Lazyguy077;292565 said:
In my opinion, that game was all about the stupid "marks" you were assigned... The entire game, for lack of a better explanation of line of terminology to precisely describe it, was a huge string of side-quests, one after another.
Challenging and fun sidequests that take full advantage of the new battle system, instead of crappy and poorly-designed mini-games that detract from the battles. I aprove it.
Then, at the end of the game, "Hey you have to go save the world."
Except that you don't. Never in the entire game you have to save the world, and every single cutscene you saw at the end was just the conclusion of the entire plot that you apparently ignored.
"what the hell?" When I was done with the game, I was thinking to myself, "Did I just play a video game? Or, perhaps, did I go comatose for 2 days and imagine, given the illusory adventure that only gave the appearance of a video game?"
I wonder if you even know what makes a video game a video game.
The huge exploration, the countless challenging sidequests and the huge character customisation makes FFXII much more of video game than any other psx offline FF could ever dream to be. Never in a FF before have I spent so much time customising my characters and exploring a gigantic world for optional areas, rare monsters or optional challenging bosses at the same time. The only exception was FFT, another gameplay-driven game that was a lot about the battles and costumisation as well.
Illusion of a game? The previous FFs are illusions of games compared to FFXII, for having much more non-interactive content and a lot less interactive content.
FFXII - 100-200 hours of GAMEplay.
Other FFs - 20-40 hours of gameplay (the other 20 hours for cinema)
I want side-view battles.
I want a good menu-based battle system, either it is turn-based or real-time, either it is seamless or not, either it is side-view or not.
FFXII removed the random encounters, making everything much more seamless and less annoying. It featured the gambits, making it more unique and removing the need to continously repeat the same actions over and over, as well as making grind faster and (again) less annoying. And added the marks so the game could be challenging enough to make all the training worth it, as well as to add more strategy to it.
Bosses are one of the most fundamental aspects of any RPG's gameplay. They are the reason why you train for, and they are what bring strategy and challenge to a game. The FFXII's team was aware of that when they created the geniously mark's system. Instead of having a game all about non-interactivity, easy random encounters that are finished in a few seconds by just hacking away the enemies, and crappy mini-games (the exceptions are not the rule), the staff decided to make all those BORING and FILLER random encounters more "invisible" with the gambit's system, and actually DARED to focus on customisation, exploration and bosses. Why do people see it as a bad thing, I don't understand.
I want to save the world, playing the entire game to do so.
Unfortunately for you, FFXII's plot never tries to be juvenile, and it was already confirmed that FFXIII will not be a save-the-world story neither.
I want to sit for hours, irritated because of a video game's hard puzzles.
Really? I'd much prefer wasting those very same hours exploring locations, improving my characters and hunting for strategical and fun bosses.
I want to play an RPG. I don't want to play an rpg hack and slash genre cross-over game.
Except that FFXII is not hack-and-slash. In fact, gameplay-wise, it's more Role-Playing than the previous FFs.