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  1. Viewing Profile: Topics: Dio Brando

Dio Brando

Member Since 01 May 2012
Offline Last Active Yesterday, 08:01 PM

Topics I've Started

Final Fantasy VII Remake shifts toward internal development

Yesterday, 05:12 AM

Source:Nova Crystallis http://www.novacryst...al-development/



Square Enix is shifting development of Final Fantasy VII Remake in-house. According to several comments made during a special broadcast, it was revealed Naoki Hamaguchi, who was previously in charge of the development for Mobius Final Fantasy, will be taking on the top developmental role for the highly-anticipated remake. He made the following comments during the show:

“So far, development (for FFVIIR) has been carried out mainly with the support of external partners. However, in view of factors such as improving quality when the product goes into mass production in the future, the company has decided to shift the developmental system back to within the company, so as to maintain a stable schedule and have control over factors such as quality. We will be forming a robust system within the company to properly carry out the development.”

It seems Naoki Hamaguchi will be focusing his attention on Final Fantasy VII Remake in light of recent recruitment listings looking for various staff positions. It’s currently unknown what this means for Square Enix’s previous collaboration with outsourcing companies such as CyberConnect2.

And Y'know what that meaaaaaaaaaaaaaaaaaaaaaaans

Persona 5 Review

27 May 2017 - 09:03 AM

It’s no secret to anyone who knows me that I’m a tremendous fanboy of the Shin Megami Tensei franchise ever since playing SMT IV in 2013 but I won’t spend much time gushing about that game so instead I’ll shamelessly plug my two reviews of the game and it’s sequel
In 2015 I managed to get into the Persona spin-off series of games with Persona 4 Golden on the Ps Vita.It took me a whole summer to finish the game and I loved my time with it so much.For a while P4 was on my top 3 favorite games of all time and it’s still a game I love to death but some issues with the game’s structure and pacing that set it a bit back from being my favorite SMT game.
And then Persona 5 finally arrived,after quite the long development cycle and a gap between the Japanese and English releases that lasted for more than a half a year.I spent well over 98 hours playing the game non-stop for almost two months and marathoned most of it during the last two weeks(I played 12 hours a day and couldn’t stop playing) And man.....oh man did I never see it coming(literally) .


The Fabulous Phantom Thieves of Hearts
In the year of 20XX(eyy look it’s the Mega Man calendar) you are a 16 year old student who got unjustly sued for a crime he didn’t commit and as a result you have been transferred to Shujin Academy in Tokyo under the care of Sojiro Sakura and immediately you’re ostracized by society for your supposed criminal record and things has just started to get worse for you as both you and one of your classmate accidentally discovers the metaverse in which you meet the talking cat Morgana who explains that you’ve been stumbled into a palace formed from the distorted desires of Kamoshida,an abusive teacher with a history of violence and sexual harassment towards his students,eventually you’ll meet Ann Takamaki,the half-American girl who’s one of Kamoshida’s victims as the three of you work together with Morgana to use the metaverse in order to steal Kamoshida’s treasure in the metaverse from his shadow which would result into a change of heart that would force him to confess his crimes.And thus the Phantom Thieves of Hearts were formed.A group hellbent on enacting a social reform in which they change the hearts of rotten corrupted adults and give hope to people who’ve been ostracized by society the same way they were.
If this synopsis of the beginning of Persona 5 sounds much more exciting and eventful than Persona 4’s very slow prologue to you,then that’s because the game has a much better pacing for it’s story compared to the previous two games in the series.In Persona 4 it took 8 hours of barely anything happening just to get to the first dungeon,but in Persona 5 right from the first hour you’re thrusted into Kamoshida’s palace to start exploring the dungeon.Sure it had it’s tutorial heavy moments but they were much better paced throughout the dungeon and the pace felt more fluid and natural than it was in Persona 3 and 4.And for the most part the game keeps the excellent pacing as you progress through the story,explore the palaces & mementos,bonding with the confidants(the new social links) scattered throughout Tokyo.....etc.
But what I love the most about Persona 5 is the dark and disturbing themes about society that it tackles.From it’s main theme of enslavement by a fate unjustly set for you, to suicide,depression, plagiarism and even politics later on and even themes that used to be only in the mainline SMT games.In a way Persona 5 harkens back to it’s Shin Megami Tensei roots more than any game in the series since Persona 2.It’s basically the best of both worlds where it feels close to it’s SMT roots while keeping what made the Persona games so beloved in the first place.Combine that with an excellent cast of characters from your party members to the different confidants you bond with throughout the game who feel much more fleshed out and relatable than previous games and you get one of the best stories you could ever find in a video game in my opinion.But the greatness of Persona 5 doesn’t stop here my friends cuz it gets even better


