Thread #3932790
File: M9U3nBFEYYex1Y2wZYZ.mp4 (1.1 MB)
1.1 MB MP4
I'll start
FFV is the only Final Fantasy that still holds up extremely well all around, at least in its original version
167 RepliesView Thread
>>
>>
>>
>>
>>
I think all the old FFs hold up great. Whenever I replay them after long breaks I'm actually a little surprised by how much fun I have with them. The only ones of the first 9 I haven't replayed are 2, 8, and 9. I'm curious how 8 will feel to me since I haven't played it since release.
.
>>
>>
>>
>>
>>3932816
Thinking an RPG needs the "job system" to "hold up" is retarded.
The only real issue dating IV is the lack of in-game documentation for equipment, meaning you have to switch back and forth between the equip and status screens (which plebs don't do, and so have no idea what they're even doing when they equip their characters). And some effects aren't even expressed at all, like status resistances.
>>
>>
>>
>>
>>
>>
>>
>>
File: oersted.gif (20.8 KB)
20.8 KB GIF
I kinda like Squaresoft's (SNES/PS1-era) "experimental RPGs" like Xenogears or Live A Live a lot more than I like the Final Fantasy series as a whole
>>
>>
>>3932790
I've come to dislike the Final Fantasy-style job system. I end up feeling like I'm continually unlocking components of some hypothetical future build that I maybe get to use near the end of the game, if at all. Using mastered classes is more fun, but sticking with a mastered class instead of unlocking more stuff feels like a waste.
These days I prefer Final Fantasy 1's approach to classes. I also appreciate that it's one of the few games in the series with meaningful resource management.
>>
>>3932966
>I end up feeling like I'm continually unlocking components of some hypothetical future build that I maybe get to use near the end of the game, if at all. Using mastered classes is more fun, but sticking with a mastered class instead of unlocking more stuff feels like a waste.
>These days I prefer Final Fantasy 1's approach to classes.
Did you know that you can easily use the job system to give characters permanent classes? There’s absolutely nothing forcing you to try to min max by creating overpowered combinations à la carte.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>3933013
>and then you same retards complain that in FF7 every character can do everything.
No.I actually enjoy restricting each character to their thematic class, and then only giving them the appropriate materia. Soothes my 'tism.
>>
File: 20260124_233048.jpg (138 KB)
138 KB JPG
RPGs and jrpgs take no player skill beyond literacy and patience to endure progrrssion systems. Unlike skill based games that require deep strategy and mechanical execution namely -- arcade style games, character action games, shmups, racers, fighters, puzzle games, beat em ups, etc.
>>
>>3932796
>IV has weaker graphics
The graphics are excellent, except for the minor issues mentioned here: >>3932844
There are tons of little details that are great, especially for a game from 1991. The satisfying way the damage digits animate, for example. FF in fact regressed on this and stopped animating damage digits after V. Most of the spell animations in FFIV are fantastic. Some of them have more frames of animation than their counterparts in FFV. Zeromus' big bang effect in the final battle is pure soul (many of the remakes don't even come close to getting it right).
It's true the the sprites are less expressive, but this is evolutionary, FFV is a marginal improvement. FFIV sprites did jump-spins where FFV had a bulging-eyeballs and explanation-point expression.
>>
>>
>>
>>
>>
>>3933323
The digits appear as kind of a wave before settling. Each digit bounces individually. In FF6+ and FF1-3, the entire number bounces with no individual separation in the digits.
It's very tedious to explain though why not just look for yourself? It's easy to see.
>>
>>
>>
>>3933338
I did and was surprised by the little wave. I mean, it's neat, sure. Now that you mentioned it, could be done much better as in much more satisfying way. Curious that this has been ignored for like 30 years almost. Great eye for detail!
>>
>>
>>
>>
>>
>>
>>3933437
2 is my absolute favourite classic, but 4 has a lot of charm, too. I loved 7, but se ruined the entry for me. There are like 35 ff7 games or so, it's just ugly.
Ff2 is likely the most hated good ff. Rebel theme alone is worth a playthrough. Playing 4 revoluzzers is always fun.
>>
>>
>>
>>3932790
The insistence that JRPGs must be these incredibly linear, railroaded experiences with an emphasis on setpieces and cutscenes has done more damage to the genre than anything else, from both devs and players alike. RPG systems in general are best explored when the game itself caters for player freedom and expression.
