Hmm, sounds like your typical anime/japanese rpg dub. I just hope they won't leave out japanese dub in the western release.
SQUARE ENIX - Single Player RPGs are dead?
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So, does FF-Sasuke's voice sound a crap ton deeper then it should be? I thought the kid was like 16, but he talks like he's 40.
Didn't sound off to me. The kid's a natural baritone.
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http://www.animenewsnetwork.com/news/2014-12-16/mevius-final-fantasy-confirmed-as-mobile-game/.82240
Enterbrain's Famitsu Magazine will publish an interview with Final Fantasy creator Hironobu Sakaguchi and producer Yoshinori Kitase (Final Fantasy VII) on Thursday, where they will unveil Mevius Final Fantasy for iOS and Android. Kitase himself will produce the game and Kazushige Nojima (Final Fantasy VII) is writing the RPG's story. The magazine mentions that the game will in some way be related to the first Final Fantasy game, but will not be a remake. The game is promising high quality that has not yet been seen on smart phone and tablet games.
Square Enix filed a trademark for the title in Europe in October. -
Let's hope it really is a good game and not some cheap money grab on ios.^^
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Games on IOS aren't good. Off-Topic:Whats up with the FF fetish some members are having? Was something announced?
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Nothing to get. A couple people started doing it, then others joined in. We're spontaneous as a community like that sometimes.
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Games on IOS aren't good. Off-Topic:Whats up with the FF fetish some members are having? Was something announced?
Final Fantasy Dimension is actually pretty damn good. Otherwise, I agree.
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To be fair there are games on ios that are good.^^
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The three new jobs look amazing, especially Dark Knight and Machinist. The fact that they're giving a Cecil helm for Dark Knight out for the CE is a nice bonus.
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FFXV has a female cid.
Cool, let's see how that goes.
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If I can delay the progress of the story, then it's Final Fantasy again.
That was the biggest problem as to why people found FFXIII linear (including me; I played 11 out of the 13 chapters). You couldn't sidetrack much or do any minigames or grind that much.
It's also why I don't understand why people say that FFX was as linear as FFXIII; No, no it wasn't. You could spend hours grinding in FFX, you could play Blitzball relatively early in the game, you could talk and earn items from NPC's, etc. I mean don't get me wrong; FFX wasn't as open as the previous ones, but comparing to FFXIII is wrong in my opinion.
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Okay, now gameplay looks good.
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It's also why I don't understand why people say that FFX was as linear as FFXIII; No, no it wasn't. You could spend hours grinding in FFX, you could play Blitzball relatively early in the game, you could talk and earn items from NPC's, etc. I mean don't get me wrong; FFX wasn't as open as the previous ones, but comparing to FFXIII is wrong in my opinion.
Grinding isn't exploration. A minigame isn't exploration.
The game still sent you in basically a straight line from one screen to the next. You couldn't choose the order of the areas at all, and once you were in the next one, there was pretty much never any going back ever.
Yes, city sequence is generalyl determined by the plot in any rpg, but it was really linear in FFX. It wasn't a literal tunnel like in 13, but it was still a one way street.
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You could spend hours grinding in FFX,
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That voice acting though.
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After you got the ship in FFX, couldn't you revisit places? And no it definitely wasn't as linear as FFXIII.^^
Wow, lyp sync with the eng dub in the trailer looks horrible. I hope they fix it or provide japanese dub option. Other than that it looks good. I also like that there will be a female Cid this time.^^
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After you got the ship in FFX, couldn't you revisit places?
You could but there was zero point… and the areas weren't a cohesive map, it was still literally one point to the next with no inbetween. Which became even more obvious in X-2 where you had an airship from the start but it was still an area select.
And no it definitely wasn't as linear as FFXIII.^^
Only because 13 was a literal straight line.
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Only because 13 was a literal straight line.
You got me there.^^ Well, at least as an overall game FFX destroys FFXIII. ;)
Is there any indication that you can contol the car in 14 yourself or is it just driving everywhere automatically and you have the option to get out anywhere? It sure looks like the latter. Which is fine I guess, cause the areas where you can walk around in are big. I just hope there is stuff to do that is fun.
