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16-Bit Sprite Based RPG Cutscenes: How They Hurt

JohnnyFirebirdJohnnyFirebird Registered User regular
edited June 2007 in Games and Technology
Now that we're riding high on a wave of nostalgia-based re-releases, it's pretty easy to see the evolution of storylines, writing, and character progression. It's nice to have a look back at these games and see the ways that games still have similar levels of complexity (like combat systems and storylines) and ways that they've deepened and improved.

But one thing I've noticed in going back and playing old-style roleplaying games: sprite-based cutscenes are pretty hard to watch.

In going back and replaying an older, sprite based Japanese roleplaying game, I realized I was going to be spending a lot of time watching characters bounce around the screen, nod, make goofy expressions, and otherwise emote in their 16-bit manner. I'm not sure I have the patience for this.

In this particular nameless game, every line or two of dialogue is accompanied by head shaking, head nodding, or word balloons of pained expressions. There is no way to speed this up. A simple conversation consisting of "Do you want to accompany me to Town X?" "Yes, we do." "It'll be a great adventure!" takes a good 30 seconds to a minute, due to all this sprite acting.

I also notice that there's not too much in the way of distracting sprite acting in American games. They tend to avoid it by describing what happens in text windows, rather than showing their small sprites acting it out.

Games like Phantasy Star IV, where such dialogues were laid out in comic-book style panels, are also much easier to go through. Plus you can just skip them by tapping the button.

How do you guys and gals feel about this? Do you mind watching sprite theatre during your roleplaying games? I remember being vaguely amused by it in 1991, but going back now, it's pretty tiring. Do you remember being moved, amused, and entertained by these sprite-based cutscenes in the past? Or did you always find them a little tedious?

JohnnyFirebird on
«1

Posts

  • AroducAroduc regular
    edited June 2007
    Yeah, sprites and animation suck. They should be outlawed. What the shit are people thinking using them?
    I will burn your fucking house down, slay your family and feast on your dog.

    I'm pretty sure this is more a case of you already knowing the story, what's going to happen, etc etc and wanting to play the game instead of get to know the characters. You already know the characters and you don't give a shit.

    And if you want to get to one of the cardinal rules of usability... "Don't tell, show." Game writers fucking suck. There are some exceptions (Hi Houk!), but for the most part, and this goes triple for localized stuff, and quintuple for anything from more than a generation ago (I got a good feeling!) they're paid for their ability to translate, not write. You get your choice of 2 lines of clumsy poorly written text saying "and Edgar was embarrassed by Terra's insult to his manhood" or you can somehow suffer through 1.5 seconds of him sweatdropping. Which is more emotive again?

    Aroduc on
  • BlackjackBlackjack Registered User regular
    edited June 2007
    Is this any different than the current trend of wild, emphatic gesturing?

    Blackjack on
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  • AroducAroduc regular
    edited June 2007
    Blackjack wrote: »
    Is this any different than the current trend of wild, emphatic gesturing?

    stanvq7.gif

    Aroduc on
  • TheSonicRetardTheSonicRetard Registered User regular
    edited June 2007
    The Turbo Duo and Sega CD had tons of sprite based cutscenes, and holy fuck were they awesome. I love them way more than FMV:

    Ys IV

    Ys I and II

    LUNAR: The Silver Star

    Snatcher

    Ecco the Dolphin

    Dragonball Z: The Legend of Great Son Goku

    DBZ 1

    DBZ 2

    DBZ 3

    DBZ 4

    Lords of Thunder

    Note that these aren't FMV. They're big-ass sprites being moved against static backgrounds. The Turbo Duo and Sega CD never switch rendering modes when these player. They're honest to god sprite cut scenes.

    TheSonicRetard on
  • JohnnyFirebirdJohnnyFirebird Registered User regular
    edited June 2007
    Aroduc wrote: »
    Yeah, sprites and animation suck. They should be outlawed. What the shit are people thinking using them?
    I will burn your fucking house down, slay your family and feast on your dog.

    I'm pretty sure this is more a case of you already knowing the story, what's going to happen, etc etc and wanting to play the game instead of get to know the characters. You already know the characters and you don't give a shit.