>>
>>3932790
I think Final Fantasy is responsible for the decline of the genre. Between bad translations (not necessarily their direct fault) and extremely vague plots besides, combined with being the most popular for a minute surrounding FF7, JRPGs picked up a reputation of being incomprehensible gibberish. Persona was the kill shot, but Persona wouldn't have gotten the traction it did if more people were aware of JRPGs that have not-ass stories.
And the rest that followed is just circling the drain.
Also too many JRPGs have gotten addicted to anime titties when they should have gotten more weird gribblies, playable monsters, and other bizarre party members.
>>
>>
>>3933549
>I think Final Fantasy is responsible for the decline of the genre
I agree on one point and it's not any of the points you mentionned: the moment the genre started to casualize too much was the exact moment Squaresoft felt the need to re-release FF4 as an "Easy Type" version. It seems to have created a new standard. Up to that point Japanese audiances would constantly complain that their JRPGs were too hard, but none of the devs actually listened.
>>
>>3933503
>>3933630
Here's my spicy take - Famicom JRPG gameplay isn't inherently any better than the "less challenging" games that came later. Having to go back to town to heal a few times isn't especially challenging in reality, nor is reloading after a nasty encounter paralyzes your whole party. It can make the game feel cool in certain ways, and makes exploration feel more like expeditions into dangerous territory. That can be great, but it's not the only way to make a good or even challenging RPG, gameplay-wise.
An easy RPG that gives you a bunch of entertaining options to mess around with in battle can be more fun than one that's tightly balanced around making multiple trips into dungeons but generic and restrained feeling. Don't get me wrong, I still love Dragon Quest II and games like that. Just saying I don't see it as superior by default, and the difficulty is still mostly just friction for flavor rather than any serious challenge.
>>
>>3932823
You can change the job, sortof. The game was meant to have a deeper job system I think because if you bug the game to give yourself characters when you arent supposed to, they give them the dark knight class, Level 0, and they can only equip what dark knights can. I imagine what happens is that it generates a struct with 0 values across the board, where one of the values is an enumerator, of which the first value of that is a dark knight.
Remember, that game is EXTREMELY unfinished, unlike say 6.
> Its missing all the moon content ( Notice how you have every moon crystal to begin with, and the face on the moon does nothing ),
>the tower of babel is 3 towers ( I'm assuming one is supposed to be Zot where you save Rosa ),
>How the tower of babel itself has unused rooms and unused doors and unused orbs
>How some of the island nations start with low level weapons you could never equip to begin with, like the first "boomerang", implying you should have ventured there at some point
>How the twins are uncurable from petrify
>How the final area has paths to nowhere.
>How Silveria has unused hollow buildings
>How Mystia can be entered from the other side
>How the tree nation has a bunch of useless forest and bridges and a hidden chocobo nest as well as a huge area of unused land
Before the devs die, someone should dig around and see if they actually have the full script of that game.
>>3933175
>less expressive
Thats a good thing. Use your imagination anon.
>>3932995
>4 is boring
You start the game by genociding vietnamese wizards, killing a lolis parents, kidnapping her, forcing her to be your slave while you seek revenge, and making her fall in love with you in a case of stockholm syndrome, only for her to die under your watch, and then for you to die and become resurrected as a paladin, and then for both of you to unwittingly meet eachother again, but now she is of legal age because she grew up in the monster realm and aged faster.
>>
File: images(11).jpg (33.8 KB)
33.8 KB JPG
Final Fantasy Adventure is better than any Zelda game.
>>
>>3933605
Kingdom Hearts is not a true JRPG and no real JRPG fan considers it anything close to the genre. Its story being gibberish is the result of it going beyond the first game when they never planned for it to be a franchise.
>>
>>
>>3933630
>Squaresoft felt the need to re-release FF4 as an "Easy Type" version
Back when they released it a s FFII in the US?
Also, what do you mean by JRPGs were too hard, they were considered easy compared to Western RPGs with their infamous grind back in the day.
>>
>>3933630
Actually yeah, that is a good point.
That's around the time where I think the idea that JRPGs had a ton of fake complexity, because you beat the game by clicking Attack until credits roll came up, which is another shit berry the genre has had to shake.
