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I don't really think they made it easier then the original. What they did, is make the game more accessible. Highlighting enemy weaknesses and resistances gives more value to every move; but it also makes it easy to default to certain options against them.
But on the flip side: They gave most Odio incarnations much larger range with their bigger attacks, making it much more likely they might actually kill you. O. Dio and Odie Olbright in particular are way harder in this remake then they were in the original.
The game is easier then most RPGs, but that's because it cuts out a lot of the bs of other RPGs. There's not nearly as much grinding.
I don't think grinding affects difficulty that much. This game didn't cut out the BS, it cut out ALL THE STRATEGY. What's the use of having all these attacks if they are going to one-shot the enemy anyway? The problem with LAL is how OP you are against everything. This is one of the easiest JRPGs ever, and the worst-designed part of this game is the battle system and difficulty balance.
"What's the use of having all these attacks if you're going to one shot the enemy anyway." This problem exists in all JRPGs. What's the use of using the majority of Spells in FF6 if you can just spam Ultima? What's the use of using Ember in Pokemon when Flamethrower is better? This is simply put a design flaw that pops up in all RPGs, there is ALWAYS an optimal option. And despite this, Live a livE at least gives moves different functions, so sometimes there IS good reason to go back and use them. Especially since the remake tells you what they do (fighting the King Mammoth in the original game is absolute garbage if you didn't know Poke Bind can paralyse, which... unless you use it constantly, you wouldn't have an idea of).
In regards to the battle system, I personally find Live a livE to be one of the better ones, because you can't just press A repeatedly and still come out on top most of the time. Spamming A will lead to you wasting turns unless the enemy is in range of your attack. The layout of the combat arena requires you to stay focused and think as well, because things like attack chargeup CAN lead to you getting interrupted or killed if you pick a move that's not ideal for the situation. And plus there are targets where using the wrong move can result in being countered.
I'll stop you right there, before I even bother to read the rest. I have played hundreds of JRPGs, and no, they do not all have that problem. There are TONS of games in the Shin Megami Tensei series with actual strategy, and all your moves matter and have to be used depending on the situation. That's just one series off the top of my head.
Well, I'll have to check that one out. I won't deny that Live a livE is easier then a ton of other RPGs, but it's built to be replayable above other things. Many chapters have several ways to play through them, adding a variety to an otherwise stale genre that can often be cleared the same way every time.
But for me, I personally find Live a livE to be fun and enjoyable. Because sometimes I don't wanna spend 60 hours in an RPG. Sometimes I just want to play a game that's enjoyable. And I find Live a livE's emphasis on telling a story that's interesting to be perfectly fine and acceptable.
I agree that the game is fun an enjoyable. I just wish it had a Hard Mode.
To be honest, a difficult option would be nice, or even a settings option to adjust some things.
It's not like they aren't familiar with the setting. They did it recently for Bravely Default 2. I can't imagine playing that on Normal.
Me too. One of my all time favorite mods is the Difficulty Mod for Trails of Cold Steel 3. I put almost 400 hours into that LOL.