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#52 Feb 17 2014 at 1:34 PM Rating: Excellent
Gnu wrote:
Wint wrote:
Sounds like this guy never used Chronostasis Smiley: wink


Is this something in the game that will allow you to explore without using time?

Too much spoiler?

Yes Thayos. FFXI and FFXIV are much closer to what I see as being FF than other recent installments have been. I'm worried that FFXV looks a bit too much like Dirge of Cerebus for my tastes. Can you promise me that it will be awesome instead?


Yep it stops time so you can explore or perhaps get across the zone to a particular quest you want. Some areas of at least one town are only open during certain parts of the day, and other quests are only available during certain times, so there is a bit of juggling with quests and time. It consumes something called EP, which you earn back from monsters.

The thing I love about LR is that the grind is gone, you earn your stat upgrades from completing quests, and you gain new abilities from defeated mobs. Been playing quite a bit since I got it (4 days early Smiley: nod) and I'm really enjoying it so far.

I think idiggory also hit the nail on the head with the New Game+ mode, it seems they want you to play through the game multiple times. Some things are only available once you unlock the hard mode, according to my guide anyway.
#53 Feb 17 2014 at 2:30 PM Rating: Decent
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What I'll say is that this strikes me as a firmly generational thing. The old story of heroes vs. the big evil just don't work well anymore.

It's like the difference between the Lord of the Rings books and the movies.

The books, to me, are mind-numbingly boring. I have no problems with slow fiction, or expansive world-building. But I can't connect to a story where the characters are cogs and not people, where they don't develop their characters over time (and we don't even get better looks into them). The source of evil that's just the ambiguous big bad isn't interesting to me.

The movies, on the other hand, are fantastic. Tolkein focused on epic deeds and moments. Jackson, instead, took the characters and really explored the story through them. They grow, they change, they're tortured. They take their small victories where they can get them, but it's mostly just struggling to make it through defeat after defeat after defeat. And the evil gets a lot of deep personification through Frodo/Gollum/Sarumon that it just doesn't get in the books (where it's more like Frodo's really tired and sleeps a lot).

Oldschool FF games typically look like the former. They're epic tales of heroes battling evil. And they're generally extremely boring to a big portion of the audience (particularly the younger generations, who grew up on ensemble casts).

Newer FF games are being driven by characters. The character development of the cast IS the main plot development; it drives the plot of the overall story around them. The villains have real motivations that aren't just "I'm evil so yeah I'll cover the world in darkness." The next step of the way isn't obvious, because the core mission is being determined by the characters and their motivations, not the overarching plot.

It's absolutely fine to like the old school style. But I don't think that will be coming back (for which I, personally, am thankful).
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#54 Feb 17 2014 at 2:38 PM Rating: Excellent
XV isn't supposed to be future - it's supposed to be present day Tokyo. So that's something a little different right there.

I do wish they'd do another conditional turn based story like X or Tactics. The slower pace that resulted from those made it feel more like a chess game. Active Turn Based and Active Time Battle is all fine and dandy, but the last half dozen games have all used one or the other. I think there's room to explore another Conditional Turn system yet.
#55 Feb 17 2014 at 3:09 PM Rating: Good
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idiggory, King of Bards wrote:
What I'll say is that this strikes me as a firmly generational thing. The old story of heroes vs. the big evil just don't work well anymore...

Oldschool FF games typically look like the former. They're epic tales of heroes battling evil. And they're generally extremely boring to a big portion of the audience (particularly the younger generations, who grew up on ensemble casts).

Newer FF games are being driven by characters. The character development of the cast IS the main plot development; it drives the plot of the overall story around them. The villains have real motivations that aren't just "I'm evil so yeah I'll cover the world in darkness." The next step of the way isn't obvious, because the core mission is being determined by the characters and their motivations, not the overarching plot.

It's absolutely fine to like the old school style. But I don't think that will be coming back (for which I, personally, am thankful).

