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by Mike Lemmer Warning: May be hazardous to Chocobos. If swallowed, induce vomiting. Now, to continue my discussion of what could be changed in Final Fantasy games. In the first part, I discussed changes to the combat system. In this part, I'll talk about changes to the exploration. (Hint: Walking around will be the least of your worries.) FEWER BUT BETTER! The only way to combat this is to make the monsters stronger. Make even the random battles you get into on your way to the boss a challenge. Then to balance it out, make them happen less often. Voila, you've gotten rid of two big complaints: "The battles are too easy" and "I get into a battle every 10 steps!" SET BATTLES Of course, there will still be a couple random battles (as in "Where the hell did that monster come from?") to keep the players on their toes. SEE MONSTER. SEE MONSTER
SLASH. SLASH, MONSTER,
SLASH. NOT ALL THE FIGHTING IS IN COMBAT One of the more devious tricks would be setting a bunch of Land Mines in a certain location, then running away from the monsters attacking. The player watches as the monsters give chase... right over the Land Mines. Ouch. Given the right combination of useful spells and opportunities, the player could think of all sorts of creative and evil ways to crush, smash, and pummel everyone in his way. Even bosses would be easier to kill... if the player prepares for it. EXPLOSIVES: THE COMBAT FREAK'S
KEY TRAPS: THE POOR MAN'S
MONSTER Being able to disarm those traps would be essential. Just imagine how much more useful Locke would be in FF6 if you had to use him to disable all the traps you came across. Of course, smart players will try to figure out a way to trick the monsters into setting off the traps... or make their own. (See Land Mine trick above.) XP FOR BATTLING THE MONSTERS, XP FOR AVOIDING
THE
MONSTERS... This could lead to people having competitions to see who could squeeze the most XP out of a single dungeon. Imagine thousands of RPers replaying a dungeon over and over again, hoping to score just a little bit higher on an online XP chart. Of course, that would require a Dungeon Replay option, plus an Online XP Posting option, but I can already see some of you rubbing your hands and cackling with glee. "Finally! A chance to prove I'm the best RPer ever! Bwahahahaha..." YOU TAKE THE HIGH
ROAD, AND I'LL TAKE THE
LOW ROAD I'm not just talking dungeons, either. Even paths to towns would have multiple routes. Don't want to sneak through the underground tunnel to the town? Then try taking the treacherous mountain path inhabited by bandits. Need to get into the secret enemy HQ? Either bash down the front gates, swim through the sewers, or sneak in on an arms wagon. Now you'll finally have a good excuse for replaying the RPG 2-3 times. YES, I
KNOW THIS IS AN RPG. JUST SHUT UP
AND SHOOT. Instead of just moseying up to the Enemy HQ, make them fight their way to it. They could walk through the gauntlet, but with all those enemies patroling, that'd be suicide. The player's best bet? Load up that RAT-V (Rapid Armadillo Transport Vehicle), hook up some fully-energized crystals to the blasters, and burn rubber all the way to the front door! As the patrolling enemies notice the kamikaze party making an all-out run for the entrance and begin to attack, the player enters a 1st-person mode, taking the view of a party member manning one of the blasters. As the ABR speeds out of control over the terrain, the player will have to give orders to the other members manning the guns and wheel, shoot enemies out of the sky, cast a couple quick magic spells here and there, reload the blasters, etc etc. "Dodge left! NOW!" *BAM BAM BAM* "I'm out of juice!" "Get him another crystal!" "Someone cast a fireball at that squad coming at us!" *BAM BAM BAM* *FWOOSH* "Turn right! Turn right!" *ZING* "$@# %@*&, TURN RIGHT!" For those of you that don't like all that fast-paced action (wusses), you could also set it to RPG Mode, where it battles just like normal combat. AND THAT'S IT FOR THIS
WEEK Original Editorial: FF: Combat Improvements |
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