stainless at March 5th, 2014 10:03 — #1
I've just gone out and bought the new Final Fantasy iteration, Lightning Returns
I started playing it and after the usual interminable opening video sequence, and a short combat tutorial,I got into the game.
The story line is based around the world ending in 13 days, I wasn't too worried about that. 13 * 24 is 312 hours. A hell of a lot of game play.
I was wrong.
After what felt like ten minutes, I get teleported out of the game and told one day has gone by. WTF!
Turns out the whole game design is based around time management. You have hundreds of things to do, but not enough time to do them all so you have to choose which quest's to actually complete. 10 out of 10 for innovation, but minus several million for common sense. The whole point of Final Fantasy games is grinding hours away having fun and collecting. They have taken all the fun out of the game for me. I will never play it again.
So what to do with it ? I can't take it back, I've opened the packaging. It has no real resale value. What to do with it.
I am tempted to break the disk in half and send it to Square Enix with a nasty letter, but it wouldn't do any good.
Anybody got any good ideas?
reedbeta at March 5th, 2014 13:25 — #2
Sell it used online? Won't get full price for it, but better than nothing.
thenut at March 6th, 2014 02:50 — #3
I can't speak on behalf of the latest Final Fantasies since I stopped playing them after 7, but every one I played was a masterpiece. Having said that, I'd play it to the end and enjoy it for its story. I never really bothered with grinding or finding the top tier treasure in those games. For me, it was all about the story and I even remember a great deal of the plots and characters from all of the series I played. That's hard to say for a lot of other top games I've played where I can only recall certain images and nothing about the characters or their plots.
stainless at March 6th, 2014 06:36 — #4
Speaking with Joystiq, Kitase said that he "wasn't really shocked. There are negative reviews and positive reviews, it's a real mixture. When I started making this game I took on very new challenges, so in a way I had anticipated that there would be mixed opinions, so this is more or less what we had anticipated."
He anticipated mixed opinions!!!! What a complete and utter cock.
What he is saying is he DELIBERATELY alienated some players. Why the feck would you do that?
This guy is an advert for forced euthanasia
fireside at March 6th, 2014 20:52 — #5
I give my old games to my brother who just basically plays games all the time and doesn't have a lot of money. I think I gave him a final fantasy a while back because I didn't like it. Played it about half an hour. I didn't like the fights, thought I would. The worst was they added these quick time events where you had to push a certain button in a given amount of time. Totally ruined it. I wonder what they are thinking when they add things like that? Here's a great idea, you have to push a button in a certain amount of time. No strategy, nothing, just push it while it's lit up. And we'll change the buttons you have to push, so it won't be an automatic thing, it will always be frustrating.
stainless at March 7th, 2014 04:52 — #6
There comes a time when you have to either sack, or move a game designer.
I've seen it before. They have a hit game, get an ego, release a follow up game, ego gets bigger.
After a few iterations they believe they can do anything and it will be a hit.
So they start playing with the format, change this, change that, blah blah blah
In the complete and total belief that they are infallible.
As we all know, no one is infallible.
fireside at March 7th, 2014 09:11 — #7
I think that's part of it. Part of it is that game players and critics are always crying for something new. I see so many reviews that say, there's nothing new here, so developers start throwing in lame things to please them. Games should just be a constant refinement of game play, tactics, and story delivery if it's a story game. If anything they should take extraneous things out and be making the UI more intuitional but not to a point where it interferes with strategy.