I don't have a preference for one style over another, but I get what you're saying. FFVIII will always be one of my favorites because Squall felt like a far more relatable hero to me. And as much as Hope came across as a whiner at times, I appreciated how he developed over the course of the story as he dealt with his grief over losing his mother and his hatred for the man he saw as being ultimately responsible for it.
#56 Feb 17 2014 at 3:37 PM Rating: Decent
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#57 Feb 17 2014 at 3:57 PM Rating: Excellent
Quote:
What I'll say is that this strikes me as a firmly generational thing.


I agree, that plays a huge role in it.

That said, I'm much more in the camp that prefers the LoTR movies over the books... by miles, too.

I'm all for character development... with the exception of the very first Final Fantasy game, I think character development has always been a strength of the franchise. I think it's more of the personalities of the characters that are at odds with my gaming generation. The heroes of the earlier titles took themselves a bit more seriously. Their personalities seemed stronger. Nowadays, the protagonists seem whiny or overly cutesy... or, worse, completely insignificant to the story. In XII, Vaan literally didn't do anything... he just hangs out the whole time.

Combined with the recent fad of technological whimsey, the shallowness of the characters just makes the recent games feel a bit silly. The biggest reason I've managed to enjoy XIII and XIII-2 was that both games were played against darker storylines, and that helped to offset some of the silliness of the characters.

Unfortunately, advancements in technology play a large part in this, too. The earlier Final Fantasy games may have seemed much sillier with voice acting and cinematic cutscenes... technological limitations kind of limited the potential for silliness. Still, FFXIV is a good example of how you can still have a compelling storyline without going off the deep end of whimsy (even the scenes with voice acting aren't over-the-top silly... in fact, it's all pretty serious).

If this is all an effort to attract younger gamers, then perhaps what we need is a global gaming intervention.

Edited, Feb 17th 2014 2:01pm by Thayos
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#58 Feb 17 2014 at 4:00 PM Rating: Decent
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Catwho wrote:
XV isn't supposed to be future...


For the sake of the franchise, I hope it's the past. I feel like I haven't played an above average single player RPG from the FF franchise since 2000. I appreciated everything that SE made since I started with V up until that point. Maybe X gets overlooked a bit because IX(being my favorite) was such a hard act to follow. Maybe I'll dig through my storage this week and dust off my PS2, but it still seems sad that I have to go back to the first offering from 2 generations ago to find a good FF title Smiley: frown


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#59 Feb 17 2014 at 4:03 PM Rating: Excellent
Quote:
Maybe X gets overlooked a bit because IX(being my favorite) was such a hard act to follow.


My wife and I both love IX! I enjoyed X, but only because I really liked the story... the rest of the game was way too linear, and I found Tidus to be annoyingly whiny for much of the game.

Strange, the number of people I've talked to who dislike IX but love XII. Makes absolutely zero sense to me.
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#60 Feb 17 2014 at 4:48 PM Rating: Good
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My issues with newer FF entries has been that I've lost direct control of most of my party. I've never been a fan of indirectly controlling party members.
#61 Feb 17 2014 at 4:49 PM Rating: Decent
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Thayos wrote:
Quote:
Maybe X gets overlooked a bit because IX(being my favorite) was such a hard act to follow.


My wife and I both love IX! I enjoyed X, but only because I really liked the story... the rest of the game was way too linear, and I found Tidus to be annoyingly whiny for much of the game.

Strange, the number of people I've talked to who dislike IX but love XII. Makes absolutely zero sense to me.


Dislike IX? Blasphemy! You have my authority to slap them with whatever you have handy should you come across anyone else who dislikes this game.

I can see how their opinions differ between IX and XII though. I didn't get too deep into XII, but IX seemed much more character driven to me.
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Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#62 Feb 17 2014 at 7:35 PM Rating: Decent
idiggory, King of Bards wrote:
What I'll say is that this strikes me as a firmly generational thing. The old story of heroes vs. the big evil just don't work well anymore.

