this post was submitted on 24 Nov 2024
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Love having all my party members twiddling their thumbs defending and healing while one guy fails his steal rolls 10 times in a row

I extra love it if the steal move deals damage so you have to also worry about the target dying from too many failed attempts

I double extra love it when it's a boss battle when on top of everything else the story momentum just grinds to a halt while you fuck with a stupid RNG for 5 minutes

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[–] [email protected] 4 points 21 hours ago

I like that bit in FF6 where you have to steal a guard's clothes for part of a quest. No opinion on stealing otherwise, I don't really obsess over getting every item.

[–] [email protected] 6 points 1 day ago* (last edited 1 day ago)

Tfw you decide to use steal in a mid game boss only to realize that bosses carry unique items only obtainable by stealing and you already missed half the bosses in the game

btw does the new atlus game has this mechanic?

[–] [email protected] 37 points 2 days ago* (last edited 2 days ago) (1 children)

It's also immersion breaking.

So the thief character can steal a unique item from the boss, but I can't loot it from the boss's corpse? What?

[–] [email protected] 28 points 2 days ago* (last edited 2 days ago) (2 children)

To be fair, I don't think JRPGs concern themselves too much with immersion. The story and the gameplay just exist in completely separate bubbles and most of the creatures you fight make no sense at all . You're just supposed to accept that It Is A Video Game and you do Video Game Stuff in it

Semi-related tangent, but it amazes me that there's tons of Japanese media where they take all these weird video game systems, tropes and abstractions and make them explicit parts of the setting and narrative. Like these things were invented to help portray Lord of the Rings or Conan the Barbarian-esque adventures in pen-and-paper game form in the 70s

[–] [email protected] 18 points 2 days ago* (last edited 2 days ago) (1 children)

make no sense at all

Is that Wild Arms?

EDIT:

Also

Semi-related tangent, but it amazes me that there's tons of Japanese media where they take all these weird video game systems, tropes and abstractions and make them explicit parts of the setting and narrative. Like these things were invented to help portray Lord of the Rings or Conan the Barbarian-esque adventures in pen-and-paper game form in the 70s

I tried to watch Delicious in Dungeon because everyone talked it up so much and at one point in E1 the guy in plate armor started rambling about they didn't have enough money for food so maybe they could sell their weapons and armor and buy cheaper weapons and armor along with rations and I just immediately bounced hard off of it because of the "all goods including form fitting plate armor are totally fungible and you can get an equitable deal selling this equipment and also there is a shop that carries and sells swords, but not as good as regular swords, and charges less money for them"

I felt like I was watching a direct adaptation of Final Fantasy 1 or something.

[–] [email protected] 14 points 2 days ago (1 children)
[–] [email protected] 12 points 2 days ago (1 children)

I don't recognize those bosses, I assume they're from the first one (I only ever played 2 and 3) but the text box background and font are pretty recognizable.

Loved the science fantasy western setting they had, I don't think I've seen it anywhere else.

[–] [email protected] 9 points 2 days ago* (last edited 2 days ago) (1 children)

It is indeed the first game, but these are all just random monsters you run into in dungeons and the overworld. At least bosses tend to have some kind of story justification. The same criticism about the enemies you fight being kind of silly and random could easily be made of many classic franchises, like Final Fantasy. insert picture of the haunted house enemy from FF7 here

Loved the science fantasy western setting they had

I'm currently playing through the second game but I have to say that at least judging by the first two entries, despite the series' reputation as the "Western" JRPG franchise they're remarkably light on actual Western elements. Sure, there's some spaghetti Western flourishes to the music sometimes, some characters wear duster coats and the landscapes tend to be kind of arid but everything else is just regular JRPG stuff through and through. (Also plenty of JRPGs throw in random Western elements anyway)

Also with regards to your edit to your previous post, I think that's just because modern anime audiences and creators are more familiar with RPGs than they are with fantasy literature or the things that inspired fantasy literature

[–] [email protected] 9 points 2 days ago (1 children)

Sure, there's some spaghetti Western flourishes to the music sometimes, some characters wear duster coats and the landscapes tend to be kind of arid

Yeah but I like the dusters, deserts and Western musical flourishes.

I think the amount of guns in a not-modern setting makes it feel pretty Western to me also.

I also feel like some of the towns look really Western. Big metal windmills and water towers, saloony architecture etc.

This also doesn't apply to 2 obviously but this is the frontwoman for 3

Look at those six-shooters.

