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Final Fantasy XII, does it get better?

12346

Posts

  • Zephyr_FateZephyr_Fate Registered User regular
    edited March 2007
    Arde wrote: »
    I actually broke down of playing Shadow Hearts: Covenant because I was so bored with having to do the rings everytime in battle although the random battles were as easy as pie.

    I never did the auto-ring because I'm not sure when I'll have to face a threat in the game and the only way to disable auto-ring is outside battles.

    Most people love the Ring system, though. :/ You're one of the few people who actually disliked it.

    Zetetic: The problem with going in and manually doing it yourself every battle is that the ATB bar has to load every single attack so when you want a character to do something you still have to wait, no matter what you do.

    Honestly, is it so hard to understand that people just simply dislike the Gambit system? I guess it is. I can't understand why this fellow dislikes the Ring system, the best RPG mechanic ever.

    Zephyr_Fate on
  • BlackjackBlackjack Registered User regular
    edited March 2007
    Arde wrote: »
    I actually broke down of playing Shadow Hearts: Covenant because I was so bored with having to do the rings everytime in battle although the random battles were as easy as pie.

    I never did the auto-ring because I'm not sure when I'll have to face a threat in the game and the only way to disable auto-ring is outside battles.

    Most people love the Ring system, though. :/ You're one of the few people who actually disliked it.

    Who wants to play Spot the Irony?
    Zetetic: The problem with going in and manually doing it yourself every battle is that the ATB bar has to load every single attack so when you want a character to do something you still have to wait, no matter what you do.

    Exactly like Final Fantasies 4, 5, 6, 7, 8, 9, and 10-2 before it.

    Blackjack on
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  • GinsaneGinsane Registered User regular
    edited March 2007
    Arde wrote: »
    I actually broke down of playing Shadow Hearts: Covenant because I was so bored with having to do the rings everytime in battle although the random battles were as easy as pie.

    I never did the auto-ring because I'm not sure when I'll have to face a threat in the game and the only way to disable auto-ring is outside battles.

    Honestly, is it so hard to understand that people just simply dislike the Gambit system? I guess it is. I can't understand why this fellow dislikes the Ring system, the best RPG mechanic ever.

    I just lawl'd. Hardcore, yo. Both systems grate on my nerves.

    Ginsane on
    Live!: Burnout Cowboy - DS: Too many.
  • Zephyr_FateZephyr_Fate Registered User regular
    edited March 2007
    Blackjack wrote: »
    Arde wrote: »
    I actually broke down of playing Shadow Hearts: Covenant because I was so bored with having to do the rings everytime in battle although the random battles were as easy as pie.

    I never did the auto-ring because I'm not sure when I'll have to face a threat in the game and the only way to disable auto-ring is outside battles.

    Most people love the Ring system, though. :/ You're one of the few people who actually disliked it.

    Who wants to play Spot the Irony?
    Zetetic: The problem with going in and manually doing it yourself every battle is that the ATB bar has to load every single attack so when you want a character to do something you still have to wait, no matter what you do.

    Exactly like Final Fantasies 4, 5, 6, 7, 8, 9, and 10-2 before it.

    There's a difference, this topic is about a "minority"(or whatever the hell you want to call it) disliking the Gambit system..then someone decided to derail it into a ragging on SH:C's Ring system.

    There's far more ragging on the Gambit system than the Ring system overall, considering over the course of the three SH games the system has not changed much overall in idea or execution. The Gambit system IS a change, whereas the Ring system hasn't changed. It's a new idea that has been dragged out into 3 games.

    There is hardly a similarity.

    Zephyr_Fate on
  • BlackjackBlackjack Registered User regular
    edited March 2007
    There's far more ragging on the Gambit system than the Ring system overall

    That might have something to do with the fact that one series has a player base that is huge, while the other one...doesn't.

    Honestly, the Ring System is just as repetitive as any other turn based battle system. The only difference is how many times I have to push X.

    And this is from someone that likes both the Shadow Hearts series and the battle system.

