unrelatedly and only tangentially to this thread's actual topic, the areas of interests of "JRPG" (this is a thread about a JRPG series) and "French" (I am French) have unexpectedly crossed over again with the release of Clair Obscure: Expedition 33, a turn by turn RPG drawing on Persona made by a French developer, and so my patriotic duty is to play it
I have played two hours of the thing and everything cell in my body is singing La Marseillaise; I am planning to purchase a beret and start carrying a baguette as early as tomorrow morning
unrelatedly and only tangentially to this thread's actual topic, the areas of interests of "JRPG" (this is a thread about a JRPG series) and "French" (I am French) have unexpectedly crossed over again with the release of Clair Obscure: Expedition 33, a turn by turn RPG drawing on Persona made by a French developer, and so my patriotic duty is to play it
I have played two hours of the thing and every cell in my body is singing La Marseillaise; I am planning to purchase a beret and start carrying a baguette as early as tomorrow morning
NGL I've been seeing nothing but praise for Clair Obscur everywhere I go, and it's making me curious about the game.
However, a lot of the praise is along the lines of "it does what Final Fantasy doesn't" and as someone who loves Final Fantasy and am well aware of how Final Fantasy is very different from game to game, I am wondering if it's just because I have unusual tastes, and I wouldn't like Clair Obscur being "different".
It probably doesn't help how a lot of the same reviews refuse to elaborate, citing "play it blind for the best experience".
While the flowchart isnt perfect - it portrays the devteams as cohesive permanent units rather than amorphous blobs constantly sharing personnel, I think it mostly tracks the bigwigs - Crystal Chronicles was indeed the next project for the IX team as the VIII team finished X, an independent team made XI, and Nomura split off to make KH.
...TBH I'm kinda baffled how people are taking a basic light pink onesie/undersuit/whatever as a base garment and echochambering it to very strange conclusions.
I was initially going to not answer this because I don't want to get into an internet argument, but I ultimately can't let it just lie when you're outright saying everyone who ever voiced discomfort with Eiko's design is unreasonable and deluded. That's rude and I'm not going to take it lying down.
I'm going to show everyone Eiko's official design again, the thing that is what the game's low-polygon model is meant to be a representation of.
Her design is clearly gesturing at the idea of bright yellow overalls, a sort of design trope you'd expect for the sort of roughhousing young child who regularly runs into the desert to steal food from dwarves.
And then you actually seriously look at it and blam. Sudden inexplicable hole in it. This is obviously a weird deviation from the expected design and thus noticeable. And then you see that the character designer is drawing even more attention to that area by making it a bright salmon pink.
It is multiple weird attention-drawing decisions to a weird part of a six-year-old's body and Final Fantasy doesn't exist in a cultural context where I'm inclined to give it a lot of benefit of doubt. Like, anime is famously not above sexualized preteens! Whether or not the writing itself takes Eiko's attempts at flirting as anything more than a joke slash tragic reminder of just how lonely Eiko is (as I recall, it doesn't) that doesn't change the fact that the design raises eyebrows.
I really like IX - I think it has some of the best writing in the series and definitely the most consistently good of the ones I've played - but that doesn't mean I have to love every single part of it.
Obviously Zidane is just being his obnoxious playboy self in his assumptions, and the reason Dagger is so troubled is because she just met another summoner, the only one she's ever met (aside from her mother technically, I suppose), and that summoner is totally uninterested in answering any questions and seems entirely unlike her. Dagger has probably suspected that she wasn't her mother's biological daughter for a long time, but now that she's faced with something that might be connected to her true origins, it's a pile of rubble where a village once stood, populated by one human child and six moogles. This would give anyone reason to sit there quietly struggling to process it all while your friends make ridiculous assumptions on the reasons for your attitude.
The alternative is that Dagger feels threatened in her nascent, unknowing romantic interest for Zidane by this Literal Child, and she's afraid she'll draw his attention away from Dagger, so now she's sulking to the side out of jealousy that she isn't even fully aware is jealousy. And I am. Not. Going to even consider that until the game makes it explicit. Because that's stupid.
I think Dagger's mostly troubled by the environment. Like she says later in the update, she feels like the place is familiar, and she reacts by crawling into her own head. She doesn't talk about her problems; she's never had anyone she could talk to.
Also she could have talked to Mog if she were inclined.
I was initially going to not answer this because I don't want to get into an internet argument, but I ultimately can't let it just lie when you're outright saying everyone who ever voiced discomfort with Eiko's design is unreasonable and deluded. That's rude and I'm not going to take it lying down.
🤷♂️ I don't know what to tell you chief. I just saw people talking about simple pink onesie using terms like, "flesh colored" and "crotch" and thought the thread was going in a very weird direction.
Like, I have a pretty fine tuned sense for GODDAMMIT JAPAN and this doesn't even rate.
