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I appreciate Square trying to be the jack of all trades with the gameplay but honestly it ends up turning into a master of none. It feels like it's competing with RPGs, Mario Party, Metal Gear stealth, Kojima's cutscenes, etc.
Just keep it simple. The core stuff they have is great but it's absolutely diluted with so much filler it overstays its welcome.
Finding the Lifesprings should warrant more info on the planet and all but a minigame? Get rid of it.
Button mashing anything in a rhythm? That's for Guitar Hero. Get rid of it.
Fort Condor? Barely Meh at best.
Situp minigame? See sentence #3.
There is a difference between OPTIONAL games with a challenge vs not being able to progress b/c of them. Even worse is most minigames controls are **** on purpose.
I just don't like the music because it gets obnoxious after 3 minutes.
Now I've got a steam backlog that could kill a well-armed moose and each day more than one interesting game comes out. I don't need anything padding my game or distracting me from "the good stuff." I'm still pretty early in the game, Chapter two, and I feel flooded with the number of things to do. And that's kinda cool, sure. But clearly a lot of people think it's too much. I searched a windmill ruin and found two chests. I also got an achievement for it. Only 58% of steam players have searched a ruin and found all the chests. That's crazy.
I also think part of the problem is that combat is complex and the tutorial seems to think I just need a reminder, even though most of this seems new. I'm not sure how I level my weapons, when I level my weapons, if I level my weapons. And long breaks between combat makes it harder to remember and learn.
So if the minigame is easy, it seems like busy work, and if it's hard it seems like a frustrating interruption of my hit-things-with-sword game. Hitting that sweet spot is going to be impossible as you ramp up the number of side-thingies.
Your weapons gain SP. use that SP to spend in your Folios to become more powerfull... as your weapon is gaining the SP it automatically upgrades. Youll see the weapon level and SP there in the upgrade section. Youll get more skill upgrades like that +damage or mp, theres alot of options, these are the slot below the materia slots. The amount of slots also increases and materia slots. Your special abilities on the weapon gain experience when you use the ability once its 100% you can use that ability with any weapon equiped.
It seems complicated but its extremely simple and rewarding when you know what your doing.. the basics of the combat are the same as the original. Get your ATB's up, then use your abilities or magic. Generally assess first to know what the weakness are to cast the proper things. The only difference now is you can manually get your attack bars up by fighting instead of waiting for a turn.
You are very early on, the game scales each new region you hit. Youll see how you can either push through the story or continue to do all the side options in each region. Im 50 hours in and I just hit cosmo canyon.. theres alot of fighting and stuff to come dont worry.
Chadly talks too much and after every other "find/game/intel/etc. Instead of listening to him and going on, Cloud is frozen in spot, forced to open the screen.
Rewards are posted in some useless graphics and again, frozen.
Blocking ANY progress in any quest unless the player passes it or even gets the "best score" or must retry until it's done is an inbred game mechanic.
Make the zones smaller or simpler to navigate, get rid of siddling/climbing, delete Chadley, delete all the minigames (or make them optional with no rewards), delete the popups telling me I completed something.
Just have the story and the combat and a computer I can access the combat trials and it would be a 10.
Because of all this ♥♥♥♥ it's like a 6/10