Sardien
Othclos
Everybody explore until our completion percentages reach the sequel!
Posts: 153
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Post by Sardien on Sept 15, 2010 19:59:09 GMT -5
That's pretty smart! But I don't care , like with the map, if the game has a really stupid decision I just don't go along with it. The not-final equipment is good enough for the final boss, which is all that really matters.
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Post by Incog Neato on Sept 15, 2010 20:06:57 GMT -5
I dunno. For a person like me with crappoid memory, mini maps are a good thing! But even with the thing, I STILL ended up going to the wrong places at Edona. XD
Having a GOOD mini map would have definitely helped me enjoy Suikoden V more. Of course, that game had other issues that made me bail on it.
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Sardien
Othclos
Everybody explore until our completion percentages reach the sequel!
Posts: 153
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Post by Sardien on Sept 16, 2010 11:15:38 GMT -5
I don't mind a mini-map that fills in as you walk around (isn't this what Metroid does?), but one that informs you of the things I mentioned above the very moment you step into a new area is unforgivable in a game that's all about adventuring and exploring.
Just imagine the Mine or Darm Tower from Ys1 having mini-maps and a full area map when you press select... it's like a fighting game giving you a button that instantly kills the opponent without fail.
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Post by HJ on Sept 16, 2010 11:25:23 GMT -5
I only care about maps if the game has random encounters or something similar. I hate walking into a dead end and have to fight my way through 5 random encounters on the way back.
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Post by sushi on Sept 16, 2010 11:42:55 GMT -5
There was really no need to make the already not too intricate dungeon designs an even more brain-dead affair. I also want a challenge next time, dungeon wise. Not once did I get stuck, unlike the other games.
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Post by schlagwerk on Sept 17, 2010 13:10:28 GMT -5
I also want a challenge next time, dungeon wise. Not once did I get stuck, unlike the other games. I don't recall any dungeons in Felghana, Origins, or Napishtim being overly labyrinthine like Ys I Mines, Ys II Rastine, or Temple of Salmon (;P) And if I never see a dungeon as pointlessly complex as the Bronze/Silver Districts in both Ys IVs, I'll be happy. At least give me some items to justify all that wasted space! The Ys I & II examples at least utilized all their paths for something or other
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Sardien
Othclos
Everybody explore until our completion percentages reach the sequel!
Posts: 153
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Post by Sardien on Sept 17, 2010 13:24:07 GMT -5
Actually, I would LOVE that. -Tom You're an awful, awful man! I will now ceremoniously burn my LE cloth map of Ys to officially kick off my crusade for anti-map awareness! ):
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Post by Este on Sept 17, 2010 14:19:54 GMT -5
Don't do it! The map did nothing wrong!
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Post by Incog Neato on Sept 17, 2010 17:11:08 GMT -5
I only care about maps if the game has random encounters or something similar. I hate walking into a dead end and have to fight my way through 5 random encounters on the way back. Oh God. YES. World Destruction/Sands of Destruction had this problem and I ended up turning off random encounters with a cheat since I was puzzle solving AND exploring and it drove me insane that I was walking into fights every 10 steps.
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kyril
Uhnos
Swords hurt more than pens
Posts: 25
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Post by kyril on Dec 7, 2010 20:20:52 GMT -5
Beating the final boss in nightmare mode is easy as pie. I raised all the characters to 80+ because I expect that the final boss is hard as hell with that difficulty level but it looks like I overpowered them because their defense and damage is too strong for the final boss in which I beat it in no time. I'm not annoyed but disappointed for not having an epic, balanced battle with that final boss and it's a shame considering that this game has one of the greatest boss fights ever. I still love the game (and also the boss fight with Elk's dragon) though.
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Post by Buckler on Apr 19, 2011 17:17:48 GMT -5
Got a few, the primary one being the immense amount if backtracking in the second half of the game. I mean one of the big complaints with Ys VI was the backtracking, and this game seems to have at least twice as much. Then they take away your warp points too. It felt like a way to pad the length of the game, and I do think it hurt the pacing. This, this a thousand times this. I actually didn't mind YsVI's backtracking, but when you lost your save stone warps, I nearly quit the game. I wasn't too fond of having to use everyone in the final battle, since I had grown to enjoy using my main 4, but it wasn't as much of a problem as it has been for me in other games.
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Post by Mutagene on Apr 20, 2011 7:50:34 GMT -5
I personally didn't have a problem with the backtracking in Seven, considering that the game world isn't very large at all, and when you do lose the warp points, there are reasons to want to go back through all the fields. Falcom could have done a better job with it, sure, but it's not like they didn't even try.
Also, I know I'm late to the argument, but on the maps: I'd much rather the area map been one that fills out as you run through than one that automatically shows you every exit. I tend to get lost very easily (which really became an issue in the JP version when I was stuck on Ruins Island for literally 4 hours), and seeing that I've missed something makes it so much easier to find my way. That's one of the things I love about the post-SotN Castlevanias, there's so many branching paths but you never get lost because the map clearly shows you where you haven't been.
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Spamus
Othclos
Prepare to die.
Posts: 175
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Post by Spamus on Apr 26, 2011 11:47:12 GMT -5
After talking to several people, it appears I'm the only one who absolutely LOVED the final boss?
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Post by schlagwerk on Apr 26, 2011 12:10:55 GMT -5
I enjoyed it. It was no Gabalan.. few final bosses can ever be that, but I liked the split party battle and the timing of the music to the boss's appearance. Also the final part of a battle felt like a nice throwback to classic Ys games where you only play Adol.
I'd say the most disappointing part was the final boss was kinda bland in his design. But hey, sure is better than beating up a weather machine.
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bugs
Lyus
Posts: 126
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Post by bugs on Apr 26, 2011 12:30:31 GMT -5
Eh I like to think of Ernst as the final boss and the "weather machine" as a sort of playable cut scene.
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Spamus
Othclos
Prepare to die.
Posts: 175
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Post by Spamus on May 12, 2011 19:03:24 GMT -5
Napishtim was really a lame final boss.
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Post by Mutagene on May 12, 2011 21:56:49 GMT -5
I'd say the most disappointing part was the final boss was kinda bland in his design. It has like 3 vaginas and universes and stuff in it. It's total nightmare fuel and it's what Falcom does best.
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