They did go back a few years ago with FF-inspired octopath traveller.If they are basing the combat on DMC, it's going to be absolutely horrible.
Why can't they go back to turn-based?
And the western release of Scarlet GraceCould be an action game, where they try to pass off the skill trees as rpg mechanics.
They did go back a few years ago with FF-inspired octopath traveller.If they are basing the combat on DMC, it's going to be absolutely horrible.
Why can't they go back to turn-based?
Didn't hear about this game, it looks even better than Octopath.And the western release of Scarlet Grace
It is going to be a decent game and sell like hotcakes, because it isn't turn-based.
Didn't hear about this game, it looks even better than Octopath.And the western release of Scarlet Grace
I played an hour into Romancing Saga 1 and wasn't feeling it, but I'll check out the second one. Good to hear they don't have ATB, it's always been annoying in square games.Check it out, along with the Romancing Saga 2 & 3 rereleases (don't let these being SNES games fool you in the least, they were so way ahead of their time in terms of mechanics and gameplay that they still feel fresh and exciting). There's a Saga thread here so you might wanna peek inside there for more info if you're not familiar with Square's excellent Saga series. They're all TB. True TB, not ATB/RTwP combat.
I see you are very upset that Squeenix completely dropped turn-based combat for Final Fantasy, because action RPGs are more popular and sell substantially better.It is going to be a decent game and sell like hotcakes, because it isn't turn-based.
https://en.m.wikipedia.org/wiki/List_of_best-selling_video_game_franchisesI see you are very upset that Squeenix completely dropped turn-based combat for Final Fantasy, because action RPGs are more popular and sell substantially better.
Final Fantasy 7 Remake has real-time action with pause combat and sold 5 million copies in three months (3.5 million within the first three days), so they obviously aren't going to change anything.
Just keep up your bullshitting. I enjoy ARPGs as well, they just aren't as capable of reaching the heights combat-wise that turn based games can. Gothic fanboys seem to get butthurt easily.Feel free to call up Squeenix and scream into the phone that Final Fantasy should be turned into a turn-based Pokemon clone.
Super Mario is much more popular than Pokemon, so I'd actually recommend you call up Squeenix and scream at them until they turn Final Fantasy into a Super Mario clone.Just keep up your bullshitting.Feel free to call up Squeenix and scream into the phone that Final Fantasy should be turned into a turn-based Pokemon clone.
I enjoy ARPGs as well, they just aren't as capable of reaching the heights combat-wise that turn based games can.
Seeing some credits, apparently the Capcom guy they've hired - Ryota Suzuki - has been a combat designer for Capcom since the '99 JoJo fighting game.
Dragon's Dogma, Mosnter Hunter World and DMC5 being the biggest titles he worked on.
In the latter he seemed to have been one of the main designers for V's combat - I would say this was one of the biggest reasons Squeenix hired him since looking at this game's premise controlling summoned monsters will be an important part of the game.
Overall this might be the best FF, at least gameplay-wise, ever since Squeenix decided to make the series ARPG's.
I enjoy ARPGs as well, they just aren't as capable of reaching the heights combat-wise that turn based games can.
When it comes to control multiple PC's sure, turned-based will always be better. If the game is about controlling only 1 PC then action combat blows turn-based the fuck out
concept of dodge related stat become ambiguous
it is harder to picture what exactly my character is good or bad at when I can control them
Or sometimes the speedy character has too much edge over the less speedy character due to player can manually dodge all the attacks.
Also the lack of abstraction
But in ARPG it is harder for me to think in this abstract way.
unless that action RPG remove all the abstraction.
concept of dodge related stat become ambiguous
There doesn't need to be a dodge stat in ARPG's.
Dodging is an action, therefore there's no abstraction to how it's performed.
The player simply makes an inputs and that's it.
There can be however abstraction the Dodge's properties.
it is harder to picture what exactly my character is good or bad at when I can control them
No it isn't.
The Stats, Skills and Perks tell you exactly what actions and disciplines your PC is proficient with.
Or sometimes the speedy character has too much edge over the less speedy character due to player can manually dodge all the attacks.
That's a problem with the game's balancing and/or mechanical design, not the fact it's gameplay is Action oriented
Also the lack of abstraction
It does have abstraction, after all it's still an RPG
The only thing that isn't abstract in ARPG's is the actions that the characters can perform
Now the range of actions, their properties and the properties of everything else (characters, weapons, enemies, etc...) are abstracted
That's what separates an ARPG form just a Action game.
In a ARPG the abstractions are of equal (if not greater) importance to the actions, as the former is what the rules the latter. The player has to engage with the former if he wants to progress the game.
In Action games the tone goes is played in reverse and the actions are clearly greater than the abstractions. Has such the player can very well complete the game without investing in the abstractions.
But in ARPG it is harder for me to think in this abstract way.
That's already your problem with immersion
Literally every action game has a degree of abstraction and even exageration of reality - obviously simulators need not apply
Yet you barely see anyone complain how retarded it is for Max to just chug down a painkiller bottle and suddenly that 9mm that lodged itself in his lung no longer prevents from breathing
unless that action RPG remove all the abstraction.
If there's no abstraction whatsoever then it's no longer a RPG