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Bravely Default highkey sweeps any Final Fantasy in story, gameplay and OST, yet boomers aren't ready for that conversation
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>shit sweeps piss
maybe idc
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Gameplay absolutely, it's top tier. OST maybe. Story sucks just like in FF games
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It is, for all intents and purposes, a Final Fantasy game. It is even the followup to a literal Final Fantasy game. I'm not sure what purpose franchisewarring serves.
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>>3658917
>highkey sweeps
>boomers
Please kill yourself.
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>>3658917
Final Fantasy's story will always kick ass. Shame about the remainder of the entire series.
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>>3658967
Story in the first game was actually pretty nice, kinda mediocre overall but the twist was actually really cool and well-executed just like the first FF game
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>>3658967
>Story sucks just like in FF games
FF7 has a good story
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>>3658917
you havent played most final fantasy games.
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>>3658917
Make the game not on a shitty handheld and you'd have more people play it. People aren't having the conversation because no one plays handhelds.
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>>3658917
Gameplay? Yes.
Story? no...

The story isn't the main focus, and thank god for that, because to be honest the story gets kind of annoying halfway through. The focus is about the gameplay and the characters. And they sure got that right because that is definitely what people really remember and liked about this game. I can't tell you how much fanfiction this game inspired based on the characters.
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>>3658917
I don't really like most FF stories. I thought VI was mediocre and overrated. IV is easily mockable due the fake-out deaths and mind control spam. II was just boring. So I can't really disagree on that front.
I played this game thinking I'd enjoy the modernized FFV job system but I had less fun with them than the V jobs somehow. It hurts more here because they're actually built up quite well—I was excited to try out arcanist since Victoria seemed so powerful but it ended up being a worse black mage that relies on status effects.
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>>3658917
I disagree on the OST part, 6, Tactics, 12, 13, and 14 are far better.
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>>3658917
I think the path to the "good" and "bad" endings should be reversed. The story was fine for a video game. I'm always craving more "job" FF games.
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>>3658917
How does BD compares to BD2? I can't play BD1 now, but I may be able to play BD2.
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>>3658917
Honestly, the combat system was a major case of sounding cooler than it actually was.
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>>3660407
BD1 is a good, albeit flawed, game.
BD2 is irredeemable shit.
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>>3660407
BD1 has amazing gameplay, poorly thought out story and mixed characters. Ringabel, Edea and Airy are great, the others are a nothingburger.
BD2 has mediocre gameplay (why the fuck did they abandon the BD1 'all characters' actions are set at the same time' system?), worse story and worse characters.
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>>3660455
>why the fuck did they abandon the BD1 'all characters' actions are set at the same time' system?
To give you more control over the decision making and allow you to immediately react to what has happened before the character's turn?
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>>3658917
Why did they put the sequel on steam without the original.
How am I supposed to play 2 when I have no way to play 1
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>>3660642
Because they're not directly connected or anything. You can just play 2 (but you shouldn't because it's bad)
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>>3660642
2 isn't a sequel to 1, you don't need to play 1 first. You should, since 1 is one of the best JRPGs ever made, but you aren't missing any story or anything.
1 and Second aren't on Steam because they are 3DS games and PC doesn't do 3D graphics, touch screens, or even multiple screens as standard (most gamers have two screens but games don't generally support it).
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>>3660660
>1 and Second aren't on Steam because they are 3DS games and PC doesn't do 3D graphics, touch screens, or even multiple screens as standard (most gamers have two screens but games don't generally support it).
Yeah it's not like 3DS games have been ported to other platforms (including but not limited to PC) before or anything... Oh wait
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>>3660660
>1 and Second aren't on Steam because they are 3DS games and PC doesn't do 3D graphics, touch screens, or even multiple screens as standard (most gamers have two screens but games don't generally support it).
They just made a Castlevania DS collection on Steam and now they have the Dragon Quest 3 remake which is basically like the Dragon Quest DS games.
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>>3658917
