- Jun 26, 2020
Bernadetta is definitely a fellow codexer, so she can't be charming.
Checked their classes, though there really are almost no hybrids, I wouldn't call that too linear.Fewer/less interesting classes: they progress very linearly with each armor/weapon type (fighter -> sword + board fighter -> sword + board fighter v2.0) with almost no hybrid options
I would argue that it is a flaw. IMO, random stat upgrades were meaningless anyway cause they gravitated to some medians and were limited by caps, and "uniqueness" in FE was done badly, effectively locking the char in one of several classes.No unique units: every character learns the exact same skills from class mastery. One character won't have an affinity with a certain type of elemental magic or what-have-you.
Fixed stat progression: Characters have predefined stats and the levelup screens are just for show. Dubious change from FE's randomization but in practice I definitely found it less fun.
Sounds bad.Bosses are immune to damage until you wipe every other unit on the field and enemy units don't move/patrol and they activate together with an xcom-style pod system, making virtually every map play out identically.
I dunno, that'd make it easy to instantly know enemy weaknesses since gambits can see anything about an enemy. A bunch of elemental weakness->use element gambits already let you instantly see enemy weaknesses but you can see those anyway with Libra. Having a perfect scripted debuffer seems like it'd make things too simple and automated. Knowing which debuffs to use is already kind of half the gameplay in difficult areas.And also better gambit settings, with conditions and shit.I have a dream that one day we'll have a FFXII where you can go more than 10 seconds without loading into a new area, and that world will get to shine in all its glory.
Got fucking tired of mages slinging silence on silence-immune mobs.
You're a brave individual. I barely played through it once and I was so unenthusiastic I remember it taking seven months to actually muster the willpower and see it through in bursts. I agree the production side definitely deserves all the praise as it was artists running wild. On the other hand, writers pretty much deserve to be lined up and shot. Easily the worst core entry for me.Replayed Final Fantasy XIII.
I can't wait to do it on my next playthrough, gonna do Strange Journey on the DS first though!
No i didn't really use sacrificial fusion much. I knew it gave more xp and more abilities, but I tended to not have enough demons to abuse it since my limited macca made it hard to buy or negotiate a lot of demons.Did you utilize sacrifice fusions to throw a lot of extra good skills/immunities/extra XP onto whatever you are fusing for cheap? That's the key to breaking Nocturne's difficulty in half IMO since you can down-fuse strong stuff to weak lvl 1-10 demons, put them in the compendium, then whenever you are fusing something for real you sacrifice the weak one and can easily ensure you have all your basics covered. It's especially broken when it comes to
Started replaying Final Fantasy 4 (SNES), which was one of my first videogame RPG experiences as a kid. I began a vanilla playthrough and quickly decided to try one of the retranslation patches. The original script really hasn't aged well. I restarted using the Namingway Edition patch and played a couple of hours. My last save was in Mt. Ordeals.
The gameplay is way better than I remembered. Maybe the bugfixes included in the patch are helping. So far I'm surprised how all the classes feel like they have a point. As a kid I probably just spammed normal attacks for most of it. I distinctly remember thinking the bard was shit back then.
The new script, which as I understand it is largely adapted from the GBA release, is good.
Not hot takes yet, unfortunately.
This was released as "Paladin's Quest" outside Japan. It's a very traditional 16-bit JRPG in many ways, but it also has some interesting quirks.
It's a weird blend of sci-fi and fantasy (mostly fantasy), perhaps most similar to the first Phantasy Star game. The graphics are certainly unique, with a lot of pastels and bright colors all over the place.
More interestingly, all magic is cast using the character's HPs (there are no spell points). Combat is generally pretty difficult, with even random battles easily capable of wiping your party out unless you make good use of spells, so spellcasting is a necessity here. Each character that can cast spells has a proficiency rating for each school of magic, and the only way to increase this (except for some rare items) is to cast spells.
Healing spells would make no sense in this kind of system, so the game instead gives you medicine bottles. These can each be used nine times, but you can refill them at item shops. It's basically the Estus Flask from Dark Souls. The two main characters start off with their own bottles, but you can find more throughout the game.
Party composition is also interesting. Your third and fourth slots are generally open, and you can hire mercenaries in towns to fill them. Each mercenary is a unique character with their own strengths and weaknesses, and it's always a lot of fun to arrive at a new town and see what mercenaries are available. Mercs will level up, but you cannot change their equipment, so it pays to replace them from time to time.
I'm roughly 10-15 hours in, and I really like it so far! I'm glad I gave the game a chance.