It's like the difference between the Lord of the Rings books and the movies.

The books, to me, are mind-numbingly boring. I have no problems with slow fiction, or expansive world-building. But I can't connect to a story where the characters are cogs and not people, where they don't develop their characters over time (and we don't even get better looks into them). The source of evil that's just the ambiguous big bad isn't interesting to me.

The movies, on the other hand, are fantastic. Tolkein focused on epic deeds and moments. Jackson, instead, took the characters and really explored the story through them. They grow, they change, they're tortured. They take their small victories where they can get them, but it's mostly just struggling to make it through defeat after defeat after defeat. And the evil gets a lot of deep personification through Frodo/Gollum/Sarumon that it just doesn't get in the books (where it's more like Frodo's really tired and sleeps a lot).

Oldschool FF games typically look like the former. They're epic tales of heroes battling evil. And they're generally extremely boring to a big portion of the audience (particularly the younger generations, who grew up on ensemble casts).

Newer FF games are being driven by characters. The character development of the cast IS the main plot development; it drives the plot of the overall story around them. The villains have real motivations that aren't just "I'm evil so yeah I'll cover the world in darkness." The next step of the way isn't obvious, because the core mission is being determined by the characters and their motivations, not the overarching plot.

It's absolutely fine to like the old school style. But I don't think that will be coming back (for which I, personally, am thankful).


I think most of the older ones had pretty good character development, probably limited more by the systems they were on than anything else. FF6 gave almost everyone in the cast interesting back stories and personalities, and I don't think 4 was too far behind that one, if they had been for one of the later systems I'm sure the stories would have been fleshed out even more. The only one that really fits the description of having a generic cast with a goal of just defeating evil with no real goal other than being evil is probably 1, though 2 didn't have the strongest story either.

One of my biggest problems with 13 was the lack of choice in almost every aspect of the game, everything seemed so linear and restricted, from story progression and lack of a world to explore to the way you upgraded your characters abilities, and just the battle system in general. The story and characters were interesting enough, but the gameplay supporting them felt much weaker than the previous entries. Those SNES games might not have had quite as much depth as far as story but it just felt like there was more to do and find, exploring those worlds was far more rewarding to me then going through all the dull gameplay of 13 just to get to the story parts.

I also really miss the Nobuo Uematsu scores.
#63Fynlar, Posted: Feb 18 2014 at 3:39 AM, Rating: Sub-Default, (Expand Post) onoez, ONLY 30 FPS, queue queue the QQ, etc.
#64 Feb 18 2014 at 9:38 AM Rating: Good
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I've played FF7-13 (and the only one I didn't finish is FF9).

Problem is that I really can't tell you much about any of those characters or how they developed.

Squall started off quiet and surly and he ended quiet, surly, and... in love? Did he grow in any other way? I honestly can't remember anything. Zell was hyperactive and such. I don't remember him changing. Quistis seemed to get sort of sad by the end? Idk...

I honestly can't tell you how any of them changed in personality or motivations over the course of that game. I played it, and I tend to remember fine details for stories I experience, but I honestly just can't recall them changing. Their characters feel constant to me.

Cecil from FF4 obviously changes, but it's a plot device sort of change. He's the "Is this right?" Dark Knight and then he's the "THIS is right!" Paladin, and those are his two character stages and he doesn't organically grow from one to the next. It makes just as much sense for Cecil to climb that mountain at the start of the story as it does after going through all the other battles he faces. Those don't seem to be all that important for building his resolve.

FF7 I remember the characters. Barrett doesn't really change all that much, but you do get to explore more of his motivations. Tifa seems similar to me; we get back story, not character development. Cloud's backstory is actually a part of his development, but he is still largely the same, taciturn character before and after. Quiet and brooding. Maybe less angry? I'm not sure. Cid grows some, I suppose? From the drunken wreck of a man to a slightly less drunken wreck of a man?