    Blackjack on
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  • HoukHouk Nipples The EchidnaRegistered User regular
    edited March 2007
    There is hardly a similarity.
    No, no, he's right. The comparison is quite apt, actually.

    Houk on
  • Zephyr_FateZephyr_Fate Registered User regular
    edited March 2007
    Houk wrote: »
    There is hardly a similarity.
    No, no, he's right. The comparison is quite apt, actually.

    Explain to me where the Ring system dramatically changed in the Shadow Hearts series and people complained about it.

    If anything, the gameplay improved over the course of the series.

    There hasn't been a backlash the size of FFXII's boring battle system in the Shadow Hearts fanbase(unless you're talking about story, and that's a different matter).

    Zephyr_Fate on
  • wateyadwateyad Registered User regular
    edited March 2007
    Blackjack wrote: »
    Arde wrote: »
    I actually broke down of playing Shadow Hearts: Covenant because I was so bored with having to do the rings everytime in battle although the random battles were as easy as pie.

    I never did the auto-ring because I'm not sure when I'll have to face a threat in the game and the only way to disable auto-ring is outside battles.

    Most people love the Ring system, though. :/ You're one of the few people who actually disliked it.

    Who wants to play Spot the Irony?
    Zetetic: The problem with going in and manually doing it yourself every battle is that the ATB bar has to load every single attack so when you want a character to do something you still have to wait, no matter what you do.

    Exactly like Final Fantasies 4, 5, 6, 7, 8, 9, and 10-2 before it.

    I think Zephyr_Fate is talking about the wait between entering a command and it being executed which, for the most part, didn't exist in the old games.

    wateyad on
  • jothkijothki Registered User regular
    edited March 2007
    wateyad wrote: »
    Blackjack wrote: »
    Arde wrote: »
    I actually broke down of playing Shadow Hearts: Covenant because I was so bored with having to do the rings everytime in battle although the random battles were as easy as pie.

    I never did the auto-ring because I'm not sure when I'll have to face a threat in the game and the only way to disable auto-ring is outside battles.

    Most people love the Ring system, though. :/ You're one of the few people who actually disliked it.

    Who wants to play Spot the Irony?
    Zetetic: The problem with going in and manually doing it yourself every battle is that the ATB bar has to load every single attack so when you want a character to do something you still have to wait, no matter what you do.

    Exactly like Final Fantasies 4, 5, 6, 7, 8, 9, and 10-2 before it.

    I think Zephyr_Fate is talking about the wait between entering a command and it being executed which, for the most part, didn't exist in the old games.

    Some of the abilities in X-2 worked like that. I liked that system better, since you had more of a choice about the timing of your attacks.

    jothki on
  • LockeColeLockeCole Registered User regular
    edited March 2007
    jothki wrote: »
    wateyad wrote: »
    Blackjack wrote: »
    Arde wrote: »
    I actually broke down of playing Shadow Hearts: Covenant because I was so bored with having to do the rings everytime in battle although the random battles were as easy as pie.

    I never did the auto-ring because I'm not sure when I'll have to face a threat in the game and the only way to disable auto-ring is outside battles.

    Most people love the Ring system, though. :/ You're one of the few people who actually disliked it.

    Who wants to play Spot the Irony?
    Zetetic: The problem with going in and manually doing it yourself every battle is that the ATB bar has to load every single attack so when you want a character to do something you still have to wait, no matter what you do.

    Exactly like Final Fantasies 4, 5, 6, 7, 8, 9, and 10-2 before it.

    I think Zephyr_Fate is talking about the wait between entering a command and it being executed which, for the most part, didn't exist in the old games.

    Some of the abilities in X-2 worked like that. I liked that system better, since you had more of a choice about the timing of your attacks.

    Actually FFIV worked this way too, it just didnt tell you the wait time. More powerful spells took longer to cast.

    LockeCole on
  • ArdeArde Registered User regular
    edited March 2007
    Regarding complaining about the ring: I've never played the original Shadow Hearts and I wasn't really complaining about the ring concept rather than the fact that for the many easy random battles I still have to do it over and over again, plus the lack of strategy in many of the battles.

