Haiku-Review:
coin enthusiast
dares birds, dragons, and mummies;
it's not Scrooge McDuck?
Additional Comments:
Honestly did not expect this to be my first Wii U title to hit the books since I've had New Super Mario Bros. U finished for over a year now. Unfortunately, I've been mired in challenge hell with that game and it's rather sapped my energy. Nevertheless, Captain Toad is an equally brilliant game to open up the road for the Wii U, a console I've really come to love despite thinking it was going to be a flop upon release and having heavily derailed the GamePad. My whole Wii U prognostication turned out to be nothing more than baseless opinion as some truly amazing games have come along for the system and it turns out the GamePad is a rather comfortable and easy to use controller. I could still say some snide remarks about some of the more gimmicky features of the GamePad, and I will in relation to Captain Toad, but first I wish to muse about the magnificence of this wonderful little title.
Captain Toad proved to be a game to be on the look out for when Nintendo first showed glimses a couple E3s ago, and am I ever glad I kept it on my radar. Even in the beginning, it appeared to be one of those rare games that showcases a unique charm and innocence, which is surprising considering it's a Marioverse spin-off - not that charm and innocence should be surprising for anything Mario related, but the fact that it took those qualities to a whole new level. Toad's not out to save the world; he's just after a few coins is all. Ok, maybe Mario's been after a few coins throughout his adventures as well, but Toad's quest feels so much more down to earth than Mario's high-flying, globe-trotting, Bowser-defying exploits against the greatest denizens of doom that the King of Koopas can muster forth.
However, the down to earth quality nearly worked against Captain Toad. The first book is so short and easy that doubts regarding its worth quickly surfaced. I fully expected the game to fall on the easier side, but it was too easy. Even the challenges proved dauntless. A funny feeling crept over me to the point where I had a hard time coming to grips with the game being anything more than a $10 download. Not only that, but I couldn't quite digest Nintendo's development time - a bare minimum of two years to make this? The content is damn near negligible. But then, something wonderful occurred - something truly unexpected considering the presentation of the game up until that point. Captain Toad's journey continued. Well, to be precise, Toadette carried the baton, or in this case, the pickax, proudly forward, hot on the heels of Toad. And when that was done, there was even more. I think Nintendo's tactical surprise further boosted the game's overall affable charm captivating our hearts with unexpected material after being suckered in by an initial staff roll. It build on the idea introduced during King K. Rool's battle in Donkey Kong Country, except instead of a half-assed continuation to a very straight-forward fight, we're practically getting a whole new game, and then again, and again. I'll admit, after the second book, I was genuinely shocked to see yet a whole other treasure hunting experience on offer as the first two books felt a little on par with what I originally expected in game length, even if the difficulty still seemed to measure up on the easy side.
Despite the first book masquerading as a preschooler's bead and wire toy as far as challenge was concerned, the stages and puzzles were quite innovative. A majority of the touch screen puzzles especially fascinated me, which is rather surprising considering my disdain towards touch screen shenanigans - not just here, but in all walks of technology in general. However, the lack of difficulty continued to trend relatively level through far more of the game than it should have. But then, it's tough to judge. The game's core tenets need to be fully understood in order to better comprehend the difficulty scale. Are we to interpret difficulty by the complexity of the puzzles themselves or should the various threats be accounted for? I only question this because a large number of levels are strictly puzzle based, even if some imminent dangers do exist. It's just that a lot of those dangers can be regarded simply as obstacles as opposed to actual dangers - think Shy Guys, Bullet Bills, or Chargin' Chucks. Levels that utilized more proper enemies typically had a higher degree of difficulty, yet these levels were almost haphazardly strewn among the various straight-up puzzlers which in the end created a very skewed line of difficulty as well. So while the difficulty curve remained relatively flat for much of the game, jagged spikes would suddenly appear without warning every now and again. But I found myself embracing these spikes as they typified where I believed, or at least hoped the average difficulty should have been for most of the game as opposed to the easier than apple pie interpretation.
