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81
Gaming / Re: wut specturr'z playing
« Last post by Spectere on May 05, 2022, 12:05:15 AM »
Yeah, walking sims are kind of an odd paradox. I find that it's rewarding to go in blind and just sort of absorb whatever they have to offer. I've done that for the mod, TSP:HD, and TDP:UD, and it's been a pretty fulfilling experience.

Just to offer an alternative example of a similar gameplay style, Gone Home is an example of how your mind tends to fill in a ton of gaps before you realize what actually happened. Watching a YouTube video where someone is exploring the house in their own way, interjecting their thoughts and opinions, kinda dilutes the experience for the viewer, and seeing the ending removes the point of getting that same experience for yourself.

It's pretty awful in terms of game design when you think about it, but I tend to not think of them less as games and more as interactive experiences. It's more akin to someone reading a book to you and telling you their opinions on each chapter before moving to the next one, or having someone commentate on a movie.



Oh, on another note: unfortunately, they wound up introducing a very Companion Cube-esque construct in TSP:UD. Expect a ton of Internet cringe for the next year or so.
82
Gaming / Re: FFVII Remake
« Last post by Spectere on May 04, 2022, 11:51:26 PM »
Oh jeez, I thought Interwhatever was just a PS5 port with moar graffix and a few little things added. I didn't realize it had DLC with that much extra content. Definitely something to look forward to if I manage to get my hands on a console.

Character development in general has been one of the best parts of FF7R so far, though I do kinda think they blew their Sephiroth load a bit too quickly and too often. As you mentioned, the way they handled Aerith is significantly better than classic FF7, so I'm looking forward to their treatment of Yuffie. It's been a while since I did a full play through of the OG version, but I remember being more annoyed than enamored by the spontaneous diversion to Wutai, so hopefully that part is handled a bit more gracefully if they decide to migrate that over.

I kinda feel that if I do wind up winning the console lottery I may hold off on this until part 2 is on the horizon. Kinda seems appropriate to refresh myself on the FF7R lore before jumping into the next title, eh?

Also, speaking of the PS5: is there any reason to hang onto my PS4 Pro if I get a PS5? Have you noticed any compatibility issues so far?

I ain't even touch FF15 if you paid me to play it

I enjoyed what I played of FF15, but it's so wildly different that I kinda feel that they should have spun it off from the mainline FF series.
83
Gaming / Re: wut specturr'z playing
« Last post by vladgd on May 04, 2022, 02:30:40 PM »
That game to me I consumed from this old old old let's play. So I am surprised when I see it brought up in more recent times, because that thing ain't new at all. Though due to this, seeing how the game is played, it seems like you can get most of the experience not playing the game then as you could playing it. Entertaining 45 minutes nonetheless.

The concept for that game would make for an interesting movie.
84
Gaming / Re: FFVII Remake
« Last post by vladgd on May 04, 2022, 02:15:54 PM »
At least Squeenix has been dipping their toes back into that well with stuff like Bravely Default (traditional FF-style) and Triangle Strategy (FFT-style).

Yeah I picked up Triangle Strategy, and the only bad part about that game is that it came out the same day Gran Turismo 7 did...so...in the 7 hours I played that game, it is quite good.


Apparently Intergrade allows you to use turn-based controls for FF7:R's Normal difficulty. Have you tried messing around with that at all?

Not at all, being as I assume "Normal" difficulty is the way the game was intended to be played, I didn't see much point in fighting it. The combat does get better the more acclimated you get to it though, in my case it took about half the game...but I don't hate it anymore.

It's going to be interesting to see what part 2 looks like, seeing as it's going to be exclusively on current gen consoles. The screenshots of part 1 on PS5/PC look noticeably better, but designing it from the ground up for newer hardware can make a pretty substantial difference.

I just JUST came off finishing INTERmission, which is ps5 only, so I'd guess the game'll look more or less the same as the base game on ps5. I couldn't tell any difference, it all looked the same "very very good" to me.

Speaking of INTERmission, lemme summarize it without spoiling it.

It's anywhere between 4.5 and 6 hours depending on how fast you want to smoke through it. I took my time and came in at just over 6, but I could see doing it in 4 or less.

Iunno what's up with Square on THIS project making characters so damn likable, because usually they don't. They turned Yuffie from a worthless skipable character in the original to a very likable character with very meaningful story hooks to get her to join the main party in the next part.