Fuck. What was it. Blue Dragon, Xbox 360 JRPG, very very Toriyama visuals, Toriyama men having Persona battles with their Toriyama animal Stands. That one was a super, super strong example of this. There's the job system and a lot of depth for building characters, and lots of bosses have developed mechanics, and none of that matters in the slightest because you can beat the entire game by attacking. I think the optional superbosses finally crest into "you should have probably read your abilities, and maybe picked up a few extra abilities before this fight" territory. I understand there's a hard mode patch (Hard as in, you will have to engage with boss mechanics and make basic character building decicions) that fixes this, but the default state of the game being piss easy is what I mean.
And, FF7, the one that everyone knows and got popular, is definitely in this family.
>>
>>
>>
>>
>>3933982
FFVII seemed bigger for RPGs though, probably because it was more traditional rather than monster catching like Pokemon. Pokemon is its own subgenre, and a lot of people who loved Pokemon didn't seem to get into other RPGs. Meanwhile, it seems more people playing FFVII, and then decided to try other RPGs looking for more.
By sheer numbers, Pokemania was bigger for sure, and I'm sure even a small percentage of Pokemon fans seeking out other RPGs made a difference. But FFVII made RPGs way more popular than ever before in the West, so whatever gains to RPG popularity Pokemon brought, it was adding on top of the boost caused by FFVII's popularity.
They were releasing all those PSX RPGs here because of FFVII more so than Pokemon, for example.
>>
File: YHVH.png (1018 KB)
1018 KB PNG
i enjoy the idea of shin megami tensei, but i decided i don't really like playing it. combat is a bore and demon negotation involves too many stat checks and doesn't seem to reward saying the right thing
>>
>>
>>
>>3934041
Pokemon was directly inspired by DQ5, and then picked up a handful of traits from other monster tamers.
Iirc, the initial idea of Pokemon was actually just a way for two people to have their monsters fight eachother in DQ5, that gradually morphed into what into what it is.
This is why so many gen 1 pokemon draw from DQ/Toriyama design principles, it wasn't just the cultural zeitgeist at the time.
>>
>>3934049
Pokemon is an amalgamation of many different games and ideas. Games like SaGa 1 showed that they could do a RPG on the handheld, also in SaGa there is no MP system but charges and varying skills having different number of charges. Which that is an off shoot of Final Fantasy, and Final Fantasy was only done because the higher ups were shown RPGs did have an audience due to Dragon Quests success.
>>
>>
>>
>>3933873
>Back when they released it a s FFII in the US?
No, I mean the JPN version. FFII US is based on Easy Type, not the other way around, or rather it branched out from a version of Easy Type that was in development. It went: FFIV JP released -> they start working on Easy Type JP -> they start working on the US localization so what they did is take the latest version they have as a base, which was WIP Easy Type -> both versions are now in dev at the same time and come out independantly.
>what do you mean by JRPGs were too hard,
I don't mean that *I* think they were too hard. I mean there were a lot of customers that complained they were too hard. You can look up the reception of any famous Famicom RPG on wikipedia or JPN sites and every single time you'll find out there were complains on that subject. The average JRPG player was always very casual and just about everyone in Japan, there are lot's of stories of people playing DQ games with their parents etc not just the hardcore enthusiasts that had a computer and went to import shops to buy and play western made RPGs not released in Japan.
The point is Easy Type was made for these Japanese customers that wanted an easier time and I consider that release the starting point of the a new standards for difficulty for the genre
>>3933634
Saying it's all about coming back to the INN a few times is very reductive. Famicom RPGs that do things right FORCE the player to make choices and to make the right ones, and if you don't you're gonna get fucked; even if/when those choices are limited this keeps things engaging because the player needs to pay attention all the time in combat. You can't just spam attack and not even think of which enemy you're targetting and it doesn't matter because they'll deal pitifuly damage and even when they don't you have 200 potions in your inventory.
>>
>>3934162
I wasn't aware that the easier version was released in Japan back then as well. But that puts the time of it happening right at the start of the snes era, and it's not only RPGs that became easier. Everyone should be able to beat the game, if they put enough time into it, was a goal back then after all.
It's also my main point of comparison, as the SNES being the console I have the most experience with and hence its games are what I compare the Western RPGs to in my mind. From my limited NES experience though I'd say that FF III already was easier compared to the first 2 entries in the series.
>>
>>3934162
>Saying it's all about coming back to the INN a few times is very reductive.
