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  1. #1
    Player
    Pseudopsia's Avatar
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    Kare Ruhts
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    Gilgamesh
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    Archer Lv 57
    I'm playing FFXIII and it has great aesthetics. Gameplay is really lacking, I feel like I'm watching a movie rather than playing a game. I do like FFXIII, but not for being a game.

    gameplay > aesthetics
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  2. #2
    Player
    Firon's Avatar
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    Firon Veleth
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    Excalibur
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    Thaumaturge Lv 50
    Quote Originally Posted by Pseudopsia View Post
    I'm playing FFXIII and it has great aesthetics. Gameplay is really lacking, I feel like I'm watching a movie rather than playing a game. I do like FFXIII, but not for being a game.

    gameplay > aesthetics
    I have to say FF 13 is the only battle system that makes you do more than spam the attack button cause in every other FF Fire water attack don't mean much they all produce the same numbers and everything ends up being the same at some point. At least in 13 it has some type of complexity that if you dive deep into the battle system you feel really good how fast you can destroy your opponents.

    There is like no depth to any of the Ff games 10 and under cause the attack command rules all, unless that char is lacking in the attack stat even then exploiting weakness with magic in the oldergames is a waste of time when attacks end up doing the same dmg
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    Last edited by Firon; 01-18-2013 at 02:56 AM.

  3. #3
    Player SkyeWindbinder's Avatar
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    Skye Windbinder
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    Masamune
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    Conjurer Lv 67
    Quote Originally Posted by Firon View Post
    I have to say FF 13 is the only battle system that makes you do more than spam the attack button cause in every other FF Fire water attack don't mean much they all produce the same numbers and everything ends up being the same at some point. At least in 13 it has some type of complexity that if you dive deep into the battle system you feel really good how fast you can destroy your opponents.
    You know, I was about to mention that, but you beat me to it. lol It did have some complexity to it's levelling and battle system. You could even completely skip some perks in favor of others. That's one thing I liked abou FFXIII's levelling-up system. And the summons were also nice. Wish they weren't all transformers, though.
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  4. #4
    Player
    Shurrikhan's Avatar
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    Tani Shirai
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    Cactuar
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    Monk Lv 100
    Quote Originally Posted by Pseudopsia View Post
    I'm playing FFXIII and it has great aesthetics. Gameplay is really lacking, I feel like I'm watching a movie rather than playing a game. I do like FFXIII, but not for being a game.

    gameplay > aesthetics
    And what gameplay improvements do you get from the previous games? In either case you're playing an active turn-based game; you input commands within time-constraints and they go off on measure. The strategy is the same. You either prioritize the elimination of a dangerous target or the defensive procedure(s) in relation to its upcoming significant attack. Between those times you apply buffs and debuffs and spam your best spells. Previous games had full control of party which adds a small degree more depth through precision. FFXIII instead had depth through enemy-party timing and party simultaneity.

    If your issue is with everything but the combat system, then I understand, but if it's with the combat system specifically then it sounds like you're asking to trade out a movie for a slideshow (all for the additional option of a 'wait' battle setting).

    Honestly, my favorite combat was in VIII, but I can't really say that combat system was any better than the rest.
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  5. #5
    Player
    Pseudopsia's Avatar
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    Kare Ruhts
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    Quote Originally Posted by Shurrikhan View Post
    And what gameplay improvements do you get from the previous games?
    I probably like the previous games better because they game me more reason to use strategy. FFXIII SE took away a lot of the reason to use strategy. You can micro manage your abilities if you want to, why do that when it's done well with the Paradigm system and the battles are easy?
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  6. #6
    Player
    Firon's Avatar
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    Firon Veleth
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    Quote Originally Posted by Pseudopsia View Post
    I probably like the previous games better because they game me more reason to use strategy. FFXIII SE took away a lot of the reason to use strategy. You can micro manage your abilities if you want to, why do that when it's done well with the Paradigm system and the battles are easy?
    It's a lot of thing you can do in 13's battle system. Just wait till you fight an giant turtle you will realize how wrong you were playing the game.
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  7. #7
    Player
    Pseudopsia's Avatar
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    Kare Ruhts
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    Quote Originally Posted by Firon View Post
    It's a lot of thing you can do in 13's battle system. Just wait till you fight an giant turtle you will realize how wrong you were playing the game.
    I haven't seen any giant turtles yet. I'm on chapter 6, so far it feels like a long movie. So pretty much I have to wait till the end of the game to get into good game play?
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  8. #8
    Player
    Shurrikhan's Avatar
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    Tani Shirai
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    Cactuar
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    Quote Originally Posted by Pseudopsia View Post
    I haven't seen any giant turtles yet. I'm on chapter 6, so far it feels like a long movie. So pretty much I have to wait till the end of the game to get into good game play?
    Combat-wise the game doesn't flesh itself out until chapter 10, so that's relatively correct... Until then it's about on par with your one mage and everyone else hit Attack a lot. Should be fun by Chapter 7 though if you've learned the timing tricks and the bits and pieces of indirect control. By Chapter 7 auto-battle, while still decent, should be noticeably inferior to good active control. By Chapter 9 you'll probably want to switch Abilities to your default instead of Auto-Battle, as long you don't mind pressing more buttons. You start theory-crafting (if you're into that) around Chapter 11.

    Now to continue this more relevantly to the thread's recent subject of the three core RPG components, let's go ahead and use FF13 as an example.

    Awesome premise that's probably understood only by one in 20 players. That's a problem, even if possibly a worthy sacrifice. Story itself--lackluster, but feels microcosmic, befitting the design of the story. However, there are few high points for those who wish to occasionally de-immerse from (stop drowning in) the general sad or vague-emotion-filled feel of the thing, which lends itself to tedium.

    Transformer eidolans fit the premise but lose any positives from that to ridiculousness. Settings were amazing. Level design was fluid, generally impressive, but occasionally lacking in ways that can really be pointed at. Animations were good, but further interlinking of combat movements and deeper gameplay mechanics would have been appreciated. Cinematic feel of battle was impressive during times in which the area or story themes were being played instead.
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