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You got me there.^^ Well, at least as an overall game FFX destroys FFXIII. ;)
Is there any indication that you can contol the car in 14 yourself or is it just driving everywhere automatically and you have the option to get out anywhere? It sure looks like the latter. Which is fine I guess, cause the areas where you can walk around in are big. I just hope there is stuff to do that is fun.
You mean 15 right?
It has already been said that you can drive the car if you want ,or you can let it drive automatically by Ignis. -
You mean 15 right?
It has already been said that you can drive the car if you want ,or you can let it drive automatically by Ignis.Do you know if you can drive it anywhere or only on the road?
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You mean 15 right?
It has already been said that you can drive the car if you want ,or you can let it drive automatically by Ignis.Yeah 15.^^ It's nice that there will be an option to choose from.
The game looks gorgeous, which was a given, cause say what you will about FFXIII, but it sure was really pretty. Now the question is if the road trip will be interesting and how it will tell a story if you are most of the time only with your buddies and how it will be connected to the villains etc. Are you gonna encounter them in the wild or just big cities on your journey, while in the wild you only gonna battle enemie patrols and monsters and so on.
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Do you know if you can drive it anywhere or only on the road?
Even if there isn't a literal road rail like in some of the pictures, I'm guessing it still limits how far you can drive into areas. Its not like GTA or Red Dead where we can just get a replacement car/horse I believe.
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It will be revealed that the car will be the car equivalent of the all terrain horse in skyrim
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Even if there isn't a literal road rail like in some of the pictures, I'm guessing it still limits how far you can drive into areas. Its not like GTA or Red Dead where we can just get a replacement car/horse I believe.
That would be lame!
I thought even if the story is terrible and the characters unlikable, one could still have fun by cruising around in the ugly car. Basically a Microsoft driving simulation, but with Chocobos and giant turtles trying to eat you! -
Ugh everything about the English dub sounds so cheap. "LOOK AT HOW GENERICALLY ANGRY I AM"
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Ugh everything about the English dub sounds so cheap. "LOOK AT HOW GENERICALLY ANGRY I AM"
FFX is still the worst.
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What was bad about the English dub of X?
It's been years since I played it, but I don't remember being irritated by any of the voice actors.
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What was bad about the English dub of X?
It's been years since I played it, but I don't remember being irritated by any of the voice actors.
Oh god in before people cite the scene where Tidus tries to make Yuna laugh.
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I've never understood people's obsession with that scene. They're SUPPOSED to be fake laughing. It's SUPPOSED to sound awful. It's them trying to confront their stressors (namely Yuna's, cause my god) by force laughing it off.
I mean, have people heard the Japanese version?
He sounds like Gilbert Gottfried!
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Grinding isn't exploration. A minigame isn't exploration.
The game still sent you in basically a straight line from one screen to the next. You couldn't choose the order of the areas at all, and once you were in the next one, there was pretty much never any going back ever.
Yes, city sequence is generalyl determined by the plot in any rpg, but it was really linear in FFX. It wasn't a literal tunnel like in 13, but it was still a one way street.
I'm not talking about exploration though. Non-linearity doesn't necessarily mean exploration. FFX's linearity isn't as severe since you can do more than just going in a straight line.
And you could backtrack to get better blitzball players and sphere's for Auron, so I don't know what you mean when you say you could never go back ever.
And I'm not denying FFX was linear; I'm just saying that FFXIII was really extreme, so it doesn't make sense to say they are the same aside from making a simple analogy using them as examples of Square's problems.
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When we're talking about games sending you from point A to point B and the choices you have in exploration, yes, exploration does mean non-linearity.
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No. Seriously. being able to go backwards does not make it "non-linear". You can can go backwards in the same straight line, but there is NO POINT. You can't get characters or items in a different order, you can't discover a place first, you can't get a sneak peak of something coming up, activate or change the order of story events at all, you can't accidentally have a harder or easier time in an area depending on the order you play, you can't get that one summon early or go out of your way to get a secret item early… you have to find them in exact order, there is no exploration or personal discovery... even the part where there's a land/water split section just forces you to play the three underwater characters for that section rather than letting you choose how to split the team. Everyone who plays FF10 will have the exact same experience in regards to the order they play the areas and story beats.
