I don't like that 2 of them involved scrolling your chat window up several paragraphs but otherwise I enjoyed them.



I don't like that 2 of them involved scrolling your chat window up several paragraphs but otherwise I enjoyed them.




I agree. These puzzles are an example of what video games are supposed to be. I think they were too easy, but I'm sure this is because of they complaints they got about In From the Cold. It can be solved by just having an easy mode or a "give up and assign this task to Alphinaud" option, which gamer types will obviously not click.
The vast majority of it was still lots of cutscenes though, so it's still far from a gameplay-oriented story.
I'd love to see more puzzles in the MSQ, going forward. Even though these puzzles were very easy, it felt like a major step up from the way the MSQ is usually handled.
I agree. More puzzles please! It reminds me of the 90's/00's FFs.
More interactive elements like this, please.



God it was nice not having quest markers on top of the correct answer. Actually having to think a little bit was a good change of pace.



Loved the puzzles. Definitely too easy, but hopefully we'll get more difficult ones later. This is significantly better than boring ass tour/escort quests that they've been clinging to.
For people that don't want to do the puzzle themselves, I'm sure like this time there will be posts telling you exactly what to do, so you don't have to fret too much.
Coeurl - Astrologian - Wannabe Fisher



I liked the puzzles and stuff too. I can’t help but wonder if it was their attempts to address the feedback that the WoL felt far too passive throughout Dawntrail; too much ‘standing around and nodding’. It was simple enough to solve, but I feel like they at least made you engage a tiny little bit by not giving you the answer outright (even if it is blatantly telegraphed by dialogue. But then, is that such a bad thing?)



I really hope so. There was also a significant increase in dialogue options in all the cutscenes this patch, which I also hope is due to feedback. Suddenly feeling less like a pocket nuke people can manipulate and more like an actual person again.I liked the puzzles and stuff too. I can’t help but wonder if it was their attempts to address the feedback that the WoL felt far too passive throughout Dawntrail; too much ‘standing around and nodding’. It was simple enough to solve, but I feel like they at least made you engage a tiny little bit by not giving you the answer outright (even if it is blatantly telegraphed by dialogue. But then, is that such a bad thing?)
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