It's japanese Michal Bay, so boo.
It's not easy to set up that event you have to time your dive kick to the exact point then cancel into that kill.
And yes I spent my time trying to kill that damn cat next time I will use a rpg on it's ass. :E
But really it's a platinum games joint. They are the kings of spectacle fighter games.
Well, I did say "could." It's not necessarily true that Japanese developers have some phobia of freedom in games, it's just that they generally realize that by imposing restrictions, they can raise the quality bar because they can control what the player does. A great example of a game that found the middle-ground here that actually worked is SaGa Frontier. It feels very open-world and sandbox-y just, while at the same time giving you both a good amount of free-form progression as well as some events that lead through a linear series of events. The very, very non-standard method of character progression and how much (real) freedom you're given so often throughout the course of the game, actually makes it feel like a fusion of JRPG and WRPG styles. It was, naturally, developed by one of the main R&D teams at Square Enix (whose most recent noteworthy project was The Last Remnant, which feels like a spiritual successor in some ways).
Yes, there's something to be said for lower-quality games that emphasize freedom over quality (e.g. the Elder Scrolls series, the GTA series, etc.), simply due to the wide variety of things they allow players to do in the game world, but I wouldn't be surprised if, by removing a lot of the we-couldn't-care-less-about-giving-you-a-reason-to-play attitude that these sandbox game developers take, they could actually make much better games as a result. Given the right developer, of course - because in some cases, like if you gave the Elder Scrolls series to the Dragon Quest team, you'd just end up with a different shitty game (and given their pedigree, subsequent entries in the series be the same shitty game for the next couple decades, just with different subtitles).
Not a western game, but imagine if a new PSO were instead made by Platinum Games. Just think about it for a bit.But on the Platinum Games idea, I'm actually very much on board with that idea. Seriously. I can only imagine how much cooler ANY new Duke Nukem game could be in their hands. They'd probably increase his bad ass persona and deliver it in a classy way (even with the uncouth of his character). A crazy good matchup if pulled off Platinum style. Heck, I'd like to see them even do a re-envisioning of the classic Atari arcade game "Escape from the Planet of the Robot monsters".
ProTip: To damage your credibility, simply call any of the Phantasy Star games "massively-multiplayer."
I want Japanese developers and especially story writers to be responsible for the Ace Combat games again.
After the glorious 3rd, 4th and 5th games, it's kinda sad that they had to westernise the series to the point that the new game even features the ever original "America vs. terrorism" story.
...I just don't get it. Is Call of Duty really revered for its storytelling so much that even Ace Combat, of all the games, has to rip it off?
But that's the thing. I had SaGa Frontier, and it certainly doesn't hit enough of the middle ground for me. In comparison to Elder Scrolls, It barely comes 20%. Saga Frontier still feels like a mechanical RPG game to me, while Elder Scrolls feels more like a Fantasy World Life Simulation. There's a huge difference when a lot of non-combat-specific (or indirectly combat related) aspects of the game are completely up to you. Where every single object is something you can manipulate, decorate, and use. Where you truly still have the capabilities of making your own spells, potions, effect combinations, etc. It's not simply just changing out linearity and having open-world. You don't have to go Elder Scrolls for that. You could do a number of WRPGs that do that, but still offer loads of limitations on what the player can do in the game. That is, they stick to much more traditional RPG trimmings, both Western and Eastern. Look to things like Gothic or whatever. Less bugs in shorter dev time, but concentrates more on just being just a typical combat engine with an open-world and less linearity on what order you do quests on the way to the end. Or even Dragon Age 1, where you get to choose to do things in different order for a lot of the game, but still with quite limited experience of gameplay. And they did it just as well as Saga Frontier and offered higher quality than that. But again, it's just a small subset of what Elder Scrolls has to offer due to the way the player is way more controlled in what they can do in that world. Just giving them freedom of order of location and a larger world size isn't enough. It's been done to death, at least on PC.
It's true some wont care and think it is a quality upgrade, but for me, it isn't a quality upgrade because the other allows me to use my imagination a whole lot more. The difference here is that this specific class of RPG experience is made for the inventive and imaginative mind. Eastern RPGs, even ones that tried to get some open-world ideas, so far, have put limits on that where the only imaginary input is the ones by the designers. They are just coming around to the idea of perhaps the players want to create their own classes? Baby steps, so far, but they are coming up with some initial examples.
As what was mentioned before, it's like they took a cliff note of Western design, but missed out on a number of the elements it actually does have. You can't even compare it to a mix of Elder scrolls and something. Perhaps not even to Ultima 5-7. More like Gothic or something where it classic RPG/action-RPG trope but with open world and less linearity. Sure, to those attuned to the ways of JRPGs may never think that way and care less about the specifics that the WRPGs bring to the table, because that is outside of the thinking.
The purpose of Elder Scrolls isn't simply to give you a CRPG. The purpose of it is to place you in the world, it has magic, creatures, and various rules of by the way things work (magically, physically, technologically, and ecologically). A wide-scale story for which you are involved in where you do have some conclusion to reach, but outside of that...you can be whatever you want to be, do whatever you want within the mythos of the world, now what would YOU do? It is precisely those things where ES games can often reward the mind in ways most other RPGs can't do. Anything less, and it's not an improvement but a change towards a different and already well-populated subgenre. You have to approach one of them with a gaming mind of typical RPG tropes. The other, you can approach like you would in real-life, if thrown in a wilderness with a pack of items where everything in the world around you is tangible and could possibly be used in a number of ways. If you can think of it. The GTA games, nor anything Rockstar did, never approached that level. This is also one case where I think the ES MMO will fail and thus possibly not have my interest at all. Nothing to set itself apart from the rest of the group save lore, and I've seen a lot of decent lore MMOs go down so that's not enough to sustain a game.
But of course, this is an opinion topic, so it's free for anybody to state what subgenres they like best and which ones can disappear. I guess I tend to be a little defensive of Bethesda's movement because I actually do care about their unique aspects and realize that if they stop, a whole incredibly unique subgenre would die. I've solved problems in their games, in ways absolutely no other developer has offered me. It would be similar, to me, as if gaming got to the point where we have our last side-scrolling shooter and it went out of production.
Last edited by Akaimizu; Jan 28, 2013 at 12:34 PM.
PSO2 Character information:
Eric Windhaven (Fomar) Ship 02.
I don't think it's so much as the story as it is the aesthetic and trappings. HEY LOOK! MURRICAN SHOOTER GUYS AND PILOT GUYS AGAINST EVIL LITTLE FOREIGN TERRORIST PEOPLE! It's less the story, because I doubt most multiplayer-focused shooter players pay much attention (if any) to those games' stories, and more about creating a comfort zone with familiar elements.
Not to mention, the Single player campaigns of Call of Duty, nowadays are too messed up to even fall into the typical America vs. Terrorism story arc. Last one I played turned much more akin to a mind screw, who the heck is the real enemy, kind of storyline. Even to the point of questioning your own character's means to a goal.
Of course, for those not looking at that, I would say Ace Combat got more of the idea of a story taking the scenario out of the multiplayer-portion of Call of Duty instead of the single-player one and trying to make a single-player story out of that. If Call of Duty was even to be referenced. That's probably the biggest mistake. The not-as-popular Ghost Recon series was a bit more in that league when it came to story-telling across the board, even if I loved the gameplay mechanics of the GRAW series. The story in them, didn't matter so much, as Polly said.
PSO2 Character information:
Eric Windhaven (Fomar) Ship 02.
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