    And if you want to get to one of the cardinal rules of usability... "Don't tell, show." Game writers fucking suck. There are some exceptions (Hi Houk!), but for the most part, and this goes triple for localized stuff, and quintuple for anything from more than a generation ago (I got a good feeling!) they're paid for their ability to translate, not write. You get your choice of 2 lines of clumsy poorly written text saying "and Edgar was embarrassed by Terra's insult to his manhood" or you can somehow suffer through 1.5 seconds of him sweatdropping. Which is more emotive again?
    I agree that they were a product of their times. But how do you feel going back now and playing older games? Do you get frustrated with them? Or are you cool with it?

    I can see the appreciation of using sprites as a form of animation. There is a style to it all their own, and it's an interesting way to display a story within the system limitations of the time, what with the constraints of graphics, memory, and text capacity.

    So do you need to bring this sort of knowledge back when you play older games?

    My dog is nice. Please don't hurt him. He's slightly retarded though.

    JohnnyFirebird on
  • AroducAroduc regular
    edited June 2007
    I agree that they were a product of their times. But how do you feel going back now and playing older games? Do you get frustrated with them? Or are you cool with it?

    I can see the appreciation of using sprites as a form of animation. There is a style to it all their own, and it's an interesting way to display a story within the system limitations of the time, what with the constraints of graphics, memory, and text capacity.

    So do you need to bring this sort of knowledge back when you play older games?

    My dog is nice. Please don't hurt him. He's slightly retarded though.

    Why bother with old games? Looks at stuff like Pokemon which does the same thing still, or the N-1 games. Or Riviera. They're still handling it just fine.

    Aroduc on
  • JohnnyFirebirdJohnnyFirebird Registered User regular
    edited June 2007
    The Turbo Duo and Sega CD had tons of sprite based cutscenes, and holy fuck were they awesome. I love them way more than FMV:

    Ys IV

    Ys I and II

    LUNAR: The Silver Star

    Snatcher

    Ecco the Dolphin

    Dragonball Z: The Legend of Great Son Goku

    DBZ 1

    DBZ 2

    DBZ 3

    DBZ 4

    Lords of Thunder

    Note that these aren't FMV. They're big-ass sprites being moved against static backgrounds. The Turbo Duo and Sega CD never switch rendering modes when these player. They're honest to god sprite cut scenes.
    Yeah, but I would consider those a little different - they have camera angles, close-ups, etcetera. What I'm referring to is when you watch a little 16x16 pixel character jump around, wave, high five, cry, etc. for a few minutes.

    Maybe technology has made me blazé about such things. I don't think I ever took it too seriously when Cid fell off the airship in Final Fantasy II, even at age 12. When games used more cinematic angles, I found it easier to get into the story.

    I do remember, though, finding the Opera scene of Final Fantasy VI pretty moving at the time, and that was done without any close-ups, cuts, or zooms. So yeah, maybe these scenes can be carried by the quality of the translation?

    JohnnyFirebird on
  • TheSonicRetardTheSonicRetard Registered User regular
    edited June 2007
    The Turbo Duo and Sega CD had tons of sprite based cutscenes, and holy fuck were they awesome. I love them way more than FMV:

    Ys IV

    Ys I and II

    LUNAR: The Silver Star

    Snatcher

    Ecco the Dolphin

    Dragonball Z: The Legend of Great Son Goku

    DBZ 1

    DBZ 2

    DBZ 3

    DBZ 4

    Lords of Thunder

    Note that these aren't FMV. They're big-ass sprites being moved against static backgrounds. The Turbo Duo and Sega CD never switch rendering modes when these player. They're honest to god sprite cut scenes.
    Yeah, but I would consider those a little different - they have camera angles, close-ups, etcetera. What I'm referring to is when you watch a little 16x16 pixel character jump around, wave, high five, cry, etc. for a few minutes.

    Maybe technology has made me blazé about such things. I don't think I ever took it too seriously when Cid fell off the airship in Final Fantasy II, even at age 12. When games used more cinematic angles, I found it easier to get into the story.