I felt playing as cloud in combat was kind of "meh", Barret, Tifa, and Aeris were all a lot more fun in comparison. My preference towards Barret. Yuffie is really cool, she goes melee, but can throw her giant shuriken and mash square to do non elemental ranged magic attacks. She can burn an ATB to change that non elemental to whatever of the 4 elements you want, and it lasts until the battle ends or you change it. She can also block at the last moment to negate all damage it seems, but I never got good at it. They do motivate you to try with certain weapon upgrades that do things like "gain regen if you block an attack at the last moment" which is a really good idea, makes the average player want to engage with the mechanic over ignoring it.

Being a ninja, she is quite nimble. Climbing around the environment and going over balance beams and whatnot with her is a lot quicker/more effortless compared to Cloud and co. So even outside of combat she's got her own flare. Plenty of ranged things you can hit with her shuriken for puzzles and traversal, well implemented.

She has access to one party member in the 2 chapters of this DLC, and he is non controllable. You ONLY control Yuffie in this DLC. This is really nice because he actually builds up ATB on his own. Being only two characters the controls make a lot more sense. You can hit the right trigger to access his spell/ability list with ease. You can hit left trigger to do a "synchronize" which allows you to fight in tandem, and use special powered up abilities that use ATB with both characters, at the expense of building less ATB. You can freely toggle between the two modes in combat, it feels really good. He can be fully equipped like any other party member, items, materia, upgrades, limit breaks, the whole kit and kebang.

They figured out a way to get Fort Condor into the game. Remember that psuedo rts strategy minigame in the original? Well it's like a psuedo card game/strategy board game with some collectable elements...it's really fun. It's like the old card games in 8 and 9, except it's not a card game...but it has card game elements sorta. It's unique and pretty neat. I hope they put more time into it and reintroduce it into part 2, it would be cool to play randos in matches to get rewards. Also the graphics for the units evoke the rough look of the ps1 units, it's charming.

Story pulls a Half-Life in which takes place during several chapters of the main game, and you do play the "Blue Shift" or "Opposing Force" eye view of a few scenes, if you are familiar with the original Half-Life. Pretty neat, places Yuffie into being actually relevant to the story, and doesn't feel "tacked on".

Music is great..like..wanna listen to in my free time great. If you like Jazz at all...ohh boy do they have a segment of the game with a phenomenal series of jazzy tunes.

The ending was...really good. They recommend playing this DLC AFTER finishing the main game for a reason. Out of left field you are hit with a good few cutscenes that tease part 2, introduce a cameo/"ohh hey that's coming back", and also some...surprises...ohh boy. I beat the original game 2-3 times, and some of the thing's I'm seeing make me know where the game is going, but also...not. More than I could have asked for, plenty of surprises to come.

Besides wanting more, I can't really think of anything to complain about. This is a good time, made my time waiting to get a ps5 worth it. Now if only Square could make their other Final Fantasy games half as good as this...I ain't even touch FF15 if you paid me to play it
85
Gaming / Re: 2022 The Backloggening
« Last post by vladgd on May 03, 2022, 12:14:11 AM »
8. Final Fantasy VII Remake



Ohh boy how to summarize this game. SPOILERS will be talked about sorta probably.

~44 hours played, INTERmission DLC not played yet (but doesn't count for game completion so making this post while it's fresh)

This game, besides the combat, feels like the ultimate love letter for fans of the original ff7. What they ended up shipping feels to me like one of the best produced games ever made. In terms of characters, voice acting, music, graphics, there ain't many games that can take all of those things to THAT level. I played up to the second time you visit wall market on the original game before finishing this to get a gist of where this game is. They add a lot, A LOT.

Midgar is like 3-6 hours in the original game, and this game is like 40. Chapter 1-2, and the first little bit of 3 are in the original, then it's all original content up to...chapter 7? They'll take something insignificant like that Johnny character and make him into a full fledged side comedic relief character. I thought he was original to the remake, but he is indeed in the original outside the honeybee inn as a random NPC. Small scenes like the sewers, or climbing to shinra tower in the original end up as over an hour long fully produced levels.

There's easter eggs everywhere. From the save point icon being on the rest benches, to the "PH System" being what you use in hojo's lab to communicate between parties.