It sort of just goes on like that. Backstory != character development.

But take Hope. He's an INCREDIBLY annoying character. He's also an extremely well crafted one - he's annoying in all the ways that are realistic depictions of a kid his age going through those tragedies. And kids are annoying.

He starts off as a really whiny, needy kid who just lost his mom and experienced a strong shift in his world (made up of black and white, because he's young and has never experienced shades of grey, and because he's the monster in the stories). He has to come to terms with losing his mother, with his issues with his father, with what it means to be l'cie, with what it means to no longer belong in his own home, with what it means to want vengeance when there's no one tangible to blame.

Hope in Chapter 1 is so different from Hope in Chapter 12. And unlike earlier FF games, they don't have the "ascend the mountain" scene, where a magical moment triggers huge character development. Those character changes happen over time, in reaction to the events he's going through (big AND small), and the conversations he's having with other characters. One of his trigger moments is throwing Snow off the roof, and having to come to terms with his own actions and failures right afterwards. His next major character trigger is when he summons Alexander, which is because he's losing Hope and he doesn't want to hurt his comrades (a very strong difference from his earlier display of l'cie power).

Hope is always super annoying. But he annoys me in exactly the way kids his age annoy me in real life. That's impressive.

I just can't relate to trigger-based character development. The idea of a character being constant until a new event, and then magically being different until the next trigger changes them again. It's so disjointed from human experience for me to take it seriously at all.

Take Bravely Default, which I'm playing right now:

Agnes just lost a friend, so she's being surly and short with everyone. Fine. But I know this is going to keep going EXACTLY like this until a plot trigger changes her personality again. She's not going to grow out of it or get over herself by talking it out, or slowly processing the changes. She's going to grow out of it because Edea saves her life or makes a major sacrifice or something.

That's so not interesting to me. Normal people don't carry one set of emotions until major life events change them. Major life events DO cause a spike in character changes, but those changes are happening all the time, slowly and through our day-to-day interactions with self and others.
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#65 Feb 18 2014 at 10:53 AM Rating: Excellent
The characters' stories are certainly more detailed now. To me, that's more a sign of the technology than the storytelling. To go into such detail with the gaming technology of 15 years ago would have been... cumbersome.

That said, the character development was there, just not completely spelled out. The lack of technology (placing limitations on how stories could be told) required gamers to fill in some gaps themselves. If you only interpret the story for what's literally in front of you, then yeah, it would seem trigger-based, given the age of those games (no huge dialogues, no way to have multiple huge cutscenes, no epic scores to indicate reflection, etc.). Read between the lines though, and you see Cecil struggling to be his own man, you see Rydia trying to be at peace with her parents dying, you see Kain trying to be Cecil's friend while not indulging his inner desires to compete with him, etc. These themes aren't really any different than what we've seen in recent Final Fantasy titles... technology just required characters' stories to be told more succinctly, and the lack of voice acting helped to make characters less abrasive (not saying voice acting is bad, but few things are without drawbacks).

I can't speak to 7 or 8... only played those games once, and don't remember the finer details. I seem to recall quite a bit of character development in 7 though... in fact, I recall that as being the strength of the game.

Also, a note about trigger-based development... most character development (in game and in real-life) is trigger-based... or, in other terms, "experience-based." Sometimes things happen that prompt immediate changes... sometimes, triggers happen years earlier, but people need years to make sense of what happened. One of the most basic laws of biology is that living things react to stimuli. The later Final Fantasy games are able to take a much wider view on character development, but sometimes, less is more. The character development in the latest games is more often long-winded than powerful.

Edited, Feb 18th 2014 8:58am by Thayos
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#66 Feb 18 2014 at 1:35 PM Rating: Good
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What I'd argue is that they could have gone less for the "big pivotal trigger moment" and actually spread that out over the dialogue scenes that actually existed in the games already. But I think RPGs were still gaining their footing, and the notion of an ensemble cast was only just forming (even television was only just starting to seriously focus on ensemble casts in the 80s/90s).

