2010-02-11, 03:54 | Link #2061 | |
ô_ô
Join Date: Nov 2003
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As it's not SO:4 level dubbing, I think I'll be content. |
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2010-02-11, 04:40 | Link #2063 | |
Let's Puppystyle!
Join Date: Feb 2006
Location: Best Place In The WORLD
Age: 32
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But i mean, i can't really imagine a good english dub for FF7 Advent children. How were the english dubs for that? |
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2010-02-11, 18:24 | Link #2064 |
Gundam Boobs and Boom FTW
Join Date: Dec 2005
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Well just finished last remnant...frankly I hope FFXIII doesn't let the gameplay get in the way of experiencing the game as much as TLR did, because TLR was pretty spectacular otherwise (aside from the fact that all of those sidequests the dev team spent programming can just go missed without a second thought).
And honestly...can someone please tell me the whole idea behind bonus bosses? I mean if there are these critters so freakishly powerful that they make the final storyline boss look like a pancake in comparison, then how come everyone hears about the final boss but not these uber godlike critters terrorizing the locals?
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2010-02-11, 18:38 | Link #2065 | |
Not Enough Sleep
Join Date: Nov 2003
Location: R'lyeh
Age: 48
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2010-02-11, 21:48 | Link #2066 | |
Gundam Boobs and Boom FTW
Join Date: Dec 2005
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The problem with bonus bosses is that they are part of the storyline. They're not some "You beat the game. Here's a bonus character to duel" or something like that. They are usually somehow tangentially related such as "oh noes! Such and such a <<bonus boss>> is going around pwning <<such and such an area>>! Go stop it!" And when you can't, you usually feel crummy. My whole issue with gameplay in Japanese RPGs period is that IMO leveling up is an abstraction. It's not like real life is defined by "you completed a homework assignment! Int +1!". The whole battle system and random encounters are generally there to give gamers something to do, which makes next to no sense from a storyline perspective. For instance, say you go up against a dragon. It uses "super hot breath of massive third degree burns" and instagibs one of your party members. Now suddenly a revive spell is going to undo all those massive third degree burns? I like playing JRPGs for the story experience. They're literally visual + audio novels for me, because they're the only types of video games with a story worth experiencing rather than "Bad guys took over the <<location>>! Kill them all!" But then there's the whole issue of "LULZ RANDOM ENCOUNTERS" which is such a case of gameplay and story segregation it's ridiculous. Random encounters for me in JRPGs are sort of what minerals and vespene gas are for starcraft. I mean what the heck...how do you suddenly put up a fully functioning barracks in one minute and then have it produce marines that weren't there before? (At least protoss warp and zerg hatch...but Terrans?) IMO the most innovative battle system for a JRPG would be one that doesn't require segregation from the plot.
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2010-02-11, 23:38 | Link #2069 | |
Udon-YAAAAAAAA
Join Date: Jan 2008
Age: 35
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anywho, i LOVED FFX, this one's for me then right? it comes out my spring break..
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2010-02-12, 01:37 | Link #2070 | |
Not Enough Sleep
Join Date: Nov 2003
Location: R'lyeh
Age: 48
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2010-02-12, 02:47 | Link #2071 | ||||||||
Osana-Najimi Shipper
Join Date: Dec 2005
Location: Mt. Ordeals
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Taking recent SE games for example, in The Last Remnant/FF12 the optional bosses are just there simply as guild quests; no backstory at all. SO4/Infinite Undiscovery optional bosses are set in an optional dungeon that's not mentioned at all by the story proper. Quote:
Hardcore players take every defeat as something to spurn them to try again to actually defeat such a boss. It's those people what the bonus bosses are for. Quote:
Complaining about abstraction in an RPG would be like complaining about kissing in romance movie. It is what defines the genre; without it, it wouldn't be worthy to be called of belonging in that genre. Quote:
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Oh boy, you play JRPGS for the story experience? You're just trading "Bad guys took over the <<location>>! Kill them all!" into "Hero (and maybe his friends) come into his own and then tries to save the world from the evil mastemind". Quote:
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2010-02-12, 02:56 | Link #2072 | ||
Homo Ludens
Join Date: Nov 2007
Location: Canada
Age: 34
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I, for one, also play these games for the story/characters (and that is why I'll be playing FFXIII) but judging by the oft-heard complaints of "linearity" and "too many cutscenes", it does seem like not many people do. Demon's Souls isn't a JRPG, it's a WRPG made by a Japanese developer. It's like the exact opposite of Black Sigil: Blade of the Exiled. |
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2010-02-12, 09:29 | Link #2073 | ||
Osana-Najimi Shipper
Join Date: Dec 2005
Location: Mt. Ordeals
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http://kotaku.com/5430803/bioware-on...ne-of-the-jrpg I've been saying that JRPGs, at least in the story department, have long since stagnated before Bioware called them on it. They've only been breaking the mold recently, but its still pretty rare. Not like I can blame them. Japan seems to be on a whole culturally just likes to see the same thing over and over again, only better. At least it applies to anime and JRPGs as well. I personally can only hope FF13 is different. FF12's was, but political intrigue didn't suit a lot of people's taste over here. :shrug: Quote:
I mean really... what other criteria makes Demon's Souls a WRPG?