I just realized I have an unironally great suggestion for a game to add onto Omi's plate: Clair Obscur Expedition 33, the upcoming French attempt at conclusively proving that country of origin has no bearing on whether something is a JRPG, whose developers proudly list Final Fantasy as a main inspiration.
unrelatedly and only tangentially to this thread's actual topic, the areas of interests of "JRPG" (this is a thread about a JRPG series) and "French" (I am French) have unexpectedly crossed over again with the release of Clair Obscure: Expedition 33, a turn by turn RPG drawing on Persona made by a French developer, and so my patriotic duty is to play it
I have played two hours of the thing and every cell in my body is singing La Marseillaise; I am planning to purchase a beret and start carrying a baguette as early as tomorrow morning
Instant of culture : it's called a marinière and originally, it was a garment wore by marins (aka sailors) in Brittany and Normandy (regions in the west of France). Then, it has been popularized in different navies (russian, french,....) and then have been brought in fashion world thanks by the famous Coco Chanel. And since then, it has its own life in media and fashion trend. The last time it has a big media coverage, it has been in 2010 when a minister, Arnaud Montebourg, who is an ardent supporter of Fabriqué en France (aka made in France) at that time, wore it on the cover of a newspaper. Consequently, it has become a symbol of the fight about Made In France.
My real question will be : what happened to the bottle of wine though ? Even if people don't drink it, it's mandatory to have one somewhere, because, you know, TRADITION WILL BE NOT RESPECTED, YOUNG PEOPLE WILL BRING THE END OF THE WORLD !!!
NGL I've been seeing nothing but praise for Clair Obscur everywhere I go, and it's making me curious about the game.
However, a lot of the praise is along the lines of "it does what Final Fantasy doesn't" and as someone who loves Final Fantasy and am well aware of how Final Fantasy is very different from game to game, I am wondering if it's just because I have unusual tastes, and I wouldn't like Clair Obscur being "different".
It probably doesn't help how a lot of the same reviews refuse to elaborate, citing "play it blind for the best experience".
The source of the discrepancy, and the reason why I did not bring it up in my own update, appears to be that there's a small, yet noticeable, difference in Eiko's in-engine model, and the 3D model that is used for her box art and presumably CGI cutscenes.
This is Eiko in the game:
As you can see, she appears to be wearing a weird kind of red bodysuit that covers her whole body, and to be wearing her yellow overalls over it. The weird central hole is kind of a baffling design decision, but all it's showing is the same suit that covers Eiko's arms, shoulders, torso, and legs as a single piece outfit.
This is Eiko's CG render:
You may notice a difference in the coloring of Eiko's outfit, where the top of her outfit is still bright orange, and the middle section is flesh-colored. I can't fault anyone for doing a double take and checking what they were actually seeing the first time they ran across this picture.
So far this is the most drastic coloration change from the Amano design to the final in-game one (Steiner is also a departure, though design-wise is way closer to the end result). TBH I kinda prefer the Amano take on Eiko? The green clothes are a color note the playable cast is lacking (we have blue/light blue, red, orange, pink/white, silver but not green). Less hot on her being blonde, but it's easy enough to change that (see also Garnet's Amano art vs how the final model looks like). And, well, the clothes remeble actual clothes and not whatever game Eiko is wearing.
NGL I've been seeing nothing but praise for Clair Obscur everywhere I go, and it's making me curious about the game.
However, a lot of the praise is along the lines of "it does what Final Fantasy doesn't" and as someone who loves Final Fantasy and am well aware of how Final Fantasy is very different from game to game, I am wondering if it's just because I have unusual tastes, and I wouldn't like Clair Obscur being "different".
It probably doesn't help how a lot of the same reviews refuse to elaborate, citing "play it blind for the best experience".
Re: Expedition 33. From what I've seen the general combat gameplay is turn based (FFT style with character/action speeds affecting next turn, I think), over the shoulder persona style, with an active dodge/parry system (dunno how the feel is if one doesn't want to engage with that part), and different characters might have personal gimmicks such as building up element charges to use on other abilities. So like persona meets final fantasy meets super mario RPG but not as disconnected as that sounds.
Out of combat gameplay looks like over the shoulder sprawling exploration style, the parts I've seen have felt more 'large corridor doesn't feel confining' than 'open world.'
While I can understand reviewers wanting to keep plot/theme surprises surprises, I've definitely seen an amount of reticence that I feel doesn't do the game any favors. Story looks very emotional and well done from what I've seen.
Re: Expedition 33. From what I've seen the general combat gameplay is turn based (FFT style with character/action speeds affecting next turn, I think), over the shoulder persona style, with an active dodge/parry system (dunno how the feel is if one doesn't want to engage with that part), and different characters might have personal gimmicks such as building up element charges to use on other abilities. So like persona meets final fantasy meets super mario RPG but not as disconnected as that sounds.
