Mystery Science News Thread 3,000

well I did play it some, but it didn’t interest me much and I eventually quit.

as for the wow bit, I don’t have interest in games that try to be wow, for one, and the only comparison point between the two is, I dunno, you can move around while fighting enemies in both games. you can run around a world map and then walk into a city that is vaguely to scale. I suppose this all sounded very wow like in 2006, when everyone was playing wow and not every single video game released was an open world game with RPG elements, but as I’m sure you can see in 2016 this is a pretty superficial claim

I mean, I saw the superficiality of this comparison when I played FF12 in 2008 or w/e

My comment was mostly a joke

but I do want to give it another chance – and have wanted to do so for some time – because, you know, Matsuno, even if he decided he’d rather jump out of a plane than finish the game for whatever reason, and because it’s pretty. when I played it back in '06 I was pretty burned out of the whole JRPG thing, so I think I was looking for reasons to dismiss the game. that said, general consensus seems to be that there are a good 30 hours of this thing that have no business existing, which doesn’t sound very enticing.

still think we should’ve got a half-sequel that went full Kawazu

Excepting the progressively shittier dungeon designs, it’s pretty finished, tbh

Before I’d played or more extensively read up on Matsuno’s other games I thought that the transition in FF12 from earthy politics to inscrutable mysticism was the narrative thread losing itself as a result of Matsuno’s increasing disinvolvement, but later I realized, no, that’s kind of exactly what Matsuno’s plots tend to do, oops

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The mid-game is very sparse, the main characters aren’t woven into the broader narrative very convincingly, and the NPCs are all pretty boring. It feels exactly like the slightly-strangled by committee problem that it is. But the visual design and the world design and the combat all hugely hold up.

It could’ve been a lot better – particularly if you aren’t interested in the high level hunts there’s a spark missing for sure – but it’s still fairly great and unique. Particularly for how jRPGs all but died with the PS1, it stands on its own in 2006.

And seriously the original assets upscale unbelievably well, you could emulate it tomorrow and have a better time (the job system grafted on to the international edition is terrible, for one).

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yeah. It’s not that ambiguous in the end, but I think it gets way more flak for being poorly told than it deserves, and thematically it’s at least ambitious and interesting compared to any other Japanese game of the era.

I honestly like the sound of the zodiac job system over the huge license board except for characters getting hard locked into a job and having no room for cross classing.

man I love the idea of characters being hard locked into a job too

Remember when pikachu took my ranting nonsense post about FFXII and posted it on his site as a “review”?

no but I want to read that

only artfags write real reviews, rudie

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http://forums.selectbutton.net/viewtopic.php?p=571832#571832

okay.

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Good read!

FFXII really just ticked the game dev in me. Creating behaviors for characters felt like I was looking a layer deep through the matrix. The beginning was good long enough for this system to hook me and I totally ignored the boring middle part of the game. Also, it’s kind of gorgeous, so that didn’t hurt in any way.

I wish this system was expanded upon, though. I got the director’s cut and everytime I think FFXII I think about that interview on that director’s cut and dude is just like, “we were inspired by the NFL”, and I think at the time Final Fantasy Manager edition just sounded cool. I liked to think I was a coach and these were my players and we were just fighting different sets of enemies. I wish I could have different lists of gambits I could swap to on the fly, but hey, whatever, it was neat and inspiring. This probably is on the same level as my affinity for NBA2k as an action RPG.

The monster hunting system was also key to a lot of my enjoyment, and I think it tries to magnify the fun of the battle system in ways I was describing. You find tough enemies and you have to build gambits to beat them. Essentially you’re making a whole new set of behaviors so you can defeat each tough enemy.

God I wish this game was better. I’ll probably play the remake hoping against hope now. Is Matsuno working on anything like this anymore?

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bethesda to announce at E3 that, uh, they’ve decided to go into marketing id’s engines to all and sundry after all because they’re sick of epic eating their lunch just because john carmack is a nut

I think literally all of those run id tech

this is the most hilariously dumb long-awaited victory for openGL