    FF12's gambits actually helped in fighting boss battles since your allies will try to heal by themselves instead of you having to babysit them everytime.

    Arde on
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  • SkyGheNeSkyGheNe Registered User regular
    edited March 2007
    The gambit system felt like a turn based system where you could run around.

    It really didn't feel different from turn based (at least for me).

    SkyGheNe on
  • HoukHouk Nipples The EchidnaRegistered User regular
    edited March 2007
    Houk wrote: »
    There is hardly a similarity.
    No, no, he's right. The comparison is quite apt, actually.

    Explain to me where the Ring system dramatically changed in the Shadow Hearts series and people complained about it.
    I don't have to. Because that's not what his problem with the ring system was. He said he didn't enjoy the ring system, he thought it was boring, but when you took it away you lost control of your characters. In response, and in the same breath even, you say 'Honestly, is it so hard to understand that people just simply dislike the Gambit system? I guess it is. I can't understand why this fellow dislikes the Ring system, the best RPG mechanic ever.'

    If you don't see the irony and the parallel through your own statements, nothing we say will bring you into the light.

    Houk on
  • RustRust __BANNED USERS regular
    edited March 2007
    Oh God, I've been waiting for someone to finally turn this thing around to comparisons with Zephyr's cardinal series.

    You know how I got around the ATB in FFXII? Faster weapons. And Berserk. And Haste, then Hastega. And I set up Gambits to keep those spells cast, at all times! Thank you, Gambit system; I love you.

    It seems that FFXII's battle system was labeled as "active" mainly because you don't enter a wholly separate screen and playstyle for combat; in previous FF's battle and exploration were wholly different, whereas in XII, they're merged. The Gambit system is merely a way of coping with that merge, so that you don't have to individually enter commands every time you stumble across an enemy on the field. And why do you stumble across enemies on the field? Possibly because random battles bite.

    And why not a full-time active battle system, like KHII or (more apt, considering the MMO-ish fields), .hack//G.U.? If I had to guess, I'd say that Squenix wanted to straddle the fence and combine older elements from the series with the new. And it did work. A simple combination of Gambits can flatten most random encounters, just like a single series of attacks, a good knock of Bolt3-All or a few turns with any one of Yuri's demon transformations could paste random encounters in other games. It's when you get to the harder bosses when you have to change up your strategy, just like with all games, and FFXII makes sure to throw the occasional curveball strategy-wise as well. The Death Esper can get bent.

    It's pretty clear that you dislike the Gambit system, Zephyr, but you're still catching flak because you're delivering incredibly shortsighted and, let's admit it, dumb defenses for that dislike. The elements of combat you're ragging on have been standard issue for all RPG's; FFXII just lifted some of the tedium that those standards tend to bring about.

    Rust on
  • wateyadwateyad Registered User regular
    edited March 2007
    jothki wrote: »
    wateyad wrote: »
    Blackjack wrote: »
    Arde wrote: »
    I actually broke down of playing Shadow Hearts: Covenant because I was so bored with having to do the rings everytime in battle although the random battles were as easy as pie.

    I never did the auto-ring because I'm not sure when I'll have to face a threat in the game and the only way to disable auto-ring is outside battles.

    Most people love the Ring system, though. :/ You're one of the few people who actually disliked it.

    Who wants to play Spot the Irony?
    Zetetic: The problem with going in and manually doing it yourself every battle is that the ATB bar has to load every single attack so when you want a character to do something you still have to wait, no matter what you do.

    Exactly like Final Fantasies 4, 5, 6, 7, 8, 9, and 10-2 before it.

    I think Zephyr_Fate is talking about the wait between entering a command and it being executed which, for the most part, didn't exist in the old games.

    Some of the abilities in X-2 worked like that. I liked that system better, since you had more of a choice about the timing of your attacks.