I think Cecil is a great example, actually.

You start the game with the airship scene, and Cecil is doubting their actions and defending the actions of the kingdom to both himself and his crew. Then he confesses his confusion and doubt to Rosa. This is decent; you have the captain trying to save face and then the doubt underneath.

Then the king casts him out, and the doubt but determination lasts until the Myst Dragon attacks. Okay, that's not too long, and it's acceptable characterization.

Post-attack? Cecil's character is a relative constant until he ascends the mountain. He's worried about Rosa and he's confused by what Baron is doing. Even Kain's betrayal just sort of gets lumped in with that.

Basically, we end up with two character sets. Darkknight!Cecil and Paladin!Cecil. Darkknight!Cecil is fairly constant in his dialogue and apparent motivations until the scene on top of the mountain changes him into Paladin!Cecil, when he gets a new set of traits and motivations (some overlapping, of course).

But the sheer number of dialogue options meant to reaffirm darkknight!Cecil are pretty immense. It's the 600x he worries about the darkness inside him, worries about what Baron has become, why the King has betrayed him, etc.

All those moments COULD have been used to slowly move him from "Why are you doing this?" to "No, I will NOT accept this," rather than just letting the first hold fairly constant until the mountain scene triggered the move into the next one.


To be clear, I'm not slamming FF4 here. It was a different time and a different style of storytelling was common. Perhaps an ensemble approach wouldn't have really worked. But I don't think it was a technological limitation. I think it was a fundamentally different philosophy about what constituted an epic.
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#67 Feb 18 2014 at 3:28 PM Rating: Excellent
For shizzle. I think tech definitely played a role, but you're right, RPGs were still finding their footing, and writers were still learning how to tell stories through gaming.
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#68 Feb 18 2014 at 4:32 PM Rating: Good
IV was really the first one to use a named, non-generic lead character in all of RPG-dom, from what I understand. (The original Link was pretty bland, when you look back to NES Legend of Zelda.) FF I-III simply used generic RPG tropes for their character's identities. IV really broke out and tried to tell a story about a person.
#69 Feb 18 2014 at 5:09 PM Rating: Good
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The main problem I had with XIII was all the characters seemed forced to me. Nothing about any of the characters seemed natural or believable, except for Vanille and Fang. There was no real reason why anyone was what they were, they were just forced into an archtype that we were supposed to know and assume generic reasons why they were there. Lightning pissed me off the most. There was tons of potential with her, but they just had her pissy the entire game refusing to give any insight. Sahz felt incredibly false, and Snow felt like the douche-bag nerd-turned-wannabebadass everyone remembers from high school. If Sahz didn't have haste early, I never would have used him.

At least with IV we knew there was horrible translations coming in, so we could forgive things like METEO! Tellah had a heart-wrenching story, ending in futility, and Cecil had to overcome betrayal from his own family, father and brother, to regain the Paladin spirit after being forced against his entire being for years as a Dark Knight. And even badly translated, you can see the struggle with every side missions and almost every single step of the way Cecil doubts himself as a Dark Knight and as an emissary of Baron. It's almost poetic. There isn't any reading between the lines you have to do. You just have to talk to townsfolk, and it's all spilled out.

But in IV, they gave you the archtype the characters were, and let you see them struggle with how they fit into it. In XIII, you were given all the descriptions of what archtype they fell into, confirmed by their own Crystarium tree, and never once watching them struggle with their definitions. It's almost as they were resigned to their fate, even as they were fighting their ultimate fates. Any time any of the characters tried showing a little wiggle, they got forced right back into their boxes. By the end, it felt insulting, like the writers though I was too dumb to see it myself.