[–] [email protected] 6 points 2 days ago* (last edited 2 days ago) (1 children)

So far 2 actually feels somewhat less like a Western than the first game. The first game had Jack:

His jeans and the tassels on his coat contributed like 40% of that game's Western vibes. Funnily enough, he doesn't even use guns despite his special skill being named Fast Draw

I also feel like some of the towns look really Western. Big metal windmills and water towers, saloony architecture etc.

I feel like a ton of JRPGs have at least one town that looks like this

[–] [email protected] 5 points 2 days ago (1 children)

I feel like Ashley Winchester in WA2 has the same vibes? He's using a musket, wearing jeans and a Western style button up, etc

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[–] [email protected] 3 points 1 day ago (1 children)

You’re just supposed to accept that It Is A Video Game and you do Video Game Stuff in it

I kinda think that this a big reason why the "Traditional JRPG" is a more-or-less extinct genre outside of the Persona series, and whatever weird remake, or "narrative experience" experiment SquareEnix is working on right now.

Most JRPG's never really figured out how to actually get their game-worlds & their gameplay to interact with each other in ways that are actually compelling in any way; and consequently they ended up kind of just stagnating & getting overtaken by more dynamic games.

Like these things were invented to help portray Lord of the Rings or Conan the Barbarian-esque adventures in pen-and-paper game form in the 70s

Yes, but you see Conan is not a fucking nerd, and is the furthest possible kind of subject from a Neoliberal Optimization Gremlin; and so his perspective is not relatable, or salient to anybody watching, or working on contemporary fantasy anime.

As a consequence of this, the modern audiences & creators plunder the systems meant to simulate things he would do or encounter, and then interject their own existing neoliberal value-sets on top of it in order to treat those systems & simulations as the "Actually Real" part; and then write shitty spiritually dead characters designed to thrive within that framework.

[–] [email protected] 4 points 1 day ago* (last edited 1 day ago) (1 children)

I kinda think that this a big reason why the “Traditional JRPG” is a more-or-less extinct genre outside of the Persona series, and whatever weird remake, or “narrative experience” experiment SquareEnix is working on right now.

i agree, only atlus (persona and smt dev/publisher) figured out how to make these games fun in this low attention span era. Theyve been on a roll, even the new franchise looks awesome, they even managed to make Yakuza a turn based jrpg and its awesome.

[–] [email protected] 1 points 21 hours ago* (last edited 21 hours ago)

Yeah. Turn based yakuza was NOT in my life bingo card lol

Was fantastic though.

[–] [email protected] 12 points 2 days ago

My favorite is the games where if you don't use the stealing mechanic in just that one boss fight at just the right time you lose out on a substantial game element, like some major boon. I always miss that stuff unless I read a guide.

[–] [email protected] 21 points 2 days ago* (last edited 2 days ago) (1 children)

my hot take is that steal checks should be a timing/rhythm challenge in 90% of video games where they exist and any rolls regarding them should pertain to how tight the timing is

[–] [email protected] 10 points 2 days ago* (last edited 2 days ago)

I think it depends on the game a lot. If the game has no other mechanics like that, it really shouldn't. If I'm just trying to relax with an oldschool style RPG, I don't want to have to suddenly focus on a timing minigame just for a single ability. Something like Lost Odyssey's ring system could be really good for this though, just holding down a button and then releasing it at the right time.

[–] [email protected] 21 points 2 days ago (1 children)

Final Fantasy and putting the Genji Gear on bosses the steal chance is like 1% off of.

[–] [email protected] 14 points 2 days ago (1 children)

The sad part is you don't even need all the fancy gear anyway since you're going to crush everything in your path regardless

[–] [email protected] 13 points 2 days ago

you don't even need all the fancy gear anyway

uhhh why are you even playing a jrpg???

[–] [email protected] 15 points 2 days ago (1 children)

Admittedly while I dislike all the steal mechanics you described (especially FOMO and having no damage/target dying) I really like the concept of stealing in games goblin-dont-care

[–] [email protected] 6 points 2 days ago

It seems like the logical conclusion is to have no one-of-a-kind items be steal-based, just money and replaceable items, and bosses (short of the final boss) can give you early access to what will later be a normal resource or something like that.

[–] [email protected] 17 points 2 days ago* (last edited 2 days ago) (4 children)

This is partly why FF9 was a terrible installment in the Final Fantasy franchise. Such a garbage thing to centre the game around and with zero innovation in this aspect.

At least 7 played around with a magic system and the way it interacted internally.

At least 8 changed the system for summons and stat boosts, despite being flawed.

Each of those were central to the story and the way the game played. What did 9 do? Uhhh... you have to steal. A lot. Also there's a job system except it's a pseudo-job system which is really anaemic. How thrilling!