    Apart from waiting for turns to become available you have perfect choice over when characters perform actons in every version of ATB I've ever seen, it's entirely possible to leave your healer character's turn ready untill you need it or whatever. It just happens that Chrono Trigger was the only game with a UI that actualy handled this sort of thing well. Why oh why did the PlayStation FFs not adopt the character's menus next to each other approach rather than sticking with the clunky and badly signposted face button to cycle?

    wateyad on
  • RenzoRenzo Registered User regular
    edited March 2007
    I don't have an issue with people disliking something that I like. Far from it. Please, form your own opinions about things.

    The problem is when people have shitty reasons for liking or disliking stuff.

    That's the issue, Zephyr. It's not that you dislike the Gambit system, it's that you have really awful reasons for it.

    Renzo on
  • EarthenEarthen Registered User regular
    edited March 2007
    5+ pages of pure bitching about the Gambit system... when to me that wasn't the biggest problem in the game. Not even close.

    The biggest problem with the gambit system was that all the available gambits weren't in the store from the moment you got the system (or that they had to be bought at all). Other than that I think it did its job perfectly. There was no boss fight in the game I wasn't constantly telling someone to take some kind of action. I was definitly in the driver's seat, the auto-attacks and simple gambits were the engine I was driving. The fact I didn't have to mess with the trash much made the game better, not worse, in my opinion.

    The biggest problem was in the game's engine. The magic spells at the end had long animations and stopped other spells from resolving (probably due to graphics concerns for the aging PS2), but auto attacks from my characters and the mobs (especially bosses) continued. This prevented me from be able to heal when I should have been able to, and unable to save my characters from a boss's strong physical attacks because Flare or Holy wasn't done yet (even if the boss casted it). I actually abused it myself vs the final boss, delaying one of his super moves from resolving while I had a Flare going and I got more big hits from Basch in. If all attacks and bars and movement stopped when these long animations happened, that would have been ok, because then those spells would have purpose in the relative time.

    Another problem I had, and partially due to the above, is that auto-attack was the best move in the game. Ardor, Flare, Scathe, summons, all crap. Because I could attack for far more in the time it would take these things to do their jobs. Doing a quickening chain that didn't kill the boss was a death sentence, because you now had 0 mp. By the end of the game, doing one was only a last ditch effort to pull out a win on a mob that went into high defense mode (a trick that was played a bit too often). This wasn't at lvl 99 either... best I got was mid 60's average. After I beat the boss I didn't play it again (though I enjoyed the ending and the final encounters).

    Summons were beyond weak, and only the first one you get had any use, which ended early in the game. Losing 2 party members and spending Mist charges for their uncontrollable and defenseless nature, in the hopes of doing their super attack which is weaker than most spells, is not useful. In no way did summons scale to the end, or even to the middle.

    The game was fun in many ways. I enjoyed the battle system overall (even with the spell animation resolution issue). The bosses were cool, cutscenes were good, no characters were annoying (though a few had little purpose). Finding a new store with upgrades or spell or piece of equipment was fun and rewarding. Killing the hunts was fun (and more difficult than the bosses usually), and the rewards were often worth it. The bazaar system was interesting, but too opaque. There were tons of sidequests and other things to do besides the main quest. Its not the worst game in the series, but not one of the best either. The long grind of it (if you tried to keep all 6 characters up), the problems with the engine, and just the MMO feeling of it will keep me from replaying it, but I did enjoy my time within it.

    Earthen on
  • RustRust __BANNED USERS regular
    edited March 2007
    Yeah, by the time you've gotten a few high-end weapons and Hastega, attacking is your best option. Black Magic was nerfed from the start (though Scathe's beam of death was still a boon for Balthier, my practicing mage), and Summons were deep-fried crap. I originally thought that Quickenings had broken the game until I started running up against bosses that shrugged off 16-Mist comboes and then gleefully wrecked my defenseless party.

    Biggest headache for me were the items. Randomly generating chest content was a dumb, nay, insane idea, especially when applied to the secret rewarding hey-you-just-knocked-out-a-Demon-Wall-take-this chests. 10 Gil? Bah. Holy Mote? Shit. DEATHBRINGER? Glee!

