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But after a little bit, because I wandered around for so long trying to find secrets or anything, I understood the main characters. Chica's mainly a healing type, and Bonnie is mainly an attacking type. Weird decayed Freddy is a stat demolisher type (I've completely blanked on the right term).
It could always do with some menus and text to explain the world, or even the moves and the stats of each character. I set my team up all wrong originally because I had no idea, and had to re-do the whole dang thing.
BUT! I also enjoyed this once I got over it. I kept thinking about Sequelitis, by Egoraptor. For once, I wasn't being force-fed information. I mean, I wasn't getting ANY, but I was left to my own devices to figure this thing out, and bruh, it was awesome. Finally realizing I knew at least somewhat what I was doing and what was going on was kind of an accomplishment. Getting new characters meant trying to figure out what their moves were, so for the next few enemies I tested their meshability with the party by using all of their moves.
I didn't even read the steam page. I was like "meh I'll figure it out" and jumped in.
Now, I think menus will help the game a lot. It may also hinder it, I'm not really sure. It definitely feels off, I'll say that- but I also kind of like it's off-ness.
For me, the fun was stumbling across a creepy, secret cut scene. The fun was looking at these weird, totally awkward character designs of absolute evil incarnate hitting screws by playing the guitar or throwing a mic at a rock monster. The fun was screaming WTF IS GOING ON at the screen because as usual, nothing is explained. X3
Definitely disorienting though.
Most reviews I find that are well written have mixed opinions, and are on the middle ground of FNaF World. If there's one thing I am hoping for, it's Scott to focus on FNaF World more with occasional updates and expand on it with DLC rather than make more full blown games.
I do question the logic behind Cawthons release dates as it is. This game was supposed to launch...sometime in february i believe? Why didn't he wait another 2-3 weeks and finish the game before releasing it? We knew it wasn't supposed to be out this early.
Something similar happened with the other games as well, if I recall correctly - MatPat actually made a big show because of this, so I have to ask - why the rush all the time? This only makes the games worse, and it is betrayal to the buyer to some degree, who anticipated a complete, working and at least somewhat well thought out game.
You're talking about their skillsets now - not their attributes. Bonnie is mostly for damage - does that mean he's considered a fighter? Or more like a rogue, which more damage output and less defense? Do his skills do more damage on certain enemies? Does he take more damage from certain attacks? I hope you see what I mean - even if you figure out what certain characters are supposed to be, you still lack information, which is a bad choice in an rpg, where you >need< at least some information about the characters you play.
I can see how one would feel accomplishment if you >finally< figure out what this one skill does or what that one character is supposed to represent. Still, No information at all is, in my opinion, even worse than too much information. I have to admit, I do like the kind of rpg where you have a lot of backstory, where you can read random books or talk to random strangers and you'll learn something new about this world. The Baldurs Gate saga for example
As stated before, there is some minimum of information a player should recieve, so he can actually play through the game without too much of a hassle. I'm all for learning curves, but getting thrown into an unknown world, having characters with unknown strengths and weaknesses, and using unexplained skills, which may or may not have special effects or work better against certain enemies (or not, which seems to be the case.) is not only disorienting, as you put it, but also aggravating to some extend.
I think you're right... In a situation where this is is a complicated RPG. Attack values have stayed the same. These skillsets are quite literally all they are; there are no classes in this game, that much I've gathered. It's less about stats and more about what move a character has, their moveset, their combination, etc. Attack seems to be a single number, not a formula, which ignored defense, and appears to be increased by a single value each level up. Later characters you earn have a higher att starting point.
It doesn't FEEL complicated, and it doesn't play complicated. If I was noting that one battle Bonnie beat the crap out of something and the next Bonnie couldn't touch it, yes, I'd need information. But this game feels inherently simple. There aren't any weaknesses, there aren't types- at most, there's a physical attack and a buff/debuff. That's really it.
No. It is not. It fails as an RPG, and it fails as a game. This is not hate, but this is coming from an RPG enthusiast.
I can honestly say it feels like this is what each character is equipped with in terms of stats: Attack, speed, and defense. Damage, at most, is likely formulated in a SUPER simple manner, like as follows: health = att - def. No type weaknesses, no advantages. Just super simple.
The game is alright, but it needs its fixes, which of course he is working on.
@Cheesecake: It's part of the problem that he actually released the game in an unfinished state, don't you think? He could have waited with the release, and then I wouldn't even stand here and debate if the game is worth 10 measly bucks
You're giving RPG a bit of a too-big definition. ^_^;; I'm not being condescending- the following may come across as it, but please understand, I'm not.
RPG does just stand for Roly Playing Game. What actually defines an RPG is very loose- story has nothing to do with a game, and character development falls under story. Remember, what makes a game, any game, is mechanics.
An RPG isn't defined by a "role", because you play a "role" in any game. FPS, strategy- all of those have "roles". It can't be setting, because RPG's have been made in every setting under the sun. I'd say a huge part of an RPG is exploration- being able to acces a "world" or a "free-roam" map that isn't linear, but then some RPG games are actually very linear. RPG's are actually... really hard to define lawl. They're not even defined by turn-based combat anymore.
At the end of it, RPG's are basically- and I do mean VERY basically- about the characters themselves, and the player's ability to shape a character and grow them. Think about table top games, which is basically where an RPG came from in the first place- you have a very basic, simple character at the start with very few moves that don't do everything you want or need. As you progress, this character's exp, level, HP, MP, Def, and abilities go up. It's about progressing. FNAF features a very low tier version of this, but it does feature it. You receive a series of characters at start with basic moves and low stats. As you progress, you level up, achieve new characters with new moves, new stats, and new items. These enahnce your character. You can decide which little "pets" your team makes use of, customize them with chips to make them more powerful.
What makes it an RPG is your ability to control it- not having MP or some super defined skill. You are in control, whether simply or otherwise, of the character's stats and your team's abilities and strengths. In essence, you technically have Two characters- team one and team two. Customizing the team makes a new character.
I hope that wasn't too long to read, or even irrititating >< I go to school for games, so this was a nice challenge for me.
An rpg - yes, role playing game as you said, I do know what it stands for :P - is a game where you play as a certain character (preferably custom created) in a fictional setting - the important part here is that you control the character and take responsibility for the actions 'you' perform, as the character. This is, in video games, seen when you have to make decisions, do you join certain factions, will you sneak past those people or kill them, can you rescue this place when you know that the other place would be doomed? You get the idea.
Closely related to said decisions is character development - your character should, no, needs to change because they acted a certain way or the npcs acted a certain way. You, as the player will change your opinion due to decisions and repercussions of said decisions.
In video games, rpgs are considered to be an interactive story of sorts. Everything that happens around your character, every npc, every decision, every event serves the purpose to build a rich story for the world you are playing in, regardless of setting. The important part here is the interactivity between the player and the story itself - the player needs to have choice, and he needs to see the consequences of his actions.
And this is exactly what seems to be missing in fnaf world - Barely any story, no choices, no consequences in the story, no branching story lines (at least I'm not aware of them), no character development -- I think you get the idea, and I'm tired of repeating it.
I agree that lots of skills, stats and whatnot aren't necessary for an rpg, but they do serve a great purpose in an rpg - they show the player the growth of your character, especially if you get certain skills, traits or boni from the choices you made in the story itself.
There are, of course, games which feature no leveling at all, no skills, no attributes - take a look at the Telltale Games for example, they are one of the purest rpg experiences in the last few years, because they are entirely story driven, and your choices matter.