Things Left Unseen
Well, I have silence around me right now and thank GOD. It's not that they were bad kids, they were just obnoxious. Very well behaved but didn't know how to just leave me alone. I resent babysitting, especially when it's thrust upon me without prior knowledge or consent. You'd think nobody has to work tomorrow. With my bad luck, nobody DOES and I'll have another day of hell tomorrow.
And I discovered my brother isn't paying for his auto insurance. He has an old truck he drives and a motorcycle. No insurance on the bike, but insurance on the truck is covered by our loving parents. Meanwhile, when I was still in school and working part time I still had to cover my insurance every month. That's about $3000 I'll never ever see again: nice to know he doesn't have to pay it. Fucker.
New Year is coming up. Not sure what I'm gonna do. I'd like to go into 2007 with a bang, if you know what I mean. Luckily for you, I do kiss and tell. But I don't know, I'm up for anything, really.
I got Final Fantasy III for Christmas. My ears pretty much hurt from using my headphones on it most of the day. It's ok... just ok. If it were an RPG by any other name I don't think it would get as noticed. Final Fantasy, and, well, games in general in those days (1989, I believe) didn't have much in way of in-game tutorials. Since it was remade I figured they would work that stuff in but, nah.
Square, um, shouldn't let third parties develop for them. It feels like a rush job with an inexperienced team. Matrix Software... what else have they done? The graphics are pretty (and I love the noseless Final Fantasy Tactics look), but slow. The game slows down on the world map quite a bit, and the models are pretty low on the polycount. Towns have items like barrels and crates but they're all sprites and they scale pretty poorly.
Also, a lot of the time the top screen is wasted. In the world you get a world map, but as your universe of discourse gets bigger the zoom is so far out that it barely helps when it doesn't show that mountain range between towns. When in town you look at the same world map. Lot of use that does. If you're in a battle or a dungeon you get NOTHING. Bupkis. Sometimes there's a nice effect when there's a voice over and you read what they're saying up there, but that's minimal at best. I put 5 hours into it and it's use as voice-over was maybe 20 seconds worth... and it's nothing that other games have never done. Videos usually split up between the top and bottom screen but there's not a whole lot of dual-screen video action. (Hint: I don't want video cutscenes in my games that look so DRAMATICALLY better than the real-time gameplay that it makes me feel cheated when the video is over and I'm back to the game engine.)
The play engine itself is kind of odd. The stylus control is optional and when used it's considerably slower than using memory cursor menus so it's better off just not using it. Being able to pinpoint the exact enemy to hit with the stylus is neat in design, but in practice it's never done simply because it's inefficient. Just imagine using 100% mouse cursor in an MMORPG or anything like that. The zoom feature is nice except it's slow. The idea is that you can zoom in and see sparkles over things that you should inspect for some treasure. It's nice except you don't see the sparkles until you're zoomed in to the maximum and it takes a few seconds to get to that point. I guess it simulates realism by taking time to inspect your surroundings. Which is FINE, except you can still find the items by just pressing A at every object in the room. Considering that zooming in too close making exploring impossible since you can't see very much around you there's a feeling that washes over you while exploring a dungeon that makes you think you're missing a whole bunch of secrets. In the end you zoom in for a while and make multiple passes to cover an entire area and until you figure out it's all just a trick to wear you out faster than normal you'll keep doing it.
Battle sequences are kind of plain. You have a lot of options in a menu and the menu's got a scroll. Which is fine, except there's one option for "Item" and one for "Equip". There's an option on the menu to change which row you are in, which is nice except classically you do it by pressing left or right while in the menu. Thanks to stylus control you have to put it in the menu. It makes some menu selection clumsy. Enemies (so far) are always in one row and I haven't seen more than three at a time and only once where there were three different races. Enemies have been reused way too soon. I've seen Goblin reused a bunch of times already... and while it may be par for a game nearly 17 years ago today why not have separate models instead of just a palette swap? It's not even a texture swap. During battle there's pauses while the game loads an animation which is nice for a cartridge game but just because DS games come on a cartridge doesn't mean you can program them like that. They're sort of distracting. I mean, CD games don't freeze up for that long. I'm disappointed in that.
WiFi is a joke. Send letters to your friends in game! Um, wow. The only point of this is to unlock extra quests and bosses. Meaning if you don't do it, you just get the straight game without any new levels. Blah.
Maps are pretty close to the original, if not modified to look more organic. I was surprised how faithfully the original maps are followed AND they still looked "modern". It's probably a testament to the excellent dungeon designs of the original Square team.