The music is without a doubt the best they have produced. To the point where I low key want "remake" treatment done with the ost for 8 and 9 as well. I don't even want to link any in particular because the whole damn package is so good.

The characters are probably the single best part of this game. They steal the show. Everyone is awesome, but in particular Aeri"th". They did a fan freaking tastic job with her. I didn't care about her at all in the original and didn't care when...she was no longer a playable character. They did a 180, I think she may be one of my favorite characters in videogames period. She's almost like a Yuna type roll in this game, where she is the important mcguffin character, but the way she's acted puts Yuna to shame. I could gush all day, so I'll stop, but to say they exceeded expectations is understated. I had no expectations or care for the character, and they made her a favorite.



Odds and ends, positives.

-Nice job showing off Reeve as a good guy, they do in the original but you can easily forget he's an important character.
-Red XIII + voice acting = muy muy muy bueno
-I love Barret, and they did him justice in this game.
-Do play Crisis Core FF7 on psp, the first Zach scene at the end of the game IS the end cutscene of Crisis Core...and either they go beyond, or retcon some stuff. Won't know until the next part.

Odds and ends, negatives.

-Combat...went from a 2/10 to a 6/10. Enjoyed it a bit more, but near the end of the game with all the bosses that wouldn't die...wished the combat was turn based jrpg.
-The end. Can't really knock this game because A LOT of games do this, but why did they have to add like 3 more bosses AFTER the original ended? Just gimmie the credits already. At least it wasn't a 4 hour cutscene like in Death Stranding...
-Hard Mode? I haven't played it, but I thought about it up till...the end of the game with all the bosses. Thinking about doing that without items, and with benches not replenishing MP. GONNA PASS, NOPE!
-Ghosts/time stuff. It sorta feels like the original game happened and exists, and the remake also exists but in a seperate timeline? And the ghosts exist to make sure the OG game timeline happens instead of any "new" events the remake may add? Again a part 2 will need to explain this, but I could have done without it. We also didn't need to fight Sephiroth or have that dumb ghost bayonetta boss fight at the end.

Besides that, I think I went a full 180 on this game. Once I got past Chapter 3, I had a hard time not playing it. I can say having finished it, DESPITE THE COMBAT I STILL DON'T CARE FOR, I REALLY REALLY enjoyed this one, to my surprise.

Will post in the game specific thread when I finish INTERmission.

*edit*

F it, Turks theme. My favorite track? No. Great? YES!
86
Gaming / Re: wut specturr'z playing
« Last post by Spectere on April 28, 2022, 08:48:52 PM »
I think I managed to find most of the new content in The Stanley Parable: Ultra Deluxe.

Gotta say, it was really fun revisiting it. I ended up spotting a bunch of things that I still need to work out (like a paper containing an obvious ASCII dump that I haven't plopped into a converter) so I'm sure there's still a bunch of stuff left that I still need to find.

They did a solid job converting it over to the Unity engine, and between the drastically reduced load times, the solid dynamic lighting, increased interactivity, and the fact that it doesn't immediately start changing my display resolution on load does a good job demonstrating why the original Source engine is a bit long in the tooth.

Major engine improvements aside, it's still fantastic that they managed to capture the same look at the Source Engine original (well, uh, the HD release…technically the "original" is a Half-Life 2 mod) despite Unity being completely different.
87
Random Chat / Re: The Thread of Excessive Rage
« Last post by Spectere on April 27, 2022, 11:48:06 AM »
So between today I ended up getting something like 18 phone calls and 10 e-mails from job recruiters over a two hour span.

Turns out Monster decided to relist my resume without permission. From what I can gather they redid their site somewhat recently, and I would assume that there was an issue with data migration. Okay, fine. I'll unlist it.

Except, every time I log in it acts like I don't have a resume on file. It only gives me the option to create a resume or upload a new one. What? Suddenly, I get an idea and download the Monster mobile app. I log in and it tells me that my resume has been migrated. I check the permissions. Public. fffffuuuuuuuuu---

Tap "Private." Save. Delete app.

Now I get to spend ten minutes of my lunch break replying to recruiters, telling them that it was a big understanding (never hurts to be polite!) and that I'm not actually looking for work. Thanks, Monster.

