Amazing games from the time when Square used to make good games. The union of Square and Enix killed two companies, sadly.Parasite Eve 1 & 2.
Still wanted to hear your take though.
If you think Tactics or Vagrant Story could ever be numbered FF games you're delusional. They're clearly much lower budget games than the PS1 FF trilogy.
Final Fantasy VII was at the time the most expensive video game ever produced, with a development budget estimated between $40,000,000 (equivalent to $64,000,000 in 2020) and $45,000,000 (equivalent to $73,000,000 in 2020). Development of the final version took a staff of between 100 and 150 people just over a year to complete.
I can't find the numbers for Tactics, but it is a very focused game, largely just story and combat, with simple (though consistent) graphics. Compare to FF7 with its many FMVs, varied & more detailed graphical styles (except the chibi dolls), features a world map and all that entails (e.g vehicles, rendering challenges), plenty mini-games that are almost games in themselves: two racing games, a RTS game, submarine game, a snowboarding game and then some, they went absolutely crazy with the mainline PS1 Final Fantasy games, kitchen sink design galore.
They're both good as they are; spin-off and an alt IP. They're not even anything like Final Fantasy, especially Vagrant Story. Tactics just uses some loose concepts and does it own thing.
Speaking of alt. Squaresoft IPs, I highly recommend you check out Parasite Eve 1 & 2. Yes I'm talking to YOU. Both very good. Parasite Eve is easily Square's second best IP after FF. Better than Vagrant Story (which comes in at third place?). Forget any nonsense you may read about it being a "cinematic" RPG. As usual the shit marketing hellspawn spews is taken as gospel by gamers. It is considerably less cinematic than FF, and adequately gameplay-centric.
Parasite Eve started as Sakaguchi's original pitch for Final Fantasy VII! (The reason for Midgard's existence and presumably the existence of body horror in VII's plot.) Sakaguchi himself then took to get the PE license for the game instead after it was rejected.
Still wanted to hear your take though.
Eh, it would lead to pointless, subjective arguing. I have a vastly different view on FF7's customization (which ended up boring for me more than anything) and if you call Kuja a cuck, you wouldn't want to know the 3 page rant I have about Sephiroth. Not worth it. I do get where you're coming from as well, so again, not like we'll get something out of this.
It's literally one random dude who was seized with distaste for it for whatever reason that doesn't make much sense to the rest of us. Oh well. It happens.
It's literally one random dude who was seized with distaste for it for whatever reason that doesn't make much sense to the rest of us. Oh well. It happens.
The JRPG subforum is the only one where Codexers start to cry when someone doesn't share the opinion of the hivemind (and IGN). Very monocled indeed.
"In truth, Final Fantasy IX is probably the most definitive Final Fantasy experience ever" https://sea.ign.com/final-fantasy-i...-fantasy-game-that-came-out-at-the-wrong-time
as well as series creator Hironobu Sakaguchi’s favourite entry in the franchise.
JRPG section is the sanest place on the Codex. It's okay if you dislike something that others enjoy. No one will self-eject, flip out or start rambling.It's literally one random dude who was seized with distaste for it for whatever reason that doesn't make much sense to the rest of us. Oh well. It happens.
The JRPG subforum is the only one where Codexers start to cry when someone doesn't share the opinion of the hivemind (and IGN). Very monocled indeed.
"In truth, Final Fantasy IX is probably the most definitive Final Fantasy experience ever" https://sea.ign.com/final-fantasy-i...-fantasy-game-that-came-out-at-the-wrong-time
JRPG section is the sanest place on the Codex. It's okay if you dislike something that others enjoy. No one will self-eject, flip out or start rambling.It's literally one random dude who was seized with distaste for it for whatever reason that doesn't make much sense to the rest of us. Oh well. It happens.
The JRPG subforum is the only one where Codexers start to cry when someone doesn't share the opinion of the hivemind (and IGN). Very monocled indeed.
"In truth, Final Fantasy IX is probably the most definitive Final Fantasy experience ever" https://sea.ign.com/final-fantasy-i...-fantasy-game-that-came-out-at-the-wrong-time
At most, we might try to explain what we like about a game, or make some jokes.
This section is very chill.
