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#1 I seriously hate older games for not telling me what the hell all these abilities and spells I have do. It makes battling an exercise in experimentation, I can never remember what spells do what after I've used them (or figure it out from the shorthand descriptions) and just end up only using a handful of spells because of this limitation. I also hate not being able to compare stats of stuff from shops, meaning I end up buying things without knowing whether or not it's a waste of my time. What gaming conventions do you thank goodness have since been added since the archaic times of pre-3Ds? Also bonus points to anyone who knows which RPG I reference in the topic title. |
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| Former Staff | I'm having similar trouble to you... I got the Sega Mega Drive (aka Genesis) collection for PS2, and I'm keen to get stuck into the Phantasy Star series. But the bloody thing only provides the most rudimentary of instructions, so I don't have the foggiest clue what the battle controls, items, or spells are supposed to do. Hence much giving up in frustrated disgust. It's a tremendous help to have even a brief reminder of what an action or item does, before putting it into use. The Final Fantasy games would've been a real pain in the arse without that. |
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| | As it happens tool-tip info on spells and such didn't come into the series on the whole until FF6. Before then you were just as in the dark as PS, although to be fair the spells and items in FF1-5 were somewhat easier to decipher. PS4 (which is what I'm playing now) at the very least lets you know what items your characters can equip at shops, though it doesn't say if it's an improvement. I really honestly think games like PS2 would be VASTLY improved if they had just these little add-ons to make life easier. |
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| Former Staff | Indeed... I guess I forgot about that, due to starting the series at number 7 and playing the earlier games a few years later. There's something to be said for a battle system that remains consistent enough for you to backtrack and still know what's going on. |
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| | Oh gosh, I'd be at a huge loss if Guild Wars had sub-par skill descriptions (So many to begin with... alot of which have names not very exact to the often complicated function anyways). I'm glad they already have alright descriptions (and now Optional Concise descriptions). Last edited by Tsukasa; 05-11-2008 at 02:09 PM. |
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| | The first two Shin Megami Tensei games were pretty terrible when it came to working out what spells/items did. Not only are there no descriptions, everything is given obscure names like Tarukaja (raise attack power) and Mudo (death spell). The funny part was the way SMT II decided to 'fix' this: by having a item identifier who you have to pay if you want to know what an item does. Thankfully, this is one of many 'quirks' that did not make it's way into Nocturne. |
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| Former Staff | I've been looking for a detailed but concise instruction manual online, but couldn't find one. As soon as I can get something, though, I'll finally be able to get into the game. |
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