limit breaks are what’s really broken about 8
I wish it had a slightly refined “international edition” where these things were addressed
limit breaks are what’s really broken about 8
I wish it had a slightly refined “international edition” where these things were addressed
For me, my mainline strat for the endgame/sidquest big bosses was basically to get Squall doing his limit break as often as possible and everyone else summons.
I think FF8 gets a bad wrap in this post release internet world: where the internet can’t talk about FF8 without having someone mentione the ways you can break it, within 3 posts.
Because the ways to break it are not super obvious on a blind playthrough. I bet like, 1/100 players naturally figured out one or more of the main ways to break it (and that might be generous? it could be less than that). But the fact that it can be broken----who cares? When FF8 released, I would have been very pleased to have figured out a powerful attack combo or whatever. And Zell’s uber game breaking limit break combos are not easy to pull off, even if you know them.
breaking it is also not easy and requires detailed knowledge of the card game and a decent amount of patience
and like you can break any rpg if you just grind enough, and it’s cool that “grinding” in final fantasy 8 is a more diverse and interesting process than just fighting battles over and over again.
All i ever palyed of FFX was messing around in Blitzball on a friend’s save, figuring out how the game worked, teaching him how it worked, then never touching it again.
cannot fuckin’ stand x
even the postgame where final fantasy sometimes will require you to get a bit more creative with the battle system is reduced to ‘grind like an mmorpg player’
I remember the Malboro in FFX looking really impressive, though.
In the HD version I have seen two instants where the models become desynced and then move really fast to catch up to the script.
Lulu hugging Yuna looked weird.
I wish I could ask an FFX engine coder about that Yuna staff scene. It must have been some engine limitation which they didn’t account for, before actually loading up a scene with assets and rigging.
MGS2 and 3 would go on to hand everyone their ass on animation quality and asset stability, for a few years.
I have started playing this game 3 times, which is 2 more times than I give most games, and I can’t make it more than like 3 or 4 hours in. It is miserable.
Every Matsuno game is broken as hell and those games get passes, maybe because of their high default difficulty.
ffx I liked some the music and how the no worldmap thing really helped the feeling of being on a long walking quest, but I couldn’t bother to ever finish it
“That moment Wakka told me I had talent in battle was when I seriously considered becoming a guardian.”
I am sitting at the end battle screen for the sinspawn on the stairs on the way to the first temple.
It is jungle/nature noises. I am wearing headphones. It is really relaxing and great. The music and sound design is really ace through headphones unless they change scenes and everything immediately stops.
Wow this is nice sounding. I really treasure any nature sounds since moving to a busy street in Tokyo.
Edit: https://twitter.com/tokyorude/status/1168523750272225281?s=21
Great I love it.
Uh oh people started talking again.
FFX was my intro to Hamauzu, can’t resent that
his work on saga frontier 2 is
This is probably due to animation compression; even today animations get compressed down and you lose the precision you have in the previewer, leading to shakiness.
This can also be numerical precision. Once you’re setting your decimal or floating point range, things like large differences in scale can problems. Giant characters might slide around because of this, or you might have problems getting fingers to connect with objects in worldspace.
there’s only one way to revisit FFX these days
I set this up as a Christmas present a few years back, it went well