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2010-02-12, 11:42 | Link #2074 |
The GAP Man
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While I argee that JRPGs hadn't really changed that much from the look at things, there had been games especially this one that deviated (even if onyl slighty) from the tried and true formula. However, I cannot say that WRPGs are any better either especially with that DnD formula and the gameplay being what it is, I just don't what am I supposed to be doing all the time. Inasmuch I enjoy games like Mass Effect, I cannot help but feel that the emphasis is more on the dialogue rather than the gameplay. And who says it is only JRPGs doing thew same thing over and over? Considering the fact that Bioware practically makes the same games over and over with the same type of characters and dialogue, it just feels as though I had played certain Bioware games many times before using the same strategies from previous games into this current one.
These guys say it better than I do and I quote: Spoiler for Messing with a good thing:
Spoiler for "Choices":
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2010-02-12, 13:46 | Link #2075 |
Gundam Boobs and Boom FTW
Join Date: Dec 2005
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Yes, I will complain about abstraction in RPGs. I hate to say Legend of Zelda or Megaman X did things somewhat correctly, but the idea that advancement in the plot != doing a hundred times as much damage as you did in the beginning per hit is something I happen to think makes sense.
And it isn't so much suspension of disbelief as "Giant lizard did an attack which should rip person in half. Person loses half his HP." I mean honestly at which point can we get off of the D&D system? If a dragon chomps down on a character, said character dies. Generally, what exactly are dragons, who are supposed to be these uber-intelligent beings, doing making their lairs in random caves guarding treasure chests when if humans lives in some sort of civilized cities, can't dragons have their own uber-advanced dragon cities? And why must dragons necessarily be reptilian lizards anyway? Who says they can't be fluffy and mammalian? With shapeshifting abilities? As for JRPG plots...well...the big bad final boss is always going to be there. But just because you're going to have to fight a final boss doesn't mean that he's always trying to take over or destroy the <<location>>!
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2010-02-12, 14:45 | Link #2076 | |
Not Enough Sleep
Join Date: Nov 2003
Location: R'lyeh
Age: 48
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2010-02-12, 21:00 | Link #2077 | |
Senior Member
Join Date: Jun 2009
Location: Gaijinland
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I didn't like FFXIII not having towns. For me, fooling around the towns, talking with people and doing sidequests is one of the main attractions in an RPG.
I also like the battles and the leveling up, but I just think that it takes too much time. Having to kill hundreds of monsters and then going up only like 6 levels is really tiresome for me. But actually, I still prefer Zelda games' style of gameplay. So, for me, the perfect RPG would be something with a nice story full of cutscenes, like a Final Fantasy game, and a gameplay which is more like a platformer. Quote:
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2010-02-12, 21:21 | Link #2078 | |
Silent Warrior
Join Date: Oct 2004
Location: Netherlands
Age: 38
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2010-02-12, 22:10 | Link #2079 | |
Gundam Boobs and Boom FTW
Join Date: Dec 2005
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Edit: Xellos, as for DnD, you know, there's this word called innovation. Interesting how Nintendo didn't have to resort to that for Legend of Zelda (despite the horrid plotlines). I honestly wonder why with games such as namco's soul calibur, they can afford to program hundreds of commands onto a single character, but that JRPGs still rely on numbers and menus rather than black-boxing all of that and leaving a much more fluid system in its place.
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2010-02-12, 23:51 | Link #2080 |
Osana-Najimi Shipper
Join Date: Dec 2005
Location: Mt. Ordeals
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Seriously Demongod, do yourself a favour and play Demon's Souls. It has all you are looking for and more; you want Dragons one-shotting people with their firebreathing? You've got it. You want yourself killed in two or three slices from regular enemies? Yep, its there. Falling down a height of several stories? Oh yeah, you're dead as a doornail. Battle system as realistic as possible within the confines of medieval fantasy? Hell yeah. Sure there's some degree of abstraction, but this is as good as it gets.
Because honestly, you're contradicting yourself. Even Zelda has time and time again relied on abstraction. Final boss doing his super attack? Despite it should outright kill anyone it hits, you lose maybe like 2 or 3 hearts out of your max total (which can be around 20 or more). Yeah, great example there. And seriously... Megaman X an RPG? o_O Really, if its an RPG, it will DEFINITELY have some degree of abstraction. It's just that JRPGs tend to rely more on it. You don't like it? Then don't play it. Go play WRPGs or another genre entirely, or go find the rare exceptions of the genre that fits to your tastes. And again, if you can will yourself into believing that a giant lizard can fly and breath fire, then its not so hard to will yourself to believe that your hero can withstand attacks that would otherwise fell normal men. He's supposed to be a superhuman, having battle experience gained upon several thousand battles, and hardened because of it. This is where the abstraction comes handy. It directs your imagination into what you should be thinking what happened. For instance, if a giant dragon chomps on your hero and he loses half HP, you don't think of it as your hero surviving a direct hit. You think of it as your hero, due to his experience, was able to position/defend himself in such a way that the attack only wounds him instead of outright killing him. He's still up only due to his sheer physical resilience, but one more such attack and he's a goner. How did he do it? You leave that to your imagination, like you're supposed to. You might see the attack connect full on through your TV, but you're supposed to think that your hero did something or possesses something that would allow him to survive it, assuming he still has some hp left. THAT is what HP is supposed to represent. Just because a particularly arrow might only do 1 damage does not mean a 1000 hp warrior can survive 999 direct arrow hits. It only means that it takes 999 arrows to fatigue/wound him, before he cannot defend himself anymore and that 1000th well aimed arrow finally pierces his heart. As for why dragons are giant lizards? You might as well ask why elves have long ears, dwarves short and stocky, and giants several times bigger than your average human. They are those things BECAUSE if they are not, you wouldn't call them dragons/elves/dwarves/giants/etc >_>
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final fantasy, ps3, rpg, square-enix, xbox 360 |
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