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They're still may-koing the [Final Fantasy] Seven Remake. New trailer and demos.
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Yep, I played the game on launch day and the first week.
Final Fantasy is my favorite game franchise of all time, and I burned a whole week of PTO at work to stay at home and play XV. I was super hyped for it. And I loved everything leading up to it. I enjoyed both demos. I enjoyed the Kingsglaive movie. I enjoyed the Brotherhood animated shorts. I wanted to like the game.
But the game they delivered on launch day was incomplete and pretty bad. I stuck with it and finished it. But by the end it was basically hate-finishing it. I beat it and got the plat out of spite, not because I enjoyed it.
And I have not gone back to replay it with all the DLC and patches.
I love 12, especially the complete Zodiac HD version, but I can see plenty of reasons it wouldn't sit well with a player. What was it about 12 that bounced you off? We can maybe help to see if the new version would grab you or if it's hopeless.
14 i'm pretty sure just gives away the old expansions now. I'm like 99% certain if you buy Shadowbringers and add it to your existing account, you should have access to all of the content to get caught up. You will still have to play all of that content, unless you pay for a story skip in the online store. But the story is well worth playing. Heavensward is/was my favorite Final Fantasy story of all time. Shadowbringers is super good, every bit as good as Heavensward. Probably better written. I still prefer Heavensward because it's an expansion about dragons, which as a personal preference I like more than the subject matter of Shadowbringers. But there's no denying that Shadowbringers is probably the best MMO expansion pack ever made. And it's definitely a close contender for favorite Final Fantasy story.
Not sure when you tried 14, but getting groups was actually quite easy when I played a couple years ago, even as DPS. Can't really say much about any of the rest, though, but just in case that helps
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Would you like to see a technical breakdown of FFXII on Switch and Xbox One? Too bad, you're seeing it anyway.
Joking aside, it's an old enough game that the technical differences between platforms...is fairly subtle (an option for a 60 FPS framerate aside, anyway, but that could be kind of an odd experience).
XII is grindy, but Zodiac has a fast speed feature that makes it so much better.
DPS queues for regular dungeons run about 15m in my experience. Which I usually spend on crafting or just browsing the forums here or...
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Man... This game aged uh, a lot. Barret tells you to not be a girl if you say you can't hold on to the exploded railing. Like cool, thanks, reasonable thing to say in the situation.
Also all the status effects enemies can cast are kinda wearisome. I try getting creative with the Gambits, but if I'm actually clearing out the ailments and staying alive, I'm running low on MP. :I
FFVII has held up about as well as two decade old lasagna from that Italian restaurant across town that keeps getting shut down and reopening under a different name every couple of months
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I seem to recall that specific dungeon being pretty rough in that department and also being regularly low on MP. That's one of the few places where I recall running in circles regularly to recover MP between battles. That gets better as your MP tends to skyrocket (and you get more ways to restore it).
Plot point,
Strange in this day and age to get considerable tidbits from a good ol' fashioned screenshot batch plus writeup. Outstanding on the mechanical side of things is character building with a mishmash of elements from FFIX and X: abilities tied to equipment (or at least weapons) and a more straightforward take on the Sphere Grid adjunct to said weapons. You learn abilities tied to each combat implement, and once mastered will keep that ability for later invocation, even after you replace its host. As for the Sphere Grid, it's a pretty straight take, from appearances. Get skill points and spend them on various buffs and attributes from a special menu. With a twist of FFVII flavor, one such attribute is the ability to augment your materia slots. Pretty interesting, and I wonder how this will affect viability of older weapons even in lategame.
Whhyyyyyyy
Also they announced that they're already working on Part 2.
I'd think that having some of the early ground work already done, since they're working off, in a sense, an existing game and feel that the game has, opens them up to try more things to play with it.
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I didn't really like the equipment-based system of IX because it encouraged grinding (so you don't carry weak weapons into stronger areas) and made it easy to miss out on important skills if you happened to skip a shop or chest. I feel like that was more of an execution issue than anything else, so I guess we'll see how VII-R.1 handles it. This could easily fall into Guide Dang It territory. On the other hand I'm going to guess there's a lot less equipment than in a game like IX, especially since you basically level these up. That's actually a really good way to drag out equipment drops so that we're not needing original late-game gear while still in Midgar (and then just repeating it or whatever in the next installment). It would also suggest they shouldn't be easily missed / no permanent missing. And Materia probably still has most of the actual important stuff anyway (which also can be a missable problem).
Another interesting thing mentioned in that blog article - Nomura has been planning out the Remake since the Final Fantasy VII Compilation, and it was supposed to be the final title of that run. Was this already general knowledge? Because that's a long time to be ruminating on what to do with this game. No wonder it seems to be absolutely dripping with ideas.
Yea but they used to have all these interesting systems for every new game. The last few were just a bit more shallow in those areas and now for this one they are finally doing cool stuff again.
Just makes me sad.
Also I like changing equipment I don't like using the same model weapon all game. Heck games where getting new weapons doesn't change the model is a HUGE downside for me. One of the big issues I have with the Trails series. Never feels cool to get a new sword because it's always the same sword.
If that is in response to me, yea I know that. I was still responding to the idea that weapons don't get progressively better. I don't personally like that. I like progression with branches when it comes to weapons.
The other part was just an example of how much I dislike the idea of not changing weapons.
It's possible they've gotten good pre-order numbers already.
I absolutely find it reassuring that they're already on to part two, because the Squareenix of recent years has done fuckall to convince me they won't ditch the FF7 remake the millisecond it looks like it might be anything less than an ultra-mega-hit.
But yeah, presumably now that the systems are in place, work will proceed faster, because hopefully they will be consistent between games.
"One artist started sketching Wutai in their spare time, and we were like 'sure, ok'"
But isn't that going to be in part 17?
But, it's almost certain that part 2 is at least in pre-production. They could even already be working on the art assets and engine version porting (because next gen), as little of that is likely needed at this point in part 1's development.
So. A little optimism, a little cynicism.
Late, but I wouldn't count on it. If part 1 is all Midgar and part 2 is outside of it, there's going to be an absolute shitton of new art assets to create. There's also all the various new things to put in there like new plot, minigames, etc.
Having the basic engine and combat done will help, but this could still take a loooooong time to finish.
*ff7 story spoils
If actual production has started on part 2 then fantastic, but I'm not counting on it yet.
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