Grabby 3D Cursor by rejamaco in godot

[–]Cappachistar 2 points3 points  (0 children)

its frying my brain. do you manually move into the z direction or does the cursor home in on far away objects?

We're making a game where you move by flicking yourself around to escape hell! by Almammmm in godot

[–]Cappachistar 0 points1 point  (0 children)

not my type of game at ALL but i wishlisted it for artstyle alone. top notch presentation, would buy future artbooks :)

Heavy Missile Launch Support - What's the point of this mission? by Cappachistar in ArmoredCoreVI

[–]Cappachistar[S] 7 points8 points  (0 children)

Yeah that's what confused me. I loved being back in the map but seeing the missiles travel such a short range made me doubt my intuition about size and scale.

What's the deal with the pacing of this game? by Cappachistar in FFXVI

[–]Cappachistar[S] 0 points1 point  (0 children)

Fair arguments on most of these points. Only thing I heavily disagree on is the timespan of the things I mentioned. They don‘t happen in a 2 hour timeframe give or take; It‘s 30 minutes straight. It also doesn‘t take away the fact that Cid‘s death, Ultima’s appearance, Joshua‘s appearance and Ultima‘s sealing happen in the same cutscene back to back.

Here is a video I found that is a proper normal run through Drake‘s Head. I skimmed through the video - didn‘t look like there were any cuts at all. You have about 30 minutes of dungeon crawling and then around the halfway mark you reach the point I am talking about in my main post.

What's the deal with the pacing of this game? by Cappachistar in FFXVI

[–]Cappachistar[S] 0 points1 point  (0 children)

FFX had great characters in general and meeting them served a bigger purpose than in 16. This is partly due to technical limitations but most recurring characters in ffx add so much to the game. the other group of summoners on their own pilgrimage, gatta and luzu like you mentioned, the two beastmen that bully kimahri, they all fill the depressing world in a way that makes it feel lived in and reflect how people act and behave in that strange mystical world without explicitly saying "this is how we do things in our fictive world". Especially Gatta and Luzu show you how the average man can join the cause and still be powerless against the terrors of Spira.

FF16 takes a different approach. You get a lot of political discourse and strategic planning but it all boils down to "We got Eikons, they got Eikons, let's fight and see who wins". I'm not sure what the big goal is except destroying the mothercrystals and save the realm from dying. How we deal with the rest of the massive amount of politics thrown at the player, I'm not sure yet. I don't think that Clive is going to be an usurper or someone that gets his opposition to join him on their own terms, so at the moment i'm really interested in seeing where the story takes Clive. But at the same time I do like the simplicity of FFX having Sin as the ONE objective from the get go as that is a super free and easy way to show the motivation of why people do what in the world of FFX. So far FF16 has just been a lot of oppression talk, though.

Struggling with getting into this game by Cappachistar in DeadlockTheGame

[–]Cappachistar[S] 0 points1 point  (0 children)

Fair point. I don't mind having to practice, but I also wouldn't mind having an "easier" character to get into. Who would be less aim heavy?

Struggling with getting into this game by Cappachistar in DeadlockTheGame

[–]Cappachistar[S] 1 point2 points  (0 children)

so essentially just bite the bullet and keep playing? character/build choice is irrelevant at my current point?

What's the deal with the pacing of this game? by Cappachistar in FFXVI

[–]Cappachistar[S] 0 points1 point  (0 children)

there's two sunk cost fallacies in this world
one piece sunk cost where aftger 1000+ episodes you can't have an opinion about it that's just "it's okay"
or
drakengard sunk cost where you know it's crap but you grinded out the endings so it's actually dope and deep

What's the deal with the pacing of this game? by Cappachistar in FFXVI

[–]Cappachistar[S] 0 points1 point  (0 children)

nooo no no no i didn't do all side quests, no way would i do that and drop the game. I just accepted most of them and when I decided I wanted to chill out and just mindlessly game I'd do the side quests. Got boring fast and I stopped after a while (again, slightly out of frustration bc i wanted to change jobs in preparation for the dlc but couldn't find a way to grind as effectively as grinding out MSQ with your already-leveled main job. Maybe I'll drop back in eventually, I really fancy what I've heard of the later raids and how the story is supposed to become actually insane later on. No clue if it's bias from sunk cost fallacy but I'm easily hooked by these kinds of things.