What they do in those areas will vary, so yes you can run around in circles grinding for however long you want (do you really consider grinding exploration?) but the actual order of areas will never ever change.
Don't mistake "You're in an open field" for "you have choice of where you're going." Just because its not a literal tunnel doesn't mean it wasn't 100% guided. Even the sphere grid and your leveling and abilities is strictly guided, and aside from Kimahri, everyone is going to have almost the exact same experience with only tiny variation until near the end of the game.
Backpeddling at the end of the game to contribute to a unplayable, nearly unwinnable minigame that contributes absolutely nothing is NOT exploration. Blitzball was awful in every single way. The fact that you could eventually cheat to win every single time wasn't skill, it was just having a specific ability that let you always win.
All RPG stories and town orders are guided to some degree... the question is of how guided, can you do anything out of order, can you walk around the map, make choices unique to your game? And in FF10 you can't.
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Don't mistake "You're in an open field" for "you have choice of where you're going." Just because its not a literal tunnel doesn't mean it wasn't 100% guided. Even the sphere grid and your leveling and abilities is strictly guided, and aside from Kimahri, everyone is going to have almost the exact same experience with only tiny variation until near the end of the game.
Still, it isn't as unfair as XII.
I am the only one who thinks that FFXIII-3 had to make you actually do side-quests to beat the game?
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Still, it isn't as unfair as XII.
12 was hugely open world aside from the handful of places that were locked off initially, you could get extremely lost and out of your way in that one and get great treasures way in advance by running through a place and out.
If 13 is what you meant there, then no, no one is saying 10 was exactly as linear as 13… because 13 was a straight line. But 10 was at best a wavy line, not an open world.
I am the only one who thinks that FFXIII-3 had to make you actually do side-quests to beat the game?
You're the only one who played 13-3.
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12 was hugely open world aside from the handful of places that were locked off initially, you could get extremely lost and out of your way in that one and get great treasures way in advance by running through a place and out.
If 13 is what you meant there, then no, no one is saying 10 was exactly as linear as 13… because 13 was a straight line. But 10 was at best a wavy line, not an open world.
I was talking about the "level up" system.
You're the only one who played 13-3.
nah, just heard things about it.
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Uhm… 12's level up system let you do literally anything you wanted. You could customize it any old way you desired. If you wanted to give everyone the same abilities, that was on you. Wanted to run for the HP or magic abilities, was up to you. And was fixed in the international edition which incorporated job classes.
It was a bit pointless to dovetail into the weapon section until later, and eventualyl all the grids looked pretty similar, but for most of the game that wasn't the case.
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Backpeddling at the end of the game to contribute to a unplayable, nearly unwinnable minigame that contributes absolutely nothing is NOT exploration.
Sounds an awful lot like the X2 version of Blitzball.
I've never understood people's obsession with that scene. They're SUPPOSED to be fake laughing. It's SUPPOSED to sound awful. It's them trying to confront their stressors (namely Yuna's, cause my god) by force laughing it off.
I mean, have people heard the Japanese version?
They probably would've if the original version had dual audio. But yeah
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I like blitzball in all of its forms.
But yes, FFX blitzball begins after Luca. Which is also the first time one can get back to Besaid, I believe.
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FF10's dub is 1000x better once you realize Wakka is Bender.
I've never understood people's obsession with that scene.
Because like Bat Nipples or Nuke the Fridge, or the HxH scribble wave, it isn't so much that the 12 seconds that gets the attention is singlehandedly the thing that makes the whole bad… by cutting that one detail out you wouldn't magically make the entire thing better... but its an quick and easy thing to point to that epitomizes the problems without needing further explanation.
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The thing I never understood about Blitzball is that, from a conceptual level, it's a game that should allow players to move in three dimensions. But in the actual game you can only move in two dimensions.
