by Mitera Nikkou » Tue Jul 08, 2008 8:30 am
Xia:
I've seen some codes that show what certain digits mean which job, command or skill, but I haven't found the rest of the code to place those at the end of (I'm assuming).
Dark holy is virtually the same as holy, graphically, but it's that little byte of sound that makes all of the difference as the character being attacked gets consumed by the darkness. Plus, depending on the setting where you play the game, it is also easier on the eyes than holy. Holy reminds me of all of the earlier games that used to rely on flashes and white-outs for effects (like, for instance, the first Wild Arms).
Garath:
Hey, I can understand. I won't even argue that character placement is more realistic, because sometimes it's just better to have the ease and relative relaxation of one side facing off with another. Or, for that matter, it could be more fun to actually control the character's actions in battle in real-time (such as in the Tales series and Radiata stories; or the Zelda and Mana series, if you prefer otherwise).
While typically more time-consuming, strategy often does offer its own advantages. Character placement, for instance, allows better control of what the enemy has access to. So, in that regard, you could keep a weak character out of danger, whereas they'd otherwise be asking to be killed while they stand alongside the other characters in your standard RPG. In the end it's just different, and how enjoyable any game is is still more dependent on what the game itself offers because, evidently, you can have a crappy RPG that's no fun playing whether it's strategy or not.
I guess I have no problem with strategy games since I'm both patient and I love puzzle-solving, and strategy is just a puzzle that changes over time. Sometimes simply picking out a spell with the right element isn't enjoyable enough in a standard RPG. For instance, it feels great when you can find an enemy's weakness, lure them into a prone position, and then not only kill them but also do so without endangering your character to attack. Or, how about this... You have a weak character that you want to level up, but it's tough getting them close to the combat without them dying. In a standard RPG you really have no choice, and you tend to have to rely on the turns of other characters to keep them alive. However, in Final Fantasy Tactics, you might be able to take advantage of the terrain. You could move the character out of harm's way, and lure another enemy to them. You can maneuver your character so the likely place the enemy will follow is next to a ledge, where your character can hit them with a rock, or dash into them, in the hopes of pushing them over. In that way you can win because of the strategic damage caused by the fall instead of the strength that the character would be limited to in your standard RPG. And, I must admit, I love knocking enemies off of high places... Mwa-ha-ha!
Raleigh:
I haven't even seen that. I mean, are you sure? You'd have to compare enemies/characters with the same stats, and aren't they randomly generated, even to a degree in non-random battles?
Hell hath no fury like a woman scorned because only women can give two tits for every tat.
♥