    I do remember, though, finding the Opera scene of Final Fantasy VI pretty moving at the time, and that was done without any close-ups, cuts, or zooms. So yeah, maybe these scenes can be carried by the quality of the translation?

    Hardware wise, they're the same thing. Those images are made up of several sprites layed out in various ways. It's the same thing.

    Like, take some of those DBZ cutscenes. They're giant static backgrounds with little sprites of their mouths moving. Just a different application.

    By the by, the reason PSIV's cutscenes are so different from any other 16 bit RPG's cutscenes is because it was going to be a sega CD game that got changed to a genesis game midway through production. It was originally going to feature sprite cutscenes like the ones I posted above. The only reason SNES and genesis cutscenes are different is physical limitation.

    TheSonicRetard on
  • JohnnyFirebirdJohnnyFirebird Registered User regular
    edited June 2007
    Hardware wise, they're the same thing. Those images are made up of several sprites layed out in various ways. It's the same thing.

    Like, take some of those DBZ cutscenes. They're giant static backgrounds with little sprites of their mouths moving. Just a different application.

    By the by, the reason PSIV's cutscenes are so different from any other 16 bit RPG's cutscenes is because it was going to be a sega CD game that got changed to a genesis game midway through production. It was originally going to feature sprite cutscenes like the ones I posted above. The only reason SNES and genesis cutscenes are different is physical limitation.
    Do you find the games that use these more cinematic techniques age better? Is story better conveyed through cutscenes that went outside of the grid-based sprites? I know Snatcher would be an easy game for me to pick up and play again, versus, say, Lufia.

    JohnnyFirebird on
  • DaedalusDaedalus Registered User regular
    edited June 2007
    The Turbo Duo and Sega CD had tons of sprite based cutscenes, and holy fuck were they awesome. I love them way more than FMV:

    Ys IV

    Ys I and II

    LUNAR: The Silver Star

    Snatcher

    Ecco the Dolphin

    Dragonball Z: The Legend of Great Son Goku

    DBZ 1

    DBZ 2

    DBZ 3

    DBZ 4

    Lords of Thunder

    Note that these aren't FMV. They're big-ass sprites being moved against static backgrounds. The Turbo Duo and Sega CD never switch rendering modes when these player. They're honest to god sprite cut scenes.
    Yeah, but I would consider those a little different - they have camera angles, close-ups, etcetera. What I'm referring to is when you watch a little 16x16 pixel character jump around, wave, high five, cry, etc. for a few minutes.

    Maybe technology has made me blazé about such things. I don't think I ever took it too seriously when Cid fell off the airship in Final Fantasy II, even at age 12. When games used more cinematic angles, I found it easier to get into the story.

    I do remember, though, finding the Opera scene of Final Fantasy VI pretty moving at the time, and that was done without any close-ups, cuts, or zooms. So yeah, maybe these scenes can be carried by the quality of the translation?

    For the opera scene, I'm pretty sure it was the background music that carried it. Still, FFVI was pretty good at making these things bearable.

    Still, damn were Phantasy Star IV's scenes good. When is that thing coming to VC?

    Daedalus on
  • AroducAroduc regular
    edited June 2007
    The tradeoff for PSIV's stuff is cost and reusability. When you look at stuff like Chrono Trigger, it really doesn't have that many sprites, but they're really creative in how they use them. Each one of PSIV's little comic drawn scenes are one and done. In the time it took to draw that one scene for about 3 seconds of dialogue, they could have done at least a few basic sprite animations of a character laughing or dancing or flexing or some other emotive thing that can be used over and over again.

    Aroduc on
  • DrakmathusDrakmathus Registered User regular
    edited June 2007
    http://www.youtube.com/watch?v=PtmnMe0EVvs

    beyond oasis intro

    i think, though, the op is complaining about stuff like this...

    http://www.youtube.com/watch?v=nbjNnX9Hhvk

    Drakmathus on
  • Vincent GraysonVincent Grayson Frederick, MDRegistered User regular
    edited June 2007
    Yeah, it's funny to go back and notice that long, annoying cutscenes with mediocre dialogue and needless exposition were not invented suddenly in 1997 when FFVII came out.

