So yeah, the game becomes Chrono Trigger pretty early on, and that game's great...
"...apparently Friendly mode lets me kill (non-plot) enemies by just walking into them, but I can walk into them again if I want to practice the battle system, holy heck."
EVERY GAME SHOULD HAVE A STORY MODE. I mean that in the sense of every game should have a narrative mode, but I also mean that everything should have a narrative difficulty. There are times where I play a game like Pillars of Eternity because it reminds me of Baldur's Gate, when I can hyper-analyze a character's spell list and weapons and special abilities, and there are times when I play a game like Pillars of Eternity because it reminds me of Baldur's Gate, where Jan and Nalia and Korgan have ethical debates and then someone loses a hamster. I'd REALLY like games to always let me swap between them, but I get that people want to have difficulty and achievements and whatever.
The desertification stuff is super neat. I know that almost all JRPGs eventually have The World In Peril thing, but I really like the reason Radiant Historia's world is freaking out. It's got a lot more flavor than just "he casts the spells that make the people fall down."
Life is Strange taught me that every game that lets you make important choices between two options is terrifying, and Life is Strange also made it so you don't get to see what those consequences are right away. I think this is different?
How did time travel work in Final Fantasy XIII-2? I did not get on with that first game at all, so did not play anything in the other... two? games of that series.
no subject
"...apparently Friendly mode lets me kill (non-plot) enemies by just walking into them, but I can walk into them again if I want to practice the battle system, holy heck."
EVERY GAME SHOULD HAVE A STORY MODE. I mean that in the sense of every game should have a narrative mode, but I also mean that everything should have a narrative difficulty. There are times where I play a game like Pillars of Eternity because it reminds me of Baldur's Gate, when I can hyper-analyze a character's spell list and weapons and special abilities, and there are times when I play a game like Pillars of Eternity because it reminds me of Baldur's Gate, where Jan and Nalia and Korgan have ethical debates and then someone loses a hamster. I'd REALLY like games to always let me swap between them, but I get that people want to have difficulty and achievements and whatever.
The desertification stuff is super neat. I know that almost all JRPGs eventually have The World In Peril thing, but I really like the reason Radiant Historia's world is freaking out. It's got a lot more flavor than just "he casts the spells that make the people fall down."
Life is Strange taught me that every game that lets you make important choices between two options is terrifying, and Life is Strange also made it so you don't get to see what those consequences are right away. I think this is different?
How did time travel work in Final Fantasy XIII-2? I did not get on with that first game at all, so did not play anything in the other... two? games of that series.