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Post by Deleted on Feb 1, 2011 19:11:24 GMT -5
Plus you can't Gameshark your JP on the PSP...
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Post by Kyrael Seraphine on Feb 1, 2011 19:14:49 GMT -5
You can if you're running CFW.
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Post by Atma on Feb 1, 2011 20:46:04 GMT -5
FFTA's gameplay is pretty good (ignoring the laws) but holy shit the story was such a kick in the balls. FFT is all about political intrigue and betrayal and is (mostly) dark and serious all around, and then we get a silly kiddy story involving a character whose worst problem in life is her hair color. This is why I loathe the sequels. The original game is pretty mature and dark, especially for an FF labeled game or a Square game in general, and then they ruin something with this much potential by kiddifying it, but since when has Square ever tried being consistent? The law system was annoying, having both gender and race restricted job classes is stupid, not being able to name my generic units is stupid. They also took a huge shit all over the gameplay like that and it just turned me off of it permanently. It felt completely lacking in individuality and creativity and customization. It's extremely depressing to see such a good start and so much potential completely trashed by poor decision making. I know I didn't want any of this. I don't know anyone that did. So what the hell happened?
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Post by Wildcat on Feb 1, 2011 20:49:56 GMT -5
I did play through most of Tactics Advance (ignoring post-game stuff), and while I liked it at first, the game became a massive chore the deeper I got in. Atma hits some more of the gripes I would have, but I did beat it and promptly sold it. I don't often finish a game I don't like, but it started off well enough that I hoped it would redeem itself. It didn't, and I avoided the sequel like the plague.
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Post by Ryusui on Feb 1, 2011 21:59:39 GMT -5
If you don't want to beat Velius Belias. Also, Cuchulainn, Adrammelech, Zalera, Hashmal and Ultima. And Zodiark.
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Post by Strider on Feb 2, 2011 8:49:21 GMT -5
I have to say- I think that FFTA is a better game than it's widely given credit for and in many ways a good case study in mobile game design.
I like how the game is broken down into 10-to-20-minute pieces. The way that perhaps 2/3 of the game's content is sidequests is nice- it makes the game easy to pick up, do a couple missions in, and then put down again without needing to keep track of what was going on plotwise or worry about getting caught up in a long cutscene. I like the idea of having a couple different races with different class selections, although I don't think it was particularly well-implemented in FFTA- see the GBA Tactics Ogre for a better implementation of the same general concept.
I really liked the idea of distributing JP per-battle rather than per-action. I think it did a lot to encourage completing quests and moving forward instead of simply grinding up abilities in a single battle. I'd almost suggest that the game didn't go far enough and should have distributed experience this way too.
Having said that: FFTA is nowhere near as good as the original, and I'm not trying to claim otherwise. The new systems are hit-or-miss, and I very much would have preferred that Square had kept the same "court intrigue in a low fantasy universe" feel from FFT instead of pitching it for talking animals.
- HC
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Post by Strider on Feb 2, 2011 9:34:37 GMT -5
The law system was annoying, having both gender and race restricted job classes is stupid, not being able to name my generic units is stupid. My impression of the law system was that it was intended to prevent you from putting together a single uber-party and then using it for every remaining battle in the game- most players of the original FFT seemed to drift to one of a handful of "final" setups and then not mix it up for the rest of the game. That being said, they certainly didn't do a very good job of it- most of the laws were so specific that they didn't typically affect you at all and Antilaws pretty much pulled the last tooth that the system may have had. I said in my above post that the game's systems were hit-or-miss; laws were definitely a miss, though I personally consider them more of a minor annoyance than a major problem. I'm pretty sure (and a quick FAQ perusal supports) that classes weren't restricted by gender, unless you count only one gender of each 'race' appearing a restriction. There was one exception (the female human plot character with the Viera class selection), but it's not like there were male and female generics who were blocked out of parts of their race's class tree... - HC
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