Watch out for that chalk piece,ya'll need some mad charm and proficiency to dodge it
Just a refreshment for those who haven’t kept up with the series:The modern Persona games from 3 onward are split into two halves:The social simulator part where you go around,do part time jobs,study along other activities all while trying to increase your social stats and bond with many NPCs through Social links.The other half is classic SMT dungeon crawling where you explore dungeons,fight demons,recruit them to make powerful Personas that you can fuse in the Velvet Room where Igor and his assistants resides, and do classic JRPG turn based combat.
The social part of Persona 5 has been significantly improved compared to P3 and 4 in almost every way thanks to the Confidants(The new name for the links here) as almost each and everyone of them provides you with lots of benefits in and outside of battles.For example: Progressing through Mishima’s Confidant link will allow your party members in stock to gain experience even if they’re not used in battle(think EXP.Share from Pokemon Gen 6 and onward),progressing through Ohya’s will lower the security level increase when exploring palaces(which I’ll get to soon),while going through Dr.Takemi’s Confidant will give you huge discounts for healing items in the clinic shop on top of making very OP healing items like the Life Ointment which fully heals one fallen party member and it’s cheap to buy too....and the list just goes on.
This is excellent as it gives the player even more incentive to seek all the confidants to link with everyone one of them(though most you won’t be able to until New Game+) on top of what I mentioned earlier about the confidants having more interesting stories behind them than most of the Social links in P3 and 4.On top of that the game gives you a much bigger time frame to link with them as it gets rid of the huge time skips that were in 3 and 4.To give some context,in P3 and 4 sometimes during the plot the game will just skip a whole month or two and that’s not even in the end of the game which barely gave you enough time to bond with anyone beyond your party members as you need some high social stats just to start some links so those random time skips were a really bad game design for games that puts a huge emphasis on time management.
In Persona 5 however that issue has been fixed *for the most part* as the game gives you a lot of time and won’t skip a single day on you without your consent which gives you a lot more time to manage your links with your trips to the Palaces and Mementos(more on that soon).Unfortunately though, Persona 5 still kinda suffer from the same issue of having some links be very demanding when it comes to social stats.For example,just to progress through the halfway point of Makoto’s confidant link you need max level 5 charm which,unless you already took part time job and knew which magazines to purchase to increase those stats,it’s gonna take a really long time to increase those especially when you’re trying to increase other stats like Kindness and knowledge and that can be pretty cumbersome to manage especially if you were planning to romance a demanding link like Makoto. But besides that I’ve had a pretty good time with the revamped social sim features in Persona 5 and it’s overall much better than previous games despite few things that needed some more polish


Studying at day,Fighting demons and pulling heists in the afternoon.Just another normal day for a highschoolar
As the leader of the Phantom Thieves,your dungeon experience is divided between two types of dungeons:The Palaces in which you invade to steal the distorted desire of the corrupt adult that the group is currently targeting, and the depths of Mementos,the palace of the general public of Tokyo in which you do sidequests submitted on the Phansite and explore the randomly generated dungeon layouts.
If you noticed that I bundled the randomly generated dungeons with Mementos in that statement.That’s because unlike the previous two games,Persona 5 goes back to a more traditional and more refined SMT dungeon crawling experience as the Palaces,the main dungeons in the story,are not randomly generated like how Tartarus from Persona 3 or the TV world from Persona 4 used to be.Each palace has a set number of floors and each floor has it’s own map lay out and studying them can ease your exploration a great deal especially when you’re going for hidden chests scattered around the palaces.
Demons\Shadows roam around and you can ambush them by utilizing the game’s cover system to hide then jump on them to initiate a preemptive strike before battle which works pretty well for the most part.Some floors have safe rooms in which you can heal, save the game(think of them like the safe rooms from Final Fantasy IV),teleport to previously visited floors and exit the palace if you want to.When you explore a palace be aware of your alert meter as it fills up everytime an enemy finds you and if it reaches 99%(which rarely happens if you’re careful)you’ll be automatically kicked out of the palace to try another day.The goal of each palace is to locate the treasure that represent the palace’s master’s(A.K.A the Shadow-self of the corrupted target)
What sets Persona 5 apart from the previous games and every other SMT game out there is how stylish and beautiful the aesthetics of the palaces you explore are and the variety of themes each palace is centered around as you go from a castle to a museum to an ancient pyramid to a floating bank in the sky to firetrucking Spaceship and casino.It makes exploring each palace more and more exciting as you progress through the game and anticipate what’s the next palace gonna look like.Sure Persona 4 sorta had that with the TV world but the randomly generated layout doesn’t take any advantage from it,but in Persona 5(which has actual dungeon design) makes much more use of it to showcase different scenarios during the cutscenes,some decent puzzle solving and storywise tells you more about that person’s psyche and how they see the world around them in a much better way than Persona 4
The only gripe I have with the Palaces is the fact that you can’t go back to a palace once you steal it’s treasure and enact the change of heart.Sure story-wise it makes sense but if you’re a completionist this can be a bit of a nightmare if you’re going for a 100% playthrough as you gotta make sure you get every chest and collect every demon you can possibly get(tho most of them respawn in mementos so don’t worry) before fighting the Palace’s boss.Another nitpick I have is how often your progress can be interrupted by a cutscene while playing,it’s not bad in most dungeons but it can get a bit obnoxious in later parts of the game.


