Remake still has 2 games to go.. so I would not say that fully controlled parties are a thing of the past. Maybe newer titles may not be like it was, but pretty sure 7 wont be the last remake they do either.
Remake still has 2 games to go.. so I would not say that fully controlled parties are a thing of the past. Maybe newer titles may not be like it was, but pretty sure 7 wont be the last remake they do either.
Probably not, but they also don't cost nearly as much to make, and thus don't need the insane focus on quality that these third party blockbusters need.
This has needed to happen for a long time: SE should have been trying to expand to new fans, not simply regurgitate the money of the same ones.
With series like Dragon Quest, Bravely Default, Octopath Traveller, Triangle Strategy, Star Ocean, all the remasters and remakes, they're still pumping out plenty of the older style stuff for old fans too
Me too, I'm all in for action RPG's. They have been floundering on releasing a solid mainline FF game since 12 from back in 2006. 13 was okay, 14 and 15 certainly had their issues. 16 ~so far~ looks like it might be a bit of a return to form but again I won't form my opinion until I actually get my hands on the game
I stopped caring about turn-based RPGs since Star Ocean 2. Let action RPGs reign supreme for eternity.
The turn based combat is what makes snes games hard to go back to for me.
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Room for both, and I've been getting my TRPG kick from indies. I can wait for Yoshi to Matsuno it up for me to get my quality SE TRPG fetish out. Triangle Strategy was great, but I want my established FFT or Ogre Battle IP, especially knowing that Tactics Ogre still has a lot left unfinished narratively.
Love turn based. Love action games. Don't really like DMC combat, except for Nero. Not a fan of the camera/dodge/roll/sidejump system in DMC. Hoping it's not like it too much in 16, tbh.
If it has the smoothness of KH3 combat (without the getting excessively overpowered easily or the disney rides), I'll be happy
I mean, turn-based games have their charm, but no one likes constant screen transition to take you to a trash mob fight where you don't have to do anything but press "attack", only to be taken to three different screens where you spam the "OK" or "skip" button as it tallies up the exp, gil and items you got, only to run 10 steps and do it all again.
It's one of the bigger reasons I enjoyed XII so much. You just fight right there on the field, no load times, no post-battle screens. It was what I was hoping DQXI was also going to do, and it probably could have, but they didn't.
I thought FFXII was kinda ahead of its time; it wasnt fully appreciated for what it brought to the table.
The combat was appreciated. What we couldn't stand was Japan's obsession with having a child as the protagonist despite having three perfectly functional adults, each of whom could have realistically been the protagonist for the game. Having a whiny kid shoved in as the "face" of the game because Japan loves their fucking kids is what killed it for me. The combat was great.
Thankfully, Yoshi-P's best friend is Matsuno, who also loves writing young protagonists who aren't annoying and who actually grow up within the plot, as well as having plot relevance. We're seeing it again with Clive: starts off younger, but grows the fuck up, because a story makes a hell of a lot more sense when its an adult out beating the shit out of giant monsters and getting a revenge plot in rather than some wet-eared Freshman out of high school with a chip on his scrawny shoulder.