On the bright side, at least my skills and experience are incredibly marketable.
88
Gaming / Re: FFVII Remake
« Last post by Spectere on April 27, 2022, 11:11:28 AM »
Quick reminder: I've only played at launch, so it's possible that some of my gripes might have gotten fixed either through patches or the release of Intergrade. Assuming I get my hands on a PS5, I'll probably wind up replaying this before Part 2 is released, so my opinion might change at that point.

Spoiled baby on ps5, load times are neeeeeearrrrrrrrrrrly nonexistant, and looks flawless to me. To be fair to the ps4 though, the load times always sucked on that console from the first time I got mine.

Spinning rust + Unreal Engine 4 = aaaaaaaaaaa

To be fair, the load times (that is to say the amount of time it takes you to slog through the loading screen) were actually quite good compared to other PS4 games. It just took it a while to flesh out the world.

Having done a crosslash limit break to an enemy, to have it casually take 3 steps back...I don't use those style limit breaks unless I have em rooted. I will not defend the system, however with the stagger system, and whatever the state before stagger is called that the enemy doesn't move, and ice magic, there's options to set up a limit break hitting.

You can definitely set it up to make it a guarantee (and I often did that) but the inconsistency with how it worked makes it feel like a bug.

You don't even need to die, they can just bitch slap you and knock you over and you lose the mp, take the damage, and don't cast the spell. Pretty annoying, makes you think more before you act.

In a way, yes, but the enemies also have a tendency to bumrush the active character. One of the primary issues I had is that I'd set up combat with Cloud, and the second I switched to Aerith they'd shove his spiky ass aside and immediately start wailing on her.

The other issue is that the threadbare party AI that the game does have (and yes, I realize it's by design) has just enough autonomy that it tends to wander away from where you placed the character, leading to situations where I'd switch to Barret only to have him facing a wall on the other side of the arena, run him back into position, and when I switch back to Cloud he'll be on the opposite side of the arena admiring a lamp. Again, maybe this was patched, but during my playthrough it happened enough to become a pattern and made it feel like a cat herding simulator.

I do agree with you, but also somewhat disagree? It's annoying yes, but that to me just forces me to dodge/block/pick my spot better. The one part where having other party members feels "good" to me. Barret is stunned, auto swap to someone else to build some atb to toss him a heal or recovery or something. Being stunned doesn't mean "sit there and do nothing" in this game because you can switch to another party member, and that feels pretty fluid to me.

The problem I ran into is that I'd swap, only to find my other characters in seemingly random positions. Aerith was fairly well-behaved, but I'd often find Barret admiring the wall and generally being far enough out of range that the stun would wear off by the time I steer him back into the fray.

I actually distinctly remember why I bought this up in the first place. The part that this happened was where the only party members were Cloud and Aerith, and in those instances combat would open with a ~5 second stun on Cloud, followed by all of the enemies rushing Aerith. Once in a while, sure, but it got kind of formulaic. Might have just been poor luck, but still.

This part is one of the bigger problems with the games combat as I play more. I was fighting Shiva, and I would try to dodge certain attacks and it wouldn't work and I'd get hit, so I'd start blocking which works great, except that other attack you can't block. Or that one attack you can block, but then it explodes and you have to evade it. This is fine the third time you fight her and understand "block this, dodge this, don't get hit by that, block then evade that" but the game doesn't properly communicate a blockable spell from one you need to dodge. They could easily make clever use of spell graphics or sound effects to communicate this to the player as a lot of games do. Tekken 7 is a 3d fighting game, you have attacks you can sidestep, and there's attacks which can hit lateral movement. Said attacks that hit stepping, you see it with a white swoosh communicating that this attack is hitting those lateral movements. So when you get hit by it, you can see as the person getting hit, what they did, and can use that information to counter it later.

Exactly. I couldn't agree more.

That's one of the main reasons I feel that it has an identity crisis. It's kind of a weird mish-mash of classic JRPG and action RPG tropes that occasionally clash. When it's on-point it feels amazing (like I said, I really loved the combat system for the first few hours despite some of the weird little AI quirks and such) but I feel that the more difficult fights just wind up exposing those cracks.

I'm sure the second part will probably feel a lot more refined. The first one kinda got caught in development hell, after all. I'm sure that didn't do it any favors.