    Rust on
  • RenzoRenzo Registered User regular
    edited March 2007
    Rust wrote: »
    Yeah, by the time you've gotten a few high-end weapons and Hastega, attacking is your best option. Black Magic was nerfed from the start (though Scathe's beam of death was still a boon for Balthier, my practicing mage), and Summons were deep-fried crap. I originally thought that Quickenings had broken the game until I started running up against bosses that shrugged off 16-Mist comboes and then gleefully wrecked my defenseless party.

    Biggest headache for me were the items. Randomly generating chest content was a dumb, nay, insane idea, especially when applied to the secret rewarding hey-you-just-knocked-out-a-Demon-Wall-take-this chests. 10 Gil? Bah. Holy Mote? Shit. DEATHBRINGER? Glee!

    Yeah. You could go through the game with a team of paladins too and still have very little trouble.

    Renzo on
  • CabbaCabba Registered User new member
    edited March 2007
    Its so sad to see another bad release like this, after X-2 i thought they would have learnt their lesson. I have got into FFXII enough to be greatly disappointed with it with nearly every aspect of the game; licences, gambits, story, gameplay and randomized chests. Some of the characters were ok and had some "flair" about them but overall i just dont think i can play it anymore.

    I was going to rush out and buy a PS3 just to get FFXIII but now after the foul taste i have had from the last 2 releases ive bought and from what ive heard about the MMO version i think im going to hold off and bide my time.

    Cabba on
    Lying is the most fun a girl can have without taking her clothes off.
  • kingmanickingmanic Registered User regular
    edited March 2007
    Cabba wrote: »
    Its so sad to see another bad release like this, after X-2 i thought they would have learnt their lesson. I have got into FFXII enough to be greatly disappointed with it with nearly every aspect of the game; licences, gambits, story, gameplay and randomized chests. Some of the characters were ok and had some "flair" about them but overall i just dont think i can play it anymore.

    I was going to rush out and buy a PS3 just to get FFXIII but now after the foul taste i have had from the last 2 releases ive bought and from what ive heard about the MMO version i think im going to hold off and bide my time.

    I had the opposite reaction. I got it out of habit. Expecting it to be much like FFX. Somewhat fun in small doses with major design flaws (Those temple puzzles suck) and annoying characters. I was pleasantly surprised by a fairly deep and fun game. All the annoying EMOness had been excised almost and it let me munchkin much earlier. I prefer the new battle system over the old one and although the random chests make my munchkin life a bit harder it still beats getting 99 dark matters or racing those down syndrome chocobos in FFX.

    kingmanic on
  • kingmanickingmanic Registered User regular
    edited March 2007
    Rust wrote: »
    Yeah, by the time you've gotten a few high-end weapons and Hastega, attacking is your best option. Black Magic was nerfed from the start (though Scathe's beam of death was still a boon for Balthier, my practicing mage), and Summons were deep-fried crap. I originally thought that Quickenings had broken the game until I started running up against bosses that shrugged off 16-Mist comboes and then gleefully wrecked my defenseless party.

    Biggest headache for me were the items. Randomly generating chest content was a dumb, nay, insane idea, especially when applied to the secret rewarding hey-you-just-knocked-out-a-Demon-Wall-take-this chests. 10 Gil? Bah. Holy Mote? Shit. DEATHBRINGER? Glee!

    On the plus side, with about 30 min worth of reloads you can get yourself 8 deathbringers.

    kingmanic on
  • kingmanickingmanic Registered User regular
    edited March 2007
    Earthen wrote: »
    The biggest problem was in the game's engine. The magic spells at the end had long animations and stopped other spells from resolving (probably due to graphics concerns for the aging PS2), but auto attacks from my characters and the mobs (especially bosses) continued. This prevented me from be able to heal when I should have been able to, and unable to save my characters from a boss's strong physical attacks because Flare or Holy wasn't done yet (even if the boss casted it). I actually abused it myself vs the final boss, delaying one of his super moves from resolving while I had a Flare going and I got more big hits from Basch in. If all attacks and bars and movement stopped when these long animations happened, that would have been ok, because then those spells would have purpose in the relative time.

