Ik post dit hier omdat hier meer rpg's zijn:
quote:
After playing Tales of Destiny for a good half hour and realizing I was getting nowhere, it dawned on me. I've played this game before. I've played it on the NES, then on the SNES, then on the Genesis, then the PSX. I've played this game in so many different iterations, be it fighting aliens, dragons, wood nymphs, you name it. It's a story as old as the hills. The ever dreaded rehashed plots of RPGs. The thing that takes a fairly decent medium and turns it into a long game of been there, done that. So here is a list of, shall we say, recommendations:
I. Thou shalt name the game something that the average Joe can comprehend.
Now, honestly. You and I may know how to pronounce jive ass names like "Y's: Ark of Napishtim" "Suikoden" and the ever loved "Shin Megami Tensei", but will that the guy answering the phone at Best Buy will understand what you are talking about, when you start babbeling on about wanting some game with some bizarre unpronouncable name? More often than not, they are going to think you're speaking reverse Latin or something and call a priest on you. Granted, the average Joe probably can't even pronounce something as simple as "Lunar", but at least he can tell what you are talking about. And in the end, doesn't everyone win this way?
II. Thou shalt not change the ordering of the series' numbers in order to aliveate the confusion of games not ported.
How many of you would like to play Tales of Destiny II, or Final Fantasy II? When I ask that, how do you know what I'm talking about? Seeing as Tales of Destiny II could either mean ToD II, or Tales of Eternia, and that FFII could either be FFII, or FFIV. Who on earth thought, "Well, gee, Final Fantasy II and III will probably never be sent overseas, so let's just call FFIV FFII to make things easy." Great work, Kreskin.
III. Thou shalt not name any characters after household products.
I just love how it seems like every main character in most RPGs was named after appliances or cycles of the weather system. Lock, Cloud, Squall, Dart, Ash, Kite etc. It's like the guy that named these characters took a walk down the local Shop N Save (or whatever general store they have in Japan) and just randomly picked out stuff to name characters after. It's only a matter of time until we get to play through the heroic chronicles of Tide, the spiky haired introvert, who has to battle the evil Lord Bounty for the sacred jewel of Vess.
IV. Thou shalt construct a soundtrack consisting of songs with more than fifteen notes apiece.
If you've ever played Wild ARMs 2, you will understand this. There's a part in there where you meet these 'wacky' 'bumbling' characters, Liz and Ard, who help you get through a dungeon of about 8 rooms. Not too long for a dungeon, right? Well, it is when you consider the entire time their theme song is playing in the background- non stop. Their song must only last 6 seconds long before it loops, and the song itself sounds like it was recorded entirely by a three piece digital kazoo band. Add to that the fact these two retards talk on and on in each and every room just to give you an idea of just how 'wacky' they really are.
V. Thine boss shalt not have more than one 'true form'.
There comes a point in every arch villan's life when he grows from a high talking, akward ferrit imp into a demon of pure evil. Now, why does it just so happen that this occurs just after he gets his ass handed to him by Nesquick and his rag-tag harem of busty sorceresses and priesteses? There comes a point when a bad guy needs to die, and that point is generally after you kill him the first time. It's like stepping on a cricket. One time is pleanty, anymore becomes a messy nusiance. And also, why is it the more you kill a boss, the stronger he generally gets? Am I really supposed to believe that Death-o is stronger now as an animated skeleton than he was as a ten foot turtle?
VI. Thou shalt not use Demi-humans.
What is Square thinking? I mean, really. Giant lizards with spears just aren't cool no matter how ripped they are. In fact, if you could make a chart of just how uncool demi-humans are it would probably look something like this:
VII. Thou shalt make weapons that actually do what their name implies.
In Chrono Trigger when Frog splits that mountain in half, I got pretty excited. Alright, here was a sword that could cleave stone. It didn't take long to realize I had been had. The stpud thing did, like, 100 HP damage. Crono could have done more bare-fisted (if that was possible). Why is it swords named 'Godslayer' or 'Hero Sword' still can't help my level 10 knight kill the final boss of the game? I mean, what's so godslay-ie about a sword that does the same thing my crappy wooden sword does? Granted, that would add a touch of imbalance to the game, but seriously... if I'm gonna spend ten hours on some dumbass minigame to get the 'Ultima-badass-not-gonna-survive-one-hit-from-this' spell, it should at least do more damage than my monk with his bronze knuckles equipped.
VIII. Thou shalt make average battles as brief as possible.
I've played several RPGs. I've seen many great systems of fighting, most of which astonish me right off the bat. I immediately think of the Legend of Legaia system when I think about this. It's fun kicking the hell out of slimes and finding arts at first, but after ten hours of fighting, realizing you've only leveled up eight times, it starts to dawn on you. They only made the battle system to be fun for the first ten minutes. It seems games like Suikoden 1 and DDS are rare. Games where you can run around, get into a fight and beat that very same fight in a matter of mere moments, are quite uncommon. It's the RPG equivalent of having a huge house with ten fast cars. If you spend more time in battle, you're bound to forget the fun you're not having durring the rest of the game. Add to this the fact that alot of games don't give you enough EXP to adaquately level up per dungeon, and you have what would normally be a 20 hr dragon-slaying romp turning into a 50+ hour slime beating monotony.
IX. Thou shalt not make anymore than two main characters die/betray the party durring any given part of the story.
Now, this is just blatantly against FFIV. I won't openly go into spoiler details, but seriously, around the fifth time Kain betrayed the party, I honestly didn't care if the stupid pecker came back or not. And what was up with everyone at the end of that underground portion? It just got so ridiculous after a while, it didn't matter who stayed and who left. And the fact that though everyone died beforehand, they all ended up living in the end was just plain proposterous. Talk about pulling out your pants pockets, wiggling your ears and flying away.
X. Thou shalt not make unskipable cutscenes.
In this day and age, RPGs are getting more and more cinematic. It seems as graphics improve, dialogue grows exponentially. Games like Xenosaga are becoming the norm, what with their longer than movie running time cutscenes. I don't mind the long amounts of dialogue so much as the fact that some of these masochistic games won't let you skip their gab fests. I just love it in text dialogue games where they don't let you set the speed of the text, so you're forced to hammer on the X button for a good three minutes before fourteen short sentences are spelled out on the screen, especially when you realize that that dialogue was spewed in every mediocre RPG since the NES.
Granted this rant could have gone on alot longer. I could have mentioned random battles, needless sequels, poor character design (yeah, half naked priesteses are harder to damage than fully armored knights), and more crap. But I've run out of vinegar and all that's left is the piss that is my tired mind. Maybe tomorrow.