![]() Just from Square Enix, Triangle Strategy released earlier this year, The Diofield Chronicle is releasing this month, and Square Enix's Nintendo Direct announcements confirmed remakes of the first three Front Mission games. Strategy games in general are seeing a surge with promising new titles like Mario + Rabbids: Sparks of Hope. And it would be a welcome return, if Square Enix wasn't currently flooding the market with strategy RPGs. That being the case, the most obvious candidate to follow Tactics Ogre: Reborn in the remake factory would be Final Fantasy Tactics. I'm saying that is only your opinion, and many hold a different one.Tactics Ogre is the spiritual predecessor to Final Fantasy Tactics, which itself is considered one of the best strategy RPGs ever made and a staple FF entry. ![]() Tl dr I'm not trying to force you to like VS, or to say that your opinion is wrong, because it's not. No one complains that the firearm combat is slow and clunky. You see a small modification of the combat simulator in Parasite Eve, although its simplified, yet everyone loves it. do you aim for head or the torso? Do you take out an arm or a leg? Do you use blunt or piercing? Shit I'm dead. They wanted you to think about your next move carefully, not wildly spam buttons like in Ninja Gaiden: "This is a new enemy. ![]() Obviously, the combat in Dark Souls is pure action, while the combat in Vagrant Story is combat simulation. Now there are speed runs with different builds getting anything from 1h10-1h30!!! (FYI the current Vagrant Story speed run is 1h59min.) People got good once they knew what to do. Then, over time massive stat lists and different character builds emerged. Takes many first time players weeks or months to beat it. Menu simulator stat system that can seem overwhelming, complex weapon and spell system, bosses that seem impossible until you know their weaknesses, enemies that have multiple types in one room. Most everything you've said has been said about the Souls games. I think it's a mistake to always look back on games and compare with today's lenses. I just don't like them.Ī lot of people like Vagrant Story. Ok? Everyone is entitled to their opinion. Tl dr - To me, Vagrant Story is boring, disappointing, and frustratingly tedious, not hard. Famistu did give it 40/40, along with Nintendogs for what it's worth. A few people I know who played it think it is AMAZING, everyone else thought it was "meh" and couldn't get into it. I don't know that this game is universally liked. To even call the game tedious is an understatement of epic proportions. Vagrant Story is a micro-management nightmare. I'm pushing through this game just so I feel like I didn't waste money at this point. Everything about this game rocks, except for the tedium with demands too much of your time to play the game. The music is mostly non-existent, but when it kicks in it's awesome! The system was deep, maybe too deep, (though probably great once you get used to it). It has some of the best graphics and art design I have ever seen in a PSX game (a little grainy, but it is what it is). I wished there wasn't so much tedium tasks like stacking crates to climb up and micromanaging so many combat elements.Īlso, Circle button for action, but you can also use X to interact? It feels like a mess by design.Įverything else turned out perfectly. Having to swap out your weapon (no quickswap mind you) 3-5 times in a single room to manage weapon strengths is not a challenge. It is not challenging, but rather time consuming and tedious. If the battles are easy, you'll be stuck doing a mindlessly boring task.Īdd this to the fact that you will be in the menu switching weapons and armor every other minute makes this game a hassle to play. If the battles are hard, you will be stuck there forever in a battle of attrition. So it's battle, after battle, after battle. ![]() Most times you will be in a series of catacombs with only occasional forays outside. This is particularly true against bosses. It can lead to frustrating battles where you inflict little damage. As a result, it gets complicated and the learning curve is a bit steep. Combined with that, each equipment piece has three affinities: creature, elemental, and weapon type (blunt/edged/piercing). This system is VERY deep with multiple weapons, forging new weapons and armor, magic, break arts, chain attacks, and defensive skills. It's not hard to understand creature, elemental, and weapon type. It's not learning how to play which is the problem. Many people think this is one of the best games on the PSX.
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