This is literally a boomer game and series. I know because I played it and I am a fucking boomer. This game came out early in the 3ds life.
The only thing boomers might not like about this series is the story of the second game but the holy grail of job design that is wizard will quickly make any boomer get over it, which is why its good that its the first job you get.
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>>3658917
Too bad the third arc ruins it.
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>>3660682
>they have the Dragon Quest 3 remake which is basically like the Dragon Quest DS games
Except it's not like the DQ DS games, pretty much at all.
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>>3660692
Third arc is peak ludokino.
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>>3660682
Those aren't 3DS games. Though yes, you can emulate 3DS just like you can emulate DS.
What you can't get are the 3D graphics.
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>>3660711
No one cares about 3D graphics, it's a stupid gimmick, and they are not necessary for the games either. 99.9% of the time I've played on my 3DS with the 3D turned off.
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>>3660711
Now that I think about it, what would be pretty hard to replicate on a different system in BD1 specifically is
1. the AR intro
2. the streetpass village mechanics and friend supports
3. the final boss fight (if you know you know)
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>>3660712
Going from Bravely Second in 3D to Bravely Default 2 on a 2D system like Switch feels like a major graphical downgrade.
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>>3660714
That's just because BD2 looks like shit, it has nothing to do with 3D.
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>>3660713
Streetpass could be handled the same way FF3 3D remake on PSP fixed the online features in that game. Even though PSP also has online capability, they just removed all of it and gave the same rewards offline in-game. Just drip feed villagers and randomly populate Baals.
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Genuinely no one could argue against it, although FF10 still has some bomb endgame with the dark aeon fights
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>>3660660
plenty of previous 3DS exclusive games have gotten PC rereleases, Legend of Legacy and Alliance Alive are the first that come to mind
The real answer of why they haven't been ported yet is 2 parts: BD2 underperformed, and the main team behind those games is SE's workhorse for HD2D games so they're busy
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>>3660754
Everything I've heard indicates that is not true, and it sold very well. Much better than Second, and comparable to 1. Second flopped in Japan so we were kind of lucky to get another one.
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>>3660758
it sold well initially off of hype, then people actually played it and were mostly negative about it
I love BS even with the retarded localization decisions and actual cut content and don't care about the jap's bad opinions towards it, Bravely Third when?
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>>3660771
I like Bravely Second too. Only bringing up sales in relation to how likely sequels are. They have nothing to do with quality. I also heard that the international release was much improved though, so we didn't get the exact same game they did.
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>>3658917
>story
Surely you jest. Bravely Default can't even stay internally consistent with its own story, Bravely Second is a bog-standard "I have to make up for my forebearer's sins" plot, and Bravely Default 2 is even more generic than the previous two.
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>>3660407
BD2 is the worst of the Bravely games and it's not even close.
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>>3658917
Too many resets needed for the good end. It got repetitive really fast. At least 2 resets could be just taken out of the game.
They toy with the idea of two versions of yourself being able to exist in the same world with Ringabel and the black knight but you never see other versions of your party in BD1. You just hear "they're there, somewhere".
And the one world where the MC's little brother and catalyst of his survivor guilt is alive, you don't get a scene with him. So much wasted potential.
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>>3661013
>It got repetitive really fast.
If you played past loop three or four you'd see some absolutely insane boss fight combinations.
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>>3661025
But it felt like a post game thing rather than a requirement to beat the main game.
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>>3658967
>Gameplay absolutely, it's top tier
No, it's poorly balanced garbage
You can tell it's shit if you ever play on Hard
Every single boss fight on hard is a retarded, unreasonable roadblock that requires specific options that necessitate you grind your ass off since the game generally doesn't give out enough JP to make getting past job level 9 even remotely feasible
I'm playing through the game on hard right now and I've put 25 hours into it and I've made it to the first boss of chapter 3, the automatons. I didn't even come close to beating them and frankly I have no idea how I will short of grinding an obscene amount of money and spamming Takeover. I'd probably be at chapter 8 by now if I was playing a lower difficulty.

