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Сообщить о проблеме с переводом
If you find the game too easy for your taste, you might want to try a difficulty mod like Struggle for Freedom.
What IZJS and TZA versions do is that they give you a speed boost, and TZA gives you a quick save feature as well. The speed boost is a quality of life feature that makes grinding take 1/2 or 1/4 of the time (1/3 in the IZJS version) it would take on the normal speed, and it also makes dungeons take 1/2 or 1/4 of the time they took before. This makes the game feel easier, since you no longer spent an exhausting 1 hour in a dungeon, but only 15-30 minutes. Quick save also means you don't have to worry about the game crashing or you having to quit playing before finding the next save point. In the original version, it can be a problem when you haven't been able to save for 30 minutes, but in TZA, this is no longer an issue, since 1) the game autosaves whenever you enter a new area, and 2) with speed boosts, the 30 minutes without saving becomes only 7.5-15 minutes.
The damage cap is removed in this version, you should hit a LOT harder in this one. In the original on PS2, the damage cap killed most end-game weapons, and magic. Only multi-hit rate/chance were all that really mattered at the end of the PS2 version. Here, your weapons have higher base ATK stats, and you don't have the damage cap, so no, you were not stronger at the end of the PS2 version, you were, in fact, a hell of a lot weaker. Maybe you were SLIGHTLY more versatile in practice (and sure, you were a lot more versatile in theory, but in the end, very little of it mattered, or was even used).
It might be because I'm in my second replay, but the first time I played the game, it felt like it had sparsed story: partly because I couldn't piece it together so easily, partly because I ignored the political hoping there would be some romance, but also because going through areas felt so long.
This time I'm having a much more fluid experience and am able to tread through advanced areas before getting the basic character growth/progress from the main quest.
They should have made buffs last longer, and maybe spread them among the classes more (like some tanks having access to Protect and/or Bubble). They also should have made group buffs available sooner... they're less about power increases and more about player playtime convenience.
But characters are inherently so much stronger that you don't need as many buffs.
I can't comment on the US version, but I have original PS2 copies bought in both Australia and Europe (though the Australian copies tend to just be the EU versions, with a new serial code). And I've played them both in the last year, in fact, was playing a fresh playthrough (EU disk) when this got released, and I switched over. And whilst the end-game is DEFINITELY in favour of the Zodiac Age, I'd have to say even during the story Zodiac is a little easier. I avoided trial mode and bazaar early on in Zodiac, which meant less game-breaking upgrades than the original, and it still didn't feel any harder. If you DO use Trial Mode or Bazaar, the "difficulty" quickly goes down the drain, and it isn't even a "cinematic experience" anymore, it's just a bunch of guys slaughting things.
But, as always, mods can make up for lack of difficulty. Beauty of PC gaming.
I prefer things being this way, though: easy games for casual gamers, with NG- mode and optional mods to make the game harder. The other way around would never work, since if the game was frustratingly hard, no modders would make an easy mode, so I'd just end up quitting the game.