Yeah, it's reductive but the whole thing is still just about as easy as any later RPG. Things like choosing which enemy to attack in FF1 or the DQ games is still really simple, as is being more careful with your potions. Yes, I agree it makes you have to pay a bit more attention to random battles so it's more engaging in that sense, but it's not necessarily very interesting. The correct choices are usually trivial to figure out, and then you repeat them. Not auto-retargeting in FF1 adds choices and engagement, but it's also kind of annoying and can make battles feel like more of a slog.
It can be fun though. Properly balanced resource management and encounter design can create an entertaining rhythm with exploration. It's just not the only way to create a fun RPG and doesn't work for every type of experience. Resource management hardly matters in the SNES and PSX FFs, but most people enjoy those more than the NES games regardless. There's something to be said for most random battles being mindless excuses to mess around with your abilities, while mixing in some more engaging encounters and boss fights. Playing with materia combinations in FFVII is more interesting than most things in the NES games.
>>
>>
>>3934731
>"Levels" is a pointless system that exists purely as filler to drag the game out and makes it impossible to balance
Sounds like levels are actually quite helpful for balancing. I think what you mean is "the ability for the player to arbitrarily overlevel their characters, limited only by their patience and tolerance of tedium"
>>
>>3932790
ff5 is godly, ff7 and ff8 hold up very well too gameplay wise. I wish FF9 had better gameplay, faster combat cuz the story and shit is excellent. FF6 is very strong with the BNW patch - far from the original version but i adore that it now has gameplay matching its story and presentation . FF11 rebalance romhack whence?
>>
File: beatles jrpg.jpg (24.7 KB)
24.7 KB JPG
Spicy JRPG takes? The Beatles were a JRPG.
>Initials literally spell JRPG
>There is a mix of regular person names like "John" and wacky weird names like "Ringo Starr"
>Critics make attempts to retroactively shoehorn big symbolism and meaning into large sections of it when most of it was made "because it's cool and fun and what I like"
>Even if you don't like the story, the soundtrack is famous and was widely lauded
>The plot takes them from a run down but friendly starter town to taking on the world
>They get flight and explore new continents at the midway point of the plot
>They take on God and/or The Church ("we're bigger than jesus")
>The characters all go in weird directions during the final act
>There's a major character death which is still discussed to this day
>There's an annoying love interest
>Attempts to make spinoffs and sequels kinda suck
>Hella merchandising
>But they DID make an animated movie spinoff regardless
>Arguably, playing music means they have a rhythm minigame
>>
>>
>>
>>3932790
DQ more consistent than FF overall but FF at its peak is better than DQ at its peak.
Anyone who says Mother 1 or 3 > 2 has the IQ of a poorly embalmed body.
There's no JRPG from the PS2 era onwards that doesn't have a better alternative on SNES/PS1.
I've never met a Persona fan that looked like he had testosterone in his body.
>>
>>
>>
>>
>>
File: 16038_689632.jpg (61.5 KB)
61.5 KB JPG
>>3933535
Because that linear on-rails experience appeals to wider audience and is easier to balance. Fact that even remotely system-centric JRPGs are rare is quite sad while being indicative where the interest of genre's audience lies.
>>
>>
>>3935410
>There's no JRPG from the PS2 era onwards that doesn't have a better alternative on SNES/PS1.
I find it fascinating nothing has matched Romancing SaGa 2 in what it was trying to do and that shit was 30+ years ago. It's like no one even tried.
>>
>>
>>
>>
>>3933647
FFIV 3D was touted as having all the cut content and script from the classic restored by the devs that had to be axed because of time and technology, so if it's not in that, it was not something they ever thought was worthy to put in the game.
I think a lot of people these days just think every single random thought the devs had deserved to be fully implemented or else it was "unfinished"
>>
>>3935526 here
Disregard that, I was being a moody asshole at the time; MM's good too. Still, in regards to 2D Zelda, I personally think LTTP, LA, MC, and the Oracles are pretty good as well. Haven't played Four Swords or any of the modern ones yet, sadly.
>>
File: It's_All_So_Tiresome.jpg (41.2 KB)
41.2 KB JPG
>>3935531
>Spending like 15 minutes to draw hundreds of spells from enemies as soon as the next tier unlocks was such a bad experience
You control the buttons you press
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>3935571
>>3935576
FF8 is an easy as fuck game.
The only way to play it optimally is by you holding back so the game isnt just aura + Limit Break spamming.
