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Also, not a fan of the glorified QTE element of using skills. I'm hoping there is a relic to disable that at some point because it goes directly against everything i want in a JRPG clone. I want chill, considered combat instead of being forced to time a series of button presses or waste the mana on a skill that does little damage
Finally, i am not a fan of breaking the 4th wall. It's cheap and does absolutely nothing for the story. Rather, it just breaks any immersion. The only JRPG i can think of that pulls it off would be Trails to Zero but that is partly because they use it just once or twice and partly because it is a world class JRPG in all aspects
Beyond that, the art is absolutely gorgeous, the music is good and the story so far is fine. I'm roughly 5 hours in at this point but i doubt i will finish it if the above issues are not addressed
There's a relic to make it work automatically 35% of the time. Also one to guarantee double hits (which seems to be more akin to a crittical in a most games and isn't in any way guaranteed if you hit the timing right)
You simply have impossible standards..
games had nothign to do with price
retailers had EVRYTHING to do with them.
we had MSRP back then , MANufacturers SUGGESTED price.
and retialers werre perfectly fine to set whatever they wanted ( for competition ) and gouging ABSOLUTELY existed.
We got SMB for 25 bucks.
we got SMB3 for 35 bucks.
we got a SNES for 150$ and super mario world costed 19.99/
by that time plaves such as toys r us established big boix retailing. until that point, you'd have to go to like, the third floor in SEARS to find some dimwitted fool reading a nintedno manual in the corener of the floor with the lknowledge of a washing machine repairman, bc he probably is
Every character only gets a total of 3 skills so if you're not enjoying it in the start the combat doesn't evolve in any meaningful way.
People might try to point out the combos but the majority of them are 2 and 3 point combos that will never be used outside of boss battles and even then you want to hold off on using them because some locks can only be broken with certain character combos. You're more or less encouraged not to use your resources because you won't be able to react to 1-2 turn locks if your blow your MP.
The proper way to play this game is to just normal attack and conservatively spend boost to avoid capping the resources and then offload your resources to break locks because some of the later bosses will do 80% of your health or outright kill you in one shot if you don't manage them.
File size and usage of parts that allow for saving directly to the cart determine the cost to manufacture the cartridge required for each individual game on. Which is why the retail prices of games was so inconsistent. Super Mario Bros was a simple platformer that had no saving and retailed for $25 contrasted with Phantasty Star IV that was a lengthy RPG with 3 save slots that retailed for $100, over half the price of the console it released on.
Now look at how the games on the Nintendo 64 (which still used cartridges though much cheaper to make do to the parts necessary being easier and cheaper to manufacture) has game price parity with the Sony Playstation, which uses Discs that are still cheaper to produce than cartridges (with games taking multiple discs still often being the same prices as single disc games).
You can literally witness the shift in reasoning of game pricing in real time through the console generations and you're intentionally ignoring it.
Why are you insistent with thinking pricing then is comparable to pricing now when they aren't comparable? Then the pricing was most effected by manufacturing costs and pricing now is most effected by development costs which is open for much debate seeing the likes of Battlebit Remastered doing so much with so little with an absurdly generous price point while putting several multi-billion dollar companies to shame simultaneously.
Anyway I think Sea of Stars is generously priced and I was simply irked by a comparison that shouldn't have been made so I'm done with this conversation.
If it's that, just need to make a game with a 50h loop.
For me the price depend of the work done on the game, or an original concept, something new, a creation.
Final fantasy 16 cost 80 Euros, can find it for 60 Euros. Now compare the number of persons that have worked on the 2 projects, the costs of game developpement, the work on music and graphic, the number of hours requiered (the FF16 developpement have started in 2016), ect ....
Do you think Square Enix just did twice as much work as Sabotage Studio? (this game costs 35 euros in my country)
Seriously, be serious. I agree, it can't be proportional, otherwise Indy game will cost less than 1 euro, but stop believing that your work requires the same price as them and have a little more humility.
You can play for free at a old SNES game with emulator, an editor (can be a man alone) just adapt the game, so no graphic work, no music work, no new idea, just adding auto save feature, sell his game for 25 euros, and there are users saying, "the price is normal, I spent 10 h on it" ?
You can find some indie game for under than 20 Euros, and some of them requiere at least as much work. Can compare with Afterimage (25Euro in my country)
If you think this is too expensive, wait sales or don’t buy it. But it’s not overpriced.