    I've never been bothered by them, but it always seemed to me that people would complain about "Why all these cutscenes and unskippable conversations" during the PSX/PS2 era, when it was obvious to me at least that such things had been happening since even the NES/SNES days.

    Vincent Grayson on
  • RedMageDarionRedMageDarion Registered User regular
    edited June 2007
    I'm almost positive I know what game this guy is talking about.

    It has to be Golden Sun.

    Golden Sun has way too much pointless dialogue + way too many sprite emotions. Slows the game way down.

    RedMageDarion on
    Pokemon White - 3954.6369.6328
  • RichardTauberRichardTauber Kvlt Registered User regular
    edited June 2007
    You suck. Modern games don't use their 3d for anything except lazy short cuts and belts. Yes, belts. Kingdom Hearts 2 is a great example of the usage of the third dimension for showing off such brilliant writing as "heart, darkness, heart, friendship, heart, heart". And who needs stories anyway? It's all hands-on-their-hips and clichés we've all seen a million times before. Final Fantasy 6 (or 2 or whatever you crazy nerds call it when you want to show off in front of fat gothchicks) has one great innovative character and he's a yeti. A yeti. The most boring and stupid of all classic monsters. And don't give me any Shadow-this, Shadow-that bullshit. He's a ninja, and don't give me any crap about ninjas being cool; ninjas sucks balls. All sneaking around and shit. Put a samurai in there instead, at least they can kill themselves.

    Go play Contra like real men. Or better yet; don't play Contra and take up knitting you woman.

    RichardTauber on
  • ShadowfireShadowfire Vermont, in the middle of nowhereRegistered User regular
    edited June 2007
    I'm almost positive I know what game this guy is talking about.

    It has to be Golden Sun.

    Golden Sun has way too much pointless dialogue + way too many sprite emotions. Slows the game way down.

    Agreed.. and Golden Sun reminded me way too much of Beyond the Beyond in the exact same way.

    See, I never minded the "sprite emotes" in most RPGs, because most of them used the emotes when appropriate. FF6 didn't constantly have sweat drops, gaping jaws, and shaking fingers... just at certain points in the dialog. It was used just enough to convey emotions at the time.

    Shadowfire on
    WiiU: Windrunner ; Guild Wars 2: Shadowfire.3940 ; PSN: Bradcopter
  • DjiemDjiem Registered User regular
    edited June 2007
    trolling

    ZZZ...

    Djiem on
  • LunkerLunker Registered User regular
    edited June 2007
    Yeah, it's funny to go back and notice that long, annoying cutscenes with mediocre dialogue and needless exposition were not invented suddenly in 1997 when FFVII came out.

    I've never been bothered by them, but it always seemed to me that people would complain about "Why all these cutscenes and unskippable conversations" during the PSX/PS2 era, when it was obvious to me at least that such things had been happening since even the NES/SNES days.
    THANK YOU. I've been saying this for years. :) Everyone points to FF7 and Xenosaga when cutscenes come up, but they've been around for decades -- they just always used the in-game graphical assets, which we're seeing a return to now anyway.

    Lunker on
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  • JohnnyFirebirdJohnnyFirebird Registered User regular
    edited June 2007
    Aroduc wrote: »
    The tradeoff for PSIV's stuff is cost and reusability. When you look at stuff like Chrono Trigger, it really doesn't have that many sprites, but they're really creative in how they use them. Each one of PSIV's little comic drawn scenes are one and done. In the time it took to draw that one scene for about 3 seconds of dialogue, they could have done at least a few basic sprite animations of a character laughing or dancing or flexing or some other emotive thing that can be used over and over again.

    It's true. I don't remember Phantasy Star IV having much at all in the way of animation for your on-map characters. But when, as in so many of the games, a major character nobly sacrifices him or herself, it's better to really see it, then to see a small sprite do something that sort of looks like nodding.

    I have to admit to not having played Chrono Trigger, though... I'd like to. Maybe if it gets rereleased on the GBA or DS.