    In what Final Fantasy is Magic usefull in the end? I can only remember VI still having magic usefull in the end. VII had KOR, but black magic was useless by the end. VIII discouraged you from ever casting anything but aura, magic was useless in IX about half way through, and similiarly X crippled magic about the same time. In XII the optimal set up is 1 guy heals and buffs 1 guy decoys and tanks and 1 guy goes nuts with a high combo weapon and high STR and a good weapon. Late games spells might be a nice opener or for air Bosses but otherwise stick to high combo weapons.

    kingmanic on
  • khainkhain Registered User regular
    edited March 2007
    kingmanic wrote: »
    Earthen wrote: »
    The biggest problem was in the game's engine. The magic spells at the end had long animations and stopped other spells from resolving (probably due to graphics concerns for the aging PS2), but auto attacks from my characters and the mobs (especially bosses) continued. This prevented me from be able to heal when I should have been able to, and unable to save my characters from a boss's strong physical attacks because Flare or Holy wasn't done yet (even if the boss casted it). I actually abused it myself vs the final boss, delaying one of his super moves from resolving while I had a Flare going and I got more big hits from Basch in. If all attacks and bars and movement stopped when these long animations happened, that would have been ok, because then those spells would have purpose in the relative time.

    In what Final Fantasy is Magic usefull in the end? I can only remember VI still having magic usefull in the end. VII had KOR, but black magic was useless by the end. VIII discouraged you from ever casting anything but aura, magic was useless in IX about half way through, and similiarly X crippled magic about the same time. In XII the optimal set up is 1 guy heals and buffs 1 guy decoys and tanks and 1 guy goes nuts with a high combo weapon and high STR and a good weapon. Late games spells might be a nice opener or for air Bosses but otherwise stick to high combo weapons.

    In VII Ultima was good at the end, well if you couldn't use KoR it was. Magic was actually good in VII the only problem being that if you had it equipped you slightly weakened yourself each time you used it. IX I don't really remeber using magic, but in X it was decent. I don't think however that FFXII's problem is thta magic sucks, its that magic, summons and, quickenings(essentially limits) all suck. The game eventually boils down to auto attack + buffs and heals.

    I don't really understand Cabba, the only real difference between XII and X is the gambit system and of course the story line. I do have to say that random chests suck, walking in and out of a room trying to get the right item is not my idea of fun.

    khain on
  • bsjezzbsjezz Registered User regular
    edited March 2007
    kingmanic wrote: »
    Earthen wrote: »
    The biggest problem was in the game's engine. The magic spells at the end had long animations and stopped other spells from resolving (probably due to graphics concerns for the aging PS2), but auto attacks from my characters and the mobs (especially bosses) continued. This prevented me from be able to heal when I should have been able to, and unable to save my characters from a boss's strong physical attacks because Flare or Holy wasn't done yet (even if the boss casted it). I actually abused it myself vs the final boss, delaying one of his super moves from resolving while I had a Flare going and I got more big hits from Basch in. If all attacks and bars and movement stopped when these long animations happened, that would have been ok, because then those spells would have purpose in the relative time.

    In what Final Fantasy is Magic usefull in the end? I can only remember VI still having magic usefull in the end. VII had KOR, but black magic was useless by the end. VIII discouraged you from ever casting anything but aura, magic was useless in IX about half way through, and similiarly X crippled magic about the same time. In XII the optimal set up is 1 guy heals and buffs 1 guy decoys and tanks and 1 guy goes nuts with a high combo weapon and high STR and a good weapon. Late games spells might be a nice opener or for air Bosses but otherwise stick to high combo weapons.