Like you wont ever need 100 spells for the absorb/inmune affinities except in specific situations (Status nulls for Marlboro or Inmunity to Lv5 Death).
I remember my magic only run and it was still a cake with just 50 of each spell (Except double/triple because magic is ass).
>>
>>
>>
>>
>>
>>
>>
>>3935531
I don't draw full stacks of spells from enemies, i use the various item/card/magic refine abilities in the menu lol. FF9 combat is shallow and sadly the animation times are suuuuuuuper long. I love the story and aesthetics of ff9 don't get me wrong. Getting a new skill from getting a rare weapon or accessory is a really satisfying mechanic but I think this mechanic contributes to how shallow the combat is
when i play ff8 instead of drawing from one target a hundred times instead im trying to turn an enemy into a card ( and failing twice lol) or hunting for a rare spawn. To your benefit for a game with so many tutorials they don't encourage you to play the game other than the way You, anon have been playing the game. They teach you about draw spamming and they teach you about rare spawns ( T-Rex) and how to use status junction to kill a rare spawn but they should have gone a step further and taught you how to refine T-rex bones
>>
>>3936092
>They teach you about draw spamming and they teach you about rare spawns ( T-Rex) and how to use status junction to kill a rare spawn but they should have gone a step further and taught you how to refine T-rex bones
The game tells you to check the tutorial menu (available at any time), and this menu explains everything.
>>
>>
File: B1KcB6NUPqfulExkiyUg8tqJ.jpg (610.8 KB)
610.8 KB JPG
>>3934782
This is why I like Bug Fables, your numbers start low and they stay low, you need to git gud.
>>
>>
>>
>>
File: adachi-true.gif (263.6 KB)
263.6 KB GIF
>>3933171
Correct answer.
Difficulty in pure rpgs is generally a pointless discussion because it all really depends on player's will to engage with the systems and things like RNG rolls.
Playing an rpg is more like playing with a toy. The win condition is just having your brain engaged with hopefully enjoyable but not always difficult tasks. Be it squeezing better numbers from your build, figuring out how to tackle another part of the game (new dungeon, boss etc) or just grinding.
Kind of related - the cinematization of jrpgs is exactly what makes them unbearably boring. Cutscenes stop player from actually engaging with the systems, which are the meat and the actual game.
>>
>>3932803
A lot of people have this complaint and it's so weird because after you clear the pyramid and get access to the merged world, everything is completely optional. You could just go right to the final dungeon from there.
>>
>>
>>
>>3933013
>and then you same retards complain that in FF7 every character can do everything.
Complaining about being unable to change the composition of the characters in one's party is not at all the same thing as complaining about being able to change the "job" of one's characters, retard-kun.
>>
>>3935576
>"HURRRR, THE ONLY WAY TO PLAY FF8 IS TO DRAW A BAJILLION SPELLS EVERY BATTLE!"
>"HURRRR, THE ONLY WAY TO PLAY FF8 IS TO NEVER BATTLE AND ONLY PLAY CARDS TO REFINE SPELLS!"
It's really weird to me that nobody ever talks about the real best way to play FF8, which is to just fight encounters normally and get spells by refining drops and steals. It's super obvious to me, because I actually like turn-based JRPGs and tend to engage and expiriment with mechanics, but I feel like a majority of folks shut their brains of years ago and just can't seem to jumpstart them.
>>
>>
>>
>>
>>3932844
6 has detailed equipment information in the item menu and not the equipment one. Who can use it, elements, statuses, which weapon abilities it can be used with, complete stat bonuses. It's one of those things you'd have to know about to even realize it, like being able to give Gogo any of the other command abilities.
12 holds up best because you can skip all the story shit.
>>
>>3937960
>and trigger the level scaling? fuck that
I know this is retard-bait, but the whole point is that if you actually make use of the drops and steals and refine them instead of letting them rot in your inventory, you'll be so strong you won't have to care about the level scaling.
In fact, before you even leave the Balamb area, you can easily get fish fins from any beach (which refine into waters) and tents from the store (which refine into curagas). Those two assets alone will make you so strong you won't have to worry about enemies outscaling you until at least the end of disc 2, likely well into disc 3.