The battle system of Persona 5 still utilizes the Press-Turn system that was introduced in SMT3 Nocturne and was later modified for every Persona game from 3 onward in which if you hit an enemy with their weakness you get an extra turn to keep attacking the other enemies.But Persona 5 adds even more tweaks to streamline it and make it more fun to play and more accessible.For example once you register an enemy’s weakness you can press R1 to automatically target the enemy’s weakness and switch to the Persona in your stock that has the spell you can use to exploit it.It might sounds like a little addition but it helps keeping up the pace of battle without needing to scroll through the menus every time you enter a battle.


The Memetastic Fantastic battle UI
Another change that I absolutely love is the new battle UI. Now each command is mapped to a different button which grants you a much quicker access to them without scrolling through menus like before as X is used for normal physical attacks,Up on the D-pad for guns,Triangle for Personas,Square for Items and Circle for guarding.It helps a lot especially when you’re grinding and this speeds up the monotony of the process and makes it much faster and less tedious especially since now the animations for persona summoning and attacking plays much faster compared to previous games in the Persona series which keeps up the pace for the game as smooth as a console turn based JRPG can get


Hey Pix,wanna become my new fancy mask xD
Demon negotiation is back and it’s a feature that the main series is more known for but was also featured in Persona 1 and 2 before it got dropped in 3 and 4 when the demons were dropped for Shadows. Once you knock down all demons by either hitting their weaknesses or landing a critical hit you’ll issue a Hold Up in which you have two choices,initiate an All-Out-Attack to deal massive damage or start a negotiation.Negotiation here is much more simplified than what was in previous SMT games especially P1 and 2.You can ask for three things:Ask for the demon to join you and become a Persona,ask for money or ask for an items.
If you choose to ask the demon to join you you’ll need to answer two questions and how each demons responds depend on the attitude listed on a demon when you examine them.You can ease the negotiation process even further by finishing the confidant links of your party member in which sometimes they’ll interrupt the conversation if you’re failing and force the demon to give you a second chance.
I love that they brought demon negotiation back because I couldn’t stand Shuffle Time from Persona 3 and 4 where the Persona you’d get is entirely dependent on a random drop at the end of a battle and that’s assuming you could get Shuffle Time in the first place so I’m so glad they brought it back heck the fact that demons are back as enemies is a huge plus for me as it’s better than the bland heartless-esque shadows from the previous two games.
Buuut I have a nitpick with the negotiation process in P5.Because of how much the process has been simplified,you’ll find it more likely to encounter demons that would respond to your answers the same way as a previous demon you just encountered a few moments ago especially since they don’t demand item and money like usual.That and the fact you can only issue a negotiation if you knocked the enemy down which makes trying to obtain low level Personas a bit of a pain if you’re looking for one to use in fusion.
In terms of length,Persona 5 clocks around 100 hours on average if you’re playing on normal difficulty or lower which is longer than Persona 4 by an additional 20 hours added.And while the game was paced much better than the previous two games and I personally didn’t find it an issue,I can see why the game’s length might feel a bit too bloated to some as there are some scenes and dialogue that the game could’ve done easily without like a lot of the phone group chats that most of the time have characters either summarizing what you just did or them saying the same thing a lot of times just with different sentences