Game design falling apart on harder difficulty is evidence of the design being fundamentally shit; it didn't survive the stress test
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these things happen when you're a handheld exclusive

i never got around to playing this game when i had a ds and i'm not sure why at all
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>>3661184
I played on hard, actually. Never had any trouble with the bosses, except maybe for the Salve-Maker, chapter 7/8 boss gauntlet, and the final boss. As for grinding, I just played through the game normally at 100% encounter rate, sometimes reducing it when I didn't particularly feel like fighting mobs. Genuine skill issue.
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>>3661196
OK wiseguy, put your money where your mouth is
The Automatons. There are three of them and they collectively damage my entire party for about 50% of their HP every single turn (while my party members are defaulting mind you)

Everyone is level 38. My current job progress is

Tiz
Lv 7 Monk
Lv 8 Knight
Lv 4 Spell Fencer
Lv 9 Ranger

Ringabel
Lv 5 Black Mage
Lv 9 Thief
Lv 7 Merchant
Lv 4 Red Mage

Agnes
Lv 9 White Mage
Lv 7 Time Mage
Lv 6 Summoner

Edea
Lv 7 White Mage
Lv 9 Black Mage
Lv 4 Knight
Lv 6 Valkyrie
Lv 7 Red Mage

Now tell me, how do I win without grinding for several hours?
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>>3658917
gameplay? absolutely beats out any mainline FF game.
music and story? depends on the title.
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>>3661184
>Game design falling apart on harder difficulty is evidence of the design being fundamentally shit
1. Skill issue
2. It's clearly not the intended difficulty setting, either it's not supposed to be scaled up like that, or the devs can't balance it for shit. It says nothing about the core design on its own.
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>>3661207
>It says nothing about the core design on its own.
sure it does
The only way these issues don't exist is if you turn down the difficulty such that you don't require a specific setup to win, in other words, such that the entire gameplay meta is mostly meaningless.
The hard difficulty is where there's actual attempts at design that requires you to think about what you do each turn. That's why I'm not turning the difficulty down, because that's ultimately more interesting. But then it comes with the baggage of turning the game into a tedious grindfest as you struggle to unlock the options you need to win

If it wasn't "intended" and they didn't want to put in the effort to make a good mode, they shouldn't have put it in to begin with
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>>3661213
>the only two difficulties in existence are ballcrushingly hard grindfest and baby game journalist mode
Fine, if you want to act like a retard and get mad at shit you thought up in your head, be like that.
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>>3661215
they're the only two difficulties in BD
and I'm not even mad at that, I'm mad at the actually interesting boss fights in the game being punctuated by so much unnecessary grinding
All this could be easily fixed if they just gated the job abilities behind game progression rather than JP costs
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>>3661222
>actually interesting boss fights in the game being punctuated by so much unnecessary grinding
Welcome to JRPGs.
>gated the job abilities behind game progression rather than JP costs
Ew, no. That's a terrible idea that takes player agency (and responsibility) away. It's enough that jobs are story-gated. With JP costs, you have options: either make do with what you have, or carefully plan the builds and distribute points accordingly, or if you suck grind until you get more powerful abilities. The harder difficulty only makes the first option unviable.
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>>3661204
nta here's a video of some streamer beating them at 39, figure the rest out yourself
https://youtu.be/sZ01dEP-rxA
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>>3661224
Look, if the game is difficult enough that some of the options presented aren't viable, then you don't actually have agency in the first place. All I'm saying is just cut out the middleman and have the developers give you the options they want you to use to win the next fight at the time you're meant to use them
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>>3661235
Why not "cut out the middleman" and have them beat the game for you too?
It's not a single-solution puzzle game, it's up to you to figure out what strategy works and what you need to pull it off, the devs are not obligated to spoonfeed it to you. Some players will have to grind more, some less, depending on the solution they came up with reliant on their skill.
And again, it's you who decided to play on the hard mode, that is intended as extra challenge and expects you to know your shit, having some suboptimal setups become unviable should not come as a surprise. Contrary to your belief that you pulled from who knows where, normal mode does not let you "just win by doing anything", but it is more free and open to experimentation, making it more likely (but not guaranteed) that your setup will be enough to beat the boss without autistic number crunching and a rigid turn-by-turn plan (but you will still have to think about what to do and not just spam A to win).
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>>3661235
i'm gonna wear the iron armor in ff1 forever because the steel armor costs too much

