At 6/17/13 10:59 AM, VoidForce wrote:
At 6/17/13 06:23 AM, Elixur wrote:
My ranking for Final Fantasy:It's funny because my list is close to the reverse of yours in terms of favourites. Mine goes:
VIII > XIII > X > VI > VII > II > IX > V > XII > I > IV > III
Placing IV so low on your list instills primal rage in me, however I'll bind my hands and teeth for the time being :)
I didn't enjoy the crystarium system in XIII at all, although strangely enough I LOVED the sphere grid in FFX. I think it comes down to freedom, since crystarium in the early game cut you off from growing in stats/abilities beyond certain points and the sphere grid was non-linear containing many loop holes (Lvl 1,2,3,4 locks) where you could by-pass large sections to reach desirable skills/magic/abilities early. As much as Chapter 10 (maybe it was 11, haven't played in a year) to the end of the game impressed me, I cannot ignore the fact that 2/3 of the game is a hallway devoid of secrets or any exploration to be found. Locales like Bodhum, PalumPolum (I love the nod to the twins) Nautilus Park, Oerba are visually and conceptually STUNNING but the designers refuse to allow you to appreciate the hum drum city life by treating that as set pieces rather than an entity containing the world's economy. I would have loved to see more randomness in NPC placement, dialogue and more options in purchasing items. (maybe bring back the auction house?)
XIII could have been great, but it felt unfinished. Essentially just eye candy, but once you throw that sucker in your mouth it turns sour quickly and is increasingly numb upon multiple playthroughs. When I rank the games to each other side by side I DO consider replayability into the equation. As much as I love to bash the game it did it's musical score and landscape design well above average and should me commended for such.
Songs I enjoyed:
(Attached image) LOOK HOW LUSH THIS LANDSCAPE IS. I'm glad they atleast gave Gran Pulse the attention it deserved.
My thoughts about XIII's map design is:
Square-"LETS MAKE SHIT AS NICE AS POSSIBLE BUT NOT ALLOW THEM TO EXPLORE IT HUEHUE"
Also the theory about Squall being in a coma for the Disc 2-4 sections of the game is a fun read, but certainly far from true haha. Funnily enough my top 3 games are all the ones that brought me to tears during the end, VIII in particular.
The romance was just so forced, stale, boring, predictable, etc
I LOVE the game, but the very thing you enjoyed the most is what turns me away.
Take for example the famous drifting through space scene, where Squall tosses aside logic and leaps out into the cosmos with limited air for this girl. (who may or may not be possessed by an alien evil) Throughout the game their feelings make very little progress than all of a sudden feelings explode without any reason when nearing the final hours.They suddenly fall head over heals Romeo and Juliet style into each others arms. The love affair was badly drawn from the start and became increasingly difficult to stomach as time went on. Why would this girl lunge at a man who is so filled with teen angst, heart of stone and fears the world, so? I wish I could answer that, seeing as Square gave the player literally no reason.
Love stories should be SUB PLOT always, never center stage. Allowing the relationship to slowly progress naturally in the background is always a more realistic approach and much easier to swallow.
I find that the worst part of Jade Cocoon is how long it takes for a single one-on-one battle. There's always a pause between telling the creature to do the move and the move actually happening, then another delay before the enemy goes. It's only a few seconds, but because it's every battle it really adds up and gets frustrating.
Completely agree, the slight delay in between random battles can be and is annoying. Another gripe I had about FFIX was how slow the battles took to initiate. Nothing you can really do seeing as PS1 was still fairly primitive when it came to game engines, I don't think it's enough of a nuisance to shove aside the other exceeding qualities the game offers.
(FFT on psp had severe slowdown for certain abilities but the improved dialogue translation and bonus-additional CGI cutscenes -and other content- convinced me to see my way through that version)
I would love for a digital re-release of any kind for Jade Cocoon, since the physical copy is getting to be sort of rare. The company though is long gone, so the chances of this happening are slim to nonexistent.
Funnily enough when I was playing it my room mate pointed out that it all seems very Aztec which I thought was a pretty good point. Bear in mind this is before Kikinak showed up and he's as Aztec as it gets. I can definitely see some Native American in there too though.
Aztec! or possibly Mayan/Incan etc That is exactly the feeling the clothing, rubble of statues found through the game, music, everything gave me. I want so badly for other games to source their design from the early natives, it is so foreign and ancient.
I wonder if any other game is similar...
If the boss fight you're talking about is Psycho Mantis, pop culture has already ruined that for me which made the fight a breeze. I did enjoy him telling me that I liked to play Azure Dreams though, a very nice touch. The game does go out of its way to make the boss fights entertaining and they certainly are...except Sniper Wolf.
Damn pop culture to hell! Yes I was referring to Psycho Mantis and him "mind reading" you as well as making reference to your save files. Okay, imagine it is 1998/1999 and you're a little 10 year old kid. Your mind is in orbit from the presentation of the game so far and you come across this insane dude. You die over and over etc and tell your friends at school the next day. That one cool kid says you gotta switch your controller to port 2 and he's easy as pie. of course you don't believe him, because for a game to recognize something external to the software itself is bizarre (in those days)
THE LOOK ON YOUR FACE WHEN YOU TRY AND IT WORKS
Like I said, inventive+creative to the core and an absolute spectacle from start to finish. THE game to showcase the PS1 as a movie theater.
At 6/17/13 01:23 PM, Jackho wrote:
IX > VII > Tactics > VI > X > IV > Crisis Core > V = III > VIII > Legend > Mystic Quest > CC > XII > I > II > X-2 > XIII > XIII-2
Unrelated but it always takes me several seconds to wrap my mind around the vagrant story artwork. Why is ashley's hair like that? Why is his stance so weird? Why is his leg thicker than his torso? Why is the woman's lower leg bent like a turian's? Is that man ass showing?
This game was in development during 97/98/99 which was an era where wacky impossible hair-dos were Square's calling card, I wouldn't read too much into it. (Cloud, Seymour, etc) His stance is just how he 2 hands his weapon, in what I assume to take advantage of the curved blade. This was only concept art (it did eventually make it as the cover but still) and in game his leg is more proportional the rest of his body.
The woman's pose I assume again was just to look exotic and dramatic. By curving her body is all sorts of ways it becomes more interesting to look at and that's exactly what a cover should do. Between that and the strange color palette of browns, greys and greens I'd say it did it's job well.
That is a pouch on his waist you're seeing I believe, not man ass lmao