If I have to say what the biggest flaw to this game is right now, the combat isn't "bad" as it is EXTREMELY UNINTUITIVE. It is OFFENSIVELY unintuitive. With that, it's very hard to even grasp the "correct" way to play the game, and the game not exactly being easy, and having quite a few hard bosses (HELL HOUSEEEEEEEEEEEEEEE), it's very easy to be frustrated. That combined with the fact that I am an old man who likes turn based games and final fantasy hasn't been like that since the early ps2 era. I understand why it is real time, because the kids don't like turn based, and I know more than a few people that wouldn't touch a game if it was taking turns, if that game isn't called pokemon...

At least Squeenix has been dipping their toes back into that well with stuff like Bravely Default (traditional FF-style) and Triangle Strategy (FFT-style).

Apparently Intergrade allows you to use turn-based controls for FF7:R's Normal difficulty. Have you tried messing around with that at all?

And the funny thing is that old tech demo that looked too good to be any game I'd be playing in my lifetime doesn't even hold a candle to what they actually released...on a last generation console, let alone a modern one.

Technology is a funny thing, eh?

It's going to be interesting to see what part 2 looks like, seeing as it's going to be exclusively on current gen consoles. The screenshots of part 1 on PS5/PC look noticeably better, but designing it from the ground up for newer hardware can make a pretty substantial difference.
89
Gaming / Re: FFVII Remake
« Last post by vladgd on April 27, 2022, 12:54:43 AM »
So with the acquisition of a Playstayion 5, I decided to put a good effort into ff7r for once.

First a few random notes. If you got ff7r on ps4, maybe keep it around if you wanna do it on ps5 because it's a free upgrade if you have the digital OR physical version, assuming you have a disc ps5 for said version. You do have to pay $20 for the ps5 expansion thing that is included in the standard ps5 version. This is fine, because that is an expansion priced as such, and ps5 ff7r is like $70, so if you snagged the physical ps4 version for like $20, you're still saving $30.

FAR AS I KNOW the Yuffie expansion is totally separate, you gotta select it on the title screen and they recommend you beat the game first.

AND some thing with how the synergy materia works, costs no mp or atb...so if i am cloud and I do a skill like braver or assess or a magic spell, an ally with synergy linked with any elemental materia will cast it FOR FREE on ps5 version. Otherwise I think it's unused on ps4 because your characters not in control by you have no atb to use spells anyway. Kinda dumb how that specific thing is ps5 only when there's no technical limitations behind it...but it was a factor to me not wanting to get too deep in the ps4 version.

I have about ~20 hours played, I am on Chapter 9, and I just beat Hell House.

A few positives with my experience thus far.

Everything besides the combat is really really good.

The music is excellent, the graphics even though I'm not a graphics whore are fantastic. Looking at the sky to see midgar, to Aris house, to the broken highway area before wall market are all executed very well and do the original justice in my opinion. Big attention to detail in every area, like the load icon and the graphics from the benches being the old save point graphic.

The writing and character dialogue is great. They sound more like real people and less like JRPG characbters. In the original game I really never gave a shit about Aris at all, but you really can't hate her in this game. She's adorable and has tons of personality. I really enjoyed the scenes where she tried giving Cloud a high 5 and it failing..again...and again, they made it feel natural. I pretty much like everyone except Cloud, but I don't think they could make Cloud very likable without retconning him. 

Over a year later and I can give this old post a somewhat educated reply on certain points.

As far as the story changes I enjoyed, I'll say that I love how the game actually gives you more of a reason to give a shit. In the original FF7 it felt like some important characters really weren't given enough of a build-up. Like, you're told that Tifa is your childhood friend, but the game doesn't really show them prior to the scene with them in the bar ("give me something hard"). The remake changes that significantly and does a far better job building her up (among others). There's also a few things in the original that were very subtle (so subtle that you'd be forgiven for forgetting about them even being plot points) that they ended up bringing out into the forefront.

This might be the best part about the game so far for me. There's a lot of games with character development, and I don't care about them. This game with the obvious nostalgia and love for the original, and knowing that game, it makes me want to play them in tandem to see the differences as I get through the game. For a company that made ff10 and 12 and 13...I don't think anything they've made comes close...except maybe dragon quest 11...but that's apples and oranges.

The game generally looks good and runs smoothly (seems to run at a stable 30fps on a PS4 Pro), though there is noticeable texture pop-in. I chalk that up more to me not being used to playing games with streaming assets from a hard drive on a console. Something something PC Master Race, yadda yadda. This is the first HDR-enabled game I've played (I can't for the life of me get HDR working on my PC) and the added dynamic range definitely makes a difference throughout the game.

