Oh come on, who reads the guide on how these things work?
They read the guide, and used some GFs, but never reported the memory loss, for some reason.
They should have actually mentioned that:
"Wait, GFs cause memory loss? They really should warn people about that during training."
"They do. Look, it's there in lesson 1."
"Well I don't remember that."
"..."
"Anyway, if GFs cause memory loss, they really should warn people about that during training."
Boy, random encounters in BNW(https://www.romhacking.net/hacks/2095/) are on some BS. Random encounters using lots more death counters, buffs/debuffs, more HP, it's like I'm playing an SMT game now.
I imagine it'll get less frustrating once I have characters who actually know magic.
(Though there's some neat new relics so far too, like one that doubles MP amounts.)
Enemy counters are no joke.
Having the very first overworld encounters counter Steal with a party wide 200 hp attack was maybe a little heavy handed, but it teaches you this mod doesn't fuck around.
It does get easier if you pay attention to what's happening. I ran into one segment where I thought the difficulty spiked, it just turned out that the enemies were countering regular attacks (or maybe it was Blitzes?). When I stopped provoking counters it got reasonable.
Also, a word of warning:
Don't take your B-listers into the magitek factory escape sequence, it's easy to get softlocked. I took Cyan, Locke, and Gau and had to game genie myself about 30 levels to kill the boss.
I guess technically that applies to the unmodded game, too.
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cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
Boy, random encounters in BNW(https://www.romhacking.net/hacks/2095/) are on some BS. Random encounters using lots more death counters, buffs/debuffs, more HP, it's like I'm playing an SMT game now.
I imagine it'll get less frustrating once I have characters who actually know magic.
(Though there's some neat new relics so far too, like one that doubles MP amounts.)
Enemy counters are no joke.
Having the very first overworld encounters counter Steal with a party wide 200 hp attack was maybe a little heavy handed, but it teaches you this mod doesn't fuck around.
It does get easier if you pay attention to what's happening. I ran into one segment where I thought the difficulty spiked, it just turned out that the enemies were countering regular attacks (or maybe it was Blitzes?). When I stopped provoking counters it got reasonable.
I'm at the Sabin/Shadow part of the branch. Locke and Celes was tough, but at least she had healing magic.
It's wild how i can't say i remembered that particular thing despite having started the game so many times (but never beaten it).
FFVIII actually has a whole codex in the tutorial section of the menu that updates as you progress the story and has lots of background info, world-building and foreshadowing.
It took me YEARS to realize it was even there
Shenl742 on
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DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
Dark Knight: Able to spend HP to deal high damage, the highest amount of damage in the game. Its' core skill is 'Darkness', increasing damage and speed by draining HP and MP over time. Dark Knight's base damage also increases as you lose HP.
Breaker: Aims for one-shot kills via unique traits, though the MP cost is high. Its' core skill is 'Zantetsuken', which summons the noted sword and consumes a high amount of MP to attempt a one-hit-kill slash. If successful, it forces a Soul Burst and recovers MP.
Liberator: Grants buffs to their allies while protecting them with their high vitality. Its' core skill is 'Mighty Guard', which creates a field around the Liberator that grants Regen, Protect, and Shell to yourself and allies in the field. While it's active, the Liberator's HP cannot be reduced below 1.
Void Knight: Absorbs enemy spells to restore HP or to increase the power of their core skill, 'Runic'. If used as an attack, Runic unleashes a sword beam that deals damage based on the absorbed magic.
Paladin: Recovers HP with unique attacks, with damage increasing with higher HP amounts. Its' core skill is 'Holy Fang', which recovers HP with every attack dealt. If the Paladin is at maximum HP while Holy Fang is active, the holy element will be embedded into their attacks.
Tyrant: Embeds magic into weaponry to deal physical elemental damage. Its' core skill is 'Enchantment', which enchants their current weapon with an element of their choice.
Sage: Wields both Black and White Magic, building up to casting Ultima. Its' core skill is 'Sealed Magic', which lets you switch between Black and White Magic. After casting a spell of a magic type, the Sage gains an emblem for that magic type. The more emblems gained, the less time it will take to cast spells of that type. Emblems are consumed by switching between magic types and casting Ultima.
