Wow, this game, as a game, does
not look to be for me. I wasn't expecting it to particularly be, since this sort of tactical combat game isn't really my thing in general, but the gameplay system shown here as a whole, especially the lack of free movement and exploration, everything being cutscenes, menus, or combat? Nope!
Fortunately, thanks to Omicron (Thanks, Omicron!), this LP should be able to give me something like the experience of the reportedly good story
without having to suffer through the gameplay. Hey, if Omicron ends up liking the gameplay, maybe I'll actually get some enjoyment of his enjoyment!
Omicron said:
That's fascinating! And a little grim. I'm not sure how I feel about it. On the one hand, this is a really cool reward system. On the other hand, it incentivizes weird behavior, like here, where I ended the fight cornering the poor enemy Chemist and just walling him for two turns so that his friends could dissolve into sweet, sweet Ability juice. This seems like the 'optimal' strategy to pursue would often be to stall the fight as much as possible in order to maximize item and crystal gain, but that could easily make the gameplay more tedious and less fun?
Also, though, if that's
not gameplay fully segregated from the story, that has
major worldbuilding implications. Those weren't some exceptional Lovecraftian mages whose mere corpses were powerful enough to grant knowledge to the worms gnawing them, and your party aren't themselves powerful necromancers using rare magics to bind the souls of the dead to their service; those were random bandits, and you're trainee warriors who bashed them with rocks and nonmagical weapons.
Anyone can be harvested, it looks like,
by anyone. HP, MP, and Abilities -- physical vitality, magical power, and knowledge. Any random bandit lord could use that to snowball, as long as they could keep their momentum -- and what of those who
are powerful magic users developing more powerful ways to use it?
Actually, what about
outside of combat? How does this impact
inheritance? Family businesses where the children directly inherit their parents skills. Artistic lineages, or magical orders, where the knowledge and power of the old masters is contested among the apprentices. Noble families where the skills of the departed can be directly passed down -- what's it like when every nth generation member of a warrior aristocracy can have n-1 lifetimes of experience
at war?
And all of this is
one knife in the dark, one poisoned cup, at exactly the right or wrong time, away from being stolen, one accident away from being destroyed, or passed on to someone who happened to be nearby. And when Joe the Random Peasant Conscript suddenly finds himself in possession of the accumulated martial skill of fifteen generations of the House of Killsalot, what exactly does Joe do, especially since the House of Killsalot will probably try to get that back by any means necessary?
Just... there are
so many possibilities there.
I'm also reminded of early in the FFVIII section and the discussion on how the early explanation of the human/GF relationship was translated in different languages. If the port drops or drastically changes this crystal system, then presumably either the port's world is actually drastically different or the original just... did
not explore the implications of the soul crystal system.
...Or I'm missing something? I don't know. Still, I do wonder how things will go with this.
After the slog that was FF8's gameplay, it feels nice to be looking at a game that seems like it has the potential to be really fun to actually engage with, not just suffer through combat to get at the juicy story beats
...To each their own, and I am indeed happy you're happy.
But, wow, yeah, speaking as someone who basically slogged through FF8 on an accidental hard mode and still got all the way to Ultimecia, to my gaming preferences this looks
less fun than that already.
...Question, though: What are those Nh indicators(?) in the upper right corners?