Warp Strike just feels so fun to use. Also, don’t discount daggers, those things can tear enemies apart in seconds.
Impossible. These things gotta sound the movies!!!
Sure, budgets are not infinite and choices have to be made. But when your choice is individually scoring each or 80 cutscenes and you’re willing to leave the music total playtime proportions like:
it’s a strange ranking of priority!
Yeah, this hideous ‘sound like movies which sound like nothing’ trend is poison but even under that you can reuse music a lot more than seems to be assumed under prevailing models, and not only do people not care, it strengthens their emotional attachment between melodies and the narrative.
so far, i like the tutorial version of the battle theme more than the real deal™.
But then I am listening to FF1 battle bgm while driving around in my posh white-'n’red-interior 4-door-luxus-convertible, which says a thing about me prince Noctis. That stayed up all night to play JUSTICE MONSTERS V pin-ball, because his bros are too angsty to go taking a drive at night.
And, thankfully, you can warp your car to your location, after running away because you have been cornered by … things.
You should send this chart to Polygon; they need examples of good data visualizations.
Another tip, for crafting spells: a Fire spell is a Fire spell is a Fire spell. The “Potency” number only matters if it hits 100 or above to create Fira.
In other words, a Potency 1 Fire spell will have exactly the same strength as a Potency 99 Fire spell.
ahaha what the balls?
it’s weird to assume anything different.
my enjoyment of the game so far–having barely progressed the plot and while being busy pushing the limits of what’s allowed within that scope–has mostly been found in the moments between the intended beats, and there are a ton of them. they remind me a lot of the “remember when happened, . . . man, what’ll it be like when they can do [y]?” conversations i had with my friends about ff/dq/ct/whatever as a kid.
the pretense isn’t the point because honestly i’m more interested in the stories i could tell within the game’s environment than what the game wants to say about itself.
-one of the first things i did was pick a direction to wander off into hoping to stumble into level 99999 hell enemy and instantly die. that happened. it was good.
-there’s an otherwise abandoned mine inexplicably occupied by dumb goblins (who prank you by ramming into you riding minecarts) and a single samurai ~45 levels above where you probably are at this point in the game. sometimes he commands the goblins, sometimes he just obliterates you. it was good.
-fleets of magitek airships will sometimes fly overhead while you’re just cruising down the road listening to ultimecia’s castle theme. sometimes they’ll spot you and deploy troops on your position. it’s good.
-the very first town/shop i visited i met this guy:
good.
would any of us even really like a jrpg that met all the criteria you’d expect from AAA development in 2016?
i don’t really know how to talk to anyone whose takeaway is “well you know they say the plot really fizzles out by the end”, i guess. what else was it going to do
i’m crying.
she’s done stuff from working on the escaflowne ost to some old street fighter games.
her most well known works probably revolve around kingdom hearts
she’s a composer of high esteem in some ( weeb ) circles
you might’ve jammed to her stuff before without even knowing it
she’s like, the backdrop ( some ) people’s childhoods
. . .someone just change my title to ’ square enix apologist ’
how common is it for temp track dialogue to make it into final releases for non-English languages? I’ve seen it in a few bug videos this year.
Is this game buggy to in the hand? All the bugs people are sharing seem like pretty normal physics or scripting bugs and it’s impossible to get a sense of proportion from something culled from the vast and infinite net.
I agree. FF13’s OST is enormous, but playing the game it seems like there’s no more than five tracks.
I think it’s also a decision rooted in misguided traditionalism and the belief that having one dedicated track for standard battles will make the piece itself and the game more iconic. I’m just waiting for developers to realize that there are so, so many pre-20th pieces with no copyright legalities to overcome waiting to be reused. Just get an experienced orchestra together and have them play Debussy’s Fêtes movement from Nocturnes and you’ve got a great final boss theme for a Final Fantasy game. Why is modernity so afraid of recycling its past for new ends? I can’t tell if it comes from a place of fearful artistic reservation or just genuine ignorance of our historical riches.
I think it’s a desire to make new things, which can be a core component of the artistic impulse. Your product might be better with reconstituted older parts (and boy has the internet shown us our desire for reconstituted, reused culture), but you got into this to enjoy the making. “Giving up” on making your own music also means losing the process of requesting, hashing out music.
I think you need a single personality completely focused on the final quality to make a decision like that. Kubrick could do it because he a) had a strong vision of the final product independent of the current popularity trends, and b) was actually conversant in classical music and understood the depth of references a piece brought.
one of the best subtle things that Nocturne did was that the normal battle theme varied slightly based on the phase of the not-moon (namely, the guitar solo about 50 seconds in is different each time!)
Resolve itself, preferably in a satisfying manner. At the very least!
can you name a final fantasy game with a good ending
I thought the series was known for either fizzling out or devolving into complete incoherence in the final act.
6, obviously, but the denouement is disappointing
actually the SNES ones are generally all fine in this regard
All the ones I’d name devolve into incoherence, like the PS1 games, where there’s lots of bombast at the end and you kill the thing you’ve been fighting the whole game up to that point.
So yeah, for FF games I think the ending can be considered “good” if it doesn’t fizzle out and go nowhere after 50 hours. What if the writers of FF based a game on a story that was already proven to be good? Like, base it on War and Peace or something. You’d still get tons of side characters with an overarching narrative and the whole thing would actually be going somewhere. Just make all the villains literal monsters and stick the heroes in weird costumes with lots of zippers and stuff. You can’t lose.