Ninja: Uses "Ninja Tools" to use skills without spending MP. Its' core skill is 'Ninjutsu', which spends a Ninja Tool to deal elemental damage, grant a hit of invincible super armour, or other abilities.
Assassin: Increases critical chance and hides from enemies with unique skills. Its core skill is 'Assassinate', marking a target from behind. Many targets can be marked, and all can be damaged at once with critical hits using a charged Assassinate.
Legit am interested in at least 4 or 5 of these. Picking classes is going to be so hard!
Dark Knight: Able to spend HP to deal high damage, the highest amount of damage in the game. Its' core skill is 'Darkness', increasing damage and speed by draining HP and MP over time. Dark Knight's base damage also increases as you lose HP.
Breaker: Aims for one-shot kills via unique traits, though the MP cost is high. Its' core skill is 'Zantetsuken', which summons the noted sword and consumes a high amount of MP to attempt a one-hit-kill slash. If successful, it forces a Soul Burst and recovers MP.
Liberator: Grants buffs to their allies while protecting them with their high vitality. Its' core skill is 'Mighty Guard', which creates a field around the Liberator that grants Regen, Protect, and Shell to yourself and allies in the field. While it's active, the Liberator's HP cannot be reduced below 1.
Void Knight: Absorbs enemy spells to restore HP or to increase the power of their core skill, 'Runic'. If used as an attack, Runic unleashes a sword beam that deals damage based on the absorbed magic.
Paladin: Recovers HP with unique attacks, with damage increasing with higher HP amounts. Its' core skill is 'Holy Fang', which recovers HP with every attack dealt. If the Paladin is at maximum HP while Holy Fang is active, the holy element will be embedded into their attacks.
Tyrant: Embeds magic into weaponry to deal physical elemental damage. Its' core skill is 'Enchantment', which enchants their current weapon with an element of their choice.
Sage: Wields both Black and White Magic, building up to casting Ultima. Its' core skill is 'Sealed Magic', which lets you switch between Black and White Magic. After casting a spell of a magic type, the Sage gains an emblem for that magic type. The more emblems gained, the less time it will take to cast spells of that type. Emblems are consumed by switching between magic types and casting Ultima.
Ninja: Uses "Ninja Tools" to use skills without spending MP. Its' core skill is 'Ninjutsu', which spends a Ninja Tool to deal elemental damage, grant a hit of invincible super armour, or other abilities.
Assassin: Increases critical chance and hides from enemies with unique skills. Its core skill is 'Assassinate', marking a target from behind. Many targets can be marked, and all can be damaged at once with critical hits using a charged Assassinate.
Legit am interested in at least 4 or 5 of these. Picking classes is going to be so hard!
Breaker appears to be a variation on Samurai. Zantetsuken is of course named for Odin's attack. But the skill itself is reminiscent of Iainuki; a similar one-hit-kill slash move from Samurai in FFV. Or Cyan's level 8 Bushido attack in FFVI.
Void Knight seems to be Celes from FFVI turned into a whole job.
Tyrant sounds like an edgy version of Mystic Knight.
Boy, random encounters in BNW(https://www.romhacking.net/hacks/2095/) are on some BS. Random encounters using lots more death counters, buffs/debuffs, more HP, it's like I'm playing an SMT game now.
I imagine it'll get less frustrating once I have characters who actually know magic.
(Though there's some neat new relics so far too, like one that doubles MP amounts.)
Enemy counters are no joke.
Having the very first overworld encounters counter Steal with a party wide 200 hp attack was maybe a little heavy handed, but it teaches you this mod doesn't fuck around.
It does get easier if you pay attention to what's happening. I ran into one segment where I thought the difficulty spiked, it just turned out that the enemies were countering regular attacks (or maybe it was Blitzes?). When I stopped provoking counters it got reasonable.
Also, a word of warning:
Don't take your B-listers into the magitek factory escape sequence, it's easy to get softlocked. I took Cyan, Locke, and Gau and had to game genie myself about 30 levels to kill the boss.
I guess technically that applies to the unmodded game, too.
It seems like the hacks for FF6 like to put in counters a lot for difficulty because otherwise it is really easy to just setup an absolute blast of attacks and only have to react to one or two things.
