Hirato
I tried, truly tried playing through Tale of the Forsaken land, especially because it was recommended to me by Courtier who has impeccab le taste in crawlers, but the game's animations are so slow they literally render the "experience" ot he game... completely unplayable.
I gamely made it to the 3rd dungeon using the PS2 emu's fast-fowarding options, but I eventually stopped because it is "*not"* fun in any way whatsoever playing such a rich in atsmphere, such a well-written cryptic hand of a dungeon crawler RPG that allows its elements to come alive and present a greater whole than its sum; playing a good game like that with the music in non-stop fast-foward (rendering the beauitufl soundtrack hilarious), and all that jazz... blah, decided not to play it.
However, the sequel introduced option(s) to not only SLOW DOWN all of the game animations (spell/enemies/etc), but the sequel of Wiz: TotFL also provided option to COMPLETELY eliminate the animations, thus producing a much more faithful Wizardry experience.
Perhaps someday, when Trump's grandkids are POTUS (all of them together, heh), either someone or me will have somehow, in some way I do not know how it could come about, we will all be able to play the sequel and enjoy it.
Dorarnae has played through Busin 0 in its entirety in japanese and he sayss it is not only better than TotFL, it is basically the Baldur's Gate 2 to the first game's BG 1.
EDIT: And, obviously, devs who made these games? studio is long gone! Just like every studio that makes a "dream project" 'crawler. The studio who did The Dark Spire? Having to toil away making barebone Wizardry-clnoes for japanese mobile phones in order to pay rent and food, since TDS did not sell well and that was that. Another one bit the dust.
It is ironic, int hat it is not ironical (!), that the most successful 'crawler-specific dev studio from Japan is the one who makes the shittiest and most mediocre entries and the studio who makes DAMN SURE their 'crawlers are as cuasualized as possible and:
Speaking of course... about SoSC's dev studio Team Muramasa + Exp. Inc.
Goes to show that regardless of the intellectual superiority of a sub-genre; the dumb sheep casual filthy fuckers will always not buy the good shit (like TDS, or Elminage), and instead buy completely mediocre shit like SoSC because it's "accessible".
SIGH. SIIIIIGH, WORLD... sigh.
Hirato
It is ironic, int hat it is not ironical (!), that the most successful 'crawler-specific dev studio from Japan is the one who makes the shittiest and most mediocre entries and the studio who makes DAMN SURE their 'crawlers are as cuasualized as possible and:
Speaking of course... about SoSC's dev studio Team Muramasa + Exp. Inc.
Goes to show that regardless of the intellectual superiority of a sub-genre; the dumb sheep casual filthy fuckers will always not buy the good shit (like TDS, or Elminage), and instead buy completely mediocre shit like SoSC because it's "accessible".
Those are all (except one of them) EXCELLENT suggestions.
However, I disagree on the two spells/skills that remove weapon-type DR (one of them is mage-class and the other cleric-class).
Why? Because the DR is so ridiculous when you hit an enemy with a weapon that does not have that enemies' "type" that it becomes unbelievably tedious not only juggling the weapon sets, but more so than that having to quick-change weapons during battle.
Since 95% of the game's fights take place outside of the "loot zones", that means that there is almost no incentive to waste time fighting trash-mobs, as it's much more effective to simply grind the "loot areas" for both loot AND experience points.
This menas that for those 95% of the game's fights your routine will invariably be, without fail:
- fight begins
- 1st round consists of your casters casting the 2 spells that remove enemy wepaon-type DR
- 2nd/3rd round consists of pressing the auto-battle button and killing all enemies
- receive no loot, and shit amount of XP
Rinse, lather, repeat. I think this alone, that which i just described, if REMEDIED in some way would better the entire game's "gameplay" to the nTH degree.
It's bewildering, really, since Team Muramasa / Exp. Inc.'s previous 'crawlers (Generation XTH: Code Hazard and its 2 sequels, Students of the Round, and Cross Blood Labyrinth) feature the exact same "system" of enemies having DR versus specific wepaon types, but unlike SoSC the DR itself is not so much of a big deal and you can steal win any fight even if you use non-type weapons.
Makes the game much more fun, since also, again UNLIKE SoSC, in their previous games all enemies have % to drop loot, and all of their previous games feature a detailed crafting/enchantment system that allows creating weapons with MULTIPLE "versus enemy" properties.
SoSC definitely has strengths, but the retarded idea of making loot available only inside designated areas and making enemies take basically no damage unless you use either the same spell(s) every battle, or constantly quick-change weapon sets just to clear a trash-mob fight (that won't give loot)... I think that is the game's single biggest problem.