Speaking of the touch screen mechanics, the Wii U's GamePad plays a vital role in the way Captain Toad is played. As I said, I hate touch screen mechanics, be it on the Wii U, touch screen computer monitors, smart phones, self checkout registers, ATMs, whatever...simply put, I hate it. I'd pin it down to the old fogey in me protesting change, but then I look around and see so many people who are older than I embracing it with open arms. To me, it feels like short-sighted, and very expensive to replace technology, but that's all a whole other argument that has no place occluding Captain Toad. If anything, I found most - most - of the touch screen puzzles and mechanics worked beautifully. Some, like rotating gears or turrets, or temporarily stunning the various enemies hinders or slows down the game's pace unnecessarily.
Allow me to expound on this, but first, let me clear up my actual issue with the extraneous control features of the Wii U, namely touch screen and the microphone. Nintendo has a track record for coming out with gimmicky products, but unlike a lot of people I applaud them for that as it's usually very innovative in terms of approach to video games that other companies may or may not pick up on down the road. Sure, Nintendo can't exactly compete with the other two big dogs currently on the block, but I've never really viewed Nintendo as direct competition to them. However, because of this, Nintendo likes to take chances with silly ideas or take brilliant ideas and unfortunately make poor decisions regarding how to best make use of them. The Wii U GamePad is a perfect example of the latter. In general - again, old fogey change is evil alert - I dislike the second screen experience, but I can see great use in it if utilized correctly. Sadly, I've yet to see Nintendo do this outside of Nintendo Land - a brilliant game, by the way. Most of the time, the GamePad is just mimicking the TV, which essentially obsoletes the TV. Except, I have no interest in obsoleting the TV as I'd rather play the game on my nice 72" behemoth then this puny little screen sitting six inches from my face. I've already explained my aversion towards handhelds while discussing Me & My Katamari. Why would I want to play another handheld, especially when I'm playing a console that's, well you know, a console? And by that, I mean it can hook up to my big ass TV!
I know what you're thinking, "But Mr. Peters, no one's forcing you to play Captain Toad using the micro-vision screen on the GamePad." That's true. Except I have to constantly advert my eyes from screen to screen whenever I need to quickly tap a block, or spin a wheel (which is the worst offender), or immobilize a charging Shy Guy. And while the damage may be minimal, there's fractions of a second lost that can possibly spell doom. Mummy-Me Maze Forever is the perfect example of this nonsense. To put it in more contemporary terms, it's akin to the anti-driving and texting referendums that are sweeping the nation. Again, fractions of a second are at stake. Ok, we're safe in the virtual world of video games unlike the real world, but when constant momentum is necessary only to be nominally distracted while we redirect our eyes, that's a problem. The reason Mummy-Me Maze Forever is especially poignant is that an already frustrating stage now suffers secondary levels of difficulty that are artificially increased by second screen stupidity. The solution, bypass the TV and just use the screen on the GamePad. That's a stupid fucking solution. Why? Because it's a game for a console system which allows me to play it, again, on my big ass screen TV!
But the touch screen isn't the most infuriating aspect of the peripheral controls. Blowing into the microphone takes that prize. This is something that already bothered me in Nintendo Land's Donkey Kong's Crash Course - a great game that was unfortunately ruined by an incredibly asinine mechanic. Blowing into the mic is one of those ideas that might sound great on paper - I italicize "might" as even on paper I have a hard time believing this to ever be a worthwhile addition to any video game - but just sucks in practice. As a whole, video games are pretty juvenile. I accept that, and I believe most, if not all, of the gaming populace accepts that. What bothers me is when video games make use of mechanics that work as a reflection of just how juvenile they can be. Blowing into a tiny set of slots on a Wii U controller, to me, emphasizes not only how childish this game is, but how childish and immature I'm being at that very moment. I'm embarrassed for myself and for anyone who needs to see that. I don't need video games to remind me just how much of a loser I am - that I need to blow into a piece of plastic to elevate a virtual fan-powered elevator just for a bit of light entertainment. Never mind that the necessary excessive blowing required in the optional route for Magma Road Marathon in order to grab the third diamond does not combine well with the fast pace zipped action since you're now controlling Toad with the GamePad about two inches from your face. This is all very uncomfortable, unconventional, and frankly, stupid. Why can't a controller just be, you know, a controller instead of being this glorious extension to our body? Blowing into a microphone is unnecessary and adds zero level of merit to the game. Everything controlled by my breath could have just as easily, and more conveniently been controlled by the press of a button. But that's Nintendo - doing stupid shit because they can or because they think it's a cool new funky way to experience a video game. It's not. It's a pathetic, childish way to infuriate your fan base.