Slaughter your enemies with STYLE
Graphically speaking,the game utilizes a modified version of the engine Atlus used for their first HD outing Catherine(For Ps3 and Xbox 360) as the game was originally developed for Playstation 3 before the Ps4 version was in development.The game looks more or less the same between the two versions only that the Ps4 version plays in a higher resolution.While the game won’t set any records in polygon count or raw graphical power compared to other Ps4 games,Persona 5 totally makes up for it with it’s unique art design.
This game oozes with style in almost every corner.From the creative use of the game’s primary color choice of Red,White and Black,to the stylish battle UI,to the animated cutscenes(produced by Production I.G) especially the opening,to the finishing screens that each character has after an all-out-attack,to even the freakin menus including both your main menu and the menus for the Clinic and weapon shops.It nails the feeling of being in a comic book\manga and it’s so pleasing to look at especially when you traverse through the beautifully designed palaces.It’s the most beautiful looking Shin Megami Tensei game I’ve ever seen and I can’t wait to see what they can do in future titles like SMT 5 and hopefully Persona 6
The soundtrack for Persona 5 is once again composed by long-time SMT\Persona composer Shoji Meguro who’s been composing for the franchise ever since Persona 1 and his first big contribution to Atlus with the soundtrack of SMT3 Nocturne and Persona 3. The game has around 110 tracks in total and my God......they nailed it.
This is,in my opinion,Meguro’s magnum opus and the best soundtrack that I’ve ever listened to in a Persona game by far.From the jazzy tunes like the Bank Palace’s theme “Price” to the amazingly catchy J-pop songs like the game’s main battle theme “The Last Surprise”, endgame songs like “Rivers in the Desert” to my favorite vocal theme in the entire game “Life will change” which plays in the last part of a palace leading to the treasure,to the soothing “Beneath The mask” theme that plays in Tokyo to emotional set pieces like “Regret” and “Alley Cat” ....the list goes on.It’s simply a masterpiece that I just keep humming even after turning the game off.
And the best part about it is that,it didn’t go overboard with the vocal themes like in the previous two games where they felt like they should shove Lotus Juice(the band that did the vocal songs for P3 and 4) songs into every part of the games.The fact that I can listen to The Last Surprise over and over again and still keep on humming it afterwards compared to “Mass Destruction” from P3 that I got so sick of after two times listening to or the tiring “Reach out to the Truth” from P4 is just a testament to the quality of Persona 5’s soundtrack and I can’t wait until I get my hands on a physical disc of it and download all of it on iTunes.


A 100+ hours adventure that I hoped it would never end.It's just that good
What more can I just say that hasn’t already been said my many reviewers out there and by this overly long review that I just wrote?
Persona 5 is simply a masterpiece that is rare to find something that can compare to it within the genre besides examples like Xenoblade in both this and the previous generation of consoles.When I started playing this game I kept playing 12 hours a day everyday Until I finished the game within two weeks.Rarely can any other game keep me this hooked besides an expertly crafted game within the Shin Megami Tensei franchise and P5 is just another reason why I adore and love SMT so much.
Let me put it this way,my friend Pauric,who never played a Persona or SMT game before,managed to play and enjoy Persona 5 alongside me and we had a ton of fun conversing and theorizing about the game together.That’s how accessible this game is and I’m so glad Atlus is keeping the trend going ever since the release of Shin Megami Tensei IV
And unlike a certain other game that came out last year that was a decade in the making yet came out unfinished,Persona 5 is absolutely worth the wait through all the delays that happened.
I can’t stress enough how much of an excellent job the series’s director Katsura Hashino and his team have done in crafting this game.If you have a Playstation 3 or Playstation 4,please do yourself a favor and give this game a shot.It’s absolutely worth every penny of it’s price even if you’ve never played a Persona \SMT game before,as long as your approaching it with an open mind,you’ll be having the time of your life and the game will surely

So Ventus is a Union leader.......................WHAT?

28 April 2017 - 10:45 AM

To quote from KH wiki




Ventus was chosen by the Foreteller Master Ava to become a Dandelion and one of the five members to be a replacement Union leader. Master Ava informs Ventus of these events and commands him to meet the other members at the Keyblade Graveyard once the Keyblade War was over. As instructed, Ventus heads there and meets with Ephemer and Skuld.