Out of combat gameplay looks like over the shoulder sprawling exploration style, the parts I've seen have felt more 'large corridor doesn't feel confining' than 'open world.'
While I can understand reviewers wanting to keep plot/theme surprises surprises, I've definitely seen an amount of reticence that I feel doesn't do the game any favors. Story looks very emotional and well done from what I've seen.
Combat is turn-based, with your Agility stat determining how often you take actions. On your turn, you can use a basic Attack which generates Action Points, or Skills which consume your Action Points for greater benefits (or use an Item instead). Doing so ends your turn. It is also possible to "free aim," pulling out a gun and shooting the enemy; doing so is a free action that doesn't end your turn and can be done as often as you can afford, but each shot consumes 1 AP. Most of the depth comes from what individual characters' skills actually are; for instance, Gustave has Skills which generate Overcharge points, and can use his Overcharge Skill to consume all that Overcharge on a single massive hit from his cyborg arm, so his gameplay is a balancing act of gaining AP to spend gaining Overcharge to spend dealing damage. Lune, the "wizard" character, generates an Elemental Stain with each of her Skills, which are then consumed to upgrade other Skills; for instance her Ice Spear attack generates an Ice Stain, and if she uses Immolate then it consumes the Ice Stain to deal greater damage while generating a Fire Stain, so you're doing sequential tricks to achieve specific effects.
When an enemy attacks, they have a wind-up animation, kind of like in a Souls game. If you do nothing, you get hit for full damage. However, if you time it right, you can either Dodge or Parry their attack with a button press. Dodge is more generous, but Parry potentially enables a Counter. Each enemy has several attacks or attack chains, telegraphed with "X is doing a slow attack!" or "X is doing a quick attack!" and learning when to dodge each individual attack or attack chain, in my experience, requires you to get hit a bunch before you've learned its pattern.
Whether learning to Parry/Dodge is necessary is difficulty-dependant. The easiest difficulty makes damage low enough that you can disregard the system and facetank everything. The medium difficulty will let you get away with not dodging/parrying, but will make it hurt and force you to expend resources and deal with attrition, so you'll want to be able to dodge/parry at least some of the time - you just don't need to be perfect at it. There are also optional bosses that are impossible to tackle at the level you encounter them without consistent Dodging/Parrying, so you'll either come back for them later or die fifteen times learning their dodge timings. On the hardest difficulty, it seems like consistent Dodge/Parry is necessary for victory at all.
I'm very early in the story, so I haven't really encountered much in the way of spoiler-worthy content, and I'm sure there'll be plenty of twists later on, but I think the reticence might have at least something to do with the opening half-hour of the game, which features male protagonist Gustave meeting up with his ex-girlfriend Sophie and walking her through town during a festival while people talk cryptically about the reason for said festival, which you're only slowly made aware of is because a magical entity kills everyone above a certain age every year on that date, and Sophie has reached that age, so the whole sequence is a kind of grieving process as she and Gustave come to term with her soon coming death, which neither of them can do anything about. It's very impactful as an introduction to the game's story.
I have played two hours of the thing and every cell in my body is singing La Marseillaise; I am planning to purchase a beret and start carrying a baguette as early as tomorrow morning
So far this is the most drastic coloration change from the Amano design to the final in-game one (Steiner is also a departure, though design-wise is way closer to the end result). TBH I kinda prefer the Amano take on Eiko? The green clothes are a color note the playable cast is lacking (we have blue/light blue, red, orange, pink/white, silver but not green). Less hot on her being blonde, but it's easy enough to change that (see also Garnet's Amano art vs how the final model looks like). And, well, the clothes remeble actual clothes and not whatever game Eiko is wearing.
Now that you mention it, it occurs to me that Eiko wearing green and yellow in the concept art would be another reference to the Summoners of FFIII, V, and for that matter, Rydia!
That means nothing, ALL of Amano's characters are blonde or white haired by default. The developers probably just ignored that part of the sketch by this game. Although I do think that green might have worked better on her bodysuit than the red/salmon Eiko got, if only because Garnet already has orange and white as her colors.
That means nothing, ALL of Amano's characters are blonde or white haired by default. The developers probably just ignored that part of the sketch by this game. Although I do think that green might have worked better on her bodysuit than the red/salmon Eiko got, if only because Garnet already has orange and white as her colors.
I know that Amano has a thing for blonde/white hairs, Garnet in her Amano concept art is also blonde and yet ended up as black haired in-game. I guess they developers wanted to have the summoners have a similar color scheme to show commonalities between them; Eiko's outfit is a choice though.
Green is also a traditional Summoner color, as seen with Rydia and the many iterations of the Summoner job, and would fit someone raised as Summoner. Alas, not what we've got.