Touch screen, breath control, and a long walk down Easy Street can't stop this game though. All that aside, or hell, even with it included, Captain Toad is an awesome little gem that hooked me from its initial sneak peek and delivered on every promise. I genuinely had fun from beginning to end, well almost end, and the stages themselves were little marvels of architecture. Additional gimmicks such as cloning further sweetened the pot. Actually, I wish the cloning gimmick was used a couple more times. Then again, I wish they made more use of some of the pipe maze stuff or included more touch block stages, but I think moderation may have been key to Captain Toad's success as a game. While including a variety of gimmicks, the developers were careful not to saturate or overindulge in certain gimmicks which made certain stages all the sweeter. Of course, the opposite can be said for a few particular gimmicks that only made a single appearance, such as Shadow Play Alley. To be honest, I found the gimmick here slightly underwhelming as it felt like they didn't make full use of the gimmick's potential, even if it's just a rehashed level from Super Mario 3D World.
Nintendo may recycle a lot of stuff; look no further than Mario. 2D Mario has essentially been built on the same old run and jump agenda from the very beginning. New Super Mario Bros. U, when it comes down to it, is fundamentally no different from Super Mario Bros., but somehow Nintendo has managed to splash on just enough sparkle and glimmer to make us, or at least me, to continually come back for more. Same can be said for Zelda or Mario Kart, but Captain Toad feels fresh, and that freshness feels authentic unlike Zelda's face lifts or Mario's new coat of paint. Captain Toad feels innovative, creative, and it has that certain wow factor that a lot of Nintendo's original IPs are lacking nowadays. And even if it's just another title within the incredibly extensive Mario franchise, it hold its own weight and does so proudly. Sure, it's just another trip through the all so familiar Mushroom Kingdom, but the Mushroom Kingdom has never felt so different - to the point where it feels like we're being introduced to the Mushroom Kingdom for the very first time all over again.
For anyone with a Wii U, Captain Toad is a must buy. Even if the lack of challenge puts you off, I highly recommend this game. Besides, don't worry. You'll get your fill of challenge before all is said and done. But I think having a head for difficulty is the wrong mindset for this game anyway. Captain Toad isn't out to frustrate, but instead offers a fun little romp through some astonishingly creative worlds. At it's heart, Captain Toad exemplifies entertainment through a variety of engaging puzzles and exciting little challenges. Not to mention there's a plethora of jaunty, beautiful and/or magical tunes, notably: Main Theme, Spinwheel Library, and Touchstone Trouble.
Macro-Rant:
Ah! It almost made a clean break by having only been casually mentioned in regards to a completely different issue. Almost. Anyone who's played this game through to the end knows exactly what I'm referring to - that dastardly randomized marathon that is Mummy-Me Maze Forever. I played Captain Toad, rather casually I might add, over the course of several days and suddenly hit a roadblock with Mummy-Me Maze Forever. For anyone banging their head against the wall over this level, let me just say two things: turn off your head lamp and poke the hell out of that screen. Really, this is the stage that made me dislike the whole touch screen mechanic employed by the game. Up until this point, it bothered me, but on a pretty low scale. Cog and turret rotation caused the biggest issues, but even then, whatever, but then Mummy-Me Maze Forever pulled the ends of my frown closer to the floor. There is just so much working against you in this stage: endurance, randomization, a shitty camera that is highly susceptible to the GamePad's internal gyroscope, and the need to immobilize various enemies by placing your hand within your field of vision at times which also can potentially trip up your controls for a stage in which you must continuously be on the move else fall in the clutches of the persistent Mummy-Me. Let's look at each in closer detail.
