Nate (post: 1378477) wrote:Silly and nitpicky? Oh boy, here we go.
1. Having ZERO control over the other party members. XII did this sort of. But you know what? At least in that game, you could set Gambits so that your characters would act how you wanted them to. In this game? NOTHING! You can set their jobs but you have NO control WHATSOEVER over anything they do outside of their job.
2. Game over when main character gets KO'd. Okay, you've probably played the Persona games so you're used to that. For those of us who haven't played Persona? It's stupid, and not to mention at least in Persona there is a REASON for it. There is NO reason in XIII. None. Zero.
3. The Crystarium is ridiculously stupid. Why do they cap out the levels you can gain before beating certain bosses? The answer to this is probably "They don't want the game to be too easy." Then why have a leveling system?
4. On top of this, the Crystarium serves zero purpose. It's trying to be like the Sphere Grid from FFX. Except, in FFX, if you WANTED to, you could make Yuna just as awesome of a physical attacker as Wakka was. It'd take her a million Sphere points to do it, but if you took her down his path and got her the right power ups, she could be just as effective as him. Because they all used the same Sphere Grid. In FFXIII every character uses completely different Crystariums and none are the same, and even though you can CONCEIVABLY try to make one character a physical attacker when they're more magic oriented, they'll never be as good at it as a character who's set up to be a physical attacker. In FFX they gave characters specific roles at the start of the game and then allowed you to give them different attributes later if you wanted. FFXIII makes you THINK that it's like that but it's just an illusion, a giant lie.
No towns is stupid. There's no reason to have no towns. I ended up liking FFXII despite its combat system because I liked how rich and full of life the towns were. It was a wonderfully crafted world, with interesting places to visit. Arcadia, Rabanastre, Mt. Bur-Omisace...these were really cool looking and interesting places that were fantastic! FFXIII has none of that because there's no towns. That to me makes it a dead world. I don't want to adventure in a dead world.
MasterDias wrote:Anyway, I still stand by my comments and think the Final Fantasy fanbase is incredibly difficult to please.
It's not like this is the first RPG to have AI-controlled teammates, and I doubt it will be the last. I highly doubt it makes the game unplayable.
Final Fantasy XIII allows you to reset to right before that battle anyway (unlike Persona 3/4, where you could lose an hour of progress,) so I don't see how it's that big of a deal.
Do you really like grinding that much? I won't say I'm necessarily a fan of a level-cap, but I don't see how it's a major problem.
In an RPG like this, I'd actually rather have characters that lean towards certain skills/roles than characters that play largely identically, or at least, have some way to make them more distinct.
XII had something of the latter problem.
And I don't see how this is a terribly different system than what Final Fantasy (or most RPGs for this matter) has generally done.
although the fact that Rabanastre's shops were so spread out was a pet peeve of mine...but that's something else.
However, the field areas honestly felt pretty empty. There was rarely anything of value in chests, and nothing much extra to do there outside of hunts and nothing all that interesting to see.
I've noticed that most peoples' complaints about FFXIII in particular are the same ones as with other RPGs.
Final Fantasy supposedly represents some sort of immovable standard in JRPGs (it really isn't)
I feel like most of the changes in FFXIII are in line with modern RPG design.
Nate (post: 1378525) wrote:First off, I will say I agree with this:
Except for the Ogir-Yensa Sandsea. Argh I hate hate hate that place.
Nate (post: 1378525) wrote:So my statement still stands. AI controlled characters in a turn-based game is garbage (actually one of the reasons I do not like Dragon Quest IV for the NES, although I love Dragon Quest to death, but the DS remake is awesome because you can manually control everyone).
And I can see it being a major problem. I don't know that there's anything like this in FFXIII, and probably there isn't. However, in earlier FF games there is a spell called Level 5 Death. It kills any party member whose level is a multiple of 5. So if you have a party of all level 15 characters, you'll all die immediately. So what's the solution? Have some characters gain a level and they'll be immune. Can you imagine having to go through an area where enemies could throw Level 5 Death at you and you were capped at 15 without being able to level up again? That would be a major problem.