    That's not really the issue, though - there's actually a bug in the game that means no two high-end spells can resolve at once. It means your mage (if you decided to have one) would sit there waiting while the enemy's Thundaga slowly hits one, two, three targets, even after your time meter has filled up. It's really frustrating when you want to charge in with a couple of spellcasters and hit an enemy with Darkga twice at once but by the time the second guy's casting the enemy's already killed you (or dead from melee hits).

    I definitely agree that the engine has pretty big flaws.

    bsjezz on
    sC4Q4nq.jpg
  • Unco-ordinatedUnco-ordinated NZRegistered User regular
    edited March 2007
    Cabba wrote: »
    Its so sad to see another bad release like this, after X-2 i thought they would have learnt their lesson. I have got into FFXII enough to be greatly disappointed with it with nearly every aspect of the game; licences, gambits, story, gameplay and randomized chests. Some of the characters were ok and had some "flair" about them but overall i just dont think i can play it anymore.

    I was going to rush out and buy a PS3 just to get FFXIII but now after the foul taste i have had from the last 2 releases ive bought and from what ive heard about the MMO version i think im going to hold off and bide my time.
    You realise that FFXIII isn't made by the same team as FFXII, right? That it's made by the FFVIII/FFX/FFX-2 team, right? If you didn't like FFX-2 and FFXII but liked FFX, I'd say you should still look forward to FFXIII.

    Also, I'd like to add that IMO elitists are the worst thing about the Final Fantasy series. There are far too many "omg FFX sucks! FFVI rulz!", "omg FFXII sucks! FFVII rulz!", etc. Sure every Final Fantasy has its flaws (FFVII's translation, FFVIII's end boss, FFIX's slow pacing, FFX's voice acting, FFX-2's lack of story and FFXII's story) but I really don't try to focus on them and try to focus on the unique things each game brings to the series. For instance, I loved FFX's ending and FFX-2's battle system (which makes me happy that FFXIII's battle system will be similar).

    Unco-ordinated on
    Steam ID - LiquidSolid170 | PSN ID - LiquidSolid
  • bsjezzbsjezz Registered User regular
    edited March 2007
    FFX's voice acting

    Are you kidding me? John DiMaggio!

    bsjezz on
    sC4Q4nq.jpg
  • Unco-ordinatedUnco-ordinated NZRegistered User regular
    edited March 2007
    bsjezz wrote: »
    FFX's voice acting

    Are you kidding me? John DiMaggio!
    I'm specifically talking about Tidus (James Arnold Taylor) and Yuna (Hedy Burress). But Wakka was pretty annoying too. Auron (Matt McKenzie) was freaking awesome though.

    Unco-ordinated on
    Steam ID - LiquidSolid170 | PSN ID - LiquidSolid
  • SkyGheNeSkyGheNe Registered User regular
    edited March 2007
    bsjezz wrote: »
    FFX's voice acting

    Are you kidding me? John DiMaggio!
    I'm specifically talking about Tidus (James Arnold Taylor) and Yuna (Hedy Burress). But Wakka was pretty annoying too. Auron (Matt McKenzie) was freaking awesome though.



    FFX's ending dissapointed.

    HIGH FIVE!

    SkyGheNe on
  • BruanBruan Registered User regular
    edited March 2007
    I just got this game. it looks SO good on normal tvs. haha
    Man, I have no idea what I'm doing with the liscence board.
    is it a bad idea to grind low level mobs for LP?

    Bruan on
    Playstation: Anthai (Destiny)
    WiiU: jooncole (Monster Hunter 3 Ultimate)
    3DS: 2122-5983-8919
  • jothkijothki Registered User regular
    edited March 2007
    Bruan wrote: »
    I just got this game. it looks SO good on normal tvs. haha
    Man, I have no idea what I'm doing with the liscence board.
    is it a bad idea to grind low level mobs for LP?

    Not at all, unless you have some objection to having your characters all wind up being completely identical at the end.

    jothki on
  • El VientoEl Viento Registered User regular
    edited March 2007
    jothki wrote: »
    Bruan wrote: »
    I just got this game. it looks SO good on normal tvs. haha
    Man, I have no idea what I'm doing with the liscence board.
    is it a bad idea to grind low level mobs for LP?

