as closely as possible just comes off as jarring—like a gameplay-form of the uncanny valley. There is no whimsy, no "save moogle" who threatens to cut you for summoning him too many times or a "riiiide ze shooopuf?" blue dude in FFXIII, at least not so far. It's a very serious game ... but the way you play it and the way gameplay is visualized is simply absurd. You have these near-photorealistic characters wandering around near-photorealistic environments and then, you run into an enemy, the screen changes, and a minute later you are floating in midair with giant numbers coming out? What the fuck?
What I want, more than anything, is a Final Fantasy game, with the same level of graphical polish, and storytelling, and creativity—that simply plays like the Legend of Zelda. (Or, you know, Crystal Chronicles). You guys can say you like to see the numbers to get a "precise" idea of whatever but I would bet you wouldn't miss them if they're gone.
Edit: or better yet, play like Brutal Legend. A flawed game, but it doesn't have the same disconnect between its gameplay and the reality it tries to present as FF games do.
It's retard rambling to troll for hits.
I thought FFXIII arbitrarily limited your progression based on "checkpoints" until near the end of the game?
I'll be playing on slow most likely.
Anyway, I wasn't captivated by the 2 or so hours I had to play this last night, but I find myself looking forward to getting back to it. Odd, that. I just hope little Mope doesn't get too much whine time.
Only time I do is to see whether or not the attack I am doing on an enemy is effective or not. So, they serve a purpose.
Either way, imo, its stupid to get your panties in a twist over something so insignificant in the long run, but such is the nature of gamers.
I played brutal legend, you know what I wanted to know? How many hit points I had, how many shots would it take to kill that bear, how fast in MPH does my car go if I put that new engine on. Well, I also wanted to know how I could skip the stage battles, but that was just a matter of preference, I know a lot of people loved them.
Oh, and you already got your wish. Go play Darksiders. It's effectively Zelda, but with added hack off heads awesomeness. Not everything needs to 'move with the times' though. Some of us like to see the numbers, and to take our time with our decisions. True, maybe a 'turn numbers off' button would be appreciated by some, but I would NEVER use it in any game, as I never have in any game where it was an option. If the numbers are gone, I DO miss them, and I have lots of experience doing so across all genres.
This is actually rather annoying.
It's truly my own fault. I've been grinding for about two hours in Scavenger's Trail.
You can grind in this game?
That's actually one major change I'm really digging so far, only a set amount of enemies in each area so no grinding necessary.
I'm terrible at grinding, you see.
The enemies respawn. I promise.
I would agree that the essence of Final Fantasy is not an action game—that there should be some strategic remove from your inputs and the actions that take place on screen. So maybe the BL or the Zelda model would not work. However, the main reason I play games is to get "lost" in an imaginary world. Gameplay, at its best, heightens the sense of urgency and the interaction with this world and the things in it. I think this is ultimately why games like Zelda and Devil May Cry are so effective—your input as a player feels "real" and meaningful to the world of the game. Even in DMC, where the "world" is basically scenery for awesome battles—the scenery defines boundaries, you get to smash shit and enemies into shit, etc; it has a "weight" to it that carries over into the gameplay.
But in Final Fantasy, the entire gameplay apparatus is removed from the world—it exists in its own separate dimension. It might as well be playing cards. It's almost purely abstraction. What I'd like to see—even if it's not "action gameplay"—is some attempt to bring the gameplay in resonance with the game's world. Like, have the environment play an active role in the strategy, in the types of moves your characters can do; have gaining "high ground" actually matter in combat. Have defensive actions work better in narrow spaces as opposed to broad areas where you can be flanked. I mean, there's all sorts of strategic layers and complexity you could add simply by having Final Fantasy combat interact meaningfully with the world it takes place in. FF12 was a step in this direction—but FF13 feels like a step backwards. And it's a shame because I think this quality of the series is the main obstacle towards a heightened sense of vicariousness, of "being there," that I get when I play my other favorite games.
Edit: Also Darksiders looks kinda lame. When I said I want an FF game tha tplays like Zelda ... that was a bad way of putting it. Because I already played OoT, and loved it, and have since loved every iteration of the Zelda series less because they don't really do anything new. I don't want a Zelda clone. What I meant was, I want a game that tries to be as immersive as Zelda—where you actually feel like you're in a world, instead of the world being a proxy full of portals into this entirely disconnected battle system.
But yes, the game is fantastic. I can't put it down. Vanille isn't nearly as annoying as I thought she'd be. From what the internet was saying about her, I was prepared for Star Ocean: The Last Hope levels of bad. She's not. Her cheeriness almost seems like a facade at this point, too, a mask to try to keep their morale high.
Pretty quickly too - I had to run back to a save point in a hurry this morning and I was surprised at how many of the packs had respawned behind me already.
I am a freaking nerd.
I tried 13, and it felt sterile. Not for me I guess.
If this is directed at my comment, I'm currently stuck with no Commando.
- The first 2 chapters are boring as shit. Felt like slogging through that crystal dungeon in XII except all you can fucking do is attack, cast potions, and go straight. Way to draw me into the game!
- Sazh's VA is awesome. The only way he could be better is if he were played by Danny Glover and Snow was Mel Gibson.
- Hope is every bit as obnoxious as the import folk had said. Goddamn I want to cut his fictional throat.
- I'm excited to screw around with creating Paradigms, but I'm a little bummed that you apparently don't get to choose who you control? Or just not yet?
Just keep hitting them with any physical attack you can. Ugh.
Also, only three or so hours into 13 and I have already heard the word hero more than I ever need to. Shut up, Snow.
3DS: 1607-3034-6970
If it makes you feel any better, it does actually better right about....now.
Seriously, I'm a life-long Final Fantasy fan and the first hour and a half actually kind of pissed me off. It made no sense, there was no leveling up, almost no loot, and the music was really really terrible (this hasn't gotten better yet, unfortunately).
Then I got to the two-hour or so mark and it gradually started getting better and better as it adds new things and explains things a little better (but barely!). Now I'm actually eager to get home and play some more.
bullet points:
cons
-very very slow start
-shitty music (mostly)
pros
-absolutely beautiful graphics (though I'm not really a fan of the art design for Coccoon)
-Vanille
But heroes who are real heroes must talk about how heroic heroic heroism is!
But then, I don't really play too many JRPG's anymore. The last one I played that I enjoyed a lot was probably Dark Spire.
You could not pay me money to slog through one of those things again.
Anyone else hear this?