Oh I don't mind the journey. I just don't like running around blindly into walls for half an hour before I can progress in my journey.
But having a map automatically unlocked has nothing to do with walls. You can see the walls without the map (unless they're invisible, in which case that's on SE and the map actually lies to you).
Can you? I may be remembering it wrong, because it's been a while, but doesn't an undiscovered map display absolutely no terrain info at all? And even then, the map is not very useful in figuring out where you can get past terrain obstacles, especially in the HW areas.
Ah man, I just started an alt character today, I enjoy going round uncovering the maps, even though I've done it once before already!
The details are still kinda vague about this but I can see it being an interesting idea if done right. For example, you unlock a grey/shaded map of a zone, then as you explore the different parts of the map they light up and you receive the exp bonus for discovering that area. Entering a zone and receiving a huge chunk of exp immediately seems kinda lazy and doesn't encourage exploration at all.
As if there's really anything to explore to begin with.
They could easily go back and add interesting stuff to some of the older zones to breathe fresh life into them and encourage players to explore. Environmental hazards, hidden treasure chests that pop up in random places much like Hunt mobs do. Heck, there's a place in Western La Noscea where you can do an unmarked quest to get a minion. I stumbled upon that accidentally and it was pretty cool. I'd like more of that.
This isn't unusual for the genre. Most mainstream MMO's have this sort of thing in spades - even those that are now very 'casual' orientated. Tie them to achievements and it's a great way to keep people happy.
I'm a new player and this change is just plain retarded. I don't even understand it, map clearing is part of exploration in any (MMO)RPG, it adds a bit of sense of wonder to what lies in other areas.
I don't even have half of those areas fully explored and many times i wonder what's further in them, now i can just check "ah that big thing i saw in the distance is that, i'll go here to go there, blah blah, okay done". What does this (small but significant) change improve anyway?because i see no reason to do it.
Emphasis on the almostThey need to be careful not to discourage exploration altogether. Whenever I head into a new zone in pretty much any game part of the excitement for me is gradually pressing deeper and deeper into it to see what awaits me.
If they plan to ruin the surprise - especially with the lack of any real unexpected environmental hazards - then it simply makes things feel that much more clinical. At the end of the day it's a Final Fantasy game. It's part of a franchise that has almost always encouraged and rewarded exploration.
Wanting to see what the next cutscene was trekking down XIII's long hallways with maybe one treasure sphere thing here and there was exciting.
Will the next corridor have a curve? will it curve to the left? will it maybe curve left and then right?! Holy shit.
I wouldn't call the great hallway sim a FF game to be honest x_x Or Lightning Returns for that matter.Emphasis on the almost
Wanting to see what the next cutscene was trekking down XIII's long hallways with maybe one treasure sphere thing here and there was exciting.
Will the next corridor have a curve? will it curve to the left? will it maybe curve left and then right?! Holy shit.
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