Endurance. Honestly, I have no problem with running a 15 minute gauntlet. What I do have a problem with is consistently running a 15 minute gauntlet because a combination of touch screen hi-jinx and temperamental camera controls have screwed me for the umpteenth time four floors from the end. Let the fire piranhas pose their own threat, which they more than do, than having Camera Joe and Screen Shenanigans McShane nudge you into their path.
Randomization. I love randomization and I love it here, but combined with everything else it became a presence that further annoyed me mostly by toying with me when it came to mushrooms. It's like the game would hang a mushroom in front of me and then swiftly kick me in the dick. Mushrooms a plenty when I never needed them, and whenever I did, nary a mushroom be found.
Gyroscopic camera controls. Why isn't there an option to turn this off? Having a gyroscopic camera as well as a dedicated joystick for the camera makes no sense to me. Given how certain intersections within the Mummy-Me Maze are concealed with a layer of bricks I found myself constantly adjusting and readjusting the camera only to be thwarted by the gyroscopic camera because I barely nudged the GamePad this way or that. This is a perfect example of an implementation made for the heck of it. Outside of the mine cart rides and the turret controls, I found the gyroscopic camera to be nothing but a nuisance and never was this more true than within Mummy-Me Maze Forever.
Touch screen controls. Without attempting to unnecessarily berate this subject more than I need to for the topic at hand, Mummy-Me Maze Forever showcases just how stupid second screen tomfoolery is. Despite wanting to play as much of this stage on the big screen as possible to help me deal with the fidgety camera and have a more impressive perspective of the playing field, I found myself mostly confined to the small screen for this stage because of touch screen nonsense on the latter floors. But to make things worse, I often found my hand obstructing my field of vision on multiple occasions. This is a huge problem considering vision is already at a premium given how unpredictable the camera can be unless you're the steadiest hand in the west.
In the end, it took me several weeks to finally slay this stage mostly because after two or three runs at roughly 15 minutes a piece I simply had to walk away from the game. Not to mention, as the weeks wore on, I began taking 20 to 30 minute breaks every time I hit an intermission floor just because I couldn't handle the endurance any more. And finally, the intensity combined with all of the aforementioned attributes would just crush my soul by the time I hit floor 46. My final saving grace turned out to be a token of good will from the RNG gods as my final run through the last few floors proved straightforward and nearly devoid of any plant life or ectoplasmic goo. I couldn't believe it and when I finally reached the final floor I cried tears of joy. Looking back, I can't believe a game, that I've admittedly given flack for being far too easy, nearly destroyed me and brought on such an emotional victory, something that very few games have managed or managed for good reason - looking at you card sorting à la Fable.
Thing is, Mummy-Me Maze Forever is difficult for all the wrong reasons and it's pretty much all because of the GamePad. If we took away the GamePad's gimmicky features, the stage's difficulty would be absolutely just - still difficult as hell, but entirely just. The idea behind the stage is endurance and randomization and an almost - I shiver to say it as I hate the term - roguelike lite quality to it, so I can fully accept those qualities if those were the key qualities behind the stage's difficulty. But they're not.
And finally, amiibo support...nope, not even going there.
Rating: 5 biddybuds out of 5
Through various conversations with friends, I've often tried to produce a list of all the video games that I've beaten over the years. Alas, this list is much harder to produce than I imagined. And so I thought, what if I made a list of what games I've beaten from here on forward? I wonder just how many games I can make it through. Can I beat all games? Such a feat is impossible, surely, but we'll find out just how far I can get.