Speaking of BNW FF6, not sure if anyone is aware of the FF6 T-Edition Hack / Mod . Its somewhat old, but since it was made entirely by someone in Japan it had no english release. Some people made LUA code for emulators to overlay english onto it, but late last year someone finished an actual English mod to the full hack itself in game. Which is huge, because this thing fucking more than doubles the game content.
It not only adds a ton of new shit to do (mostly in WoR) but fleshes out the current game as well. It doesn't aim for completely overhauling gameplay structure like BNW, but still changes and fixes enough about combat to make it feel completely different. It is amazing how strong the battle engine in FF6 could have been without massive bugs and horrible balancing issues.
The content essentially is a fanfic, but most of it does fit. A lot of it also is directly based on other FF games or Square games around the time. But one thing I need to give it credit for is it does seem to flow well enough difficulty wise if you play through it as intended. Unfortunately as intended does start to get grindy as hell. You have the option to either fight every random battle in the tons of dungeons you will traverse in WoR, or use the mog charm to skip them and have to spend a ton of time grinding later since you will be behind. Fights are challenging enough on their own, being underlevered will make it near impossible.
I definitely recommend checking that one out but it will eat up a lot of time, its likely over 100 hours of gameplay and a lot of that might be just tons and tons of random battles.
Dark Knight: Able to spend HP to deal high damage, the highest amount of damage in the game. Its' core skill is 'Darkness', increasing damage and speed by draining HP and MP over time. Dark Knight's base damage also increases as you lose HP.
Breaker: Aims for one-shot kills via unique traits, though the MP cost is high. Its' core skill is 'Zantetsuken', which summons the noted sword and consumes a high amount of MP to attempt a one-hit-kill slash. If successful, it forces a Soul Burst and recovers MP.
Liberator: Grants buffs to their allies while protecting them with their high vitality. Its' core skill is 'Mighty Guard', which creates a field around the Liberator that grants Regen, Protect, and Shell to yourself and allies in the field. While it's active, the Liberator's HP cannot be reduced below 1.
Void Knight: Absorbs enemy spells to restore HP or to increase the power of their core skill, 'Runic'. If used as an attack, Runic unleashes a sword beam that deals damage based on the absorbed magic.
Paladin: Recovers HP with unique attacks, with damage increasing with higher HP amounts. Its' core skill is 'Holy Fang', which recovers HP with every attack dealt. If the Paladin is at maximum HP while Holy Fang is active, the holy element will be embedded into their attacks.
Tyrant: Embeds magic into weaponry to deal physical elemental damage. Its' core skill is 'Enchantment', which enchants their current weapon with an element of their choice.
Sage: Wields both Black and White Magic, building up to casting Ultima. Its' core skill is 'Sealed Magic', which lets you switch between Black and White Magic. After casting a spell of a magic type, the Sage gains an emblem for that magic type. The more emblems gained, the less time it will take to cast spells of that type. Emblems are consumed by switching between magic types and casting Ultima.
Ninja: Uses "Ninja Tools" to use skills without spending MP. Its' core skill is 'Ninjutsu', which spends a Ninja Tool to deal elemental damage, grant a hit of invincible super armour, or other abilities.
Assassin: Increases critical chance and hides from enemies with unique skills. Its core skill is 'Assassinate', marking a target from behind. Many targets can be marked, and all can be damaged at once with critical hits using a charged Assassinate.
Legit am interested in at least 4 or 5 of these. Picking classes is going to be so hard!
Breaker appears to be a variation on Samurai. Zantetsuken is of course named for Odin's attack. But the skill itself is reminiscent of Iainuki; a similar one-hit-kill slash move from Samurai in FFV. Or Cyan's level 8 Bushido attack in FFVI.
Void Knight seems to be Celes from FFVI turned into a whole job.
Tyrant sounds like an edgy version of Mystic Knight.
The “Breaker” name is presumably due to Tactics-Samurai having to break Katana to cast each sword ability. A very good “etymology”.
I’ve been taking about it in D&D chat but I’m 20+ hours into FF XII and the voice acting is really good. Not passable, but evocative with immediately distinctive characters and pretty much never cheesy.
my only complaint about 12's voice acting is Vaan's voice always sounded just slightly off to me, like it was more echoy than the rest of the cast, like he recorded in a different recording space or something.
