What the hell is wrong with SquareEnix?

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I'm pretty pumped for 15. Let's be honest..it's not like 13 had any strategy in its battle system anyway. Hit Auto Battle....Win Game... Plus it looks like it might not be linear as hell like 13 was..I'll give it a shot, it'll be the last one I give a chance to if it sucks though.
 
I'm pretty pumped for 15. Let's be honest..it's not like 13 had any strategy in its battle system anyway. Hit Auto Battle....Win Game... Plus it looks like it might not be linear as hell like 13 was..I'll give it a shot, it'll be the last one I give a chance to if it sucks though.
TWEWY alone (just played it recently) is enough to make me excited for this game.
 
There is a demo for Bravely Default right now on the 3DS. I've played it, and very much liked what i've experienced thus far. I think i'll pick it up when it comes out.
 
Course not.. now they are a pure out and out business.  Whereas before they at least had some passion and care.
Passion and care went out the door with Sakaguchi.  There's a good reason X was the last game in the series I bought around the release date, and I flat-out refused to touch XIII or anything related to it, considering SE's blatant trolling to the FF7 fanbase (which has clearly failed).
 
Passion and care went out the door with Sakaguchi.  There's a good reason X was the last game in the series I bought around the release date, and I flat-out refused to touch XIII or anything related to it, considering SE's blatant trolling to the FF7 fanbase (which has clearly failed).
That's not entirely fair. Tetsuya Nomura is plenty passionate, just not very good at what he does (and spread too thin these days, doing character design for virtually everything and directing and writing all the KH games AND FFXIV).
 
http://www.edge-online.com/features...oshinori-kitase-on-defining-the-japanese-rpg/

Kitase has been at the frontline of industry change. “In the beginning, the atmosphere was one of a small university arts or technology club. Today, it’s a market with Hollywood-scale productions. When I first joined Square, the view of games from wider society was one of a niche subculture; it was underground and impenetrable.”

Kitase’s interest in making games more approachable stems from what he saw at this time. “My father would complain that he had no idea what was going on when I played RPGs at home after school,” he says. “This made me want to make games something that those watching the screen next to the player could also find interesting. That’s one of the reasons I’ve pushed 3D CG graphics and voice acting.
None of the bolded sections are necessarily bad things, but I find the bit about the change in atmosphere pretty interesting. Perhaps devs who don't forget their roots are the ones making the better content, it's certainly possible to make a big-budget Hollywood style game that doesn't have to resort to cheap tactics and generic writing to widen its appeal.
 
It looks similar to Kingdom Hearts... which is fine, those games are great gameplay wise.

What should you be mad about? Well, maybe the fact that this game might be 9+ years in development by the time it's finished (and they said an FF7 remake would take to long, fuck these asshats) and we still don't have a release date...
 
Passion and care went out the door with Sakaguchi.  There's a good reason X was the last game in the series I bought around the release date...
The last FF Sakaguchi really had any major influence over was 9, credited as producer and scenario. He was "only" executive producer on 8, 10 and 11.
 
Well I need to report that I get over 100 post updates on steam every day about VIII and XIV...
 
i just hope they won't make it like a hackandslash button masher that is kingdom heart, like kill all the mobs here and the door will open than you will kill yet again all the mobs here. they should have added the turn based battle system not this crap, i am still going to play it but again so disappointed in the battle
 
The Kingdom Hearts series got off to a poor start where combat is concerned. The first game has basically no depth to the battles; I'll agree with vivinox, it's a button-masher to the end. The second game slightly improved on it by adding quick-time events to the mix, but that wasn't enough. It wasn't until Birth By Sleep that they actually got it right, IMO. Blocking and parrying make the battles actually require reflexes, and the command deck and focus systems make them interesting.

Then again, I even preferred Chain of Memories to anything else pre-BbS. It actually required you to pay attention to what you were doing, a concept that most players seem to have struggled with. It was a bit clunky, but still a good deal deeper than just spamming attacks against regular enemires or whatever magic a boss is weak to.
 
The last FF Sakaguchi really had any major influence over was 9, credited as producer and scenario. He was "only" executive producer on 8, 10 and 11.
You made my point for me.  8 is an absolutely awful game and 10 is the game that made me give up on the whole series ever getting better.  9 was the last Final Fantasy I truly enjoyed.
 
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