Wow 18:40! What did you do that took so long? I think the time for my first playthrough on Normal was around 7:30 but I'm sure I really played longer than that with all my deaths at many of the bosses.
Last Edit: Sept 24, 2008 5:24:15 GMT -5 by clement
Yeesh, being a completionist does have its downsides though. Maxing your level in Felghana, Origin and Napishtim is quite a different experience from maxing your level in Ys I, II, III, IV, or even V; and V would be the hardest to max out your levels in that bunch. So V is actually even still easier than VI, O and F.
Its been forever since I played the game (when it first came out), but I remember it only took me a lazy weekend to finish. I was kinda pissed about that actually, and thats why I like VI a little more.
What makes VI so long is all the damned backtracking. If you really think about it, what makes OiF and Origin so short is the fact that you can warp in those games when needed. VI PS2 did have a type of warp, but only accessible after completion. Bogus.
Edit: If you compare the two worlds, OiF is even bigger than Napishtim by a long shot. One of these days, I should do a side-by-side playthrough to compare; without warping.
Last Edit: Sept 26, 2008 0:31:30 GMT -5 by Unsavory
That wing lets you warp out of dungeons. I guarantee you that, if it warped you to other save point locations as did the item in OiF and the save points in Origin, VI will be seen as one of the shortest Ys games you've ever played. Infact, I think it's smaller than II and IV.
For same the reasons Justinzero has provided, VI is my least favorite -- because backtracking was NOT done right! =\ It doesn't really feel like Ys; except for the bosses. (I only play the game on boss rush now)
In my opinion, the longest and more enjoyable version of VI was the PSP version, due to the minigames; I accepted them as a welcome addition to the whole experience. Not just an addition, but an expansion; and a fun one at that. I wouldn't have minded if OiF and Origin had more backtracking, but the backtracking in VI was dull; the extra bosses were too simple by the time you fought with them, and the enemies in their relevant areas were many, many levels weaker than you at that point. I felt like I was cheating, in a way. Let's not forget the pikkard side-quest. For that reason alone, I wish that the so-called "warp anywhere" wing allowed you to warp to the nearest save point to the little effers. Like I said before, that wing is useless and only serves as an escape rope (ala Secret of Mana) -- unless you're playing the PS2 version. The boss, opening, and major boss themes are the only themes even remniscent of an Ys theme. I also liked Konami's PSP ver. remix named after the minigame, "Art Of Evasion".
Edit: Honorable mentions go to the Romun theme and "Defend!! And Escape!!"
I'd still get the PC version though, since the god forsaken sprites were replaced by crappy blurry god forsaken faceless 3D models... which is a part of Ys' charm. Ys is old-school, dammit. It makes the new-school into what it should've been all along, and serves as a prime example of what games in general should be like.
Ranting of Ys, I must also say: eff you, Nintendo Power. >_< Giving a "Hmmm..." rating to Ys Book I & II! Bastards!
The wing seems to work differently in different versions of Ys. In the PSP or PS2 version, it lets you warp between areas.
Between? It warps you to the freakin entrance of the dungeons, in both the PSP and PS2 version, and says something stupid if you try to use it outside of a dungeon or at the end of a dungeon. The only difference is that in the PS2 version, it also warps you to Alma's Trials. It's not nearly as useful as the wing in OiF. As such, it made grinding to buy more vitality from the Rehdan merchant more of a hassle than it needed to be. I do not enjoy walking back and forth through the woods to get to the Rehda tribe.
Last Edit: Sept 26, 2008 16:30:28 GMT -5 by Unsavory
I agree with your statement. Xanadu Next is practically flawless. In spite of the fact that I have yet to complete the secret dungeon.
Edit: Gurumin, infact, did backtracking right. In spite of the fact that the game is level-based, ala Super Mario World.
Falcom did Xanadu, and Ys... do you think we should look forward to more games of mythical/legendary titles/areas? An example of this would be for Falcom to make a game named after Atlantis. Afterwards, Hudson would create their own offshoot of Falcom's Atlantis and call it Fatlantis.
(...You know, since they were genious enough to come up with Faxanadu...)
Last Edit: Sept 26, 2008 17:46:09 GMT -5 by Unsavory
No, but yet I can't say I have a problem with any game where you can replay areas at the same difficulty level as you were when you started. I'm almost blaming Ys VI's monotony for having a level-up system in the first place, you know what I mean? If it was simply the same difficulty throughout the game, it'd be stellar in its own right. Just imagine, the first Ys game to ever break the grinding mold and leveling fad.
Faxanadu is technically the exact same as my idea in that regard (in spite of not being called Ys, being a Hudson game, and not exactly playing like Ys) -- no matter how many times you level up, the difficulty stays the same. HP is never gained, neither is DEF or STR. I assume the same for WIS. The only time a stat changes, is when your equipment changes. That is an awesome trait in games that require backtracking. Metroid was notorious for its continuous difficulty, and even still was awesome.
Last Edit: Sept 26, 2008 17:55:22 GMT -5 by Unsavory