    JohnnyFirebird on
  • JohnnyFirebirdJohnnyFirebird Registered User regular
    edited June 2007
    I'm almost positive I know what game this guy is talking about.

    It has to be Golden Sun.

    Golden Sun has way too much pointless dialogue + way too many sprite emotions. Slows the game way down.
    I didn't want to name any names. But yes. Though, sadly, Shining Force III is equally guilty of this. Camelot Software Planning loves them some emoting sprites.

    JohnnyFirebird on
  • DigDug2000DigDug2000 Registered User regular
    edited June 2007
    In this particular nameless game, every line or two of dialogue is accompanied by head shaking, head nodding, or word balloons of pained expressions. There is no way to speed this up. A simple conversation consisting of "Do you want to accompany me to Town X?" "Yes, we do." "It'll be a great adventure!" takes a good 30 seconds to a minute, due to all this sprite acting.
    This just sounds like bad design. Maybe the game itself is great, but this is bad design. That said, things haven't really changed.

    I'm at the end of KH2 right now, and yesterday I walked up to a door at which point the screen blanked for a few seconds and then came up with a cutscene in which Mickey Mouse said (in some sort of fantastically voiced and animated way), "Common Sora! Let's Go!" and waved his hand. Then the game moved on. Did I need a fuckin' cutscene for that? Was it worth the extra 10 seconds? No way in hell. But the game itself is ok, so I didn't start an entire thread bitching about it.

    DigDug2000 on
  • Spectral SwallowSpectral Swallow Registered User regular
    edited June 2007
    I remember my first time playing Final Fantasy VI on the SNES, and around the Miranda time when there was an ungodly amount of cutscenes(each lasting about 5 minutesish) and I thought that was great.
    Same with Kingdom Hearts 2, I'm a cutscene whore I guess.

    As for the old cutscenes, I never experienced anything overly bad, but I really only played Square RPGs too.

    Spectral Swallow on
  • SimBenSimBen Hodor? Hodor Hodor.Registered User regular
    edited June 2007
    I have to admit to not having played Chrono Trigger, though... I'd like to. Maybe if it gets rereleased on the GBA or DS.

    ...huh. You play RPGs but haven't played CT.

    Let me put this as simply as possible.

    You need to be playing this game, any way you can, this very instant. It is the greatest RPG ever made and it will never be surpassed.

    SimBen on
    sig.gif
  • JohnnyFirebirdJohnnyFirebird Registered User regular
    edited June 2007
    Lunker wrote: »
    Yeah, it's funny to go back and notice that long, annoying cutscenes with mediocre dialogue and needless exposition were not invented suddenly in 1997 when FFVII came out.

    I've never been bothered by them, but it always seemed to me that people would complain about "Why all these cutscenes and unskippable conversations" during the PSX/PS2 era, when it was obvious to me at least that such things had been happening since even the NES/SNES days.
    THANK YOU. I've been saying this for years. :) Everyone points to FF7 and Xenosaga when cutscenes come up, but they've been around for decades -- they just always used the in-game graphical assets, which we're seeing a return to now anyway.

    It could have been that people were just starting to get into the Japanese roleplaying games at that point, and hadn't really gone through the tediously long conversations of, say, Super Ninja Boy. Final Fantasy VII introduced a lot of people to the genre.

    Still, back in 1991, I was glad that they had a plot. It wasn't just a mindless dungeon hack, and that was the most viable solution for fitting that much content onto a relatively small storage medium. At the time, for my preteen mind, any sort of story, whether it was told in text, dialogue, or even hopping sprites, was good.

    JohnnyFirebird on
  • DevKimikoDevKimiko Registered User regular
    edited June 2007
    The old Resident Evils had awesome cutscenes. Just look at those gesticulating hands and flailing arms!

    Hmm, but that's somewhat off topic with its polygons and whatnot... I don't remember enough of the sprite based RPG's. Possibly because we never had a SNES and never got any decent RPG's anyway.

    ...though, now I want to play Terranigma (Come to the PAL VC, damn it!).

    DevKimiko on
  • SmudgeSmudge Registered User regular
    edited June 2007
    I am not offended by whether it is a sprite or not, but unskippable stuff is annoying on repeat playthroughs, and unnecessarily SLOW scenes are annoying using any rendering method.

