Playing Vagrant Story for now. I never did beat it as a kid, would always just lose interest some way in. I am about two thirds in and that is once again happening, but I am determined to stick with it. There's a lot to love but I really don't think it is as good as some people claim
Sigourn , and definitely not Squaresoft's best. I do appreciate the difficulty though.
Some criticism:
-Level design: each room is almost always small, which is sad because very rarely a moderate sized room appears (all but twice?) and shows this does not have to be the case. They're rather static too, outside of cube puzzles, floating platforms and floor traps (which you cannot see without first casting a spell, but no room has demanded I ever use said spell yet). Occasionally a room will have a timed challenge (reach the door in x seconds, kill enemy in y seconds) though these have never posed a problem, but even the illusion of urgency is still appreciated for variety's sake at least. Still, overall the level design is above average and engaging, and the world interconnected in an impressive way.
-A quick weapon swap would be nice rather than using the cumbersome UI. the game demands semi-frequent weapon swapping but offers no smooth means to do so. It's quite the problem.
-RPG systems and battle mechanics: much of it feels underutilised. Magic attacks? Break arts? I try to find opportunities where these are actually useful but for the most part just chain attacking is where it is at. There's a fair amount of customization potential but ultimately it boils down to specializing vs enemy types, rarely anything interesting or new. Exception is some gems (e.g 20% chance to dodge magic, which is double-edged because it also means your buffs and healing suffer this too), yet even most gems are simply damage buffs vs enemy type.
Another thing to note is player positioning rarely matters in combat, outside of not letting yourself get surrounded. I wish they took a design approach to the contrary: some enemy AoE attacks that are instead real time and therefore need to be physically dodged, more relevant floor trap design, perhaps scripted ambushes, more elevation in terrain and so on.
-Overall gameplay experience & diversity: Combat (flawed but that's ok/expected), character speccing & item management (flawed and a little disappointing, but still worth something) is the core. Aside from that, occassional cube puzzles are appreciated, there's navigation which is pretty decent and the occassional platforming challenge. Nice gameplay formula but 90s Squaresoft trained me to expect more from them, primarily in RPG systems but also overall game complexity.
Overall a very cool game nonetheless. so far my rating is 8/10. Great SFX, art style, music, story, and the gameplay is well above average for RPGs. Better than FF12 for sure, which is clearly by the same Squaresoft sub-division or individual creative visionary.
I would love to mod this game, too bad that isn't really possible outside of limited hex editing.
Afterwards Dragon's Dogma perhaps.