    Not at all, unless you have some objection to having your characters all wind up being completely identical at the end.

    6 tanks. It's the only way to play. I never bother with magic - to the extent that I very nearly didn't finish FFVIII. I..... I... didn't get junctioning. I played the entire game without junctioning anything.

    El Viento on
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  • PataPata Registered User regular
    edited March 2007
    El Viento wrote: »
    6 tanks. It's the only way to play. I never bother with magic - to the extent that I very nearly didn't finish FFVIII. I..... I... didn't get junctioning. I played the entire game without junctioning anything.

    How.... how is that possible.

    Pata on
    SRWWSig.pngEpisode 5: Mecha-World, Mecha-nisim, Mecha-beasts
  • El VientoEl Viento Registered User regular
    edited March 2007
    Pata wrote: »
    El Viento wrote: »
    6 tanks. It's the only way to play. I never bother with magic - to the extent that I very nearly didn't finish FFVIII. I..... I... didn't get junctioning. I played the entire game without junctioning anything.

    How.... how is that possible.

    It almost isn't. The final fight with Edea took me 3 and a half hours. I only managed to win it because I bought 99 Elixirs and used almost all of them. Finished with only Squall left standing.

    El Viento on
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  • PataPata Registered User regular
    edited March 2007
    I think I'll stick with my love of magic users in RPGs.

    Pata on
    SRWWSig.pngEpisode 5: Mecha-World, Mecha-nisim, Mecha-beasts
  • El VientoEl Viento Registered User regular
    edited March 2007
    Pata wrote: »
    I think I'll stick with my love of magic users in RPGs.

    I blame my hate of that game entirely on my assumption it'd work identically to every other RPG I'd played up to that point and I spent hours levelling up right at the beginning. Big mistake.

    Oh, and the whole 'I can't believe we knew each other all along but just forgot!' plot.

    And Squall.

    Still, FFXII, superb game. Although I almost stopped playing it at one point.
    Collecting chops in Arcades. Bastards.

    In fact, I'm levelling my party in the deadlands as we speak.

    El Viento on
    vf5bannerok6.jpg
  • BruanBruan Registered User regular
    edited March 2007
    I'm crazy about this game so far; it captures that MMO feeling that I like, but I don't have to put up with any KSers, or people asking for SoWs all the time.

    So... picking builds and stuff?
    It seems that daggers have a HUGE advantage over swords at this point (just got out of nalbina), same damage but faster speed.

    and what's the big deal about guns?

    finally: is there an armor/weapon set that each character excels with? like Vaan with daggers/light armor, etc?

    Bruan on
    Playstation: Anthai (Destiny)
    WiiU: jooncole (Monster Hunter 3 Ultimate)
    3DS: 2122-5983-8919
  • PataPata Registered User regular
    edited March 2007
    Guns pierce defense. They do damage based solely off the strength of the weapon and ammo.

    They're also slow as heck.

    Balthier (my gun user) always has Haste on him. Always.

    Pata on
    SRWWSig.pngEpisode 5: Mecha-World, Mecha-nisim, Mecha-beasts
  • Duchess ProzacDuchess Prozac Registered User regular
    edited March 2007
    Pata wrote: »
    Guns pierce defense. They do damage based solely off the strength of the weapon and ammo.

    They're also slow as heck.

    Balthier (my gun user) always has Haste on him. Always.

    Does that mean that Battle Lore is useless for gun wielding characters?

    Duchess Prozac on
  • PataPata Registered User regular
    edited March 2007
    Pata wrote: »
    Guns pierce defense. They do damage based solely off the strength of the weapon and ammo.

    They're also slow as heck.

    Balthier (my gun user) always has Haste on him. Always.

    Does that mean that Battle Lore is useless for gun wielding characters?

    No.

    Increased damage is increased damage.

    Pata on
    SRWWSig.pngEpisode 5: Mecha-World, Mecha-nisim, Mecha-beasts
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