Magic is using the classic leveled magic of FFI and int casters of D&D. It's a little different, though. You can "equip" magic on a character and remove it later or even move it to another character. So, it's a loose and swingin' version of the original magic design. You can't learn spells at levels other than their intended level, which is just like the original Final Fantasy but I would have liked to see that enhancement. (Actually, I'd like to see that system in ANY console RPG.) Personally I prefer the flat MP system since I feel tiered magic hits you twice for powerful magic. Higher levels are not accessable to lower characters AND you have limits on castings of magic at a particular level. Flat MP systems base accessibility and limits on one unified system where the more points required the bigger a draw it is. Not to say Flat MP systems are that great, either. They end up trivializing magic since you can wind up casting low magic a nearly infinite amount of times. Except as I level up in FFIII my caster is able to cast level 1 spells 14 times without rest so, it looks like it'll go up to a huge number if I level them high enough.
The downside to this system is that leaning a new level tier of spells usually require a lot more leveling than otherwise might be required. FFIII feels limited in the number of spells per tier also. Fire and Blizzard, for example, are level 1 spells while Thunder is level 2. That seems to be only because there's 3 spells per level a particular character can equip. There was a part where NPCs were handing me multiple copies of a spell because it's required by the story that I cast it but I didn't have any characters high level enough to use it. That seemed to be a symptom of a slightly flawed system. D&D gets around this by letting you buy items that can cast spells from skilled artisans or by improvising something. Console RPGs can't be THAT flexible right now. And being able to cast the most basic of spells only a few times before you're exhausted is lame... especially when you can't use up a higher level to cast a lower level spell. This also means that Ethers and other later innovations in Final Fantasy are out, too.
Magic is also really powerful. Too powerful, sometimes. I would have my fighter characters deal maybe 100 damage on an enemy and then have spells deal nearly 250 damage per cast. Which is nice considering the limiting feel of the magic system... except you tend now to save them for bosses only and feel less likely to experiment with them during normal fights. Once you get some staffs that you can equip and use in battle that casts those 1st level black magic spells the game all of a sudden becomes overwhelmingly easy since now all those MP limitations brought on by character development go out the window as you can use the items an unlimited number of times... and you find all three elemental staffs in about 4 hours of game play... no purchase required.
It ain't all piss and vinegar. Story changes versus the original? Well, they gave the orphans some limited background and you mean them one at a time instead of all at once. I like that change a lot. It's a delightful return to the past. Modern Final Fantasy games keep the player mostly chock full of those things. Whatcha gonna do NOW, BITCH?! MWA HA HA HA HA! The old school feel is nice, and the script seems to poke fun at itself with the cliches. I mean, sheet, they give you an airship practically right off the bat! I found that hilarious. And not being able to buy Phoenix Downs? Wow, I wish I had advance warning of that one. I would have conserved them.
Actually, I don't know. :P I lost a party member and accidentally saved so now I have to figure out how to bring them back to life. Inn's alone won't do it. And nobody knows life spells. I mean, honestly, when was the last time that the death of a party member REALLY impacted you?
All in all it's still fun. Even if it wasn't a Final Fantasy game I'd still play it. My brother said it was only $10 cheaper than Final Fantasy XII, which to me must mean this DS game was $40 or so. Very pricey for a DS game if you ask me. If it sounds like I'm being harsh then that's right. I think the Final Fantasy series should be held to extreme standards as it is THE defining console RPG. Just like I feel about Zelda and that kind of adventure game. I think it's one of the more overrated Final Fantasy games. IGN gives it an 8 something, Gamespot a high 7. I'd give it a high 6 or low 7 (I haven't finished it yet, after all). I seem to think that if it was developed in-house a lot of those things would be non-issues as they might have been less afraid to tweak things like they did for the Final Fantasy I and II remakes on the PSX.
I'm pretty exhausted. It's been a long day of schmoozing and doing shit. Hopefully tomorrow I can actually get around to doing something fun. If the MCSD doesn't get in the way. Turns out I don't have my work schedule for next week and I'm getting anxious because it seems that anyone that COULD help me seems to be in a holiday mood and not very helpful at all.
Also, I specified a GUI format. I'm working on actually parsing it. It's in XML which seems like a good idea for future upgrades and things... but I've never used XML in C++... only Visual Basic. I didn't realize it's such a pain in the ass. And because of the nature of the format I have to define a whole bunch of weird structures and abstractions before I can test any of it in the slightest. So far I've built a file to recreate the Donkey Kong NES menu just to keep it simple. Now I have to emulate it. *groan*
Gah, since when don't I have time for myself? And to think I'm not even working yet. ><


