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Old 01-30-2008, 06:46 AM   #5
Zapix
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Man-Child (reversed) imo, LOL (growing up with the theme song from big toy store TOYS R' US "I don't wanna grow up, I'm a Toys R' Us kid!" Blame it on them! I'm 28 and I was born with an atari controller in hand!

Yeah, I played FFVII when it was new. Tag teamed it with my ex fiancee actually, which makes the story all the more fun! (we now play HALO 3 together!)

FFVIII was not all the different imo than FFVII. The primary differences were not found in the world system, but more in the character designs, graphical improvements, and the annoying card game. You could actually say, FFVII was the kind of the basis for all FF games after it (with the exception of 11 which really has no world map so to speak). My only problem in some cases was the lack of camera control, but hardly enough to make a big deal over it. FFXII actually more along the lines of XI in alot of ways, but that could be argued all day by ppl who play XI.

Last time I played a 2D FF was... Eeek, this remake of the original here infront of me I have for my PSP, and the remake of Tactics.

One good reason to question Crisis Core though, is the lack of a left analog stick. Granted it has the D-Pad and the nub, but it's just not the same! I assume it'll be similiar to VII, but then I never expected Dirge of Cerberus to be what it was.




With that in mind, I found this with google.com...


http://www.gamerankings.com/itemrank...eviewid=813039
Quote:
With each entry of Final Fantasy, a new gameplay innovation will rear its head, for better or for worse. This holds true even for spin off games and Crisis Core is no exception. While enemies are not visible on the field, battles take place directly on the exploration map without a major transition to a battle screen. This makes the combination of exploration and battle much more seamless than in most previous Final Fantasy games. During battle, the actions Zack is able to take are displayed on the lower right hand corner, with his basic stats (HP, MP, and AP) on the bottom left. Actions include the two basics, attack and item, plus any magic or command materia Zack has currently equipped. Magic materia expends MP for use and command materia requires AP to execute. Battles are fought in real time, with Zack being able to move around during battle. As soon as a command is issued, Zack will cease listening to the player's commands and initiate the action. For magic, he will stop in place and cast the spell, and for physical abilities, Zack will run up to the targeted enemy to execute the command. In the time between the beginning of the command execution and the end of the spell/attack animation, Zack will be uncontrollable–which can be somewhat of a bother at certain times.
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