Showing posts with label Macro-Rant. Show all posts
Showing posts with label Macro-Rant. Show all posts
Friday, April 24, 2015
Wednesday, November 13, 2013
FC - Final Fantasy II
"How To Use Magic"
wait, how do you use magic?
I am so confused
Additional Comments:
Like most Westerners, I fell under the sway of Square's cruel localization hoax where Super Nintendo's Final Fantasy II masqueraded as the true sequel to Final Fantasy. However, since I never played the Final Fantasy series as a kid, I wasn't particularly affected by the misnomer like others were. As such, I had no issue calling the SNES titles by their real names, Final Fantasy IV and Final Fantasy VI, when Square's trickery became apparent, i.e. the west was finally introduced to the real Final Fantasy II via Final Fantasy Origins on the Sony PlayStation. Truth be told, I found out about the real Final Fantasy II and Final Fantasy III some years later when I fully realized how awesome the original game was. While I enjoyed FFIV (FFII for us Westerners), until I fell victim to bad save practices and very nearly threw my controller through the TV screen and chucked the disc out the window, I didn't share the same enthusiasm most players had for it. It should be noted I was playing Final Fantasy Chronicles, hence the term, "disc." The only reason I didn't chuck it was because I was borrowing the game from a friend of mine, and I was attempting to play through Chrono Trigger for the first time ever. It should also be noted that this was the only time in my gaming history that I had gotten angry enough at a game that I actually wanted to see harm befall it. I've had some other ill begotten doozies happen over the years, mostly all save related, but I've never had anything anger me as much as FFIV, something of which Sven and I jest about to this day. Point is, while I enjoyed FFIV up until said moment, I found the first game to be vastly superior and I always wanted to play more of the 8-bit Final Fantasy experience. I know that's probably blasphemy for most Final Fantasy fans, but as they say, to each their own. (Wow, talk about an overdose of the phrase, "Final Fantasy.")
It's foggy when I first learned about FFII and FFIII, but it was some years before I knew they were both Famicom titles. This was both a blessing and a curse - a blessing because it meant more 8-bit goodness, but a curse because, well, I can't read Japanese. And let's face it, while at a basic level RPG's are still playable under these circumstances, without being able to understand the story, what's the point? Of course, Origins solved that problem for us. Unfortunately, I don't own Origins and I didn't want to play a PlayStation reinterpretation of the game as my initial playthrough. While theoretically, it's no better, I dug up a translated ROM. Still not the real thing, but at least I'm on an emulated Famicom. Meanwhile, my actual Famicom is left to wallow in forgotten sadness for the time being (stupid TV connectivity issues to blame there).
Before I move on, I want to briefly touch on emulation. While I would always rather play the real thing, there's certain circumstances when that just isn't possible. Unfortunately, a few years ago, most of my gaming devices sat in a dark corner in the closet and I took full advantage of emulation. I mean, why not? The gaming library is literally endless. Thing is, emulation is great, except that it creates a lot of bad habits, namely the notorious save-stating. Save-stating can be a tough habit to break, especially when you wish/need to return to emulation due to extenuating circumstances, such as playing a translation. After all, we're talking about an RPG, and like I said, if I can't understand the story...? Yea.
Turns out, after reading a few reviews on the game, Final Fantasy II is a bit of a double whammy when it comes to legitimate play. Time and time again, I read claims how you need to abuse Square's new leveling process in order to even have a fair chance at beating the game. Instead of utilizing a simple kills = (n)XP with leveling at set intervals, like most RPG's, Square opted for a more dynamic system that is based on skill or attribute usage. I was skeptical, but soon found that it was vaguely reminiscent of Ultima Online's system, which I've always been a fan of, except for the fact that it is rife for abuse. No surprise here that so many claimants suggested the same stat-boosting tactics. I never abused the system in UO, and refused to do so here, so bring on the difficulty.
