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09-09-2010, 07:06 AM | #121 | ||
Niqo Niqo Nii~
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09-09-2010, 07:28 AM | #122 |
Sent to the cornfield
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09-09-2010, 07:35 AM | #123 | ||
Blue Psychic, Programmer
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@Nique: Why Auron of all people? He's not even that interesting of a character and furthermore has no real motivations in the game aside from throwing Tidus to the wolves at the start (which is part of why he bores me). The guy is totally just along for the ride. If they did maybe SIN somehow, he might have a reason, but Auron cares as much about Seymore as he does about Blitzball, which is to say maybe a little, but not at the top of his list by a long shot. He doesn't even properly work with human Jecht, because without the guy already being SIN, he doesn't have anyone to save from being an evil whale. @Smarty: Ultros was already a summon in the first one. All things considered, Celes could be as good as anyone if they find some way to make her Runic translate well. FF6 is hard because while everyone has their own special abilities, most of them are just unique implementations of tread ground. Edit: Actually, looking at it, Celes has a LOT of buffs: http://finalfantasy.wikia.com/wiki/Celes#Spells That alone might help make her play differently from Terra. She could take on a much more physical role and still have magic to work with.
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09-09-2010, 07:47 AM | #124 |
Sent to the cornfield
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Again, Auron is gigantically popular.
It probably be Yuna for fanservice/ she's reasonably popular too. My problem with Celes is not putting her in the game but putting her in as a villain when she isn't one. |
09-09-2010, 07:48 AM | #125 |
Rocky Wrench
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I dunno man, Dissidia 1 came pretty close to filling up the UMD I think, and if they don't remove all the fancy cinematics and voice acting I can't se them being able to get much more in. I just think the series as a whole is really limited on a handheld platform, being on a console would give Square so much more room to really make it a great series, and it'll give the game even more appeal outside of Japan, since Square couldn't wriggle out of giving the game real online features and would have way more room for characters, new game mechanics and fancy graphics.
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09-09-2010, 07:54 AM | #126 | ||
Niqo Niqo Nii~
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Also I really liked Auron actually and I felt Dissidia lacked a decent Samurai/ sword-wielding heavy-hitter character.
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09-09-2010, 07:57 AM | #127 | ||
Blue Psychic, Programmer
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Really, a good chunk of the data is probably sound, to be honest. Graphics take up a lot, but I'll bet that with the sheer amount of voice in the first one that the sound took up more, or at least roughly as much. Pare out the extra lines in just battle and it's maybe less interesting, but it probably also frees up a third of the sound data. A buttload of them are just for random variation. The situational lines can stay if they're really considered key, but even those could be pared down to who has importance in the context of their individual stories.
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09-09-2010, 08:10 AM | #128 |
Rocky Wrench
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I was meaning more mechanics in the sense that more buttons = better controls and more room to implement more stuff without forcing players to hold down multiple buttons at once, which isn't comfortable on the PSP. The thing about paring out the voices and lines is that, willl Square want to? They're aiming for an RPG/Action game hybrid with story as a central part of the game, I don't see Square not creating fancy cutscene and recording hours of voice acting and turning the story mode into a slideshow, somehow.
Last edited by mudah.swf; 09-09-2010 at 08:15 AM. |
09-09-2010, 09:19 AM | #129 | ||
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That's the absolute maximum. The standard PS controller was designed well in terms of the number of inputs. 4 face buttons is all people can be reasonably expected to handle in a fast-paced setting like Dissidia, and I actually think that fighting games NEED fewer buttons, so removing L/R2-3 serves it BETTER. With the emphasis on combos, forcing developers to work with fewer buttons means less complication. Even if you removed combos from the equation, fewer buttons means less to keep track of in a situation where fractions of a second count. Evil Zone, despite all its flaws, is easily my favorite fighting game because it uses a simple, but deep combo system that offers an adequate breadth of moves, and it does it all on one button for attacks and one to block. In short, fighting games, in my opinion, are served better by FEWER buttons because it improves reaction time and lowers the learning curve. More is not always better. You reach a point where it becomes bloat.
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09-09-2010, 10:18 AM | #130 | ||
adorable
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