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DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
Dark Knight: Able to spend HP to deal high damage, the highest amount of damage in the game. Its' core skill is 'Darkness', increasing damage and speed by draining HP and MP over time. Dark Knight's base damage also increases as you lose HP.
Breaker: Aims for one-shot kills via unique traits, though the MP cost is high. Its' core skill is 'Zantetsuken', which summons the noted sword and consumes a high amount of MP to attempt a one-hit-kill slash. If successful, it forces a Soul Burst and recovers MP.
Liberator: Grants buffs to their allies while protecting them with their high vitality. Its' core skill is 'Mighty Guard', which creates a field around the Liberator that grants Regen, Protect, and Shell to yourself and allies in the field. While it's active, the Liberator's HP cannot be reduced below 1.
Void Knight: Absorbs enemy spells to restore HP or to increase the power of their core skill, 'Runic'. If used as an attack, Runic unleashes a sword beam that deals damage based on the absorbed magic.
Paladin: Recovers HP with unique attacks, with damage increasing with higher HP amounts. Its' core skill is 'Holy Fang', which recovers HP with every attack dealt. If the Paladin is at maximum HP while Holy Fang is active, the holy element will be embedded into their attacks.
Tyrant: Embeds magic into weaponry to deal physical elemental damage. Its' core skill is 'Enchantment', which enchants their current weapon with an element of their choice.
Sage: Wields both Black and White Magic, building up to casting Ultima. Its' core skill is 'Sealed Magic', which lets you switch between Black and White Magic. After casting a spell of a magic type, the Sage gains an emblem for that magic type. The more emblems gained, the less time it will take to cast spells of that type. Emblems are consumed by switching between magic types and casting Ultima.
Ninja: Uses "Ninja Tools" to use skills without spending MP. Its' core skill is 'Ninjutsu', which spends a Ninja Tool to deal elemental damage, grant a hit of invincible super armour, or other abilities.
Assassin: Increases critical chance and hides from enemies with unique skills. Its core skill is 'Assassinate', marking a target from behind. Many targets can be marked, and all can be damaged at once with critical hits using a charged Assassinate.
Legit am interested in at least 4 or 5 of these. Picking classes is going to be so hard!
Breaker appears to be a variation on Samurai. Zantetsuken is of course named for Odin's attack. But the skill itself is reminiscent of Iainuki; a similar one-hit-kill slash move from Samurai in FFV. Or Cyan's level 8 Bushido attack in FFVI.
Void Knight seems to be Celes from FFVI turned into a whole job.
Tyrant sounds like an edgy version of Mystic Knight.
The “Breaker” name is presumably due to Tactics-Samurai having to break Katana to cast each sword ability. A very good “etymology”.
It's most likely just from the old Foe Breaker job name. And not necessarily a Katana job. They can all uses multiple weapon types and at the third tier not direct advancements of any of the other jobs.
my only complaint about 12's voice acting is Vaan's voice always sounded just slightly off to me, like it was more echoy than the rest of the cast, like he recorded in a different recording space or something.
Vaan's voiceacting always sounded like it was saved at a lower bit rate or something to me.
I have similar complaints about the voice acting audio quality for xenosaga episode 2, where they had all the same actors and everything just sounded worse somehow.
I never played FF8 as a kid, was gonna dive into it tonight. I made it to this screen:
and then I was like... Uhh, maybe I'll just watch a playthrough instead.
It's not that I doubt that it all makes sense if you are patient and try to learn its systems... I just don't want to.
A trap is for fish: when you've got the fish, you can forget the trap. A snare is for rabbits: when you've got the rabbit, you can forget the snare. Words are for meaning: when you've got the meaning, you can forget the words.
For my recent play through I put on invincibility and just played through for the settings and nostalgia, couldn’t be arsed to mess about with the actual systems, much more fun to just cruise through and see the sights
For my recent play through I put on invincibility and just played through for the settings and nostalgia, couldn’t be arsed to mess about with the actual systems, much more fun to just cruise through and see the sights
That's how I play all classic FF games. I'm not there for the combat, I'm there for everything else. FF12 and on is probably where I start actually enjoying the combat a bit and want to engage with it.
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FencingsaxIt is difficult to get a man to understand, when his salary depends upon his not understandingGNU Terry PratchettRegistered Userregular
Yeah, I played the games a bunch of times already, I just want to soak in it now
The fun of it for me is in breaking the system.