Not only did Ventus turn out to have existed thousands of years in the past,but he also was part of Ava's Union AND also met with Skuld and Ephemer after the war was over as a member of the Dandelions....................................................................................



Can someone please explain why and how in the firetruck is Ventus here thousands of years before Birth by Sleep started?


How was he found by Xehanort who btw was born WAAAAAAAAAAAY after Ventus's era in chi\unchained\Union X(&KnucklesFeaturingDanteFromTheDevilMayCrySeries) 


How has Ventus never aged a single day ever since he was separated from the Dandelions,Skuld and Ephemer?Was he in the Realm of Darkness for a thousand year?Did he pull a DDD and goddamn time traveled so far into the future and somehow was magically affected with an amnesia when Xehanort found him ?And if he did time travel how was he not separated from his body the same way Ansem SoD(A.K.A Xehanort's Heartless) when he time traveled back to the past to get Young Xehanort into the future?And if he was given time traveling powers by someone else who stabbed himself how did he not run out of time the same way Master Xehanort and his goons in DDD where everyone supposedly "returned to their eras"?



His existence in the Keyblade War's time completely change everything it not potentially creating a time paradox that would need a retcon.Cuz if Ventus ever returned to his time it potentially means however he's gonna live his life there would completely change the course of the plot since once you go back you won't remember anything aside from bullshit about "path will be etched in my heart"


Why?Why was Ventus needed to be here?Out of all the three characters in BBS he's the one we got the most backstory for while we know jackshit about Terra and Aqua aside from being Eraqus's pupils and sparing......sparing....and more sparing.Did he really need his backstory to extend all the way back to the ancient past?There are millions of ways you could tie BBS to chi without this but no they chose possibly more time travel shenanigans

So KH's 15th anniversary passed by and all I can say is:......

30 March 2017 - 11:04 AM



I don't think the mainline Final Fantasy series work as an Action RPG

02 March 2017 - 11:17 AM


DISCLAIMER:Everything and anything I say here is a matter of subjective personal opinion.It's not forced upon you,you don't have to agree with it.And as long as we respect each other everything will be fine



The Final Fantasy series has been known for reinventing it's mechanics ever since the second game on NES(remember when you had to hit your own party to level up their stats.....UGHHHH)but in general the series,from 1 all the way up to 10,was more or less adding and experimenting on an already existing system since the ATB feels like a natural extension to the usual Turn based battle system that exist in JRPGs.XI was an MMO so the change there isn't unfamiliar to the MMORPG community and FF XII's system is more or less a modified version of of an MMO battle system that would suit a single player experience,but from 2007 onward Square has been experimenting with Action-based battle systems.It worked for small scale projects like Crisis Core FFVII on the PSP but on home console releases like Dirge of Cerberus or mainline games like the XIII trilogy and XV it ranged from a mixed bag in XV to a big failure  in XIII where the battles felt like it's on auto-pilot with little input from the player beyond paradigm shifting.



It might be just me but personally:I don't think an action RPG mainline Final Fantasy title would work,not without suffering from major issues




*Meanwhile somewhere out there someone is shouting at me*


Ok here me out.The series from the very beginning,wasn't built for action based combat from the ground up.The reason this type of combat worked for games like Secret of Mana or the Kingdom Hearts series was because those were built with action RPG elements from the get-go where you control one character and to compensate for the party's AI your characters are usually designed to fill bits and pieces of each role so that you won't get screwed and good game design that even if your party constantly dies you still can beat it on your own with enough item,MP management and strategy which is why Kingdom Hearts 2 worked so well


In modern Final Fantasy however they try to force action elements into it with mixed results and sometimes complete failures.in Final Fantasy XIII,you only control one character in a pseudo action\somewhat ATB battle system where your party is controlled by the AI and unless you have enough TP to cast the spell Libra,your party members will be rock stupid and rarely will they ever cast the spell you ever want them to even when you shift their paradigm roles.For example:I once was at a very low HP,the lowest of my party and I'm only one hit from death,shift my party to medic while I'm on sentinel anticipating a heal while defending from an upcoming attack,instead Hope doesn't heal me and go to heal Fang instead,and since if you(the party leader) die it's instant game over,I had to redo the entire dumb long battle with the Proudclad all over again just because of circumstances beyond my control.It begs for you to have complete control over your party like the older games yet it doesn't do the setup the Gambit system offers nor does it give you the option to move and dodge like a proper action game to avoid getting screwed by your party members.It only gives you 10% of control over what role your party should be and insist on you controlling one person with a level up system that artificially locks you at the level the game wants you to be in so no grinding either until you beat the boss.The game isn't hard by any means cuz like I said once you cast libra and remember when to shift paradigms you'll auto-battle your way to victory but the fact that each normal enemy boss has a mountain of HP and your AI do whatever they want can screw you over on multiple occasions is just not a good game design when it's up to RNG not your performance