Spoiled baby on ps5, load times are neeeeeearrrrrrrrrrrly nonexistant, and looks flawless to me. To be fair to the ps4 though, the load times always sucked on that console from the first time I got mine.

The combat system wore out its welcome at around the 12 hour mark for a lot of reasons. Prior to that I generally enjoyed it and just dealt with the little cracks that were starting to fester, but it eventually got to the point where it became a frustrating slog, so I just switched the game to easy mode in order to preserve my sanity. Let me just detail a handful of situations that I've encountered numerous times during my playthrough.

Playing the beginning of the game a third time now, that shield guy at the beginning almost wiped me because I did not understand the awkward un-intuitive combat. The materia system was great in the original, but in this game it feels more frustrating somehow. There's battles I enter, go "don't have the materia that covers this guys weakness" and I just want to reload my game. That...shouldn't be a thing, but it happens a lot.

I'm not at all opposed to a hard game, and generally welcome them (I enjoy Soulsborne games and have clocked a decent number of hours in various Monster Hunter titles), but the problem with FF7:R's battle system is that it seems to have an identity crisis. The way it's built makes it seem apparent that it doesn't know if it wants to be a straight up action game or an RPG and ends up sending moxed messages. On one hand, sure, you can dodge in real-time, but on the other hand it still feels like if the game wants to hit you with an attack, it'll hit you.

I am still on normal, but I wouldn't call this an easy game at all. Due to it being one of those games with a party, and you can only direct control 1 at a time, when someone dies, you can end up in shit creek real quick. I am beginning to understand the combat more however. Setting shortcuts is MANDATORY for making combat feel anywhere near fluid. Doing some of the combat arena stuff right now I can blast some people with Aris, snap to Cloud and plonk an ability, to snap back to Aris to move or build atb or whatever. It is a weird middle ground where it very much IS an action game, but you have to master a different skillset than the standard.

The game also seems to break previously established rules. Remember how limit breaks were intended to be a character's iconic last-ditch attack? Imagine my surprise when I found out that they can miss. I've triggered cross-slash in front of an enemy, only to have them wander off camera during the wind-up animation, leaving Cloud to aggressively attack the air. Did I mention that you're vulnerable during this wind-up animation? I've had enemies come from off-camera and start wailing on Cloud during the animation, shaving off hundreds of health points during an unskippable animation that locks him firmly in place.

Having done a crosslash limit break to an enemy, to have it casually take 3 steps back...I don't use those style limit breaks unless I have em rooted. I will not defend the system, however with the stagger system, and whatever the state before stagger is called that the enemy doesn't move, and ice magic, there's options to set up a limit break hitting.

Healing spells follow three distinct steps: playing the animation, removing MP, and restoring HP. The problem is that there's a surprisingly long gap between when the game removes MP and restores HP (feels like around half a second). If you die between those two events, the game will take your MP without restoring your health. Really nice given how much smaller the MP pools are now.

You don't even need to die, they can just bitch slap you and knock you over and you lose the mp, take the damage, and don't cast the spell. Pretty annoying, makes you think more before you act.

The game gets really stun-happy around the 12-16 hour mark. Stuns are pretty much what you'd expect: temporary debuffs that completely prevent you from moving. The problem with them is two-fold. First of all, the stun debuff is never shown on your character panel ("am I stunned for a quarter of a second or five seconds?"). Second, too many enemies can do it, and too often. It reminds me all too much of when my friends and I would attempt to clear World of Warcraft: Burning Crusade raids with three overleveled people before Blizzard patched the challenge out of old raids.

I do agree with you, but also somewhat disagree? It's annoying yes, but that to me just forces me to dodge/block/pick my spot better. The one part where having other party members feels "good" to me. Barret is stunned, auto swap to someone else to build some atb to toss him a heal or recovery or something. Being stunned doesn't mean "sit there and do nothing" in this game because you can switch to another party member, and that feels pretty fluid to me. 

On top of that, there's no rhyme or reason regarding which attacks can be blocked or dodged, and the only way of knowing is to get hit. I've seen plenty of cases where Cloud was able to block a massive attack from a giant monster, yet a normal-looking attack from a human-sized enemy would break his block (and lock him into a combo, naturally). Similarly, there are more cases than I can count of Cloud getting hit despite being noticeably outside of the range of an AoE attack. Again, if the game wants you to take damage, you're going to take damage. Period.