Use early junctions and refines to make 300 Curagas before you get on the first train, then slap them on Squall's HP-J so he's got the same HP as everyone else while also being in 'critical' so you can spam limit breaks.
Oh God. Will they just let go of the four fiends? It is as bad as using crystals for everything.
They just keep doing the same thing over and over. They ran the four fiends into the ground in FF9.
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21stCenturyCall me Pixel, or Pix for short![They/Them]Registered Userregular
I never played FF8 as a kid, was gonna dive into it tonight. I made it to this screen:
and then I was like... Uhh, maybe I'll just watch a playthrough instead.
It's not that I doubt that it all makes sense if you are patient and try to learn its systems... I just don't want to.
the "worst" part is that a good way to play is to spend time just drawing spells until you have 100 or everything. then you just need to top off occasionally.
Is the remastered FF8 OK? I kind of like the original graphics.
It's mostly good.
It's a port of the PC version though, so you're losing a few of the things you take for granted on the PS1 version. Proper analog movement, for a start. Remastered just maps the analog stick to an 8-direction input. And no vibration feedback, either (I know it didn't use it much, but it just felt like there was something missing when pulling the trigger on Squall's attack).
And there were a few points where the original midi PC soundtrack would play instead of the PS one, but I think they patched that after I'd finished it (afaik, it was a literal find and replace code to get it to play the new music, and reloading in a few points skipped the code).
If you want to play casually, the helper options to turn on no-encounters and so on, are really good.
Oh God. Will they just let go of the four fiends? It is as bad as using crystals for everything.
They just keep doing the same thing over and over. They ran the four fiends into the ground in FF9.
What's this in reference to? I ask because there weren't any posts nearby this one that seem to have prompted it. Are you talking about Stranger of Paradise and its recent trailer? Because if so, SOP is spinoff/retelling of FFI. The Four Fiends are the major antagonist group in that story, so they would be there as a matter of course.
Is the remastered FF8 OK? I kind of like the original graphics.
It's mostly good.
It's a port of the PC version though, so you're losing a few of the things you take for granted on the PS1 version. Proper analog movement, for a start. Remastered just maps the analog stick to an 8-direction input. And no vibration feedback, either (I know it didn't use it much, but it just felt like there was something missing when pulling the trigger on Squall's attack).
And there were a few points where the original midi PC soundtrack would play instead of the PS one, but I think they patched that after I'd finished it (afaik, it was a literal find and replace code to get it to play the new music, and reloading in a few points skipped the code).
If you want to play casually, the helper options to turn on no-encounters and so on, are really good.
There's a no encounter option? Fuck diablos then right?
Also as for the comment about moping out of the junction system... It's just like the materia system. The weapon and armor slots are just stats instead.
Is the remastered FF8 OK? I kind of like the original graphics.
It's mostly good.
It's a port of the PC version though, so you're losing a few of the things you take for granted on the PS1 version. Proper analog movement, for a start. Remastered just maps the analog stick to an 8-direction input. And no vibration feedback, either (I know it didn't use it much, but it just felt like there was something missing when pulling the trigger on Squall's attack).
And there were a few points where the original midi PC soundtrack would play instead of the PS one, but I think they patched that after I'd finished it (afaik, it was a literal find and replace code to get it to play the new music, and reloading in a few points skipped the code).
If you want to play casually, the helper options to turn on no-encounters and so on, are really good.
I actually have only ever played PC versions of FF8, so I never got an analog stick
But yeah, the graphics of the remastered version are basically "how you remember the FF8 graphics to be instead of how they actually are" :P
Yeah. I will probably play FF8 in an emulator. I double the internal resolution so it is not real jaggy. There is also geometry correction in Duckstation. I may try that.
I was noticing seams in the sky in FF9 when I was playing on a larger monitor. I will see if that option fixes that.
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21stCenturyCall me Pixel, or Pix for short![They/Them]Registered Userregular
Yeah. I will probably play FF8 in an emulator. I double the internal resolution so it is not real jaggy. There is also geometry correction in Duckstation. I may try that.
I was noticing seams in the sky in FF9 when I was playing on a larger monitor. I will see if that option fixes that.
