Thread #3966659
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I DARE you to name a game with worse dungeon design than this. Every single dungeon in PSII has the same obnoxious gimmick. Two or more floors that all link back and forth through dozens of staircases with an extremely high random encounter rate slowing all progress to a crawl.
Good fucking lord. I'd rather play Wizardry IV.
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Filtered.

I beat it as a youth. The game is fantastic, but yes the dungeons are a nightmare. It helps mold you to appreciate suffering, like training for life bro.

Try the PS2 remake/remaster. There are a lot of QoL improvements and you can play NG+ and save that character that dies if you do a bunch of obscure shit.
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>>3966659
>I'd rather play Wizardry IV
Makes sense, Wiz dungeons actually have various traps and puzzles and stuff to keep them interesting. PSII is just big monotonous mazes.
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>>3966770
I've heard the Wizardry games are good for that reason, they look appealing and all, but the story is what sells the Phantasy Star games to me. Phantasy Star IV is the best out of all of them and an S-tier JRPG. If OP didn't like II they should really consider playing IV if they have not already.

II still has a great story but I agree it's a very tedious playthrough, which is why I recommended the PS2 remaster. The dungeons are truncated a bit and there is more you can do, like equipment "crafting" of sorts that lets you get insanely good gear if you grind. Use emulation, speed things up, grind some gear, and beat the game without wasting tons and tons of hours of your life. It's the best way to experience these classics without having to bog yourself down for hours like we did growing up with them.
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>>3966659
Pokemon.
Pokemon's map designs are dogshit, always have been.
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>>3966659
Bunny Black was pretty awful. Not because it was convoluted but the opposite, simple pattern level layouts that were often symmetric, like just a spiral

Mega Man Battle Network was guilty of the same
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>>3966659
Playing PSII made me appreciate that FF2's dungeons actually aren't bad.

>>3967059
The problem with Pokemon dungeons is that random encounters are both unthreatening and easily avoidable, so they can't really challenge the player with resource and risk management like RPG dungeons are usually supposed to. At best they can just be confusing to navigate. It's sort of an inherent problem with Pokemon's gameplay, and it's part of why the series kept making its dungeons smaller and shittier in later games, and why people only really care about the Gyms and boss fights as far as difficulty.

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