Wednesday, July 21, 2010

Second Impressions on DQIX, and what my ideal RPG would be like.

Apparently, I hadn't gotten far enough in DQIX to give it a fair shake.
I'm really liking the story so far. It's nothing groundbreaking, but
it's enough to make you want to endure the usual RPG leveling up
process to see what happens next.

The battle system however, is the usual turned-based stuff most of us
have come to either love or hate. Myself a little of both.
A nice addition is the Coup de Grace ability.
It's kinda like FF's Limit Break system, but somewhat less
developed.

The only DQs I plan on playing after this would be IV and V.
I hear they all pretty much play the same.

I still believe that CT should be the standard by which all RPGs are judged,
gameplay-wise.

However, Phantasy Star 4 effectively proved that turn-based combat
can be fun, even though it's overused.

To me, the ideal RPG would have a battle system identical to CT, complete with scripted encounters replacing random ones. With the
challenge level of Crimson Echoes. (I played a leaked prototype, the REAL one,
not the demo, about 95% done compared to the one shown on Youtube.)

It'd have a party conversation thing like in PS4 and the PSX version of Tales of Phantasia.

There wouldn't be any overworld, the areas'd all be connected to eachother seamlessly like
in Earthbound, and the Pokemon games.

The characters would all be pre-made and well written with vibrant personalities
ala CT, PS4, and FF6.

The plot would branch, but you could still get all the characters in one game,
and the plot would actually make SENSE.

Somebody please, PLEASE make this game.

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