[–] [email protected] 15 points 2 days ago* (last edited 2 days ago) (4 children)

First of all, I will not stand for this FF9 slander. It's my favourite or 2nd favourite behind FF7 depending on what phase of the moon you ask me. Seriously though, replaying and playing through classic turn-based JRPGs as an adult has led me to realise the underlying gameplay systems just suck in general. The games are all piss easy and there's basically zero skill or thought involved

I mostly just enjoy and evaluate them on aesthetics, music, characters and story. Someone should try making a classic JRPG but with the game mechanics replaced with something that's actually good

[–] [email protected] 8 points 2 days ago (5 children)

I mostly just enjoy and evaluate them on aesthetics, music, characters and story

9 has that in spades.

One thing that frustrated me with FFs starting at 12 was relative improvement to combat coming at the expense of more and more story beats. 15 was the worst offender, but it was all downhill after 10.

[–] [email protected] 3 points 2 days ago (1 children)

I don't understand. You're saying 12 improved combat at the expense of its story? And that 15 did that too? But 12's an autobattler that's all about political intrigue and 15's so trivial that it might as well be an autobattler (its story is a mess though, I agree).

[–] [email protected] 3 points 1 day ago (1 children)

But 12's an autobattler that's all about political intrigue

The gambit system was significantly more involved and allowed combat to proceed in near real time. Very stark change from 10.

Also, 12 had political intrigue as a backdrop, but it was all on rails. This wasn't Crusader Kings. Nothing you did influenced the outcome.

15's so trivial that it might as well be an autobattler

It ended up being button mashing in practice. But you had more real time control over the character than in any prior version. Much closer to a Zelda style of combat than a traditional FF.

(its story is a mess though, I agree).

The shift in gameplay was so stark they basically never finished the story. By the time you're in the third act, you can practically see the stage hands pulling ropes in the background. The dramatic, expansive open world they lay out in Act 1 collapsed into a few repetitive hallways and clumsy boss battles by the end.

All that so you could do a half assed implementation of Kingdom Hearts.

They even released a movie and an anime series to do world building! And it all got flushed down the drain by the end.

[–] [email protected] 2 points 1 day ago (1 children)

12 is linear with only one ending yeah, but its politics are remarkably grounded and well-integrated into its world. It's light on the crystal, magic, divinity stuff and heavy on the geopolitical. Out of all the FF games, Ivalice is the setting that's the most thought through imo.

Regarding 15, it's funny how the combat mechanics are most relevant in comrades where targeting weak points to break them actually matters. And this might just be how I played the game, but I didn't mind the shift toward the end. I got my fill of wandering, camping and questing before I set sail so the oppressive hallways came off as a purposeful artistic choice to set the tone. Like, the road trip has ended, the boys are in enemy territory, they're being obviously manipulated by Ardyn, and there's nothing they can do about it. The miserable way the boys are restrained into realizing the worst ending feels thematic.

The OVA and movie came out before the game released, didn't they? I'll admit, I liked them but I'm also a massive FFXV fan so that might be apologia.

[–] [email protected] 1 points 1 hour ago

The miserable way the boys are restrained into realizing the worst ending feels thematic.

I genuinely enjoyed the way the crew fractures and falls apart towards the end, only to have to come together despite themselves for the finale.

But it all happens in a rush, because they burned through their budget and squandered so much time/energy on the Act One overworld that ends up meaning nothing.

The better FF games tend to take you though the setting two or three times - first to set the stage, then to establish the stakes, and finally (in epilogue) to pay off the conclusion.

Because 15 wants to keep stringing out the world in Act 2 and 3, the stakes/pay off are heavily clipped. Lunafreya is built up enormously in Act 1 only for Act 2 to exist in what feels like a closet. By Act 3, she feels like an afterthought. And all the scene setting in Act 1 collapses by Act 3, because they never had time to properly mod the original continent into its "bad ending" failed state. All those side characters and places you met just vanish.

You never get that Golden Saucer moment - discovering the wonder, witnessing the seedy underbelly, and then finally watching it flounder in the face of calamity.

The OVA and movie came out before the game released, didn't they?

Yes. And (setting aside the fact the movie was mid) they felt very disjointed from the game itself.

I remember watching the Gungrave anime and genuinely enjoying how they morphed a Scarface-esque mob story into Sci-Fi bullet hell backstory. Was excited to see something like that.

Instead, it was this cheesy canned action-romance that mashed proper nouns in with a mush of noisy melodrama. The OVA was much better. But it sets up a bunch of story beats that the game barely explores.

