DamnElfGirl said:Well, the last SaGa game was pretty much universally panned, and Romancing SaGa seems to be continuing that grand tradition. Never EVER trust Square Enix if it promises non-linear gameplay... or really, if it promises anything innovative. Squeenix's idea of non-linearity involves randomly wandering around hoping to find some completely random event while fighting random battles. Blech.
(I have enjoyed one Squeenix game, recently, Radiata Stories. But it's still frustrating in terms of having to purposefully delay advancing the storyline if you want to explore and recruit characters effectively. And it is in no way an RPG. It's a quirky adventure game where your only character development choice is what armour and weapons you use.)
almondblight said:Unlimited Saga was a pretty cool game, but one people are going to hate if they're expecting the typical "smash attack button during random battles until the next 10 minute cutscene" console RPG.
It required actually strategy for combat,
included a bunch of side quests, multiple characters (each with it's own story/quests), and had a bunch of cool non-combat skills (weapon making, diplomacy, map making, etc). The kicker is you had to put time into it to have fun - most people played for half an hour, didn't know what the hell was happening, said "this isn't Final Fantasy!" and returned it.
Sarvis said:No, it was just a shitty game.
spinning a wheel and hoping it lands on the attack you need is NOT strategy, it is luck.
... but I still only got a couple hours in. The trick is that in the few hours I played I made almost no progress...
almondblight said:Sarvis said:No, it was just a shitty game.
Hard to argue with such a well formulated argument.
spinning a wheel and hoping it lands on the attack you need is NOT strategy, it is luck.
True, and if that's how the game worked it might have been aweful. Good thing that's not how it works.
... but I still only got a couple hours in. The trick is that in the few hours I played I made almost no progress...
Well, seeing as you've only played for a couple of hours and demonstrated you don't understand the play dynamics at all, I see how it's fair for you to judge the game.
Sarvis said:Sorry, but the spinning wheels is EXACTLY how it worked. It spun around real fast, and you tried to stop it on the attack you wanted. If you did, there was another wheel to see if you could stop it on a good follow up attack, but that went even faster and was even more luck dependant to stop it where you needed.
Sarvis said:On top of that it costs stamina points to use attacks, and you couldn't recover the few health you had so you get battered from both directions. STamina protected health SOMETIMES, but many enemies had attacks which would bypass stamina anyway making it nothing but a broken mechanic.
almondblight said:No, no, no, again, you didn't know what the hell you were doing so decided it was a bad game. You choose an attack, then the real comes up, which acts a a modifier to your attack. If you choose a fire spell and land on fire, your spell is stronger; land on water, it's weaker. Choosing a fire spell and landing on a water panel does not change your attack; the "hoping you get the attack you wanted" thing is BS. Think of it like criticals in Fallout, except you get a hand in trying to get them (when your skills increase, the number of good panels increase to, making it easier to choose).
almondblight said:No, no, no, again, you didn't know what the hell you were doing so decided it was a bad game.
You choose an attack, then the real comes up, which acts a a modifier to your attack. If you choose a fire spell and land on fire, your spell is stronger; land on water, it's weaker.
Second - again, you didn't know what the fuck you were doing - you can choose to attack or hold an attack and combo. IF you decide to combo a second, faster wheel comes up. However, combos screw you if you don't know how to use them, so if you were doing it all the time thinking it was the "secondary attack", yeah, I can see you might have had some difficulty.
Because stamina doesn't prevent LP loss all the time it's a broken system? That's like saying because AC doesn't prevent you from taking damage in Fallout all the time it's a broken system. Again, a BS argument from someone who tried to play for a couple of hours, got mad that it wasn't like other games and decided it sucked before even understanding how it worked.
obediah said:almondblight said:No, no, no, again, you didn't know what the hell you were doing so decided it was a bad game. You choose an attack, then the real comes up, which acts a a modifier to your attack. If you choose a fire spell and land on fire, your spell is stronger; land on water, it's weaker. Choosing a fire spell and landing on a water panel does not change your attack; the "hoping you get the attack you wanted" thing is BS. Think of it like criticals in Fallout, except you get a hand in trying to get them (when your skills increase, the number of good panels increase to, making it easier to choose).
Still sounds like a pile of shit to me. Maybe I should start a PnP campaign where instead of rolling die the players make a cupcake and I rate it on a scale of 1 - 20. At least I could find people that enjoy making cupcakes, I can't imagine why anyone would still think timing button presses to stop a spinning wheel on a good space is compelling game play.
obediah said:almondblight said:I can't imagine why anyone would still think timing button presses to stop a spinning wheel on a good space is compelling game play.
The reel is a small part of the system that breaks up gameplay a bit giving you some input into special attacks. I never understood why rolling a 20 sided dice among grown men to see if you passed the intelligence test to convince the high elf etc etc. was compelling, but hey - different strokes.
Sarvis said:No, I decided it was a bad game because it IS a shitty, shitty fucking game. 90% of the amateur made modules for NWN were better, hell the NWN OC was better.
And the fact that you seem to not understand the gameplay at all does so much to further your argument.
I'm pretty sure I remember the wheel choosing attacks, but I could be wrong since I haven't played in over a year. Still, the wheel giving high chances to your attack being completely ineffective doesn't actually improve the system. I didn't give up because I didn't understand the system. I did at the time, but it was a shitty, unrewarding, uninteresting and unenjoyable system.
No, it doesn't make the attack ineffective - if you get a bad one, it might do 20% less damage. Again, you make it pretty clear you didn't understand the gameplay.
A better analogy would be a standard AC system, where 2/3 of enemy attacks ignore AC and every attack YOU make worsens your AC.
Again, you make it pretty clear you didn't understand the gameplay.
Ah, like Fallout.
Drakron said:Most reviews bashed the combat system for the exacty same reasons Sarvis pointed out ... the fact we find some people defending that horrible system means nothing because some people are Square fanboys to the core.
I just link to GameSpot review:
http://www.gamespot.com/ps2/rpg/unlimit ... eview.html