So…what? They couldn't even implement the most interesting aspect of the game?
And yes, once you learn how to play it and get the best characters, it really is just a tedious grind to get Wakka's best weapon.
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And then you get to dodge 200 lightning bolts! In a row!
….yeah, I never bothered with any of the master weapons in X.
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And then you get to dodge 200 lightning bolts! In a row!
I'd rather waste my time beating every boss in the Via Infinito without the cat nip accessory then bother with this.
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FFX HD was the first time I pulled off 100%. I am never doing it again.
I could 100% FFX-2 again and again though.
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That was the only mini game I ignored in my first playthrough. Lulu had to make do with a manufactured weapon. But now I usually just take breaks after a certain amount of lightning bolts and I'm still done within thirty minutes. Wakka's sigil is definitely more annoying even if you like the game. It's alright if you know how to cheat the system and only have to play two leagues to get to it.
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12 was hugely open world aside from the handful of places that were locked off initially, you could get extremely lost and out of your way in that one and get great treasures way in advance by running through a place and out.
Honest question for the resident king FFXII grump, but did XII's world have any diversions beyond fighting more things? I didn't explore much because I found the world and combat massively unengaging, and by the end I just wanted to get it done. Were there any minigames employing new gameplay mechanics? Any cute little side stories, or optional character-developing scenes? Or, to put it in another way, is there any incentive to explore beyond checking marks off your list or getting weapons that do +5 more damage?
Uhm… 12's level up system let you do literally anything you wanted. You could customize it any old way you desired. If you wanted to give everyone the same abilities, that was on you. Wanted to run for the HP or magic abilities, was up to you. And was fixed in the international edition which incorporated job classes.
It was a bit pointless to dovetail into the weapon section until later, and eventualyl all the grids looked pretty similar, but for most of the game that wasn't the case.
My problem with the Licence board was that I was never in a position where I had to choose between anything. It wasn't that I consciously and rigidly forced my characters into sameness, more that the design of the game made customization pointless.
Once I had set up an efficent Gambit Programming for my party, I moved through an area. Lots of enemies target my party, and since battle required very little input on my behalf, I let the battles play out. Since MP replenishes over time you can always heal yourself afterwards, and keep going for an indefinite amount of battles, so fleeing is only necessary in rare cases. Mostly, there is no reason to not engage the enemy. The result was that simply by moving from one story point to the next, my party scrounged up more LP than I knew what to do with. So when I suddenly got a really good piece of armor, or a spell like Bubble, I could just use my characters LP account a bit, and voila, now everyone knows it. Might as well.
Of course I could've shot off my characters to seperate corners of the grid featuring magics and equipment I wouldn't see for several hours, but the only real way for me to have made my party members distinct would've been to just…choose to not spend their LP.It was a bit like if everyone had 100 materia slots, and the game gave you triplicates of master materia. You can choose to have only Barret know cure, but theres really no need to.
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And then you get to dodge 200 lightning bolts! In a row! ….yeah, I never bothered with any of the master weapons in X.
I done that once. Took me 2 tries.
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@Daz:
Honest question for the resident king FFXII grump, but did XII's world have any diversions beyond fighting more things?
Not really. It was pretty fighty. But it looked pretty.
My problem with the Licence board was that I was never in a position where I had to choose between anything. It wasn't that I consciously and rigidly forced my characters into sameness, more that the design of the game made customization pointless.
Early on branching is more likely. Make one spell caster, one tank, etc. Then once you figure out where the good spots are everyone heads towards those. They all become samey 50 hours in sure, but early on they can be pretty different. (the easy fix would have been to start them on completely different parts of the grid instead of within a few tiles of each other.)
International version fixed all that anyway by locking in job classes.
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I got curious and saw the first page of this thread.
Amazing how things turned out. -
The thing I never understood about Blitzball is that, from a conceptual level, it's a game that should allow players to move in three dimensions. But in the actual game you can only move in two dimensions.
So…what? They couldn't even implement the most interesting aspect of the game?
My head hurts just thinking on how the 3D underwater controls would be implemented.