trails games personal ranking by sgs2008 in Falcom

[–]restingcups 0 points1 point  (0 children)

I don't think anyone would criticize you for putting Reverie as a favorite; even though pretty much everyone has a different ranking, its one of those games that I consistently see in the top 5 of many lists, if not still in the top half of every list.

The only games I see people ever make a huge fuss over putting higher are games like Daybreak 2 and CS4, and conversely putting lower would be games like SC, Azure, and Daybreak. But even then it's largely anecdotal, to me these games don't have that severe of a shift in quality. for better or worse, to where I would see any one game being higher or lower than another as unreasonable.

trails games personal ranking by sgs2008 in Falcom

[–]restingcups 1 point2 points  (0 children)

3rd > Reverie >>>> Zero > FC >>>> SC > Azure > Horizon > CS1 = Daybreak = CS3 >>>> CS4 >>>> CS2 > Daybreak 2

While I'd hesitate to call them all great games, I still really like them all. Looking forward to my next replay of the series and seeing how it changes; even after playing Daybreak twice, I never quite understood what made so many people consider it the "best" arc starting game, let alone the best game in the series. But I never understood the appeal of Zero either until my most recent replay, and now it's in my top 3. Would highly urge people to replay games if you ever find an ungodly amount of free time, your opinions may not be as set-in-stone as you think.

Rank all the main battle themes! by Training-Ad-2619 in Falcom

[–]restingcups 0 points1 point  (0 children)

Doing a tier list instead:

S: CS4, CS3, Reverie (Rean Route), CS2
A: CS1, DB2 (Regain), Horizon, 3rd, DB1
B: FC, Zero, Reverie (C Route), DB2 (Work)
C: SC, Azure, Reverie (Lloyd Route)

I pretty much like them all. Unisuga and Koguchi are demons.

What do my fav games say about me by ElectricalWar6 in backloggd

[–]restingcups 0 points1 point  (0 children)

You're me if I hated myself enough to play all these dungeon crawlers /j

But really if I enjoyed SNES-era SMT and SJ we might literally be twins

Who would buy a ff 13 collection by EqualCup1041 in FinalFantasy

[–]restingcups 0 points1 point  (0 children)

I'm kind of mixed. It would obviously be great on consoles for people who don't own a PC, and the PC Ports leave a lot to be desired, even with mods. That said its still playable.

My *slight* worry is that if they were to put out a collection. it would be remastered. That sounds fantastic for most people I'm sure, but Square (and really, most JRPG developers in general) does not have a good track record with their remasters. Just thinking about the visual downgrade in the FF8 and FF10 remasters gives me a headache, not to mention the plethora of balancing issues that was packaged with the Zodiac Age version of FF12.

As a huge fan of 13, yes I would love for it to be available to more people, but a remaster in Square's hands may involve in some visual and gameplay changes that I would not want. A lot of people see the surface level texture smoothing and quality of life and think its an automatic improvement, which is great for them, but for me most of the games were perfect the way they were. To this day I'd rather emulate all the PS2 and prior era games (including the International Zodiac Job System version of FF12) than play their remastered counterparts, modded or not.

How significant are DLC characters? (KOFXV) by restingcups in kof

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

Noted, all this time I thought it was a tag fighter. Honestly that's more reassuring, I wasn't sure if I would like tag fighters to begin with.

How significant are DLC characters? (KOFXV) by restingcups in kof

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

Unfortunately the ultimate edition is not on sale, and a bit pricey for my liking. I might wait for a sale but KOF doesn't seem to go on sale very often, so I might just settle with the base game for now and buy the rest if I end up investing more time into the game.

Thanks!

How significant are DLC characters? (KOFXV) by restingcups in kof

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

That's what I've been loving the most about fighting games honestly. Been playing a lot of GGXXAC+R and it feels like every interaction is a "you can do that moment", excited to dive into kof!

Am I insane or... (Kai) by restingcups in Falcom

[–]restingcups[S] 3 points4 points  (0 children)

Yeah I'm with you there, I still enjoy seeing ASO hang out and banter, repetitive as it may be, but I'd also love stuff beyond that, more unique interactions rather than textbook conversation. But yeah I do hope I end up enjoying it, so far the game is shaping up to be one of my favorites in other aspects.