Unless your emulator has AI texture upscaling somehow built in doubling the resolution isn't gonna do much for all the prerendered backgrounds
Then again I don't recall if the remaster improved the resolution of those either
Unless your emulator has AI texture upscaling somehow built in doubling the resolution isn't gonna do much for all the prerendered backgrounds
Then again I don't recall if the remaster improved the resolution of those either
Posts
They read the guide, and used some GFs, but never reported the memory loss, for some reason.
They should have actually mentioned that:
"Wait, GFs cause memory loss? They really should warn people about that during training."
"They do. Look, it's there in lesson 1."
"Well I don't remember that."
"..."
"Anyway, if GFs cause memory loss, they really should warn people about that during training."
Enemy counters are no joke.
Having the very first overworld encounters counter Steal with a party wide 200 hp attack was maybe a little heavy handed, but it teaches you this mod doesn't fuck around.
It does get easier if you pay attention to what's happening. I ran into one segment where I thought the difficulty spiked, it just turned out that the enemies were countering regular attacks (or maybe it was Blitzes?). When I stopped provoking counters it got reasonable.
Also, a word of warning:
I guess technically that applies to the unmodded game, too.
I'm at the Sabin/Shadow part of the branch. Locke and Celes was tough, but at least she had healing magic.
FFVIII actually has a whole codex in the tutorial section of the menu that updates as you progress the story and has lots of background info, world-building and foreshadowing.
It took me YEARS to realize it was even there
Spoilers below!
8 basic, 10 tier 2, 9 tier 3
Descriptions of the third tier classes:
Dark Knight: Able to spend HP to deal high damage, the highest amount of damage in the game. Its' core skill is 'Darkness', increasing damage and speed by draining HP and MP over time. Dark Knight's base damage also increases as you lose HP.
Breaker: Aims for one-shot kills via unique traits, though the MP cost is high. Its' core skill is 'Zantetsuken', which summons the noted sword and consumes a high amount of MP to attempt a one-hit-kill slash. If successful, it forces a Soul Burst and recovers MP.
Liberator: Grants buffs to their allies while protecting them with their high vitality. Its' core skill is 'Mighty Guard', which creates a field around the Liberator that grants Regen, Protect, and Shell to yourself and allies in the field. While it's active, the Liberator's HP cannot be reduced below 1.
Void Knight: Absorbs enemy spells to restore HP or to increase the power of their core skill, 'Runic'. If used as an attack, Runic unleashes a sword beam that deals damage based on the absorbed magic.
Paladin: Recovers HP with unique attacks, with damage increasing with higher HP amounts. Its' core skill is 'Holy Fang', which recovers HP with every attack dealt. If the Paladin is at maximum HP while Holy Fang is active, the holy element will be embedded into their attacks.
Tyrant: Embeds magic into weaponry to deal physical elemental damage. Its' core skill is 'Enchantment', which enchants their current weapon with an element of their choice.
Sage: Wields both Black and White Magic, building up to casting Ultima. Its' core skill is 'Sealed Magic', which lets you switch between Black and White Magic. After casting a spell of a magic type, the Sage gains an emblem for that magic type. The more emblems gained, the less time it will take to cast spells of that type. Emblems are consumed by switching between magic types and casting Ultima.
Ninja: Uses "Ninja Tools" to use skills without spending MP. Its' core skill is 'Ninjutsu', which spends a Ninja Tool to deal elemental damage, grant a hit of invincible super armour, or other abilities.
Assassin: Increases critical chance and hides from enemies with unique skills. Its core skill is 'Assassinate', marking a target from behind. Many targets can be marked, and all can be damaged at once with critical hits using a charged Assassinate.
Legit am interested in at least 4 or 5 of these. Picking classes is going to be so hard!
Void Knight seems to be Celes from FFVI turned into a whole job.
Tyrant sounds like an edgy version of Mystic Knight.
It seems like the hacks for FF6 like to put in counters a lot for difficulty because otherwise it is really easy to just setup an absolute blast of attacks and only have to react to one or two things.
Speaking of BNW FF6, not sure if anyone is aware of the FF6 T-Edition Hack / Mod . Its somewhat old, but since it was made entirely by someone in Japan it had no english release. Some people made LUA code for emulators to overlay english onto it, but late last year someone finished an actual English mod to the full hack itself in game. Which is huge, because this thing fucking more than doubles the game content.
