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HSU AND CHAN

WEDNESDAY. 06/20/07 THE MUMMY'S TOOTH #83

NOT SO FINAL, YET

Plenty going on in the house of Norm, so, apologies for missing the Monday update. Again.

What's doubly ironic is that, BECAUSE of all that's going on, I have literally nothing interesting to talk about. The essence of blogging -- nothing to talk about, and talking about it anyway. Let's get started.

I started playing Final Fantasy XII again -- picking up from where I left off, several months back, and having only the barest glimmer of a memory as to what the heck was going on. I remembered a glowing rock, and a lot of annoying fetch quests, and killing sci-fi coyotes. There, up to speed.

I sure do hate leveling up. Well, let me rephrase that -- I like leveling up, what I hate is that the game doesn't have enough content to keep me entertained while I do so. Turn-based battles are tedious enough, as is, but having to go BACK and KILL and KILL and KILL the same dumb bats OVER and OVER and OVER just to get to level WHO CARES so that you can KILL MORE BATS -- thank goodness the Final Fantasy universe doesn't have a PETA.

I like that the combat in this one is a bit more visceral than FFs of old -- even though it's still turn-based, you get to run around while you're fighting, and that at least gives you something to do other than constantly hammering out the 'attack' command. Sure, I know people who like to strategize their battles -- and don't get me wrong, I do, too; it's just that strategizing is fun exactly ONCE. After that, it's tedious. There's no "Okay, this is the same kind of enemy as the last five hundred enemies, so do what we just did, again" button. You stop caring if they're weak against fire or if you need to guard against poison -- you just go into a numb trance of beating them all to death with a hammer. POUND and POUND and POUND and POUND until your vision clouds and your ears fill with a roaring white noise. Cash in, back to the field.

Basically, I'm saying, if you HAVE to make a turn-based combat RPG, break it up a little. Give the players more than one way to level up. Make mini-games that give you EXP, funny dialogue during the field sequences, cutscenes, whatever -- just make it so that your characters don't NEED to backtrack. Seriously. If it was fun, I wouldn't be complaining about it.

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All content copyright 2007 (or earlier-like) Jeremy "Norm" Scott, all rights reserved.