Just wanted to remind everyone of how beautiful primal fights used to look, other than the super slow combat, standing for quite a bit and movement that looks awesome!
https://www.youtube.com/watch?v=goKSqF9fldE
Just wanted to remind everyone of how beautiful primal fights used to look, other than the super slow combat, standing for quite a bit and movement that looks awesome!
https://www.youtube.com/watch?v=goKSqF9fldE
Makes me miss my old skills.
I sure wish they'd give us a font option. I love that old font so much I think it holds the most nostalgia for me.
Everyone looks like they're fighting in slow motion.
This Stockholm syndrome really needs to stop.
The only good thing about these bosses are the graphical differences in Garuda's example the wing are very detailed everything else sucks about 1.0
Do you remember this as well?
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Everything shrunk down in ARR or maybe everyone became giants. The size difference in maps and arenas is somewhat understandable I guess because PS3 limitations, but there's no reason why the PC and even the PS4 versions couldn't have kept the superior graphical fidelity like better normal maps and textures, maybe when DX11 finally hits it'll return, any day now.
Most animations weren't as flashy as they are now either so everything was easier to see, aside from Simian Trash which was funny and blinding seeing 7 Monks doing it at once, and of course the slowness and the animation lock made the animations look better and more weighted.
Paint the ground green and call it grass.
Let's face it: the game didn't live up to its potential. It did have some neat things going for it though. I never got to play it, but seeing some of it in action.. I wish we had more skills. lol I also wouldn't mind having TP be something that was generated in combat by standard combat actions, instead of starting at max and used up by all actions. Add a bit more strategy and timing to the game, and it could help alleviate the annoyance that is the GCD.
This. All the animations look really stiff and slow. In fact given this, i'm willing to bet its artifacts from that architecture that are the reason there's such a delay in certain actions still present in the game.
If you look carefully at the paladin, he's just standing there. He's not taking the more aggressive-yet-defensive posture the current paladins take, and all his attack animations deliberately show him taking the action, then returning to the same stiff posture.
What animations there are may be more interesting and the graphics may have been higher quality, but the pace and feeling of sluggishness is also on display for all to see.
That sounds like FFXILet's face it: the game didn't live up to its potential. It did have some neat things going for it though. I never got to play it, but seeing some of it in action.. I wish we had more skills. lol I also wouldn't mind having TP be something that was generated in combat by standard combat actions, instead of starting at max and used up by all actions. Add a bit more strategy and timing to the game, and it could help alleviate the annoyance that is the GCD.
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