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Сообщить о проблеме с переводом
....and the first Esper is granted with minimal fanfare as well - compare most of Yuna's emotional journey as a summoner, unlocking new companions in FF10 to Belias simply just sitting in front of a door, the party approaches, and.... fight. There's lore behind the moment, but it doesn't feel ~special~. Definitely not after the slog that the Tomb is. Ashe even snarkily comments to Balthier something like "what, you didn't know this was the treasure we would find?"
If some grand scene or tutorial'ing of Quickenings had been placed here, if some elaborate scene of the Dynast-King with Belias kneeling before him had played -the hallucination breaking the moment the Esper advances to assault the party- this moment may have been made more grand, but again, something seems very "off" and "not quite well" with the game/level design happening in the Tomb of Raithwall. I'd be interested to know how many other folks' playthroughs slowed or halted here.
The real problem with the game is that half of the dev team walked out when Sakaguchi left Squaresoft, and it took another year for the remaining team to build back. This left a permanent mark on the game and you can really feel the missing content in several areas.
I still think it's a good game and way ahead of its time, but you have to take its rough development into account and accept it for what it is.
As the tomb itself eh... I dont believe its meant to have that impact in the game at that point anyway, maybe? I mean, there are places that actually were a whole roller-coaster such as the great crystal: it was mesmerizing, beautiful, misterious and of course frustrating. Other than that... I dont think I have truly enjoyed indoor dungeons in FFXII. Open areas definitely were much more enjoyable. Damn, I still remember my first struggles in Nabreus when I went underleveled/undergeared xD.
I think this FF shines for me at least, because up to an extent the game allows you to wander certain areas under your own risk and responsability. And yeah I loved that lol xD
¿?... AHAHAHAHAHAHA how funny.
Yeah it's pretty clearly a troll, given they say it took them 60 hours to get to Raithwall.
This person uploaded a PS2 Demon Wall fight back in 2013:
https://www.youtube.com/watch?v=DPoml7dLqSQ
Coincidentally, I have roughly the exact same stats and a very similar party composition to them, and their travel steps and playtime are mine cut ~exactly~ in half at that point in the game.... Struggle for Freedom bumps most, if not all encounters to 2x HP. Even just running around Rabanastre each new chapter and grabbing all townsfolks's new NPC dialogue takes about 40 minutes each time too.
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Agreed for sure - back on my original PS2 launch playthrough, I remember hitting a point in FF12's story, an EXACT moment where "this feels like an entirely new team took over the story direction". I recall it being quite jarring, and I'm at least anticipating it this time and hoping to soften the blow/temper my expectations accordingly.
I'm thankful Espers can be directly controlled on this version, it at least makes them feel functionally more meaningful in combat, but yes, still highly situational.
And wandering the maps? Definitely - over the year that I've been doing my Completionist run, the greatest moments have been the ones where I've snuck into an area I'm underleveled for, only to run screaming with my new prize back to the save crystal (I modded out per-map auto-saves, so it's just like OG PS2's level of panic). I feel like it near-perfectly captures the FFXI Online experience of a train of Goblin Fishermen chasing you to the zone line.
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Now that the Tomb of Raithwall is done and the rest of the game is much more opened up (can literally pick like 3 separate directions to explore) that excitement has returned again. It's been an interesting look inward this past year, at why PS2 FF12 left both such a memorable mark AND such a level of disappointment in my memory back when it launched.
There wasn't a single negative experience in the game until that Raithwall map. Every forum thread and YouTube comment about the place I can retroactively pull up keeps reinforcing that "this was the place I stopped playing, or restarted my save" testimony I keep encountering. If I come away with anything from the Tomb of Raithwall, it's that of all the strengths FF12 has as "the last classic 3D Final Fantasy before FF13 happened", Raithwall is ~NOT~ one of the game's better maps/experiences.
FFXII is shamefully easy on 90% of the time the corridors annoy me much less as the time spells take to actually allow another action and that spells on the field are so annoying to keep on re applying
I can strongly recommend Struggle for Freedom. If difficulty is what you seek, try the Proud Mode version - it'll kick your butt, and then some ;)
Thanks, I've seen it around once or twice and it helps keep quote posts short and concise.
Yeah, it's why the Struggle for Freedom mod has been really nice, most of the combat has been rebalanced and feels much closer to the original PS2 release since the Zodiac Age remaster made a lot of the enemies easier stat-wise. It's got some smart Quality-of-Life changes that make some spells/buffs stay active longer (scales with VIT) so you dont have to keep recasting them constantly too.
True NG+
SFF 1.8.4 (Unchanged Jobs Version)
Brutal Auto Save - Location Only
....those three mods working together generally make the entire game feel on par with the PS2 release while additionally removing a lot of the really weird stuff like the Seitengrat bow RNG (it's a legit treasure to be discovered now) and tweaking spells to be more useful - Thunder instantly casts now, Horology and Traveler have actual utility....
With Zodiac Age making the fights easier, you can usually finish off the first Demon Wall quite early compared to the OG PS2 version. Worst part is, I think Zodiac Age removed the sword you get after the fight, but the SFF mod adds it back. Is the sword worth the trouble? Debatable, but equipment usually feels like more of a treasure to find than random spell motes.