My friend is going to let me borrow this next week, I really hope it's not THAT bad.
I sense time travel... or bullsh*t.That was a great story, so complex.
My friend is going to let me borrow this next week, I really hope it's not THAT bad.
I sense time travel... or bullsh*t.That was a great story, so complex.
Yeah, it's pretty annoying for most recent JRPGs to have complexity and lack depth. There were a good amount of old JRPGs with simple stories like Lunar Silver Star back in the 4th/5th generation of gaming,Some of the best stories are simple ones. Star Wars for instance is just a very, very simple story. In fact its refreshing to have a JRPG that isn't convoluted and complex like FFX or XIII.
Aren't most WRPGs lacking in story, though? There are obviously a few exceptions (Mass Effect, The Witcher, etc), but there are exceptions to everything.
Player interaction doesn't really appeal to me, so that could be why I find WPRGs less enjoyable since I'd prefer a predetermined game rather than being able to get multiple endings, but only a single one being canonical.Actually, I'd say that they tend to be the most story driven - Mass Effect and The Witcher are hardly outliers.
Even Bethesda's work places a lot of emphasis on story. The main storylines may be weak, but the focus is supposed to be on the side plots; the organizations to join, the people to meet, the monsters to slay, etc.
The main difference, I think, is just that WRPGs place emphasis on player interaction. For the most part, JRPGs are light on choice - in WRPGs, choice is everything. It's supposed to be your story first and foremost.
Player interaction doesn't really appeal to me, so that could be why I find WPRGs less enjoyable since I'd prefer a predetermined game rather than being able to get multiple endings, but only a single one being canonical.
But it wouldn't be fun if one tried to replicate the other since they have different audiences, so I suppose they're fine as they are.
Not many games do that, so that problem still exists for most WRPGs. Bioware did well with the save transfer option, though, yeah.Mass Effect has your save transfer over to the next game. So every ending is canonical.
Not many games do that, so that problem still exists for most WRPGs. Bioware did well with the save transfer option, though, yeah.
Which is why I listed it as an exception as a WRPG that isn't lacking in story, but it seems your friend thought that it was hardly an outlier.Not a lot of WRPGs are as story focused or connected as Mass Effect.
Which is why I listed it as an exception as a WRPG that isn't lacking in story, but it seems your friend thought that it was hardly an outlier.
Which is why I listed it as an exception as a WRPG that isn't lacking in story, but it seems your friend thought that it was hardly an outlier.
Well that's not to say that there's not a lot of story-focused WRPGs (I misspoke on that part), I meant that they're not structured like Mass Effect. Each game is directed related to the other, you play the same character, and the games basically happen right after the other (well give or take a couple of years/months).
If you look back at older BioWare stuff (like Baldur's Gate) there's still a deep story focus but it's not structured like Mass Effect or even involve the same mechanics of choice.
Even when the sequels take an "official canon" stance, they aren't rendering your decisions moot - they're just taking one possible sequence of events to provide the basis for a new story. Think of it like the new Star Trek films - the old ones aren't undone; the story just explores a different path.
Perhaps it's more of my fault than the developers, but wouldn't I need to have explored the path that lead to the one being explored in order to fully understand what happened? And thus, whatever I chose before is currently irrelevant, which basically means I wasted an entire play-through. It is pretty rare for developers to do that, so yeah, I could see where you're coming from.
I guess I should retract my comment about WRPGs not being as focused in terms of story and say that I would prefer to have a strong focus on the main story rather than side-quests?
For example, I can't recall why the evil dragon in Skyrim wanted to destroy crap or any motivation he had, why he's doing what he is, etc. We know hardly anything about a central character to the main plot. (Some JRPGs like Legend of Mana are like this too, but at a lesser extent).
Admittedly, some of the sidequests like the Thalmor ones are interesting, but I'd rather have something similar to that to begin with instead of a generic dragon that wants to destroy everything for no reason at all.
EDIT: I think I accidentally derailed the topic into a generic debate based on opinions that neither of us could probably change? Sorry, continue.
No, I was talking about Guild's post when he was explaining the lore.I sense time travel... or bullsh*t.
EDIT: I think I accidentally derailed the topic into a generic debate based on opinions that neither of us could probably change? Sorry, continue.
A few things...
1) That's the Bethesda approach. New Vegas, a game made by Obsidian, shows that you can have a strong story focus while offering a plethora of side quests for the player to explore. If you're going to play a modern Fallout game, play that one.
2) The Big Bad's motivations are explained pretty thoroughly in the main questline - you might've just missed it.
3) Bethesda employs, on the whole, pretty shitty writers. I wouldn't base the merits of WRPG storytelling off of them.
I remember a ShitGBAtempSays quote, "A bad story is better than no story at all", which is absolutely false. The rule with stories in gaming is if they add to the game, then they're great. If they detract from the game, then they're bad. So no story, provided it doesn't detract from the game, is better than a bad one.
Game feel-wise Fallout 3 was butchered, Fallout: New Vegas on the other hand is absolutely brilliant and I strongly recommend it.Huh, I thought that Bethesda made New Vegas too, so I avoided it since Fallout 3 was pretty boring. Looks like they just published it though, so I might have to give New Vegas a go since I enjoyed the first two.
Uh.. Is there any game with a battle system that has now flaws? You just want to hate this game.It's not. It just has a not-so-shit (but still rather flawed) battle system...
Uh.. Is there any game with a battle system that has now flaws? You just want to hate this game.
I ditched Reyn for Riki. I tried using Melia because she is really powerful, but I had a hard time getting used to her moves. I always played as Shulk for battle though (Riki plus Quick Step VI was lightning fast, great for moving across empty space), since it made sense for the story and I loved using the Monado.But it has more flaws than most. The fact that it's a 3-party team and two of the members are basically essential (at times all three are essential) just shows a real flaw.
I've tried juggling between party members but there's little reason to not use Sharla and Reyn at least. You basically NEED a tank. You basically NEED healing. That leaves a third slot open. There's little reason to NOT take Shulk since he has a huge variety of moves, deals great damage, and he's essential versus Mechon. Like the team works alright when you're using say Riki or Melia instead of Shulk but that's only for fun, not for practicality.
I went into this game open minded and I even liked it at first. I'm saying the battle system does have some deep flaws but in general I enjoy it. It's still exciting, it's still involved, and it's different.