Based on what I've read, there's either a lot of love for Square's alterations, or a lot of hate. At first, I jumped right on board the hate bandwagon. Being used to the traditional leveling format, FFII's system felt confusing. Sure, it felt vaguely similar to UO's, but there was something awfully clunky about it. The magic system alone threw me for a loop. In fact, I put in a good hour or two of play before I finally discovered how magic works. The idea of buying what I can only assume are scrolls never triggered the idea that I had to learn the spells before I could make full use of them. Why? Why is there an extra step thrown into the magic system. This soured for some time until eventually I realized there is merit given that every character has a fair and equal chance at learning the various spells - not to mention making use of the various weapons and armor. Hmm....
I'm not a fan of this classless society used in FFII. It's similar to something that's always bothered me about the Elder Scrolls series: player characters using/doing whatever the hell they like, whenever they like. I miss the restrictions of the original Final Fantasy that present obvious strengths and weaknesses within each character mold. In FFII, my methodology included dependency based on each character's Agility score - typically awarding cures and defensive magics to whomever had the highest Agility therefore allowing for such magics to be used as early as possible in a given round of combat if necessary. Sounds reasonable, but it's a rather trivial way to contrast any potential differences between characters. Hint: there are zilch.
Another massive annoyance introduced in this game, and something that has equally irked me in any game that's made use of it, is disposable heroes. Whereas I can easily become attached to those characters who are in it for the long haul, I have no desire to nurture these one-off idiots that join my party only to leave after the next main objective is completed. Fuck them! I'm not going to waste money on them or invest any of my treasures. Therefore they're stuck with the same shitty gear they showed up with. Heck, if they died in battle, unless I really needed a fourth warm body to soak up a few hits or mildly chip away at some grotesque creature, I just left them where they fell. Even with the benefit of backstory I have no will to help these fools. Except for Leila that is. She turned out to be pretty badass near the end of her tenure. And there's that same aggravation as she walks away from heroism and fame. Fantastic! I get to putt around with Prince Cries-a-Lot again. What a useless fuckup.
I couldn't help but find myself continually returning to the question of Final Fantasy or Final Fantasy II given how drastically the leveling mechanics were changed. In the beginning, while I appreciated the system, I abhorred it. But as the game went on, I found that it kept the game in balance. Unlike the original Final Fantasy, I never had to grind for experience and I never felt like I had my back up against the wall. Sure, there were two locations that tripped me up a bit: spelunking deeper into Dist Cave to place the Hiryuu egg in the Spring of Life and tackling the inner depths of Jade, but for the most part, the game felt right on target. But I think a lot of Dist and Jade was a result of leisurely gameplay. I can confidently hypothesize given my half-assed yet successful battle strategies used in the Whirlwind, Paramekia, and Pandemonium, I could have easily swept these two areas as well. Honestly, if it wasn't for Dist and Jade, I'd say the game fares far too much on the easy side, despite the contrary opinion that the difficulty in this game far exceeds that of the first. Scratch that. Given how easy Pandemonium turned out to be, as well as the Emperor himself, of which I did not use the game breaking Blood Swords (sort of forgot to equip those before the battle), Final Fantasy II is an easy game. Yet even being considered easy, I'd still say the game is far better balanced than the first thanks to the dynamic leveling system. Of course, if the system's abused, the game's a cakewalk. I don't know - it blows my mind that people even need to abuse the system.
So Final Fantasy or Final Fantasy II? It's a tough call. They each have their pros and cons. I like the more open world feel present in the latter half of the original game. FFII felt too linear from beginning to end. FFII has a more fleshed out story which is amplified by one-off characters jumping in and out of the story. However, one-off characters remain alienated compared to the core party and sap just as much energy out of the game as they bring to the game. I like both leveling systems, and would like to hand my accolades to FFII's, but there is inherent flaws in it as well - such as the difficulty in raising one's HP when their combined Evade and armor pretty much prevents them from ever being hit. Not even kidding, I think Frioniel finally topped 1000 hp somewhere around Jade. I think I still prefer the original game, but only by a tiny margin as there were some definite improvements brought to the table by the sequel. If I had to recommend an 8-bit Final Fantasy, I'd go with the original as it's more "traditional" in an RPG sense. Of course, I've yet to play the third installment, so that could eventually change. But that's not to take anything away from FFII. While I thought it was a bucketful of poor decisions in the beginning, it turned out to be a solid game by the end with some incredibly fresh ideas.
