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Fordítási probléma jelentése
CT's endgame had a fair bit more than that. It had several entire dungeons, and some of the best scenes in the entire game, like Robo replanting the forest and Lucca saving her mom. And it was all optional, which made it feel better. Consequences of choices always feel more impactful than consequences of being on the tracks you can't leave.
Fair, I was exagerrating the loot drops from CT. But even much much earlier in the game, you get really cool stuff. The 50% counter attack accessory shows up in the sewers, which is like... the second dungeon in the game. Third if you're counting the prison break? That's very early. I'm pretty sure the silver earring shows up early too, and that's what, 50% TP cost reduction? FF6 has a bunch of great examples too. You get stuff like the Genji gloves very early on, which let you dual wield weapons. The weakest accessories in that game still do things like 25% more magic damage.
I've never found the incremental upgrade thing that beloved. Yeah, it's everywhere, but the best games do better. Lufia 2 makes my list because equipment there had special limit break type attacks connected to it. Finding a hidden chest in there after solving a puzzle is often not just 10% more damage, but changing one of your attacks from something like 1x damage to all enemies to an ice elemental 3x damage to a single target. And it's a unique weapon you can't find in a shop at all. That hidden chest or puzzle reward is the only place to find it in the entire game. I remarked in the boss log that the pilfer reward made me happy. That happiness was met with equal disappointment when immediately after the boss I ran into a merchant that sold that armor. I've got more than enough gold equip everyone, so that was disappointing to see.
This is a playstyle thing for sure. Pushing your luck when exploring instead of grinding feels good to me. There's an art to getting very nearly almost killed but finding the good loot in a dungeon before escaping back to town, and it feels very satisfying to pull off in games that let you do that. This game, or games with no difficulty to speak of or no progress loss on death, don't give you that. Again, those are common, but they don't make my list of top tier games. Pretty much every one I listed makes you lose everything if you die, no respawning in town with the gear and half your gold, and they don't put save points right before a boss generally, or even in dungeons at all quite often.
Again, most don't but some do. There are games where the resource attrition is trivial, but you're instead trying to win fights without even getting hit to maintain some kind of combo chain, or the Tales series and some others that give you a grade on each combat that factors in things like speed, damage taken, weaknesses exploited, and give you rewards for higher grades. It's a reward for playing well instead of grinding and fighting without thinking.
I can't speak for Shadow Hearts, didn't play it back in the day and bounced off when I tried it out a couple years ago. Chrono Cross I felt was a bad game. 4/10 at best. And not because I wanted more CT. Even if it were it's own franchise I'd have felt the same way.
Haven't played Sea of Stars yet, I'm hoping it's a great game. I think Chained Echoes is decent, a solid 7 or 8 out of ten. But I got sucked in by a lot of reviews saying it was 10/10 and has no flaws. I was expecting another experience like Cross Code or Crystal Project and feel let down. I'll probably play it further and maybe even finish it if it gets a lot better later on, but I've gone through another story arc and still feel fairly lukewarm about it. There are parts I really do enjoy, the writing is great and the references to old favourites give me warm fuzzies. I just wish they had picked some better gameplay mechanics to copy, because all the problems they solved with their systems have been solved before in better ways, if you know where to look.
so you are just trolling got it, guess we're done here then
You make great points. Rewards should feel...rewarding, and I question if they often enough felt rewarding in this game or not.
But with all good games there are some people who just complain to complain.
I hope the dev won't take this serious and sees the huge positive reviews this game got.
I ended up dropping the game around the time FE Engage came out and absolutely couldn't get back into it; which sucks because I really enjoyed my time with it. I played it up to act 2 and my stopping point was when you do the.. castle raid? It was sky armor battle spam. Which, unmentioned in this thread so far, is obnoxious. If you thought the base party fights were one note, sky armor fights are even worse. Spam the same few moves, go a tier up or down accordingly, and spam heals to not get nuked. Not much skill to sky armor fights but being repetitive slogs. They were cool for about the 1st hour or 2 I had them.
The forge system is undercooked imo aswell, and the point that gear is solely about picking up the next item in a list with higher stats.
It sucks the gameplay dragged so much for me because what kept me hooked was the story, art, and music. But the repetitive no-consequence for death mob battles with near no reason to fight them didn't help.
This game deserved to be enjoyed for what it is. its a gem
This constant need to say popular or praised media you don't personally connect with is "overrated" is myopic af.
You don't understand what overrated or myopic means. Calling this guy the representation of a something you perceive as 'constant trend' is myopic.
Calling something that other people enjoy overrated is literally what the word overrated is for. Every store page is rated by user. It is the actual and functional interface where over or under or correctly rated things would appear. This also shows that you don't know what myopic means, because you are so focused on negging OP that you forgot what site you were on.
Please check your local environment - you may be too close to your computer or another contaminant for too long and it may be melting your brains.
Cannot agree more.
I also don t like the combat here at all. It takes too long, no turbo-mode...even vs weaker enemies it took ages and all bec. of that boring overdrive mechanic ;/
Also i think the exploring feels very unrewarding and most chests are very boring.
I have the same feeling. Most people just over-hype it and flame other persons who don t praise it very much. Sadly thats +in+ these days...^^
I will finish it, but its not catching me at all, like other well done JRPG's for example DQ 11 or Ara Fell (even shorter, but there i felt a quick and fine immersion while here it just feels lifelees and not rly catching)
The game was decent, not miraculous... It's for people who want a classic rpg experience, compared to the modern rpg tropes. The game has only been out since December, I can't understand how people think it's over-hyped.
Combat does not feel rewarding at all.
You don't get any EXP at all. Just some craft-materials and those little-skillpoints, from which you need a TON to do something.
Only bosses give you new spells, passives and bonus stuff.
That is just not enough for my JRPG-Taste of a good combat system.
Fighting small enemies does not give ya rly something...you could skip a LOT of those unrewarding fights..and that should never be the case in an RPG.