    My pet peve is how SLOW characters move in many ingame cutscenes. Scenes where you say goodbye to one character and he walks INCREDIBLY SLOWLY to the door. Stops. Waits. Then the door opens. Then he moves INCREDIBLY SLOWLY through the door. pause. wait. the door closes. wait. wait. the door opens again. Oh, a new character, a guard, walks through the door. stops. waits. announces that some other character is going to come in. then the guard slowly leaves the room. door closes, wait, door opens. said character finally enters the room and SLOWLY walks over to you, and THEN finally you get his text bubble with slow scrolling text you can't speed up.

    GAAAAAAAAAAAAHHHHHHHHH!

    I dont care if that above scene is sprite or 3d models. It SUCKS. I HATE that kind of thing. I have seen it in sprite based games like the handheld zeldas, as well as 3d games like the later final fantasies and things like baten kaidos.

    Don't drag out the cutscene with unnecessarily slowly moving characters, and don't make watch three consecutive text bubbles filled with "..." I HATE "..."

    Smudge on
  • JohnnyFirebirdJohnnyFirebird Registered User regular
    edited June 2007
    Smudge wrote: »
    I am not offended by whether it is a sprite or not, but unskippable stuff is annoying on repeat playthroughs, and unnecessarily SLOW scenes are annoying using any rendering method.

    My pet peve is how SLOW characters move in many ingame cutscenes. Scenes where you say goodbye to one character and he walks INCREDIBLY SLOWLY to the door. Stops. Waits. Then the door opens. Then he moves INCREDIBLY SLOWLY through the door. pause. wait. the door closes. wait. wait. the door opens again. Oh, a new character, a guard, walks through the door. stops. waits. announces that some other character is going to come in. then the guard slowly leaves the room. door closes, wait, door opens. said character finally enters the room and SLOWLY walks over to you, and THEN finally you get his text bubble with slow scrolling text you can't speed up.

    GAAAAAAAAAAAAHHHHHHHHH!

    I dont care if that above scene is sprite or 3d models. It SUCKS. I HATE that kind of thing. I have seen it in sprite based games like the handheld zeldas, as well as 3d games like the later final fantasies and things like baten kaidos.

    Don't drag out the cutscene with unnecessarily slowly moving characters, and don't make watch three consecutive text bubbles filled with "..." I HATE "..."

    I'll agree with you on that. I like story in my game, and I have a fondness for good sprite animation. But if it's not particularly well done, and if it ruins the flow of the game, that's no good. As for what you are talking about, I hear that Hellboy is possibly the worst example of that in existence.

    JohnnyFirebird on
  • LockeColeLockeCole Registered User regular
    edited June 2007
    SimBen wrote: »
    I have to admit to not having played Chrono Trigger, though... I'd like to. Maybe if it gets rereleased on the GBA or DS.

    ...huh. You play RPGs but haven't played CT.

    Let me put this as simply as possible.

    You need to be playing this game, any way you can, this very instant. It is the greatest RPG ever made and it will never be surpassed.

    He hasn't played CT?

    Burn the witch!

    LockeCole on
  • TaramoorTaramoor Storyteller Registered User regular
    edited June 2007
    Tellah: Walls!

    Cid: It's locked!

    Tellah: This one too!

    Cecil: Palom! Porom!

    Palom: Thanks, dude!

    Porom: We loved being with all of you!

    Cecil: What...

    Palom: You won't be stuck in a place like this!

    Porom: Please look after Cecil, Master Tellah!

    Palom: Ready, Porom?

    Porom: Yes!

    Cecil: Wait!... NO! DON'T!

    Palom and Porom: STONE!

    palomporom.jpg

    If you don't cry you have no soul.

    Taramoor on
  • JohnnyFirebirdJohnnyFirebird Registered User regular
    edited June 2007
    LockeCole wrote: »
    SimBen wrote: »

    ...huh. You play RPGs but haven't played CT.

    Let me put this as simply as possible.