i'm gonna play an 18 STR wizard in d&d and just 1 shot things with daggers

i'm gonna beat ff7 using totally random ass materia and ignore the links

that's what you sound like right now
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>>3661242
>i'm gonna play an 18 STR wizard in d&d and just 1 shot things with daggers
To be fair that's how you played a low-level wizard until... 5th edition? 4th? Though you would usually take dex and use a crossbow instead, but it's still not very "wizardly" and doesn't feel intended.
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>>3661245
when i was the DM, i would just take 4 goblins or hobgoblins or one of my homebrew monsters like imps (they worked exactly like doom, had fireballs that travelled really fucking slow and claws that could melee you) and gangbang you if i noticed the wizard advancing forward at all

my D&D group's wizard had pretty high CHA and was more of a negotatior, he usually tried to reason with everything before fighting it

also, you can't use a crossbow in ad&d 2.0, the only ranged weapon you can use is a slingshot
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>>3661239
>Why not "cut out the middleman" and have them beat the game for you too?
non-sequitur

>It's not a single-solution puzzle game, it's up to you to figure out what strategy works and what you need to pull it off
self-contradictory statement

>the devs are not obligated to spoonfeed it to you
Nor am I saying they should. I'm saying abilities should be gated behind game progression instead of hours of random battles. That's not same thing as being spoonfed a solution. You may as well say the game plays itself because it makes you wait to buy higher tier spells and better equipment. Obviously in most cases you'd still have to use abilities you unlocked a long time ago to win, same as you still using White Magic in every battle under the current game. Further it'd then require random battles to have an actual point instead of just being grind fodder you can turn off at any time.

>having some suboptimal setups become unviable should not come as a surprise
I never said that it was, dumbass. Are you even reading my posts? The whole point of this conversation is that the interesting part of the game is about figuring which strategy and options you can use to overcome the next fight, but your ability to do so is severely hampered and gated behind pointless grinding. That is why the design of the game is ultimately bad. The progression system gets in the way of actual strategy to the point where you might win just by becoming overleveled in the process of trying to unlock the abilities you need
And of course this is made even worse by the fact that the game requires you to look up guides to know what ability each job has in advance so you know whether it's worth investing time in them, a problem solved by FFT decades earlier. There's a point where referencing FFV goes too far.
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>>3661475
>self-contradictory statement
Okay, not strategy, strategies. Geez, can you get any more petty?
>I'm saying abilities should be gated behind game progression
And I'm saying that it's a stupid fucking idea that doesn't work. With JP progression you can either cobble together a working comp out of what you have leveled so far (assuming you're not a complete brainlet and had at least a semblance of a plan when leveling jobs) or if you can't figure it out you can grind to overpower the enemy with better abilities or even raw stats. Story based progression robs you both of the decision-making part and the option to grind if you really feel like you're stuck and can't be assed to figure out strategIES that work for this encounter. It's a win-win.
>your ability to do so is severely hampered and gated behind pointless grinding
What if I told you that it isn't? As long as you're not running through the entire game on 0% encounter rate and are thinking at least a little bit about what jobs you're leveling on whom you barely have to grind at all, not more than in other JRPGs for sure. You CAN, but that doesn't mean you MUST.
>the fact that the game requires you to look up guides to know what ability each job has in advance
Now you're just going out of your way to complain about SOMETHING. While annoying for sure, it's a non-issue since this info is readily available anyway.
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>>3661501
> Story based progression robs you both of the decision-making part
Literally how? If anything it's the complete opposite since more options are going to be on the table than the player is ever going to grind for. And the option of grinding shouldn't even be a possibility in the first place if you care at all about the integrity of boss design and have any sort of respect for the player's time. Why do you value the decision making of the progression system over the decision making of the actual battle gameplay? The progression system is a means to an end, not an end unto itself.

>What if I told you that it isn't?
You're not addressing the point. The amount of grinding necessary is a completely separate issue from the fact that you do need to grind to unlock job abilities (especially once you reach job lv 9 and abilities start costing 3500 JP+ to unlock), and that because of this, your ability to form an effective strategy is severely limited by this massive timesink. If you're telling me I don't need those abilities, you need to stop restricting my agency, asshole

