Luzur said:interactive
"Today"? they've been like this since Final Fantasy 7.dipdipdip said:Today, a Squaresoft game = endless tutorials, filler, and horrible, unrealstic characters that no one can relate to.
DraQ said:
guest said:I appreciate each game for what it is and I wish more people would do that, or at least take previews and reviews with a grain of salt as you'll never know if you like a game until you play it.
DraQ said:
Clockwork Knight said:FF-was-always-linear jokes aside, they said the level design is as linear as it can be on purpose - it's a design choice. They don't let you go back to previous visited places.
Might be interesting depending on the approach. Like, maintaining a "fuckfuckfuck gogogo" rhythm during the game would be a nice change of pace from the usual "the world is ending, but take your time to go back to that backwater town for that minigame you missed"
There is linear and linear. The examination of the map I linked alone should hint that FFXIII is not just "linear", like most FPS games, old 8bit platformers/shooters, most adventures and other games considered wholly linear by an average codexite are. No, it is Linear. It's levels, when mapped out, form a literal narrow corridor.Clockwork Knight said:FF-was-always-linear jokes aside, they said the level design is as linear as it can be on purpose - it's a design choice. They don't let you go back to previous visited places.
It's not going to me, I can tell you that much. I only lp good games, mister Fallout 3 lper.DriacKin said:So, which one of you faggots is gonna buy this game and LP it for us?
LusciousPear said:If I want brilliant combat... I'll play Fallout 3.
You heard right. The director (Toriyama) basically came out and said that they didn't want the player to be distracted and to experience most of the "introductory" sections as a film. Hence, linear. It's only until you get to Pulse (the other half of the game) that the boredom stops since it acts as a hub, not that it's much consolation after 20+ hours of endless tunnel.Clockwork Knight said:FF-was-always-linear jokes aside, they said the level design is as linear as it can be on purpose - it's a design choice. They don't let you go back to previous visited places.
Might be interesting depending on the approach. Like, maintaining a "fuckfuckfuck gogogo" rhythm during the game would be a nice change of pace from the usual "the world is ending, but take your time to go back to that backwater town for that minigame you missed"
Surprisingly, no. They're not all this thoroughly linear in terms of how much of the world you are given to explore, especially when you look at FF12, FF9, or FF3/6. Storywise, yes. There is only one story to be told. Forget C&C. It doesn't exist in most JRPGs.Sceptic said:"Today"? they've been like this since Final Fantasy 7.dipdipdip said:Today, a Squaresoft game = endless tutorials, filler, and horrible, unrealstic characters that no one can relate to.
And the only reason I picked this one is because I have never even seen the earlier ones. Could be they've been like this since the first for all I know.
You obviously haven't played a lot of FPS games from the past 5 or so yearsDraQ said:There is linear and linear. The examination of the map I linked alone should hint that FFXIII is not just "linear", like most FPS games [...]. No, it is Linear. It's levels, when mapped out, form a literal narrow corridor.
Yeah I had a good laugh too.HanoverF said:LusciousPear said:If I want brilliant combat... I'll play Fallout 3.
lol wut?
Conventional wisdom dictates that if one wants to see a film, he should watch a film instead of buying a game.random_encounter said:You heard right. The director (Toriyama) basically came out and said that they didn't want the player to be distracted and to experience most of the "introductory" sections as a film. Hence, linear. It's only until you get to Pulse (the other half of the game) that the boredom stops since it acts as a hub, not that it's much consolation after 20+ hours of endless tunnel.