    You need to be playing this game, any way you can, this very instant. It is the greatest RPG ever made and it will never be surpassed.

    He hasn't played CT?

    Burn the witch!

    As soon as it's released onto a portable format, whether it be GBA, DS, or PSP, I'll do so. I don't have an SNES any more, and I really only have time to play 60 hour roleplaying games when I'm waiting for things to process at work, so it's gotta be portable.

    JohnnyFirebird on
  • JohnnyFirebirdJohnnyFirebird Registered User regular
    edited June 2007
    Taramoor wrote: »
    Tellah: Walls!

    Cid: It's locked!

    Tellah: This one too!

    Cecil: Palom! Porom!

    Palom: Thanks, dude!

    Porom: We loved being with all of you!

    Cecil: What...

    Palom: You won't be stuck in a place like this!

    Porom: Please look after Cecil, Master Tellah!

    Palom: Ready, Porom?

    Porom: Yes!

    Cecil: Wait!... NO! DON'T!

    Palom and Porom: STONE!

    palomporom.jpg

    If you don't cry you have no soul.

    Did you seriously cry? Seriously? Honestly? I kind of hated those little guys. I was glad to see them go. Maybe I was a callous 12 year old.

    JohnnyFirebird on
  • XinramXinram Registered User regular
    edited June 2007
    Guys.
    I played Chrono Trigger and I didn't like it. It was easy and predictable. All the hype ruined it for me.

    Also I don't like unskippable, otherwise I'm cool with them no matter how stupid they are. I'll watch them once and then never again.

    Xinram on
  • DichotomyDichotomy Registered User regular
    edited June 2007
    Taramoor wrote: »
    Tellah: Walls!

    Cid: It's locked!

    Tellah: This one too!

    Cecil: Palom! Porom!

    Palom: Thanks, dude!

    Porom: We loved being with all of you!

    Cecil: What...

    Palom: You won't be stuck in a place like this!

    Porom: Please look after Cecil, Master Tellah!

    Palom: Ready, Porom?

    Porom: Yes!

    Cecil: Wait!... NO! DON'T!

    Palom and Porom: STONE!

    palomporom.jpg

    If you don't cry you have no soul.

    I got goosebumps.

    Dichotomy on
    0BnD8l3.gif
  • SimBenSimBen Hodor? Hodor Hodor.Registered User regular
    edited June 2007
    LockeCole wrote: »
    SimBen wrote: »

    ...huh. You play RPGs but haven't played CT.

    Let me put this as simply as possible.

    You need to be playing this game, any way you can, this very instant. It is the greatest RPG ever made and it will never be surpassed.

    He hasn't played CT?

    Burn the witch!

    As soon as it's released onto a portable format, whether it be GBA, DS, or PSP, I'll do so. I don't have an SNES any more, and I really only have time to play 60 hour roleplaying games when I'm waiting for things to process at work, so it's gotta be portable.

    No, you don't understand. First off, Squeenix will never touch the Chrono series ever again in any form because they are huge penises (I didn't say they have them, I said they ARE them), and you must make playing Chrono Trigger your life's priority number one, because it's a phenomenal landmark, and because it summarizes everything that was awesome about the golden age of videogames (that's the 16-bit era for you young'ins) better than any other game, with the possible exception of Super Metroid. They simply don't make games with as much heart and soul anymore. What you do, is you eBay the SNES version or Final Fantasy Chronicles (in fact, you may still be able to get Chronicles new in some stores, but beware, it is inferior despite the cool anime FMVs, because it has atrocious loading times), you sit down and don't get up until you've killed Lavos. No excuses. I don't care if you have other stuff to do or if you don't have a SNES or any PlayStation. You do what you have to do, but you play that game.

    Now.

    SimBen on
    sig.gif
  • Steel AngelSteel Angel Registered User regular
    edited June 2007
    I'm almost positive I know what game this guy is talking about.

    It has to be Golden Sun.

    Golden Sun has way too much pointless dialogue + way too many sprite emotions. Slows the game way down.
    I didn't want to name any names. But yes. Though, sadly, Shining Force III is equally guilty of this. Camelot Software Planning loves them some emoting sprites.