Regarding music, there's some enjoyable tunes throughout, but much like the original game, the selection consists of only a few short tunes. Fortunately, they never become a nuisance, but you do eventually grow numb to them since you hear the same three or four tracks over and over for hours on end. However, a couple highlights include The Old Castle, Magician's Tower, and Castle Pandemonium.
Macro-Rant:
I'll admit that most or all my arguments are always subjective and highly opinionated, but there's one area of the game where I feel the term subjective can clearly be thrown out the window. The combination of inventory screen and item usage is disgraceful. I just don't understand what Square was trying to achieve with its unnecessary belt tightening. The inventory screen is a clear cut case of "if it's not broken, don't fix it." Not only did Square botch the inventory screen, they fucked it up beyond compare.
Up until Final Fantasy II, I always considered Super Mario RPG to have one of the worst inventory screens with it's 29 unstackable slots. At least equipment got their own sub-menus as did special items. Here, everything: items, weapons, armor, unlearned spells, and yes, even persistent quest items are subject to the inventory screen's mere 32 slots - ok, 40 slots if you count each character's Item slots as well. I'm unsure what's the bigger transgressor here, unstackable items or the fact that quest items are thrown into the inventory slowly depleting available space for useful antidotes and elixirs. And there's a lot of them too - nearly half the inventory screen falls into disuse thanks to these items. While I understand some are pertinent throughout the entire game, some serve no purpose beyond their initial use and I can't even begin to fathom why they are not removed from inventory. Items like the Egil Torch, the Sun Flame, the Warship Pass, the White and Black Masks etc. are all single use items that should be removed afterwards. Why do I still have these items? If anything, why can't I trash them after their sole purpose has expired? How can Square fuck up the inventory screen this bad!?
And speaking of character Item slots, why bother? Between the uselessness of battle items and the sub-par functionality of the various inventory screens themselves, it just isn't worth using these slots for anything outside of extra storage for some Phoenix Downs, an item I amazingly never made use of throughout the whole game, or other miscellaneous treatments that can be used between battles. I suppose limiting each character to so many potions or battle items per battle could constitute some form of strategy, but since the whole of the inventory can only hold so many items to begin with, it's potential strategy for maybe one battle. True, this could hold merit in terms of boss battles, but most bosses are no more a danger than any run of the mill battle. There's no need for extra strategy utilizing battle items unless you just don't understand basic RPG semantics and can't seem to wrap your head around any given battle. I played the game rather lazily in regards to most of my battle strats and never once did I regret trashing a Hellfire, a Fang, an Ice Wind etc.
Nano-Win:
For once, an RPG exists that properly values inn costs! This is something that has always bothered me in pretty much every RPG ever. I've never understood why developers can't devise basic equations that factor in HP into the cost of an inn as opposed to just up-charging the cost 100 gold or so in each successive town. That logic has never made sense to me and inevitably becomes broken if you can ever travel back to the starting town with ease as was evident in the original Final Fantasy. If for anything else, I can only graciously heap boatloads of praise on Square for finally retooling inn costs. Sadly, I don't remember how inn costs were handled in FFIV and have a suspicion that Square eventually returned to the flat rate scale.
Nano-Rant:
I found the Chocobo to be entirely useless in this game. The Chocobo Forest was way too far out of the way to add any intrinsic value to the game. Maybe if there was a second grove? I don't know, but as is - pointless.
Rating: 4 ORBS out of 5*
*SHUT UP!!
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