That's how a lot of game's war fields and trenches look, especially a lot of the ones that were made for old consoles, but it does create the right feeling. It's not meant to be pretty.
Fates are just enemies that do the same two mechanics as normal enemies. A lot of skirmishes have mechanics that have had more thought put into them than that. It's not just fate grinding, there are also critical engagements, which involve the same development that goes into dungeon bosses. If you get killed in one hit then you didn't do the mechanics correctly or use lost actions to survive.And the whole thing is just FATE grinding ... which ok, fine, but we have that in the open world. What exactly does this add? And the boss fights are just big blob fests with one hit kills.
Most of the action happens before and after the raids and outside of the instance areas.It feels like lazy design. And the story quests are barely anything other than drab still scene dialogue. The opening quests with Cid set such a high bar and now it's all such an afterthought.



Reply With Quote