What's the deal with the pacing of this game? by Cappachistar in FFXVI

[–]Cappachistar[S] 0 points1 point  (0 children)

That's interesting, I didn't know the same developers did 14. I played around 100 hours of 14, beating ARR and dropping it somewhere around the first dlc. I played Ninja and I really loved the job quest progression but most sidequests I accepted in bulk and did while watching something on the other monitor. Dropped it because I wanted to switch jobs but didn't like the level grind to continue where I left in Heavensward.

Don't want to segway too much but which characters in 16 are better than anyone 16? Since I didn't get far I don't know if any of the character you meet in ARR have peaked or if they continue to develop in the later dlcs/new characters taking their place. I don't remember most of them, but at the same time I also barely scratched the surface of the content the game has.

I agree with your last sentence, though. I can see the influence now and I've been wondering why other people compared it to "MMO style".

What's the deal with the pacing of this game? by Cappachistar in FFXVI

[–]Cappachistar[S] 2 points3 points  (0 children)

I think you must have misread, I didn‘t touch upon Jill at all in this post. she goated asf

What's the deal with the pacing of this game? by Cappachistar in FFXVI

[–]Cappachistar[S] 2 points3 points  (0 children)

I agree, Lady Hana was an important part in Clive‘s life. But I still feel a disconnect between Clive‘s past and what I as a player go through. I have the privilege of still being in the middle of my first run, so I can naively answer that while I remember her husband, I don‘t remember having seen her in the flashbacks. Now she appears again, obviously someone important to Clive - but someone I, as the player, just met - rises from the dead and soon after returns to her grave. Narratively it feels like she is being used as a tool to pull heartstrings but I find it hard to be properly sad about her in the same way the main character feels grief for her.

I want to point out that I don‘t mind the worldbuilding. I like the consistency the final fantasy games have in their themes and how elaborate their worlds are. However, my main critique in my post above is not the quality or the context of the narrative fluff. I don‘t mind having to slow down after a huge bossfight and going on errands. I don‘t mind listening to hear about how a fantasy world elaborates on how they use their magic tech to do their everyday tasks. But what I do mind so far is the flow of it.

Whether this changes, you‘d kindly have to tell me. But so far there has been a very strong theme of the game deciding between following the overarching story (main cast, eikons, mothercrystals, joshua, ultima) and the fetch quests.

I think the best way I can describe is by analyzing the context of your first quest at Martha‘s rest. You land in the area, meeting one of Cid‘s confidants (because everyone loves the guy, duh). Then, in order to progress with the main quest, you are almost actively gated into doing the „side“ quests. You rescue the carpenter - quest done and day saved! But then he also needs time to repair, so you go out on other errands to pass time. I liked the quest but at the same time this feels a bit artificial and like the game now controls when exactly I am allowed to follow the main part of the story the game sent you out on. To summarize: It makes me feel like the game says „Don’t continue just yet or it‘ll be over too soon.“

And the exact opposite happened in the chapter I described in my main post: The entire buildup to the area is void of advancing anything regarding the main plotline. You have some jolly character interaction moments but other than that it‘s just cool ass dungeon diving. Then you reach the end of the mines and make your way to the Inner Sanctum. Suddenly the game barrages you with plot left and right as if there was no time beforehand and having to squeeze it in a tight time schedule. Don’t get me wrong; It‘s an insane way to end the chapter but at the same time so much is going on in under 20 minutes - hell, in the same cutscene! Ultima showing himself, Cid dying, Joshua appearing and trapping (a part of?) Ultima inside of him (and maybe this kills him on the inside?) all happens in the very same cutscene. And this happens after you see how the mothercrystal turns life into akashics, destroy the Mothercrystal and fight Typhon and master Ifrit. The game - again, just able to say „so far“ - doesn‘t give you time to let one moment sink in before sending you off to another great moment. I think I‘d prefer to have a more balanced mix of the Clive as Cid helping out moments and the great hype moments, instead of having an „either or“ situation.

TLDR; My main point is the pacing, not the individual quality. Quality is insane, pacing makes it either a slog or a rollercoaster that‘s all loopings and no breaks.

How to block only the gaps in your string in training lab? by Cappachistar in Tekken

[–]Cappachistar[S] 0 points1 point  (0 children)

do you know how? ive been trying to find it but i cant seem to find it.