(no subject)
Jun. 15th, 2007 11:45 amI've been playing more Zelda - surprise! The last(?) of the Twilight is banished from the land, and Link is in human form once more.
The huz wanted to play Ocarina the other night, and since I felt like playing a game as well, I loaded up Xenogears for the first time in a few months. It was a distinctly strange experience in a few different ways.
First, in Zelda and other (at least semi-) real-time battle systems (e.g. Vagrant Story or Chrono Trigger),
the player gets to see all possible enemies on the screen and often has the option of simply not fighting them. The random battle system of Xenogears feels distinctly weird. It disrupts the player's orientation to the walkaround world, and attempting to escape battles works only sometimes. In some turn-based RPGs, escape isn't even an option (e.g. Final Fantasy 7 for most of the game).
As a corollary, there are simply too many random battles. The sequence of events the other night seemed to consist of: Take a step, maybe two. Bam - enter random battle! This sequence grew tiresome rather rapidly. Now admittedly not all areas of the game are quite this bad and there have been times when I've been keen for XP or money when I wished the fights would happen more often rather than less. I think the real issue is one of control: in Zelda, I have a choice about whether I fight some of the time , and I can see the possible fights coming most of the time.
The second difference is going to sound very weird to anyone who's familiar with my computer game habits. I used to swear by turn-based RPGs (and similar games such as - heaven help us - Rogue), because I preferred games that depended on the character's ability to swing a sword rather than my ability to push buttons. But I have to admit after a few months of playing Zelda that there's a certain immersive quality, an immediacy, that results from real-time battling. The player pushes a button (or swings the Wiimote or shakes the nunchuk) and Link does his thing with minimal delay, giving a very strong feeling that it is the player himself who is carrying out the action. The typical fight sequence in an RPG generally goes something like this : Press buttons to choose action (attack, spell). Press more buttons to choose sub-action (attack or spell type). Press yet more buttons to choose opponent. Then the onscreen character does whatever you've told it to. Fun though it is to see your giant robot (or character of whatever sort) whack those baddies, it doesn't feel very much like the player is doing the whacking.
Finally, the whole focus of gameplay is very different. In Xenogears and other RPGs, there's not a lot of puzzle-solving. There is a bit, here and there, but for the vast majority of the time, the idea is to get into fights and kill monsters, thus increasing your characters' stats, getting them goodies, and advancing the plot. Which is fine - as far as it goes. But as I've mentioned previously, there's quite a mix of gaming elements in Zelda. For someone who never put much stock in being able to mash buttons, I find (much to my surprise) that I kind of like the occasional bit of platform-like play, and I've enjoyed most of the puzzles I've come across so far. And, well, low-level monsters aren't bad to fight - or I can just run away. The variability itself is really rather nice.
Don't get me wrong. The final dungeon in Xenogears WILL be pwned! I'm too close to done, and I want to see how the game ends. I bet it will be nifty.
... After I've taken care of this stupid horseback sequence in Zelda.
( Good Zelda stuff )
( Bad Zelda stuff )
The huz wanted to play Ocarina the other night, and since I felt like playing a game as well, I loaded up Xenogears for the first time in a few months. It was a distinctly strange experience in a few different ways.
First, in Zelda and other (at least semi-) real-time battle systems (e.g. Vagrant Story or Chrono Trigger),
the player gets to see all possible enemies on the screen and often has the option of simply not fighting them. The random battle system of Xenogears feels distinctly weird. It disrupts the player's orientation to the walkaround world, and attempting to escape battles works only sometimes. In some turn-based RPGs, escape isn't even an option (e.g. Final Fantasy 7 for most of the game).
As a corollary, there are simply too many random battles. The sequence of events the other night seemed to consist of: Take a step, maybe two. Bam - enter random battle! This sequence grew tiresome rather rapidly. Now admittedly not all areas of the game are quite this bad and there have been times when I've been keen for XP or money when I wished the fights would happen more often rather than less. I think the real issue is one of control: in Zelda, I have a choice about whether I fight some of the time , and I can see the possible fights coming most of the time.
The second difference is going to sound very weird to anyone who's familiar with my computer game habits. I used to swear by turn-based RPGs (and similar games such as - heaven help us - Rogue), because I preferred games that depended on the character's ability to swing a sword rather than my ability to push buttons. But I have to admit after a few months of playing Zelda that there's a certain immersive quality, an immediacy, that results from real-time battling. The player pushes a button (or swings the Wiimote or shakes the nunchuk) and Link does his thing with minimal delay, giving a very strong feeling that it is the player himself who is carrying out the action. The typical fight sequence in an RPG generally goes something like this : Press buttons to choose action (attack, spell). Press more buttons to choose sub-action (attack or spell type). Press yet more buttons to choose opponent. Then the onscreen character does whatever you've told it to. Fun though it is to see your giant robot (or character of whatever sort) whack those baddies, it doesn't feel very much like the player is doing the whacking.
Finally, the whole focus of gameplay is very different. In Xenogears and other RPGs, there's not a lot of puzzle-solving. There is a bit, here and there, but for the vast majority of the time, the idea is to get into fights and kill monsters, thus increasing your characters' stats, getting them goodies, and advancing the plot. Which is fine - as far as it goes. But as I've mentioned previously, there's quite a mix of gaming elements in Zelda. For someone who never put much stock in being able to mash buttons, I find (much to my surprise) that I kind of like the occasional bit of platform-like play, and I've enjoyed most of the puzzles I've come across so far. And, well, low-level monsters aren't bad to fight - or I can just run away. The variability itself is really rather nice.
Don't get me wrong. The final dungeon in Xenogears WILL be pwned! I'm too close to done, and I want to see how the game ends. I bet it will be nifty.
... After I've taken care of this stupid horseback sequence in Zelda.