>While annoying for sure, it's a non-issue since this info is readily available anyway.
Well, it comes back to integrity and whether the game stands on its own design. A game about strategy shouldn't require you to look up outside info to help you solve something without taking an unreasonable amount of time. As a player, I don't use guides. An RPG is wholly uninteresting when I can just look up the optimal build, the whole point is to figure it out for yourself, but you can't even figure it out when you have to spend so much time unlocking stuff to see what options are even available to you in the first place
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>>3661517
>Literally how?
I just explained how, I'm not exactly fond of having to repeat myself. On the one hand, giving the abilities out as freebies means the player never has to think about jobs and roles ever when it comes to progression. On the other hand, you're gating the players' abilities, meaning that players who are unable or unwilling to come up with a winning strategy can no longer push through by sacrificing some of their time.
>Why do you value the decision making of the progression system over the decision making of the actual battle gameplay?
I value both the tactical aspect of the combat itself and the strategic aspect of building your characters over the course of the game. As a bonus point, it also adds to replayability, allowing you to try out different builds or go for challenge runs.
>The amount of grinding necessary
This "amount" is based on your delusion that you apparently absolutely have to have the jobs maxed out as soon as you get them. Like I said, if you're not turning off random encounters all the time, you're going to accumulate a nice amount of JP through natural progression. As long as you're actually thinking about where you're putting them you're not going to run into much trouble, and 99 times out of 100 you're going to have the tools you need to throw together a viable comp against whatever boss.
>If you're telling me I don't need those abilities, you need to stop restricting my agency, asshole
It's immensely funny how you don't realize that it goes directly against your argument about story-gating abilities.
What is even funnier, is that you're so adamant in your turboautism about having to play on hard mode, and then you whine about the game being too hard because the devs don't just hand out every ability ever to you.
>As a player, I don't use guides. An RPG is wholly uninteresting when I can just look up the optimal build
Nice strawman, but we weren't talking about guides and netdecking optimal builds here.
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>>3661524
>On the other hand, you're gating the players' abilities, meaning that players who are unable or unwilling to come up with a winning strategy
so in other words you only reason is that you want retards who can't git gud to be able to win. Why not just turn the game into a book while we're at it?

>I value...the tactical aspect of the combat itself
evidently not from basically every other point you've made so far and from the way you've disparagingly described hard mode fights as "autistic number crunching and a rigid turn by turn plan"

>you apparently absolutely have to have the jobs maxed out as soon as you get them
I never said anything of the sort. In the context of the game as it currently is, it seems like it's balanced such that you could pretty cleanly have four abilities unlocked by default, and then 3 more unlocked for every subsequent crystal awakened, unlocking the final ability and mastering all jobs for all characters at the earth crystal (as what remains after is basically a superboss gauntlet). "Natural progression" isn't going to do that for even one job in BD, I've had to stop and copiously grind just to get to job lv 10 and I'm getting close to the fire crystal. I got to like chapter 7 on a previous attempt and I remember that I still never mastered a single job because of how absurdly long it took.

>It's immensely funny
that you of course didn't either pick up on the obvious joke or are baiting me into this reply out of some desperate attempt to make me look bad

>then you whine about the game being too hard
at what point did I do that? In fact, I think that the game should be harder, and I think the changes I suggest would make it so (as do you of course, going off the first point here). Like I said in a prior post, I'd like the random battles to have an actual point as a resource tax rather than just being grind fodder, which would mean disabling your ability to turn them off (and possibly also removing all dungeon shortcuts).
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Boomers are busy working
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I don’t believe anything can beat FFT’s soundtrack
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>>3658917
Off topic, but I want to learn this; When am I supposed to use highkey and lowkey? Thanks in advance.

Also 2 is better and Gloria is a cutie.
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>>3658917
the sequel is shit though

>>3661184
hard is easy as long as you know what's good before you play it and route your job growth accordingly. I think you aren't intended to play on hard mode without metagaming a little.

try actually looking up what all the job abilities are instead of just using random classes you like
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>>3661654
Honestly it's not even particularly difficult even without metagaming. I've had to grind a lot, but I've made steady progress. It only starts to get truly obnoxious with the optional rematch fights
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>>3661663
well i mean while minimizing grinding, obviously if you grind a bit you will have higher levels and more job options even if you are blind playing, which is what i did on my playthrough, though i did look up the abilities at least to make better decisions on how to build characters.

still some bosses are tough and will take you by surprise and you will probably have to retool your setup a few times.

until you unlock the broken shit anyway



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