Final Fantasy XV is nowhere near as bad sure but it's still a big problem despite the game's easiness.I like the game but it's still a huge issue


Your party's AI is so incompetent and rock stupid in this game it's almost like you have a party of three Donalds that can't heal 


They stupidly charge into danger,barely guard when they need to,die all the time to the point I had to spend over 5 Phoenix Downs,30 hi potions and 7 Elixirs just to keep the assholes alive because YOU WILL NEED THEM as your team up attacks and tech attacks are the best way to deal damage in the game with how useless summons and magic are.Sure you can set Ignis to heal using potions but doing so will cause him to drain your potions like nothing else.This might not be a problem on most story missions,but on sidequests,superbosses and  Raid missions it gets infuriating(and no wait mode doesn't fix the issue either and it's one of my biggest gripes with Final Fantasy XV



They desperately try to shift the series to an action oriented franchise yet they can't seem to integrate them without putting you in dozens of situations where you wish you could just CONTROL what the dumb AI on your team does rather than design the game around the fact that you control only one person.They want an action game that heavily conflicts with the ideology of Final Fantasy as an RPG franchise that emphasizes party management and strategy over button mashing and fear that unless they use dat quote unquote "BOOHOO DATED TURN BASED COMBAT" that they won't get their precious sales


Let's look at Resident Evil 7,yes it's a different genre but it's a good example of returning to roots and selling millions.

For years Capcom and the gaming industry claimed that survival horror is such an outdated relic that won't sell in today's market yet time and again games like Amnesia,Outlast...etc proves that there is a market for it and lo and behold,Resident Evil 7 returned to it's survival horror while incorporating elements from Amnesia and Outlast and proved to be a success


That's a proof that the old style of the series was never outdated,it's just a stupid thought the industry decided on for no reason


Heck Square's own game,Bravely Default,sold so well that Square themselves were so surprised that the genre THEY USED TO PIONEER is still making money for them(those out of touch CEOs and investors never cease to amaze me).Heck Pokemon,a series that's been turn based for 21 years now has been selling double the amount FFXV sold with each and every entry with Pokemon Sun & Moon selling over 14 million units in the span of three months compared to FFXV's 6 million units


To add to that,despite how fast the original XIII and FFXV sold,neither of them reached the sales of the original Final Fantasy VII which sold over 10 million units.Yes the market was different back then but the fact remains that,despite them reinventing the series to be more action based over and over again they still can never reach the milestone that "EWW TURN BASED" game reached heck they didn't even get close to the amounts 8 and 10 sold either.XV might sold it's sweet 6 million mark for the short term but whether it maintains a steady long term profit is debatable regardless of the DLC support of(paid story DLC stuff that should've been in the game)


What made XV sold over 6 million units is not the fact that it's an action game.It's because of a very aggressive marketing campaign, the recognition of a brand that's been going for 30 years and finally the return of one of the elements that defined a Final Fantasy game:An explorable world


Much like survivor horror,turn based was never outdated.It's just a different genre on it's own that has as much right to live and have it's own market as action RPGs


Shoving a genre like Action RPGs to Final Fantasy ignorantly without knowing what made either work caused the series to suffer from an identity crisis for almost a decade.


I still believe that it's possible to make a AAA Final Fantasy game that's true to it's roots(much like RE7's return to survival horror) that still can sell millions of units without having to go through nonsensical revisions and identity crises.


I'm not saying that a great action RPG Final Fantasy game can't be done but so far only small scale projects like Crisis Core proved to excel in that while suffering when it's applied to mainline.I'm very doubtful of the Final Fantasy VII remake being able to acheive the essence of what made the original the beloved classic it was when Nomura is bragging about how he will change everything yet contradict himself by saying he'll still maintain the essence of the original.


But hey that's just an opinion,A PEEERSONAL OPINION,thanks for reading (Watch out Matpat,Personal Opinion will give Game Theory a run for it's money xD)