It not only adds a ton of new shit to do (mostly in WoR) but fleshes out the current game as well. It doesn't aim for completely overhauling gameplay structure like BNW, but still changes and fixes enough about combat to make it feel completely different. It is amazing how strong the battle engine in FF6 could have been without massive bugs and horrible balancing issues.
The content essentially is a fanfic, but most of it does fit. A lot of it also is directly based on other FF games or Square games around the time. But one thing I need to give it credit for is it does seem to flow well enough difficulty wise if you play through it as intended. Unfortunately as intended does start to get grindy as hell. You have the option to either fight every random battle in the tons of dungeons you will traverse in WoR, or use the mog charm to skip them and have to spend a ton of time grinding later since you will be behind. Fights are challenging enough on their own, being underlevered will make it near impossible.
I definitely recommend checking that one out but it will eat up a lot of time, its likely over 100 hours of gameplay and a lot of that might be just tons and tons of random battles.
The bugs and balancing issues are the charm.
The “Breaker” name is presumably due to Tactics-Samurai having to break Katana to cast each sword ability. A very good “etymology”.
https://www.youtube.com/watch?v=VZk73ePexSw
Do... Re... Mi... So... Fa.... Do... Re.... Do...
Forget it...
I’ve had no reason to switch to Japanese audio.
It's most likely just from the old Foe Breaker job name. And not necessarily a Katana job. They can all uses multiple weapon types and at the third tier not direct advancements of any of the other jobs.
Vaan's voiceacting always sounded like it was saved at a lower bit rate or something to me.
I have similar complaints about the voice acting audio quality for xenosaga episode 2, where they had all the same actors and everything just sounded worse somehow.
and then I was like... Uhh, maybe I'll just watch a playthrough instead.
It's not that I doubt that it all makes sense if you are patient and try to learn its systems... I just don't want to.
3DS Friend Code: 3110-5393-4113
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That's how I play all classic FF games. I'm not there for the combat, I'm there for everything else. FF12 and on is probably where I start actually enjoying the combat a bit and want to engage with it.
Use early junctions and refines to make 300 Curagas before you get on the first train, then slap them on Squall's HP-J so he's got the same HP as everyone else while also being in 'critical' so you can spam limit breaks.
They just keep doing the same thing over and over. They ran the four fiends into the ground in FF9.
the "worst" part is that a good way to play is to spend time just drawing spells until you have 100 or everything. then you just need to top off occasionally.
Check out my site, the Bismuth Heart | My Twitter
Also.... Wow, the graphics and animation work aged really well. Also wow, I forgot Seifer was a school cop, what a tool.
Check out my site, the Bismuth Heart | My Twitter
i am at the very beginning of the game so that's not really an option yet.
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It's a port of the PC version though, so you're losing a few of the things you take for granted on the PS1 version. Proper analog movement, for a start. Remastered just maps the analog stick to an 8-direction input. And no vibration feedback, either (I know it didn't use it much, but it just felt like there was something missing when pulling the trigger on Squall's attack).
And there were a few points where the original midi PC soundtrack would play instead of the PS one, but I think they patched that after I'd finished it (afaik, it was a literal find and replace code to get it to play the new music, and reloading in a few points skipped the code).
If you want to play casually, the helper options to turn on no-encounters and so on, are really good.
What's this in reference to? I ask because there weren't any posts nearby this one that seem to have prompted it. Are you talking about Stranger of Paradise and its recent trailer? Because if so, SOP is spinoff/retelling of FFI. The Four Fiends are the major antagonist group in that story, so they would be there as a matter of course.
There's a no encounter option? Fuck diablos then right?
Also as for the comment about moping out of the junction system... It's just like the materia system. The weapon and armor slots are just stats instead.
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I actually have only ever played PC versions of FF8, so I never got an analog stick
But yeah, the graphics of the remastered version are basically "how you remember the FF8 graphics to be instead of how they actually are" :P
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I was noticing seams in the sky in FF9 when I was playing on a larger monitor. I will see if that option fixes that.
I’d do that but I’ve yet to buy a pc disc drive.
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Then again I don't recall if the remaster improved the resolution of those either
Yeah. It is in all it's pixilated glory.