Leo Valesko said:Relationships with party-members in PS:T do not influence the main storyline like they did in BG2: Shadows of Amn. All of the dialogues are great, but the only reward you got after unlocking another side of relationship with certain character is the upgrade of his stats and a new tattoo available at Fell’s place.
Oh fuck... sorry, dude. Don't worry, what occurs with them is vastly more important than their mere presence... it's not an "OMG I'M REVAN" thing. Tell ya what, I'll spoilerize my spoiler, you fix it in your quote of me, deal? Hey, mods, maybe the cell-interior colors should be among the selectable presets, for people who don't want to check the source for the hex code?whatusername said:Sweet Jesus Christ, don't spoil the story.
Leo Valesko said:And your control over TNO's character is light-years beyond what you get in a typical JRPG, where you have zero (or at most nearly zero) control over the main character's development, personality, relationships, etc.
All of these features were represented with non-linear dialogues
You can't change armour, appearance or weapon of party characters. But you can give TNO an axe, knife or warhammer Impressive.
Relationships with party-members in PS:T do not influence the main storyline like they did in BG2: Shadows of Amn. All of the dialogues are great, but the only reward you got after unlocking another side of relationship with certain character is the upgrade of his stats and a new tattoo available at Fell’s place.
PS:T don’t even have bonus cut-scenes.
FFX-2 offers a lot of side-quests with 2 or 4 ways to compete them. It also has about 4 different endings.
I don’t agree that PS:T combat is similar to the BG1-2 combat. While BG encounters require a lot of movement and planning PS:T battle is a sequence of spells and power-ups.
I doubt PS:T was even vaguely inspired by JRPGs
Wikipedia said:According to Chris Avellone, Planescape: Torment has numerous inspirations from a variety of books, comics, and games. Notable works among them include Archie Comics, The Chronicles of Amber, The Elementals, Final Fantasy, and Shadowrun.[3]
Um...the game was released in 1999, using a 2D engine. In any case, you also can't change the appearance of any of your BG or BG2 party members (other than changing armor), and you certainly can't do much with party members you're given in a JRPG. Laughing
Cool. That means it's very different from all of the other FF games I've played.
What does this have to do with whether it's an RPG?
Even the big choice between Bohdi and the Thieves Guild turns out to be a distinction without any difference whatsoever, and it's still far more significant than anything done by any of your party members.
For the sake of comparison, Vhailor's interaction with Trias feels much more important to me (even tho it really has no impact on the plot, either).
aweigh said:1. Party members have a unique look which you can't change.
2. Plot develops in a linear structure guiding you from point A to point B.
3. Spells feature cinematic cutscenes that take control away from the player.
4. There are several in-game cinematic cutscenes which feature unique character model animations that are otherwise unreproducable once gameplay resumes.
5. As was mentioned about a million times: the interparty dialogues that serve to elaborate their persoanlities and past histories.
6. The storyline, characters and setting are all distinctive and imaginative, and more to the point, unique in comparison to the glut of fantasy CRPG's.
Regardless of whether or not JRPG's are *good* or *bad*, the vast majority of them, if not ALL of them, use a brand-new world/setting/characters, mostly in opposite to CRPG's, which usually use some recycled license like D&D/Star Wars or something incredibly derivative.
Most western CRPG's have completely worthless storylines and plot and worthless throwaway characters that hold absolutely zero interest for the player, but they play on because they like the actual gameplay mechanics and enjoy *playing* the game.
This is in stark contrast to most JRPG players who usually find playing the game boring or tedious, (although most don't know they do, they just accept tedious gameplay as standard), and play on to find out what happens in the plot, or what happens to a certain character. (read: Xenogears/Xenosaga/Final Fantasy players in particular.)
If you have a romance with a certain party member – Bodhi will kidnap that character. Also many dialogue lines appear if you have a romance.
For the sake of comparison, Vhailor's interaction with Trias feels much more important to me (even tho it really has no impact on the plot, either).
This is one of the few such moments in PS:T. While BG2 and Fallout 2 have lots of them.
I never claimed PS:T to be inspired by any jRPG. I simply noted the fact they have much in common. Man, looks like even thinking of that makes you treat me like a some kind of heretic
suibhne said:I'm still not sure what I'm arguing against here, because I don't really know what anyone else is arguing. But anyway, I figured I'd take a look at aweigh's list.
aweigh said:1. Party members have a unique look which you can't change.
Okay. I'm not sure this is a big deal, since it was also mostly the case in earlier American RPGs, but I get what you're saying: JRPGs place much more emphasis on characters looking exactly the same throughout the entire game, no matter what they're wearing.
2. Plot develops in a linear structure guiding you from point A to point B.
PS:T was no different in this regard than the IE games which preceded and immediately followed it. In fact, it very closely mirrors the structure of the original BG: lots of openness after the initial dungeon (or opener), but each "chapter" opens up specific areas and further constrains the story. This is actually the converse of the pattern established by Square in the FF series, which keep a tight rein on freedom until the last quarter of the game (or even later in FFX :wink: ).
3. Spells feature cinematic cutscenes that take control away from the player.
Absolutely pulled right from JRPGs. I'm on board with this one.
4. There are several in-game cinematic cutscenes which feature unique character model animations that are otherwise unreproducable once gameplay resumes.
That's a big stretch. You could just as easily say PS:T was inspired by the original Half-Life in this regard, or you could look at Half-Life and figure out that the whole market was catching the "cinematic" bug and expanding its toolset to enable that sort of presentation. Maybe it came entirely from Japan, but I'm skeptical.
5. As was mentioned about a million times: the interparty dialogues that serve to elaborate their persoanlities and past histories.
