Originally posted by Peach
Honestly, I really don't see an issue with a lack of towns anyway. Running back and forth a dozen times over in the same place got old pretty quick (yes, FFXII, I'm looking at you).
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How is that any different to the other FF games ?
Still had you running around in the towns/Cities going to the weapon/armour shops so yeah its not just FFXII......
Originally posted by Peach
I haven't yet - but I've only played about three hours so far. Sadly.Honestly, I really don't see an issue with a lack of towns anyway. Running back and forth a dozen times over in the same place got old pretty quick (yes, FFXII, I'm looking at you).
Of course, that's not inherent to having towns in the game. Backtracking can be done in any setting, town or not.
The reasons I worry about a lack of towns is because having them available helps tremendously in increasing the scope and scale of the game world. Plus I always liked having the option of talking to various NPC's, as doing so makes the world feel more alive, realized and lived in.
No towns so far, but I have to say, it's not hurting the scale of the game for me. The area you travel through after getting magic is one of the most amazing, majestic visuals I've seen in an FF game, and there are plenty of opportunities to just stop and stare at it as it extends beyond your field of vision.
Oh, I'm loving the fact that there are a couple of Australian accents, and I find it amusing why. There really aren't enough Aussie accents in games. Always the Yanks and English.
I'm not really missing the lack of towns but I am (and I'm shocked at this) missing the random battles. I feel they break up the walking bits into more entertaining sections... seeing the enemies, and how many of them there are makes me groan at times. I know I can just run past a lot of them but I don't like to. I don't want to fall behind on the sphere grid... Oh... I mean... Crystal thing. (which is basically a sphere grid with less choices).
Originally posted by §P0oONY
Got the game on release day, just defeatedSpoiler:. I#m really enjoying the game, the switching in battle is a little annoying. I'm barely buffing because of it.... How old is Vannile supposed to be? I've been trying to work it out all game. I'm guessing like 15/16?
Cid Raines
Not old enough to be showing butt tats ermm
Aside from the long slightly confusing beginning I can't see why it has bad reviews.
HAHA at the sphere grid on crack statement...really? I thought the grid was complicated enough. Damn, traversing through that with all the...things that allowed you to move on, was a chore. My Auron was uber, left red tracks all over that grid puzzle.
So is the crystalium thing just bigger? 3-dimenstional < cuz that would be scaaaary
The Crystarium is straight forward, it leads in a straight line until theres a branching off into other directions. I have 18 hours of gameplay so far and haven't witnessed any very complicated 'branches of branches' in the Crystarium.
Does improving the role level give any bonuses? Or does it just simply let you move on in the Crystarium? No point of the levels, really...
Yes they have. Spells can be spammed to your heart's content without costing anything. Instead, there are 'technique points' used for certain skills and summons. So pretty much you only have to pay to use the heavy-duty stuff, and stuff you don't need to use often (like Libra).
You'll also like how the ATB has changed, Ush, I think. It's segmented, and attacks/spells/skills/etc. all take a certain number of segments to use. So you can chain up a bunch of skills, and then either wait for it to fill completely and unleash all at once, or interrupt it partway and just use the attacks that were charged, and whatever amount is left over applies to the next turn. It works really well.
I also love switching Paradigms during battles, so awesome.
The gameplay in this one is...very interesting, to say the least. Personally, I love it. But it's very very different and I know it's thrown a lot of people off.
It is definitely one of those things that is kind of "meh..." when you read about or watch it, but makes much more sense once you actually play it.
Also, that's odd. I've only really seen very positive reviews on it, with the main downside being the fact that it's very linear (which I've no problem with).
Hmmm.
Also, the lack of towns (which doesn't bother me in the least, they never stood out as anything special in previous FF games) actually makes sense, considering what the characters are up to. They really can't go near towns. Think of it like the Dark Siders and Republic worlds 😛
The linearity is also broken up quite a bit by the fact that the point-of-view changes fairly often - the characters don't always stick together, and when they split up, you go back and forth playing the smaller groups.
Oh, and you can skip cutscenes now. Something I figured you'd appreciate.
Saying it makes sense like that is circular reasoning; it only makes sense because the plot was written that way. It is THEIR plot; they could have done it differently. In an RP game, towns and the like are often remarkably important to creating the feeling of a proper world, even if it is only illusory.
And that's still linear Different linear chapters don't change that.
Well, personally, the lack of towns thus far makes no difference to me. Considering that they were never anything more than "vague area where there are no monsters and maybe a shop or inn or two", and oftentimes "damnit I have to run all over here again"...yeah, the lack of them doesn't hurt the game or the world at all.
And I didn't say it wasn't linear. I wouldn't want an FF that wasn't linear (open world RP video games bore the hell out of me for the most part). But it's still different than how they've done it before.
(also, while the game is split into chapters, the POV changes are not how they're defined)