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I did not try to finish it as quickly as possible because I did enjoy i most of the time, but I really picked up the pace towards the end because I got real sick of it in general. Finishing it in 40-50 hours would not change my opinion about the padding either.
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# ? May 28, 2017 17:50 |
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# ? May 4, 2024 13:35 |
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i mean can you give an example of something that felt like padding
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# ? May 28, 2017 17:53 |
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The game isn't really padded. The story is actually rather tight.
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# ? May 28, 2017 17:53 |
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I thought the dungeons were often just too long but that's about it
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# ? May 28, 2017 17:54 |
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Endorph posted:i mean can you give an example of something that felt like padding The dungeons
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# ? May 28, 2017 17:54 |
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The only dungeon I thought was really padded was the Final dungeon really
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# ? May 28, 2017 17:56 |
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Eh, only a couple of the dungeons felt like they went too long to me imo but then again I didn't fight everything in my path.
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# ? May 28, 2017 17:56 |
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The only dungeon that was to long was the bonus dungeon which was just bad.
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# ? May 28, 2017 17:56 |
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I'm more surprised at the claim that the game lacks breakpoints since basically every time you get on a boat is a breakpoint and the middle in particular is like eight anime episodes in a row each with a beginning, middle, and end where you go to sleep like it's Persona and start again the next morning.
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# ? May 28, 2017 17:58 |
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every dungeon felt like when it was about to end two extra zones were attached to it, and there were lots of spots were there were like two dungeons between you and your actual objective.
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# ? May 28, 2017 17:59 |
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CharlestheHammer posted:The game isn't really padded. The story is actually rather tight. Yeah I actually said the story bits aren't actually far and wide between. It's definitely mostly dungeons that seem to be divided into so many subsections for no actual reason that started to get really tiresome. None of the story content was really subpar either and there was more of it than most singleplayer games have these days. I mean, Xenoblade had a bunch of side quests where you had to collect bunch of bear asses but for some reason it didn't feel as tiresome for me personally. Guess I really didn't like the structure of the dungeon crawling in general.
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# ? May 28, 2017 18:02 |
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Endorph posted:i mean can you give an example of something that felt like padding CharlestheHammer posted:The game isn't really padded. The story is actually rather tight. The fishing expedition was fun but also just kind of there, Laphicet gets his name and Rokurou gets a rock they could've BSed as coming from anywhere else. And there's some annoying backtracking a couple of times (Hellawes especially sticks out to me when I was racing through it with a couple of friends so we could all be playing) and they give you the Geoboard way later than you should get it. Also the dungeons are rear end yeah
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# ? May 28, 2017 18:03 |
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the dungeons were pretty padded but also you can save literally any time so if you wanna take a break you absolutely have the option
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# ? May 28, 2017 18:06 |
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Yeah the fact that the Geoboard is unlocked so late and then also you have to reach an arbitrary point in an area to be able to use it is pointless. Just give you the thing at the beginning of the game and make the unlock tree at the end of the dungeon, bam.
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# ? May 28, 2017 18:07 |
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CharlestheHammer posted:The game isn't really padded. The story is actually rather tight. There is a goddamn unbelievable amount of padding in terms of dungeons and travel time. If you're just on the main story it begins around the first point time you meet Artorius. There's a section where you do a dungeon, then go through the earthpulse, then there's another dungeon with basically no breathing room that is both a cave, then a longass area outside, then the cave again and then I /think/ you hit a town shortly after? You could have cut everything apart from the first cave segment with no real plot loss. Then there's the water temple where there's a beach that's something like three or four huge screens long and serves literally no purpose other than being in your way before the next dungeon, which is a long one in of itself. There are tonnes of examples of this, where transitional areas between dungeons last longer than the dungeons themselves and do nothing other than make the game longer. Don't get me wrong, for a Tales game real progress has been made, but it's far from lean.
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# ? May 28, 2017 18:30 |
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Yorkshire Tea posted:Then there's the water temple where there's a beach that's something like three or four huge screens long and serves literally no purpose other than being in your way before the next dungeon, which is a long one in of itself. you're also forgetting to add the beach before the town which is also like two huge screens long definitely my biggest complaint about this game, barring tiny instances of frustration in boss fights or very rare random encounters. when your stuns and status effects don't land because the rng no matter how many times you switch characters out and you're struggling along where everyone's bg is exhausted and everyone is down to 2 sg is the worst feeling.
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# ? May 28, 2017 18:56 |
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Overworld zones like the coast are replacements for the overworld map in older RPGs and this has been true since Hearts. People just forget how long those could be and how slow you moved over those areas before.
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# ? May 28, 2017 18:58 |
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someone make a gif of the aircraft in abyss getting trapped in an endless loop of text boxes saying "nope can't fly here"
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# ? May 28, 2017 19:04 |
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Caphi posted:Overworld zones like the coast are replacements for the overworld map in older RPGs and this has been true since Hearts. People just forget how long those could be and how slow you moved over those areas before. This doesn't make them good, worthwhile, or fun. If there's no reason to have them besides walking through scenery and fighting random battles, they're better cut.
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# ? May 28, 2017 19:12 |
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They tried that with FF13 and look what happened there
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# ? May 28, 2017 19:13 |
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Caphi posted:Overworld zones like the coast are replacements for the overworld map in older RPGs and this has been true since Hearts. People just forget how long those could be and how slow you moved over those areas before. you're not wrong but also compared to like xillia and plenty of other jrpgs ive played that use the overworld zone conceit, something about how berseria structured them made them bother me in a way they usually dont
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# ? May 28, 2017 19:14 |
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Its all the literal trash on the ground too. I don't know how long I was picking up every little thing before going "what am I doing lol "
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# ? May 28, 2017 21:45 |
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CharlestheHammer posted:How did you take 80 hours I did 100% in 50. I have no idea how you did this since I got the Geoboard at like 43 hours, and finished the story at about 80. Did you not watch skits or something?
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# ? May 28, 2017 21:50 |
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Momomo posted:I have no idea how you did this since I got the Geoboard at like 43 hours, and finished the story at about 80. Did you not watch skits or something? I went out of my way to find skits. I didn't find all of them but I did find most. The only thing I did was lower the difficulty for the bonus dungeon because gently caress that.
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# ? May 29, 2017 01:00 |
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# ? May 4, 2024 13:35 |
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Cake Attack posted:you're not wrong but also compared to like xillia and plenty of other jrpgs ive played that use the overworld zone conceit, something about how berseria structured them made them bother me in a way they usually dont
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# ? May 29, 2017 03:28 |