Interesting to read this with Fallout's development in mind. Put some motivated, unpopular people in a closet at the studio and see what comes out.The wikipedia has a good overview of all we know about FF creation:Was Final Fantasy created because of their love of Phantasie?
I don't know if DnD, Wizardry and Ultima were the only western inspiration for FF, but they are the only ones mentioned as far as I know.Hironobu Sakaguchi had intended to make a role-playing game (RPG) for a long time, but his employer Square refused to give him permission as it expected low sales of such a product.[9] However, when the RPG Dragon Quest was released and proved to be a hit in Japan, the company reconsidered its stance on the genre and approved Sakaguchi's vision of an RPG inspired by Ultima and Wizardry.[9] Only three of his colleagues volunteered to join this project headed by him because he was thought of as a "rough boss" in spite of his unsuccessful creations.[10] Eventually, Final Fantasy was developed by a team of seven core staff members within Square referred to as the "A-Team".[11][12] Sakaguchi convinced fellow game designers Koichi Ishii and Akitoshi Kawazu to join the project. Kawazu was mainly responsible for the battle system and sequences, which he based heavily on the tabletop game Dungeons & Dragons and the RPG Wizardry. For example, enemies' weaknesses to elements such as fire and ice had not been included in Japanese RPGs up until that point. Kawazu had grown fond of such aspects of Western RPGs and decided to incorporate them into Final Fantasy. He also advocated the player's option to freely choose their own party member classes at the beginning of the game as he feels "the fun in an RPG begins when you create a character".[9]
The scenario was written by freelance writer Kenji Terada, based on a story by Sakaguchi.[4][12] Ishii heavily influenced the game's setting with his idea of the crystals.[10] He also suggested illustrator Yoshitaka Amano as character designer, but Sakaguchi declined at first as he had never heard the artist's name before. When Sakaguchi showed Ishii some drawings on magazine clippings and told him that this was the art style he was looking for, Ishii revealed to him that these were actually created by Amano, hence leading to his involvement in the game.[10] The music for Final Fantasy was composed by Nobuo Uematsu and marked his 16th video game music composition.[6] Iranian-American programmer Nasir Gebelli was hired to code the game. He initially tried to understand all aspects of the gameplay but was soon advised by Sakaguchi to just program the design concepts so he did not have to explain everything to Gebelli in detail.[10] Gebelli was also responsible for creating what is considered to be the first RPG minigame, a sliding puzzle, which he added into the game despite it not being part of the original game design.[13] Among the other developers were graphic designer Kazuko Shibuya, programmers Kiyoshi Yoshii and Ken Narita, as well as debugger Hiroyuki Ito.[14][15][16][17][18] When the project started to show promise, designer Hiromichi Tanaka and his "B-Team" joined to aid development.[10][11] The lack of faith in Sakaguchi's team, as well as its unpopularity within the company, motivated the staff members to give their best.
Ash FF7 is fairly linear as all hell. It was a complete step back from FF6. After the first third of the game, when the player enters the world of ruin, it becomes completely open.
If it encourages people to do x, it's not a reason to complain about it.
You should never punish players because some people will abuse a system. Trying to avoid that always make us having a shit game at the end.If it encourages people to do x, it's not a reason to complain about it.
It absolutely is. What a designer encourages a player to do or not do through design, directly or indirectly, is a very important factor to consider in game design.
If you are comparing that with my case about being able to save everywhere, then we are talking about completely different things and we might as well just agree to disagree and move on."Here's an infinite rocket launcher on the first level dear player, but it's your fault if you abuse it hahahaha *evil laugh*. It wouldn't be fair to "punish" other players who don't abuse it!"
My point was about people savescuming in crpgs to be able to pass some skill checks. That is abusing a mechanic(being able to save anywhere) so you can check the requirement of some skill check, see if it's worth and if not, load and not waste any item to pass it. Some devs use that argument not to allow people to save anywhere.Horseshit. Same as save anywhere an unlimited amount of times retardation. The player has no way of gauging what even is sensible use of an infinite resource, how in the world could they when they have no idea what type of challenges and resources and so on is ahead? Only the designer that actually knows the game inside out can determine that.
Instant death trap? Oh you should have saved! But wait, I'm not supposed to abuse save!? Too bad sucker!