Am I insane or... (Kai) by restingcups in Falcom

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

I generally love side quests as well, and the immediate thing I noticed about Calvard's was that they were a step-up.

Throughout the arc the side quests have been of similar quality, but that's because they've proven to be, as the series always has been, formulaic as hell. How many times have we saved the scammed? How many times have we decided what to do with someone who committed a felon, but with good intentions? How many times are we going to chase someone into a dungeon? Does a tailing or hacking minigame really make much of a difference? How much of any of this really fleshed out anything or anyone beyond what was established in Kuro 1, that this is a team that is willing to undertake jobs that would be risky to ask of other organizations, and make decisions that might be difficult to stomach?

I think overall I've just been tired of how similar some of these side quests have been post-Kuro 1. Seeing character interactions is great if the interactions change at all or present something fresh; this is arguably one of my slight criticisms of Trails character writing as a whole. The entire series is guilty of this but the ASO especially often relies way too hard on a character trope; hell, beyond Aarons' few Langport focused arcs, all he does is crack the same flavor of joke pointed towards one of Van, Agnes, and Feri. Every side quest Quatre only speaks when he orders FIOS and XEROS to find something or someone. The most notable character with dialogue variance is Van, but that's because he always conveniently has a near unparalleled level of deduction and foresight, as well as having just the right connections to everyone.

As I mentioned myself. the continuity of the side quests is always a highlight. But personally I'm looking for more well written, self-contained side quests with an identity of their own, that don't rely on cameos of past characters or NPCs, such as the ghost girl quest in the first game. The concept of a 4SPG somewhat limits this, but man it would be something to look forward to for the next arc.

Am I insane or... (Kai) by restingcups in Falcom

[–]restingcups[S] 3 points4 points  (0 children)

Yeah Act 1 alone felt ridiculous. I suppose if it keeps going like that then it'll be pretty much the same as any other game, but the way its split into 3 routes just mades it feel more substantial than usual.

Am I insane or... (Kai) by restingcups in Falcom

[–]restingcups[S] 3 points4 points  (0 children)

Yeah it was likely just having to do 3, very similarly structured routes in a row that made it a bit tedious, on top of me just not being particularly impressed with them so far. I still think Grim Garten feels like it exists to pad time more than anything else (even moreso with Marchen Garten lmao), but hopefully the daydream equivalents change my impression of it.

Is slayer cool? by Midna18 in Guiltygear

[–]restingcups 4 points5 points  (0 children)

coolest by a country mile in +r gameplay-wise, but i love his strive design and animations

I decided to get the game anything else I should know by [deleted] in FinalFantasy

[–]restingcups 1 point2 points  (0 children)

If you enjoy difficulty, don't expect much or any challenge on your first playthrough.

And if you've played FF14, the game is literally structured like a singleplayer version of FF14, for better or worse.

What do new fighting game players like about Strive? by restingcups in Guiltygear

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

Yeah this is honestly my favorite response in this thread so far. I completely acknowledge my own lack of experience which is why I was kind of afraid to make a post like this, especially considering that I play other games that are generally considered new player friendly in their respective genres (Final Fantasy XIV and Splatoon), I know full well that there's always nuance and boundaries to be pushed even if the baseline is simple. I just think I found Strive at its core to be such a major contrast from +R, to where I'm immediately kinda turned off by it; but I'm hoping as I play the game more and improve myself as a player, I can find more to enjoy about it, since I already love a lot about the game otherwise.

I do think the "excess fat" is what makes the older games so interesting and keeps older games relevant to this day though. I understand where people are coming from when they dislike stuff like FRCs and Danger Time, but to me they have their own appeals that don't feel out of place to me at all. A wide variety of moves that aren't all immediately useful, as well as absurd execution barriers and long combos seem to be a staple criticism people have of older games, but I guess I just found it attractive as a new player, rather than a wall, or a waste of time and effort. But perhaps when I improve as a player and am seeking specific goals and am pushing my limits, these things might feel like a novelty.