But that's how I felt about it. The actual exploration and side missions I don't mind if they do NG+ or open up the realm half way through. I don't like waiting until the very end to be given a world to explore. Give me a reason to continue my journey, maybe a glimpse of Titan and a reason why I need to go back and give him a smacking before the credits roll in. Given pieces along the way suits me just fine, and delivering the airship or whatever other unlock you decide that fits the story to give me freedom is great, as long as it doesn't happen at the very end. That's the other thing I didn't like about XIII. By the time I got to the exploration point, I was so used to being force-fed story and cutscene that I felt bad about stopping to do the missions, like it was a waste of time. I used to enjoy wasting my time, but there it felt like I was punishing myself. And honestly, with all the areas they I had to walk through, what actual exploration were they really offering?

As far as battle/job system, I like telling my characters who they will be. I can deal with forced up to how VI (III) did it, but that's about my limit. Either fully commit to it like IX did and let me control them, or give me the freedom to make them whatever I want well before end-game. Part of the hallmark of FF was letting me define my character in the little ways. I didn't get that at all with XIII.

And here's where the sub-default will probably come from. VIII was by far the worst FF title ever released. The only good things to come out of it were the opening sequence and the card game. The game play was horrible, and the story was nothing more than a bunch of happy coincidences culminating in an "of course she was." No mystery, no advancement, nothing but a boring trek across a crappy map (or drive, if you bought gas), ending in the greatest let-down reveal in gaming history. Of course it's solely my feeling about the games, but it's to this date the only FF title I haven't finished. I got to the last area, and just quit there. I almost vomited when the story "came together."

Absolutely my opinion, and nothing more.
#70 Feb 18 2014 at 5:54 PM Rating: Default
Fynlar wrote:
Nothing about any of the characters seemed natural or believable, except for Vanille and Fang.


What you just said has really surprised me.


Edited, Feb 18th 2014 6:55pm by LucasNox
#71 Feb 18 2014 at 6:31 PM Rating: Excellent
Quote:
Nothing about any of the characters seemed natural or believable, except for Vanille and Fang.


I would have liked Vanille better without the constant grunting, squealing and moaning. Seriously... felt kind of dirty playing the game at times.

As for Cecil's evolution, it's not like he climbed Mt. Ordeal and suddenly had a huge character shift (well, he did, but not in the way we're discussing). He went from "OBEY ORDERS!!!" at the beginning, to "OH S$%#" when he and Kain destroyed Rydia's village. After that, his remorse/contempt grew until he arrived in Mist, and by then he was pretty ashamed by all the things he'd done. He'd also grown through other in-game experiences, proving his loyalty to his friends over his country.

This is where the technology issue comes up. In the newer games, there would have been numerous cinematic cutscenes woven into the game, giving Cecil many chances to display his thoughts in different ways. Because that technology didn't exist -- and because game design didn't allow for numerous monologues as players explored the overhead world map -- the storytelling was just different. Had to be shorter and more concise. By the same logic, that method of storytelling wouldn't work so well in a newer game today, because the technology has advanced to the point that we'd expect all these voice-acted cutscenes.

If anything, the characters' storylines now just seem more convoluted and long-winded... and like another poster said, sometimes the character development nowadays feels a bit contrived. Hope in XIII is a perfect example of both the good and the bad of this new era of character development in games. Overall, I feel the character development in FFX was probably the best of the more recently linear installments to the franchise.

Edited, Feb 18th 2014 4:35pm by Thayos
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#72 Feb 18 2014 at 10:31 PM Rating: Good
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#73 Feb 18 2014 at 11:44 PM Rating: Good
Thayos wrote:
For shizzle. I think tech definitely played a role, but you're right, RPGs were still finding their footing, and writers were still learning how to tell stories through gaming.


I have to disagree with that. I don't think tech the primary issue. Yes tech definitely has helped in terms of emotive states(An emphasis I believe was put on 13 characters. Their ability to emote physically.) However I think it is in fact the latter. Writers have just gotten better. Personally I think Grandia II is an example of an old school example of amazing story with great character development.