Again, I'm pretty sure that such a situation does not exist in FFXIII, I am just giving an example where not being able to gain levels IS a major problem.
I agree with you, EXCEPT that FFXIII makes it LOOK LIKE you can make any party member do any job because every character has every job on their Crystarium. The problem is, it is more expensive for characters to take jobs opposed to their innate skills. So the game makes it SEEM like you can say "Y'know, I'll make Sazh a Blaster, it's expensive but I want to give him that choice!" Except, Sazh will literally NEVER be a better Blaster than Hope is. Why fool the player into thinking they can make any character do anything? Why trick the player into playing the game wrong? If they wanted each character to have distinct roles, then GIVE THEM DISTINCT ROLES. Don't give them something and say "You can make any character do any job, but don't do it because they'll suck at it!" At least in FFX, if you WANTED to you could make Yuna as good of a physical attacker as Wakka. You didn't have to, but you could.
Every character has huge stat differences that give them a unique role in combat, but we'll give you the opportunity to make everyone do the same things, except you're stupid for doing so because you'd be wasting your time and energy.
See, I DON'T feel like that. Name one other game that is as rigidly linear as FFXIII. Just one. I've seen the maps for the first 5-10 hours of the game and literally they are all one single line. The line may curve or bend but it is still a line. Even FFX, as linear as that was, had paths you could walk off to gain extra treasures. It may have been linear but you could still EXPLORE. And FFXII was linear but you could still go to places you didn't have to. For example going to the Necrohol of Nabudis when you're still level 15 or so and will get immediately murdered by any enemy, but you go anyway to get the Zodiac Spear.
If "modern RPG design" is to take someone on a straight-line path from point A to point B, taking away control over their own party members, and not allowing them to customize equipment, then modern RPGs need to go back to the days of the SNES Final Fantasy games.
blkmage wrote:I don't understand the linearity complaints when JRPGs tend to be the most railroaded games, if not in exploration, then definitely in plot.
And well, if Final Fantasy can survive ATB, jobs, espers, materia, junctioning, sphere grids, becoming an MMO, and whatever XII did, then I'm pretty sure it can survive XIII and XIV.
blkmage wrote:I play Western RPGs too and almost every game that I consider to have meaningful freedom of exploration is a Western RPG. If there's one thing they do right, it's the open world.
Nate (post: 1378863) wrote:Look at the comparisons after the first week of sales. It slides down, a lot, especially near the end. Compound this with the fact that there were game stores pawning off copies of FFXIII for less than 25 bucks after the game had only been out for about a month. They're desperately trying to get rid of the game. This is NOT a good sign for the series.
Will the series survive? Of course it will. Square has tons of money and they're not going to go bankrupt over this, one million sales in the first day is a lot, and they're making a huge profit. But the fact remains that this isn't doing as good as the other games, and this is a sign that something is wrong.
blkmage wrote:I guess that in my view, the sort of freedom we see in JRPGs is vacuous.
Yeah, you could stray off the path, but there is no meaningful impact to the overall picture.
It's kind of like this particular case of when you're presented with a bunch of choices in a dialogue tree. Sure, you can choose the others and go through those trees, but the game will loop through the dialogue until you choose the right one.
Do I do sidequests? Yeah, but usually when we're in the open world mode where there's no more stuff to do before the game's finale. But we know FFXIII has that too. With the way I play and consider JRPGs, FFXIII will be no different from any of those because I find the freedom in those previous games to be quite meaningless.
By the way, where did you get that chart anyway? It was interesting.
Straylight wrote:The reviewers seemed to like it.
Nevertheless, my point is that if there is nothing to find by sidetracking, then there is no reason to include it in the game.
Rocketshipper wrote:One of my main annoyances with 12 was that, in the end, it was like 40% main storyline and 60% side quests (insanely grind-tastic sidequests at that).
That annoyed me, why not put more effort into the main plot?
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