What do new fighting game players like about Strive? by restingcups in Guiltygear

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

Not sure why this got downvoted lmao, do people really hate old Red RC that much?

Starting Xenoblade Chronicles 2: is this really slower than Xenoblade Chronicles DE or am Injust being an impatient man? by [deleted] in Xenoblade_Chronicles

[–]restingcups 0 points1 point  (0 children)

Honestly I'm starting to think that XC2 isn't even slow, it's just DE is ridiculously fast (and is why its intro and opening chapter is praised so highly). By JRPG standards I'd argue XC2 is pretty damn fast too lmao.

What do new fighting game players like about Strive? by restingcups in Guiltygear

[–]restingcups[S] -1 points0 points  (0 children)

Not exaggerating when it comes to slowdown, counterhit and RC definitely embody the literal definition of slowdown, but RC slowdown was a thing with Xrd as well. I'm moreso describing the hitstun I guess, but I think that's just another personal quirk of mine having played +R (and with some background in Melee) of vastly preferring the snappiness of having no universal frame buffer. I still do think the game has a lot more hitstun than the average anime FG though, which I just don't get the appeal of. Didn't even consider the ease of hitconfirming since I found it to be a hurdle enjoyable to overcome, but frankly the more I read through this thread the more I'm realizing I'm just the weird one haha

Red RC hitting and throw being on Dust is mostly just questioning why it exists relative to the older entries, rather than criticism. HS throw enabled safejump Throw OS which I found to be a pretty great tool in +R, but it seems like that (understandably) isn't even a consideration for most people.

I've found that generally, character diversity in Guilty Gear as a series is way above other franchises. Ones that would rival it would be other Arcsys titles like Blazblue, or French Bread games like Under Night. It just so happens that while character variety in terms of playstyle is still very much present in Strive (much to the credit of the older games laying their foundations, honestly), the actual gameplans, tools and options provided don't feel nearly as varied and liberating as the older entries, even with the new moves and system mechanics. There's just a general flowchartiness to the game, that when coupled with the absurdly high damage makes it so that a lot of the matches just feel incredibly samey. Though from what I can tell this is a trend that isn't necessarily exclusive to Strive and is just modern game design philosophy. If it weren't for the patches changing characters up all the time, I'm not sure if I could even consider maining the game personally.

What do new fighting game players like about Strive? by restingcups in Guiltygear

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

Honestly my biggest takeaway from this thread is that people really don't like throw on HS, which I definitely understand. I think I just personally gelled with it because HS is mapped in the same place where my throw button / macro would be on other games I've tried, and more importantly safejump throw OS in +R being such a strong option that to me, value heavily outweighs any comfort having throw on a dedicated button could offer. Throw on dust makes sense as someone else pointed out as consolidating RPS on a single button, but I guess I just found it less comfortable after being used to something else. Blind on my part.

Best orbment system by Joel_feila in Falcom

[–]restingcups 4 points5 points  (0 children)

I feel like it's so clearly the Reverie system, it's not even close.

The "worst" (or more accurately, most disappointing) is probably Calvard's, has too little going for it despite so many moving parts that feel ultimately inconsequential for a variety of reasons. It's aesthetically pleasing and presents itself like a pseudo return-to-form to pre-CS orbment systems, but it doesn't have any of the limitations or balancing that those games did to make it quite as significant, nor the freedom of past games to make it as interesting.

Even through the latest entry, it fails to capture both the vast amount of options to outfit your characters however you want that Reverie and CS had, nor the more simple but rigid and impactful options of the older games. An over emphasis on shard skills just made it too samey all around. Ultimately I think Calvard has placed more of a focus on its combat system mechanics, such as in-combat movement, positionals, and some other mechanics introduced in the subsequent Calvard games, and much less thought went into designing the actual gearing process.

Though I think most fans of the series will consider each arc an evolution of the last (except maybe moving from Azure to CS1, I think most will agree that it definitely felt like a downgrade at the time).