Which already happened (in a more rudimentary way) in Fallout, Fallout 2, and Baldur's Gate, and they were hardly the first. I'll agree that JRPGs placed more emphasis earlier on a cast of extensively-developed party members, and it would make sense if MCA said "Hey, we got our ideas about party design from those Nippon whatchamacallits - role-playing gizmos or whatnot", but I don't see any reason he couldn't have gotten the same idea from previous American RPGs.
6. The storyline, characters and setting are all distinctive and imaginative, and more to the point, unique in comparison to the glut of fantasy CRPG's.
Regardless of whether or not JRPG's are *good* or *bad*, the vast majority of them, if not ALL of them, use a brand-new world/setting/characters, mostly in opposite to CRPG's, which usually use some recycled license like D&D/Star Wars or something incredibly derivative.
Except that PS:T uses a well-established D&D setting... Granted, Avellone & Co. were no doubt looking for a way to exploit the D&D license/branding in a totally fresh way and PS is certainly more obscure than FR, but don't mistake PS:T for taking place in a totally sui generis world. It's actually a pretty traditional presentation of Sigil and the Planes. In any case, the different FF worlds, created "anew" for each installment (with the most immediate exception of FFXII, released later this month), have so much in common that it seems pretty tough to describe them all as "brand-new" worlds/settings - unless you happen to think that every single world needs the same exact summons and the same goddamn Chocobos. Suikoden games all take place in the same world (taken from Chinese literature); ditto for Grandia, Star Ocean, etc. Your claim that "the vast majority of [JRPGs], if not ALL of them, use a brand-new world/setting/characters" just isn't correct.
Most western CRPG's have completely worthless storylines and plot and worthless throwaway characters that hold absolutely zero interest for the player, but they play on because they like the actual gameplay mechanics and enjoy *playing* the game.
This is in stark contrast to most JRPG players who usually find playing the game boring or tedious, (although most don't know they do, they just accept tedious gameplay as standard), and play on to find out what happens in the plot, or what happens to a certain character. (read: Xenogears/Xenosaga/Final Fantasy players in particular.)
This is a pretty big generalization, and I'm not sure it's correct based on what I know of the Japanese market. Some of the most popular series in Japan - like the long-running series that had a few installments localized here as Digitial Devil Saga - have totally threadbare plots and are popular primarily for their gameplay. Most of the market isn't Xenogears, you know. I'm not arguing with your point that narrative is often much more important than gameplay in JRPGs, but it's also commonly the opposite; I'm not sure we can draw clear parallels to PS:T other than saying that, sure, maybe Avellone saw something he really liked in one particular title or series - not JRPGs in general, as some folks here have argued.
aweigh said:Here's the best example I can use, though: I have a friend who is ONLY into JRPG's, and her constant blather about JRPG's eventually forced me to try to convert her to real RPG's, so I lent her Arcanum and PS:T, my two favorite CRPG's, and guess which one she liked?
suibhne said:aweigh said:1. Party members have a unique look which you can't change.
Okay. I'm not sure this is a big deal, since it was also mostly the case in earlier American RPGs, but I get what you're saying: JRPGs place much more emphasis on characters looking exactly the same throughout the entire game, no matter what they're wearing.
There's incredibly little strategy involved, even less so than in the KOTORs, and once you set up your auto-potions and whatnot you can pretty much go grab a sammich while your chars level up
As far as the story/JRPG'ness goes, the first 2 hours were chock full of cliche'd anime cutscenes,
A weird thing I happened to notice is that the game is full of fed-ex style side-quests, like something we would see in a Baldur's Gate or ToEE's Hommlett (shudder), but except that in Japan apparently side-quests mean you-have-to-do-them-anyway-to-progress-quests.
but I was sorta surprised at the quality British voice actors they went with.
Ah well, I guess those crazy japs ARE learning something from western RPG developers.
I'm just starting Shadow Hearts (not Kingdom Hearts ) and finding it to be pretty interesting and mature, even tho the gameplay is a little dull so far.
Leo Valesko said:There's incredibly little strategy involved, even less so than in the KOTORs, and once you set up your auto-potions and whatnot you can pretty much go grab a sammich while your chars level up
Did you completed the game? I’m playing for 10 hours now and a lot of strategy already involved. A lot better than KOTOR.
As far as the story/JRPG'ness goes, the first 2 hours were chock full of cliche'd anime cutscenes,
True. As well as any JRPG. But I prefer anime cliché over a chosen-one topless sweaty barbarian with a two-handed sword and magic leather underwear.
A weird thing I happened to notice is that the game is full of fed-ex style side-quests, like something we would see in a Baldur's Gate or ToEE's Hommlett (shudder), but except that in Japan apparently side-quests mean you-have-to-do-them-anyway-to-progress-quests.
They are NOT side-quests You can just determine which of the story-line quests to complete in a first place.
but I was sorta surprised at the quality British voice actors they went with.
I haven’t got an English version because I’m playing the Japanese FFXII.
Japanese can't be translated properly into English. Voice-actors in FFX, X-2 and XII were awful if you compare them with Japanese. I was surprised how many mistakes were made during the translation of FFVII and FFX…
Anyway I think FFXII is a great game, although I like Xenosaga episode 3 even more.
Please, avoid any spoilers if you already completed the game
Ah well, I guess those crazy japs ARE learning something from western RPG developers.
oh my god, I'm afraid to think what can they learn from fuckers like Bethesda or BioWare.
I'm just starting Shadow Hearts (not Kingdom Hearts ) and finding it to be pretty interesting and mature, even tho the gameplay is a little dull so far.
“From the New World� Yeah, Shadow Hearts is a good JRPG but the first game had a boring gameplay.