SCO
Arcane
- Joined
- Feb 3, 2009
- Messages
- 16,320
edit: wayfarer of time for the PSP
This is a insanely long game isn't it. Surprisingly interesting combat scenarios at times, though i think that phase is over now (overlooted ^__^)
Also 50+ endings? What they were thinking, though most of them are just variations on what girlfriend/boy you dated and choose at the end so it's not like it's imperative to see them.
Lots of dumb backtracking, though probably not as much as Legend of Heroes.
But the most bizarre design is that it uses inventory 'key items' as items to be used out in the gameworld (on other npcs mostly) without really having the best interface for it. For instance, unlike adventure games/sophisticated rpgs there is no real quest journal, and the way it is usable (go out into a separate screen to use the item while standing in front of someone) is really not very direct. The furlough system is also weirdly fail-prone. I thought they were trying for re-playability but this feels like a example of how C&C can actually make a game worse because the choices are not isolated from other choices making a murky haze of narrative (have i flattered this broad enough to get into her pants now or the game is waiting for a trigger later for more stuff?).
Still, it's a quite interesting classical jrpg, also good to see that invisible random encounters are still dead, fuck that shit.
This is a insanely long game isn't it. Surprisingly interesting combat scenarios at times, though i think that phase is over now (overlooted ^__^)
Also 50+ endings? What they were thinking, though most of them are just variations on what girlfriend/boy you dated and choose at the end so it's not like it's imperative to see them.
Lots of dumb backtracking, though probably not as much as Legend of Heroes.
But the most bizarre design is that it uses inventory 'key items' as items to be used out in the gameworld (on other npcs mostly) without really having the best interface for it. For instance, unlike adventure games/sophisticated rpgs there is no real quest journal, and the way it is usable (go out into a separate screen to use the item while standing in front of someone) is really not very direct. The furlough system is also weirdly fail-prone. I thought they were trying for re-playability but this feels like a example of how C&C can actually make a game worse because the choices are not isolated from other choices making a murky haze of narrative (have i flattered this broad enough to get into her pants now or the game is waiting for a trigger later for more stuff?).
Still, it's a quite interesting classical jrpg, also good to see that invisible random encounters are still dead, fuck that shit.
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