However, everything else you mentioned is spot on: The veil skills are retarded and completely strip any sort of strategical depth to Lineage battles. Removing the veil system (and adjusting the bosses accordingly, obviously), would be the 2nd thing that most bigly impacts the game and make it more intellectual.
i agree they are very much so "Good", and very much enjoyable. I would not even bother talking about games that are objectively badly designed.
if i type with butt-hurt betwixt mine words; it is only because I feel TM / EI has so much potential to make an Elminage-quality 'crawler... and as the years pass it seems they never will. (And the thing is: they could.)
But is it completely unplayable with them? TotFL has been on my to-do list for ages now. I plan on playing it the way god intendend, on a PS2, so no emu turbo speed will be available.
But is it completely unplayable with them? TotFL has been on my to-do list for ages now. I plan on playing it the way god intendend, on a PS2, so no emu turbo speed will be available.
You remember what it was like playing DQ7 on your 3DS?
Put that in your mind and picture the following differences.
If that sounds fun, go ahead and play it on a PS2.
- You can input the actions quickly
- You have a 6 person party
- Every action takes about 5s to animate
- during the post-battle prompts, pretend there is a 5 second animation between each prompt.
I really would suggest playing it in an emulator though so you can turbo through the worst of it.
Stranger of Sword City Revisited Is Coming To North America On February 28th
new classes
reworked combat
Is this really the case? This reeks of repackaging to me.ut reworking the combat entirely
wat
http://www.siliconera.com/2017/02/0...revisited-coming-north-america-february-28th/
Stranger of Sword City Revisited Is Coming To North America On February 28th
new classes
reworked combat
So this is what "extremely conflicted" feels like.
wat
http://www.siliconera.com/2017/02/0...revisited-coming-north-america-february-28th/
Stranger of Sword City Revisited Is Coming To North America On February 28th
new classes
reworked combat
So this is what "extremely conflicted" feels like.
To be fair, New Interpretation DID sound like "this is the casual edition". They retooled difficulty. That's one of the reasons I wasn't hot on it. The main reason I wanted to play it was to see the soul relief events, which apparently had something to do with Kyo & Anna (who were major downers in the story originally). Only coming to Vita though, so I guess I won't be seeing it afterall.
Small edit: the changes to multiclassing sound like decline too. Skill tokens & 5 reclasses per playthrough tied the multiclassing up neatly. Removing them really makes it sound messy.
wat
http://www.siliconera.com/2017/02/0...revisited-coming-north-america-february-28th/
Stranger of Sword City Revisited Is Coming To North America On February 28th
new classes
reworked combat
So this is what "extremely conflicted" feels like.
To be fair, New Interpretation DID sound like "this is the casual edition". They retooled difficulty. That's one of the reasons I wasn't hot on it. The main reason I wanted to play it was to see the soul relief events, which apparently had something to do with Kyo & Anna (who were major downers in the story originally). Only coming to Vita though, so I guess I won't be seeing it afterall.
Small edit: the changes to multiclassing sound like decline too. Skill tokens & 5 reclasses per playthrough tied the multiclassing up neatly. Removing them really makes it sound messy.
exactly. many people complained about not getting this version of the game...while it improves on a few things, this is mostly more testing some mechanics ect.
I didn't like how you added skill slot and that you could multiclass as many time you wanted...
clocker last skill is stupid Op, I had it with everyone.
the guard system was insteresting at first but it ended up being ''guard til boss is stunned then next turn go all out''. it needs more work.
seriously I think I prefer the original game over this.
wat
http://www.siliconera.com/2017/02/0...revisited-coming-north-america-february-28th/
Stranger of Sword City Revisited Is Coming To North America On February 28th
new classes
reworked combat
So this is what "extremely conflicted" feels like.
To be fair, New Interpretation DID sound like "this is the casual edition". They retooled difficulty. That's one of the reasons I wasn't hot on it. The main reason I wanted to play it was to see the soul relief events, which apparently had something to do with Kyo & Anna (who were major downers in the story originally). Only coming to Vita though, so I guess I won't be seeing it afterall.
Small edit: the changes to multiclassing sound like decline too. Skill tokens & 5 reclasses per playthrough tied the multiclassing up neatly. Removing them really makes it sound messy.
exactly. many people complained about not getting this version of the game...while it improves on a few things, this is mostly more testing some mechanics ect.
I didn't like how you added skill slot and that you could multiclass as many time you wanted...
clocker last skill is stupid Op, I had it with everyone.
the guard system was insteresting at first but it ended up being ''guard til boss is stunned then next turn go all out''. it needs more work.
seriously I think I prefer the original game over this.
Good to know. Since you've played it and it's the only thing I care about, how do the soul relief events play out?