Hentanize wrote...
I was never dissapointed with any of the FF... I mean maybe a little bit with FF12 because story wise it failed a lot but still... I played over 100hours on it!
And yea i gotta agree with the post above mine, something new is always welcome. If it pains you to see that Final Fantasy 13 isn't like the previous ones, why don't you look at it from a different view point. I mean if it's that horrible to see this rpg wielding the name "Final fantasy", just take a black tape and roll it all over the title on the game box <_<... I've waited years for this game to come out, it might be dissapointing, it might not be, but it won't prevent me from buying this game just because some RANDOM people on the INTERNET adores badmouthing it. Also because of that, lots of people won't buy altough they might enjoy if they played it for real.
No one ever mentioned changing things was bad. In fact, I encourage it to some extent. But some of the changes they made are, quite honestly, horrible. I mean, no towns? No shops? Limited party control? Vehicle summons? Errr...
ZeroOBK wrote...
Those are horrible, horrible reasons, except the last reason. Learning all moves = characters are all the same, just like in most modern JRPGs. Increasing stats in a point-by-point fashion is retarded since there's no reason pass up stat increases, and the Sphere Grid is unbelievably linear. And when the Sphere Grid is opened everyone becomes like everyone else in terms of stats as well. And the Sphere Grid doesn't limit your characters in such a way that enemies and bosses provide a challenge.
"Increasing stats in a point-by-point fashion is retarded since there's no reason pass up stat increases" what? Would you please rephrase that?
Also, the sphere grid is linear? Yeah, the first 10 hours or so. But after you get the Lv1 spheres you can go to different paths of your own choice.
Holic: Uh, they revived the roles? ;[ That's exactly what I didn't like about the old final fantasys.
Why would you do that? Because the fun is all in setting up Paradigms - permutations of two or three of the six roles - and swapping between these instantly and frequently to suit the situation. It actually represents similar thinking to Final Fantasy XII's wonderful Gambit system - in that it allows you to automate the behaviour of your party and wield several characters as one, in real time, without turns - only instead of being based on back-end tinkering, it's about direct input and quick responses on the fly.
Ugh! Real time battles, just what I didn't want to hear. I prayed so much that they would revive the turns.
I don't like to make quick responses on the fly. FFXII had a similar system and the battles never lasted more than 5 to 10 minutes (even in bosses). I really really dislike that. Badass bosses should have long badass battles. Quick bosses take the epicness out of it. And, because of the real time system, I was always caught off guard when the bosses made finishing attacks. It felt so cheap.
FFX had you thinking what strategies would be best to defeat the current bosses, whereas XII felt like it was all a matter of power. Can't defeat a boss? Grind a few levels and it's cake. There is no fun to that at all. Also (FFX), seeing your turns run out as the boss got ready to blow you an awesome attack felt great and exciting.
Anyways yea, FFX's battle system had so many aspects that I loved. It seems I am one of the few people that enjoyed it. ;[