Who thing feels like a Too Many Cooks situation.

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[–] [email protected] 8 points 2 days ago (6 children)

Someone should try making a classic JRPG but with the game mechanics replaced with something that's actually good

Gonna make Final Fantasy nerds mad, every time they try a new system that isn't just "select attack until you win, heal as needed" they get mad and claim that changing away from that system "dumbed it down" and "made it a mindless button mashing game" ironically.

[–] [email protected] 10 points 2 days ago

Final Fantasy nerds

[–] [email protected] 8 points 2 days ago* (last edited 2 days ago) (8 children)

My main issue with the action game mechanics is that it stops being an ensemble cast and turns into a story about one dude because turn-based is the only reasonable way to control an entire party

[–] [email protected] 9 points 2 days ago (4 children)

One thing I hate about a lot of classic Square JRPGs that you are strictly verboten from benching the designated anime boi hero. Let me run around town as Cid, Tifa or Red XIII you assholes rage-cry

[–] [email protected] 5 points 2 days ago

Yeah you either need the Chrono Trigger treatment or an ensemble cast like FF6.

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[–] [email protected] 2 points 1 day ago

Honestly FFXII is probably my favourite because it successfully merged real time with party control through the gambit system. Tell 'em what to do and you just need to switch around the characters for a bit of fine tuning. Having to unlock the gambits was bullshit but apart from that I had no complaints.

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[–] [email protected] 6 points 2 days ago

Someone should try making a classic JRPG but with the game mechanics replaced with something that's actually good

That sort of thinking is what got us in the mess we're in today, with everything being just shittier action game.

JRPGs were fine

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[–] [email protected] 10 points 2 days ago (8 children)

I beat ff9 as a stupid kid without ever stealing anything, it's only necessary if you're trying to 100%.

[–] [email protected] 7 points 2 days ago

It's like arguing that maxing out Freya's dragon slayer move is a necessary mechanic. Sure, it'll make the optional super boss less annoying, but it's really not necessary.

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[–] [email protected] 4 points 2 days ago

Yup, this mechanic is EXACTLY what killed FF9 for me. I'll probably get around to finishing it one of these days, but I'm not going to be happy about it.

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[–] [email protected] 16 points 2 days ago* (last edited 2 days ago) (1 children)

I like them when they act as a bonus way to get extra materials or extra chances to get materials in games that do that. Like you're trying to get 25 griffon ass feathers and each one can drop one feather but also they can be stolen, so you can have extra chances to get them if you're grinding for them.

But as the only random chance way to get unique items from bosses...yeah that rubs me the wrong way. How are you supposed to even know you have to do that in the first place. It's anti fun

[–] [email protected] 4 points 2 days ago* (last edited 2 days ago)

I felt like it was put in to force players to buy the $15-20 game guide.

WTF was Square thinking putting a chest super early in Final Fantasy XII that shuts off a really sweet drop later on, and it's completely randomly placed, no warning. You just have to remember to skip this one chest. The whole series is riddled with random BS like this... even the original Mario RPG had a missable chest if you forget to jump on a Koopa head in one spot... and it's a place you visit multiple times. Bad design imo

[–] [email protected] 13 points 2 days ago

I think it was in Final Fantasy 3 that you had to do this massive grind to get your thief level high enough to steal from bosses, and it turns out there's only 1 interesting item in the whole game that you get by stealing

[–] [email protected] 9 points 2 days ago* (last edited 2 days ago) (1 children)

Not a turn-based JRPG, but Dragon's Dogma 2 I think nailed its steal mechanic. The skill is just a little yoink that can only happen when an enemy is staggered, but gets you an extra drop. The table is slightly different than actual drops, but you aren't getting unique equipment from stealing, and those drops can help with your forging or selling mats for money. Having a Thief in your party with Pilfer/Plunder and the grapple hook that can knock down enemies easy does give you more loot. Certain NPCs can also be stolen from once, but there's near 0 risk or test involved, it's just finding out who has what.

[–] [email protected] 7 points 2 days ago

DD2 has so many interesting things and just a weirdo vision to it but lacks the polish to bring it together properly that someone like Fromsoft or Kojima would give it.

It feels like Baldurs Gate 3 if it had action combat instead of turnbased. But without the writing, level design and freedom that it deserves. I mean, it has the freedom but it doesn't give you enough creative options for solving quests in off the wall ways outside of a couple of them.

With that said, the weird way you can piece together the story through 3rd-hand info rather than being spoonfed it sometimes feels like archaeology and I really dig it.

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