This part is one of the bigger problems with the games combat as I play more. I was fighting Shiva, and I would try to dodge certain attacks and it wouldn't work and I'd get hit, so I'd start blocking which works great, except that other attack you can't block. Or that one attack you can block, but then it explodes and you have to evade it. This is fine the third time you fight her and understand "block this, dodge this, don't get hit by that, block then evade that" but the game doesn't properly communicate a blockable spell from one you need to dodge. They could easily make clever use of spell graphics or sound effects to communicate this to the player as a lot of games do. Tekken 7 is a 3d fighting game, you have attacks you can sidestep, and there's attacks which can hit lateral movement. Said attacks that hit stepping, you see it with a white swoosh communicating that this attack is hitting those lateral movements. So when you get hit by it, you can see as the person getting hit, what they did, and can use that information to counter it later.

Just to give you an idea, on normal I went from having to struggle to survive due to all of the above issues piling up, to being able to mash square to win. That's not offering multiple difficulty levels, that's giving the player the option to neuter the game. Still, when faced with the choice between frustration mechanics and actually being able to enjoy the story, I chose the latter. Sue me. If I want a challenge (and a decent combat system) I'll play Soulsborne Hunter instead.

I can't make my final judgement until I finish the game, but where I am so far, the combat is beginning to click. The square button not being the death dealing mechanism you would expect, combined with the pat your head and rub your tummy at the same time feeling of juggling 3 characters at once, feels REALLY REALLY awkward. But right now I to tend to enter combat with the feeling that I sorta know what I'm doing...sorta. I think it mostly boils down to what enemies I'm fighting. I have noticed that you "pick a main and rip" through most fights. Some fights need Cloud as the point guy, and in chapter 9, Aris is point and Cloud is support. Hitting weakness to cause a stagger with Aris, to swap to Cloud rapidly get 1-2 atb and let em rip before stagger ends, is starting to feel more natural, and with that, starting to be more fun.

One more nitpick. I know Cloud is the main character, but if I have a party, just...let me walk around outside of combat with them please? If I'm using barret, I enter combat as Cloud, and switch to Barret...combat ends, and I am back to cloud...to enter a combat and have to swap back to Barret. Wouldn't it be nice if you wanted to play Tifa, and the game just let you retain control of Tifa? Sure Cloud is the MAIN character but he isn't the ONLY character...

I take back nothing I said about this game from earlier posts, as that is how I felt about the game at that time. I also felt the same way a few weeks ago when I tried playing it on ps4 again.

If I have to say what the biggest flaw to this game is right now, the combat isn't "bad" as it is EXTREMELY UNINTUITIVE. It is OFFENSIVELY unintuitive. With that, it's very hard to even grasp the "correct" way to play the game, and the game not exactly being easy, and having quite a few hard bosses (HELL HOUSEEEEEEEEEEEEEEE), it's very easy to be frustrated. That combined with the fact that I am an old man who likes turn based games and final fantasy hasn't been like that since the early ps2 era. I understand why it is real time, because the kids don't like turn based, and I know more than a few people that wouldn't touch a game if it was taking turns, if that game isn't called pokemon...

TL;DR

Warming up on the game...starting to get used to it's quirks.

*edit*

I should also mention that if this were any other game I wouldn't give it another chance. The only reason I am even able to make this post is because I have wanted to play this game since this ps3 tech demo in 2005 when I was in high school. Having played the original back in the day, and having wanted a modern remake since I was literally a kid...it's nothing short of amazing that I didn't get the game on release, or even have any care to attempt to get past the combat until now.

And the funny thing is that old tech demo that looked too good to be any game I'd be playing in my lifetime doesn't even hold a candle to what they actually released...on a last generation console, let alone a modern one.
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Gaming / Re: 2022 The Backloggening
« Last post by Spectere on April 24, 2022, 04:32:03 AM »
Hey, congrats!

I haven't used a DualSense controller so I don't know how comparable the two are, but the trigger haptics on the XB1/XBS consoles made a much bigger difference than I thought it would. I'm glad Sony jumped on that boat. Same deal with allowing downloads during rest mode.

I just registered for their console drop e-mail thingie. Fingers crossed, I guess.
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