But forget all that. Look at the amazingly written games came out on the ds and is coming out on the 3ds. Limited graphics but still find the way to tell amazing stories from the "The world ends with you" to "Ghost trick"(Which has one of the few plot twists I did not see coming that wasn't completely stupid) to the always hilarious Pheonix Wright series. All with older graphics. Still somehow beat the multimillion dollar games in terms of story telling.

Hell even look at XI. While RoZ and CoP had great stories and CoP set the bar super high for later expansions in terms of lore and over all story. I personally think that the characters and character development was way better in ToAU and worlds better in WoTG. Even though their over arching story was a complete mess at times. There were way more characterization from those expansions from the main cast to the minor npcs to the flavor quests they did with "no name" npcs. All while doing it with the same exact graphics they launched the game with.

13 was the first game I've seen for the series that actually had every character remind themselves(in turn you) why they were there. Way they gave a damn. Even to go so far to have every character have a crisis of faith along the way.(Granted they tied that in with their summons appearing... never the less it was still well done) The characters took time to talk out problems and issues they were having. Their doubts.. Their Fears their secrets..

Edit: Took out the last two paragraphs becuase I realized I was talking to much>.>

Edited, Feb 19th 2014 12:48am by Laxedrane
#74 Feb 19 2014 at 2:13 AM Rating: Decent
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Laxedrane the Irrelevant wrote:
But forget all that. Look at the amazingly written games came out on the ds and is coming out on the 3ds. Limited graphics but still find the way to tell amazing stories from the "The world ends with you" to "Ghost trick"(Which has one of the few plot twists I did not see coming that wasn't completely stupid) to the always hilarious Pheonix Wright series. All with older graphics. Still somehow beat the multimillion dollar games in terms of story telling.


I feel like today's games focus more on flashy graphics and cutscenes rather than story and gameplay mechanics. The spell animations(prior to adjustments and even a little now) for XIV were way over the top. The original graphics engine was beautiful, but you needed a $1500+ rig to run it at moderately high settings. Stories for MMOs are a bit of a different beast because they're constantly evolving, but solid gameplay is the other piece to the foundation of any great game.

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Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#75 Feb 19 2014 at 3:14 AM Rating: Good
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idiggory, King of Bards wrote:
Oldschool FF games typically look like the former. They're epic tales of heroes battling evil. And they're generally extremely boring to a big portion of the audience (particularly the younger generations, who grew up on ensemble casts).

Newer FF games are being driven by characters. The character development of the cast IS the main plot development; it drives the plot of the overall story around them. The villains have real motivations that aren't just "I'm evil so yeah I'll cover the world in darkness." The next step of the way isn't obvious, because the core mission is being determined by the characters and their motivations, not the overarching plot.


I've actually recently experienced the former. I don't agree with the later.

I played through FF6 for the first time about 6 months ago. I had a PS2 in the living room but quickly grew tired of that since emulators allow you to speed up time in-game (which means faster battles, less cutscenes, etc). Originally, these long delays were probably due to lack of memory in the system they were designed for. Now, they just appear sluggish and infuriating, to be frank.

Going through FF6...I honestly do not see the appeal that many people praise it for. I never really felt like I knew any of the characters. There were so many that none of them really got the in-depth analysis that they should have. I feel this was remedied later on in many FF games (7 and later) where the cast was reduced a little and personal story was emphasized more.

However, I do think character development driving the plot is a double-edged sword. If you do a poor job at developing the characters (hi FF12), you will have an overall weak plot. However, if you pull it off successfully, you have a vastly superior game compared to the overarching, stereotypical plots of the past.

