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Topicseabassdebeste finishes ffviii: ultima weapon edition (spoilers)
SeabassDebeste
12/13/20 10:05:47 AM
#215:


Gameplay

- This was bar non the hardest FF for me simply to control. In the fixed 3D environment, it's really hard to tell what you can interact with and can't, and it was hard for me to reach the spots I was supposed to reach many times. The controls are often mapped isometrically. I had a lot of frustration simply not realizing where it was possible to walk. Save points and specific trigger spots could often add 5 or so awkward second trying to find just the right spot. I eventually realized this, but there's like a very specific point (marked by a miniscule shadow on the ground) that you have to reach to trigger the Omega Weapon battle, too. Also, this game and FFVII made ATB feel outdated; navigating the menus with time pressure while having this ridiculously cinematic and long animations just felt completely wrong.

- I'm a major hoarder, which made the refining system a nightmare for me. This is a personal issue maybe, but permanently losing spells and whatnot always sucks and discouraged my experimentation.

- Speaking of not liking experimentation - didn't like the limit break system this game, unfortunately. I just have too much anxiety to leave my characters at low health hoping a limit break will come. I don't even remember what Irvine, Selphie, and Quistis's limit breaks were. Other than Squall pulling the trigger, this meant that a character was almost entirely defined by their junctions to me. I missed the consistent way you could unleash limit breaks in FFVII, where I got at least to see everyone's.

- The junction system is pretty cool overall, probably my favorite part about the gameplay - though the non-regenerative spells made for a bit of an unfun tradeoff. Sadly, I also felt like GFs were a suboptimal play so that I wound up no longer using them fairly early into the game - I simply didn't have enough junctionable spots to justify it anymore. Maybe a nicer way of limiting than limiting spells and how many commands you could junction to each character would have been to limit the number of GFs you could junction per character? That would really have diversified the game when switching party members.

- If I didn't know about how the game handled enemy leveling, I guess I never would have been bothered by it, but I did think it was a little sad that you couldn't buy more and more weapons and especially armor all the time. I always enjoy the rather uncreative routine of discovering a new town and then buying up the new equipment and armor there - those force you to make choices occasionally (who to give the best armor to; who should get which amulets) that seem lower-stakes than junctioning GFs and commands.

- I wish the card game were more... integrated?... into the game. When I said "sidequest mode time," I started playing the card game. But rules like Random made me just want to quit. I think it's really cool that people play cards all the time, but the fact that you can beat the game without playing cards and not even think about it - hell, I almost did it, and up until I wrote this bullet point, I'd entirely forgotten about playing it - is just really disappointing! Collecting cards/playing the card game is like collecting Pokemon and battling trainers, but at least in Pokemon you're forced into a few random encounters and trainer battles!
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yet all azuarc of all sorts are more or less capricious and unreliable - they live in the varying outer weather, and they inhale its fickleness
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