    My theory is that years of dealing with good looking but limited animation character portraits alongside sprites with only two frames of animation for the earlier Shining Force games broke them. When they had the opportunity to use more animated sprites, it was like giving a hobo the key to a Thunderbird distillery.
    Taramoor wrote: »
    Tellah: Walls!

    Cid: It's locked!

    Tellah: This one too!

    Cecil: Palom! Porom!

    Palom: Thanks, dude!

    Porom: We loved being with all of you!

    Cecil: What...

    Palom: You won't be stuck in a place like this!

    Porom: Please look after Cecil, Master Tellah!

    Palom: Ready, Porom?

    Porom: Yes!

    Cecil: Wait!... NO! DON'T!

    Palom and Porom: STONE!

    palomporom.jpg

    If you don't cry you have no soul.

    No tears here. FF4 offed soooooo many characters that it just became routine after a while.

    Steel Angel on
    Big Dookie wrote: »
    I found that tilting it doesn't work very well, and once I started jerking it, I got much better results.

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    3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
  • Mr. GruntorMr. Gruntor CanadaRegistered User regular
    edited June 2007
    Still, damn were Phantasy Star IV's scenes good. When is that thing coming to VC?

    Phantasy Star II-IV are available on the Sega Genesis Collection for PS2 and PSP. Cheaply, too.

    Mr. Gruntor on
  • DisruptorX2DisruptorX2 Registered User regular
    edited June 2007
    I'd rather watch in game sprite acting than playstation era FMV garbage.

    That said, I do actually prefer reading text, yeah, I grew up mostly on D&D games and then moved on to Final Fantasy once I'd played like all of them.

    DisruptorX2 on
    1208768734831.jpg
  • MashalotMashalot Registered User regular
    edited June 2007
    I'd rather watch in game sprite acting than playstation era FMV garbage.

    Absolutely. One of the things I hate about games these days is how drawn-out they are. I don't mind a good FMV furthuring a good story but shit is out of control.

    In general 3D games are too vast. In 2D sprite based games time and space could be condensed and fudged without real consequences. Today cutscenes and to a lesser degree interactions require cinematic pacing otherwise they'd look retarded and hurried. Today in-game space generally attempts to mimic real-world scale and proportion.

    Sometimes I feel like many 100hr+ 3D RPGs would be at least less than half as long had they been made in the 16bit era, given the same basic gameplay content. There's a ton of padding just cause, again, cheating time & space ends up so much more difficult and awkward in 3D. Some 3D games skirt around this: I'd argue Xenogears, while mostly 3D, largely interacts with space and time like classic sprite-based gaming.

    OTOH, there's definitely a wad of plodding sprite based stuff out there, but I'd take it over conventional 3D anyday.

    Mashalot on
  • JohnnyFirebirdJohnnyFirebird Registered User regular
    edited June 2007
    SimBen wrote: »
    No, you don't understand. First off, Squeenix will never touch the Chrono series ever again in any form because they are huge penises (I didn't say they have them, I said they ARE them), and you must make playing Chrono Trigger your life's priority number one, because it's a phenomenal landmark, and because it summarizes everything that was awesome about the golden age of videogames (that's the 16-bit era for you young'ins) better than any other game, with the possible exception of Super Metroid. They simply don't make games with as much heart and soul anymore. What you do, is you eBay the SNES version or Final Fantasy Chronicles (in fact, you may still be able to get Chronicles new in some stores, but beware, it is inferior despite the cool anime FMVs, because it has atrocious loading times), you sit down and don't get up until you've killed Lavos. No excuses. I don't care if you have other stuff to do or if you don't have a SNES or any PlayStation. You do what you have to do, but you play that game.

    Now.
    Maybe after I'm done finishing Shining Force III. And VI for the GBA. And Tactics Advance. And... oh, hell, I'm never playing it. ;)

    JohnnyFirebird on
  • TigTig Registered User regular
    edited June 2007
    The DS is making sprite-based cutscenes cool again.
    Note that Oenden is actually made entirely out of sprite-based cutscenes.


    And it's <3

    Tig on
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