I will add my own opinion to this discussion: I think what has really turned me away from recent FF games, more than anything, is the music. I'm sorry but 12's soundtrack was very forgettable. I did enjoy the ending song but, when you analyze the lyrics, the song has little to do with the main characters that you've been spending time with for the past 30+ hours. Smiley: lol

I am not a professional musician but have been playing the piano for the past 20 years. The piano collections for the soundtracks of all the games prior to 12 have been quite amazing. Recently, they've switched over to orchestration to cover up for lack of creativity, I feel. However, have you seen who is the composer for FFXV? ^^ If you haven't, you will be pleasantly pleased to see Yoko Shimomura taking the reigns! I am quite excited.

But this is only one facet of the genre. I find we are approaching an age where the turn based system will no longer work very well. While 12 had faults in other areas, its combat system was superb: eliminating many of the aggravating aspects of the turn based system. Sure it could be abused but it overall reflected what we had in FFXI at the time and was quite refreshing. Not sure why they went back to turn based on 13.

When you go back to play any of these older RPGs, you will probably find the turn based system to be quite bothersome (hence why I just emulate anything I try to replay). Turn based was used back then due to hardware limitations. There isn't really an excuse right now, especially since it has been done already in 12.

I find that 7, 8, 9, and 10 were pinnacles of the FF series so far. I would rank 11 as the ultimate but 11 isn't the typical RPG, is it? :P

I see 8 being mentioned and this happens to be my favorite one. I loved the battle system (minus the draw system), enjoyed the music immensely, and found the characters to be something I could relate to. When Eyes on Me started playing on the Ragnarok, I honestly cried for the first time and I am not ashamed to admit that. :P

Some may argue that the characters did not develop as the story progressed but this is not the case. In 8, Squall changed dramatically over the course of the game. Rinoa brought out his true self and showed him what he really wanted. Did you notice that he smiled in the end? Did you ever see him do that prior to the end? :P Squall was a bitter person with a lot of pent up rage. He didn't know exactly what he wanted to do with his life until Rinoa came along.

However, there were also elements in the story that were there just to serve as plot devices. It wasn't a story driven entirely by the characters' personalities. I find this balance to be the most enjoyable.

We could speak of other characters. Quistis is an interesting case. She was quite lonely and you could see this early on. A child prodigy yet so alone. This quote really made me understand her:

Quote:
Quistis Trepe: Squall... When you jumped out into space, you didn't think about anything else, did you?
Squall: That's right.
Quistis Trepe: I wonder if there's anyone who'd do the same thing for me?


She was also envious of Rinoa and how she stole Squall's attention:

Quote:
Quistis Trepe: Rinoa forces herself into your world, no matter how many walls you put around yourself, Squall. I knew I couldn't compete with her. The only issue was whether you would make a place for her... And you did, pretty quickly. You've changed, Squall. It's like Rinoa's the only one on your mind. Good thing this wasn't before the exam.


yet she really wanted the best for Squall and to make him realize what he really wanted:

Quote:
Quistis Trepe: Oh! Stop that! What are you talking about? Why did you go all the way out into space to save Rinoa? To hand her over to Esthar? So that you might never see her again? No, right? Wasn't it because you wanted to be with Rinoa? You're a fool.


I could go on to analyze every other character in 8, 7, 9 and 10 but I feel it would be overkill. I only picked 8 because it was my favorite. Arguably, 9 had some of the better character development and the backstory behind everything was quite expansive. You really had to read everything to understand just what was going on with Kuja and Zidane as well as the mythological basis of the world they lived in.


Anyways, here's hoping that FFXV realizes some of these things and brings us a step out of the normal RPG routine. It looks quite interesting, to be honest.
#76 Feb 19 2014 at 8:05 AM Rating: Excellent
I noticed that XIV has a few great piano tracks hiding in the standard background music - Mor Dhona, I think. There's a few times they also bring back the original FF1 chip tunes for a few fights.

You know what music lives in auto-play in my head for no good reason? The DoL leve music. Sometimes it gets swapped out with the Garuda battle music, at least.
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