>>
>>3937955
I'm not saying FF8 isn't badly designed. I'm just shocked that the two prevailing sentiments on how to play the game are either "I'm a retard who has to draw 100 of everything" and "I'm a retard who needs to avoid all battles and have a card game FAQ open at all times". Especially when there's a much easier middle-ground between the two that only requires the tiniest bit of curiosity and willingness to engage with known mechanics. Yes. I agree it's a shame the game doesn't just tell the player about refining during any of the tutorials, but given that most people seem to have the attention span of a mayfly, I doubt even that would have helped.
Although, to be perfectly honest, I think the game was purposefully deceptive about the best ways to acquire spells, because FF8 as a whole is an incomplete game that is absolutely desperate to artificially inflate its playtime. They figured if a bunch of retards fall for wasting their lives choosing "draw" for hours on end, it might help trick them into thinking they're playing a game that isn't sorely lacking in depth and content.
>>
>>
File: ff4fe-equip-menu.png (111.9 KB)
111.9 KB PNG
>>3933502
>FF4 does not have any meaningful gameplay
FF4 has some of the best gameplay in the whole series.
>>3937969
Yes, FF5 and FF6 have lots of information easily accessible, even if lots of people don't know how to pull up stats from the item menu in FF6.
But FF4 doesn't. The equipment screen itself is not that useful, showing only your total attack, defense and magic defense. These numbers are vaguely useful especially in the early game, but many key values (attack multiplier, to-hit, and evasion rates) are only visible from the status screen. And, there's no indication whatsoever about status and elemental resistances. You had to read the manual to see the full stats of equipment.
Picrel is a modded version of the original FF4, for the Free Enterprise randomizer, which includes the details directly on the equip screen.
Some argue that keeping details like this hidden is more realistic and leads to better atmosphere and gamefeel, but I think the tradeoffs in not knowing what shit does aren't worth it.
On a related note, FF4 also doesn't have very good "missed spell" feedback in battles.
>>
>>3937955
When you play FF6, do you stop to grind and learn every spell for every character every time you get a new Esper? In FF9, do you stop and grind to learn new abilities every time you get a new piece of equipment for everyone? Same with Materias in 7, skills in 5, etc
After all, in both cases, just like drawing, each individual task only takes so long right?
I don't know what it is about FF8 that triggers such autism, and people make it sound like it's somehow different than in the other games when it's really not.
>>
>>
File: 2026-02-28_17-48-22.jpg (371.3 KB)
371.3 KB JPG
>>3932790
I thought the evil doppleganger fight was cool.
>>
>>3937976
I think one of the big differences between item/equipment info in 4 vs 5 is that while 4 shows less, it also has much less to show, overall. 5 was really the first game in the series where equipment started to get interesting. There are a lot of weapons, armor, and accessories with secondary effects that are super helpful, but you might never know about them, and given the level of customization in 5, it's kind of a shame.
In FF4, most armor is just bigger numbers, and the game and progression are so linear, you generally do the best by just using the latest stuff you've picked up. The only part of the game where you really NEED to think about your equipment is the magnetic cave.
>>
>>
>>
>>3938005
>secondary effects that are super helpful
That's a pretty big understatement. Raw stats are largely irrelevant in 5 compared to those secondary effects. The only notable exceptions are the bone mail and chicken knife/brave blade which all have such ridiculous numbers they have to come with significant drawbacks.
>>
>>
>>
>>3938005
This is just wrong.
FF4 has much bigger stat swings on equipment than FF5. It's clear that equipment was meant to allow some build flexibility (to an extent) where FF5 did it more with the job system. Heroine/Minerva armor, for example, gives a huge boost to str/agi/con while severely penalizing magic stats.
FF4 also has weapons that cast spells. Kain for example only has Fight/Jump/Item but has spears can be used to cast fire2, ice2 and holy.
>>
>>
>>
File: FinalFantasyTacticsAdvanceGBACoverArtUS.jpg (50.3 KB)
50.3 KB JPG
>Game with the main commentary of the plot being about "escapism is lee bad"
>Is that god damn awful that you literally feel like doing anything else but keep wasting time by escaping from the real world by playing it
Fucking bravo!
No, but seriously, i'm at the part of the game after you break the fourth crystal and there's like 3 mandatory laws, with few of the new ones just punish you outright for attacking enemies.(the one who target only specific race isn't that bad, but then there's the other one that just makes you unable to fight monsters as a whole.) Not to mention that with 3 laws you already can rolled some insane ass combinations that completely making the fight unplayable. What are they fucking thinking.
>>
>>
>>
>>
>>
>>
>>
>>3938536
>>3938552
Card grinding is a bore, abusing the law rng for every fight by avoiding/fleeing is also pretty annoying. And only way of winning the monster fight with "DMG2Animal" law active is trough monotonously letting enemies to kill themselves against you via usage of "counterattack" ability. The game forcing you to play specific way is also garbage idea, because, why even letting player to have all those job choices in the first place?
But outside of laws, i would say that almost every single mechanic deviation from original FFT only make the game worse.
>>
>>3938553
Are you using the R(number) generic cards? Those need to be the right rank to work on specific laws.
>>3938560
I mean, I don't see the law system so critically, but I think the difference is that I don't mind changing the laws and using the cards and don't see them as a chore. I just see that stuff as a tool to be used. I do agree that three laws at a time is too much, but I don't find that detrimental in the end.
>The game forcing you to play specific way is also garbage idea, because, why even letting player to have all those job choices in the first place?
Same here, I just have a varied clan members so if a law makes someone useless for a fight, I take someone else with me.
>i would say that almost every single mechanic deviation from original FFT only make the game worse
I see them as sideways changes at worst. But I also don't have the same reverence for FFT as most people, so I am not that bothered by them changing things up.
>>
>>
>>3938569
When you check a law, it says what R(number) law it is. So when you see that R thing both on the law and the cards, you can see the correlation. It could be even more clear though. I guess all I can say is that pressing select on everything is your friend.
>>
>>
>>
File: snes_final_fantasy_2_p_xfzkj6.jpg (217.6 KB)
217.6 KB JPG
>>3938854
>>3938854
I like to call FFIV and FFVI, by their American names, FFII and FFIII. Then I like to pretend that the Japanese final fantasies never existed, and we simply jumped to 7. I do this because the Japanese final fantasies sucked and were not translated for good reason. Also, I live in America, and I refuse to be a weeb.
>>
>>3938883
Bait used to be believeable.
But let me about about my schizo conspiracy theory regarding why FF2 and 3 didn't release on NES: FF2's translation was 90% complete, we know this from the leaked version. Squaresoft had already announced its intention to release it to press and claimed they'd do FF3 next. That was in late 90/ early 91, they would have had time to release 2 on NES and still release 4 in late 91 without both titles competing with each others.
What I think happened is that Nintendo of US prevented or stalled the certification process because they were pissed at Squaresoft for going on their own (previoulsy, FF1, 3D World Runner and Rad Racer were all published by Nintendo and all sold really well) and saw them as serious competition that could danger their market leader position on game sales on their own machine.
They didn't prevent Square to release stuff on GB and SNES because for those platforms they needed all the help they could get to garner a user base, especially in the case of the SNES which they witnessed having a VERY slow start with very little third party support during its first year in Japan.
>>
File: fft-weapon-formulas.png (50.4 KB)
50.4 KB PNG
>>3938568
>I see them as sideways changes at worst.
I agree with the other anon and it has nothing to do with 'reverence' and everything to do with absolute preference for objective differences.
1. I like when weapons have unique scaling formulas, the way they do in FFT.
2. I think job systems work best with maximum flexibility and dislike having arbitrary race-based constraints.
3. I usually prefer human-oriented fantasy settings and don't need a bunch of goofy fantasy races.
4. I prefer RPGs that don't have a kiddie vibe. inb4 kneejerks: no, the fact that there's an edgy twist in FFTA doesn't give the game a mature vibe as a whole. No, I don't need an RPG to be super dark and mature, but FFTA is cartoony, childish and patronizing and this bleeds directly into core game elements like clans, laws and judges. All else being equal, I'll take an FFT vibe every single time over an FFTA.
>>
File: images (6).jpg (37.6 KB)
37.6 KB JPG
>>3938894
So it's just coincidence that FF2j, FF3j and FFVj suck. That's comforting.
>>
>>
>>3938883
>I like to call FFIV and FFVI, by their American names, FFII and FFIII.
There used to be a particular strain of console peasant in the early days of the internet who would do this, but even in those days they had the sense to say FF4J and FF6J to facilitate communication.
>>
>>
>>
>>
>>3938502
laws are good for the game and add to replayability :^) What I dislike about FFTA besides too many overpowered abilities making the game rather shallow is that the landmake system makes me glued to a guide when playing the game. One of my favorite FF OSTs its so high energy and peppy, nice happy war music, and I also like the gran grimore romhack