Following *Official* Final Fantasy VII PSP/PS3 thread Page 33

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  • JoelStinty 23 Dec 2015 11:14:50 9,530 posts
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    gravearchitecture wrote:
    JoelStinty wrote:
    As for Chrono Trigger that is really linear ( need to get back to that, fallout 4 got in the way).
    guess you didn't get to the second act? it's definitely non-linear - that's directly related to the central conceit, even.

    agreed about most FF games, though!
    Yeah got up to fighting magus at the castle. To be fair, although it feels really linear, what they do with it , is really good and interesting.
  • Deleted user 23 December 2015 11:27:11
    later the time travel mechanic is under your control and less about 'go to this era to solve this problem' and more free-form than that. just wait :)
  • Deleted user 23 December 2015 11:50:43
    drhickman1983 wrote:

    People saying it had an open world are overstating it.

    There's also a massive difference between a 3D map overlay and a menu ala FFX/13/13-2 which people also massively understate.

    I'm not sure the map is as linear as some remember. For the main story, sure I agree with your points, but there were dozens of side quests dotted all around and revisiting towns and NPC gave tons of easter eggs, items, added to the lore and were just generally very rewarding for your time. Aeris' ghost in the church in Midgar being one of my favourite moments of any game ever. Such a subtle touch. All these minor things add to the legacy of the game and stripping them out for a set of menus would be tantamount to removing the soul of it.

    I'm not saying that they will of course, nobody really knows much yet but there seems to be fear about it because of recent SE games so it's worth noting.

    For instance, how many side quests did FF13 have? None? It's sequels were much better but still lacking.

    IMO anyway, the structure of the game, and FF8/9, is far superior to the latter games and their corridor crawl, menu overworld style.

    Horses for courses.

    Also, even open world games are incredibly linear when it comes to the story.

    Dialogue trees and a choice of 2-3 actions/destinations ala Fallout don't make it non-linear imo.

    To be clear I also wouldn't class FF7 as open world.

    Edited by SirBobbyGandalf at 11:57:37 23-12-2015
  • JoelStinty 2 Jan 2016 10:46:15 9,530 posts
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    SirBobbyGandalf wrote:
    drhickman1983 wrote:

    People saying it had an open world are overstating it.


    I'm not sure the map is as linear as some remember.
    It certainly is for where i am up to at the moment. Just Reached Nibelheim. And the map literally channels you through the landscape. I think there have been 2 side..well they're not even quests. Fort Condor and finding Yuffie. And there is a house on the second continent that is not available at the moment. That is it. The rest is all green or brown empty expanse.

    Think the game will receive a lot of shit for something the original game never had, certainly for the first 12 hours anyway.

    One of the strengths of FF7 I guess is the immediacy of the story. You barely spend 5-30 minutes in any one place. I was surprised even how brief Junon was. I swear we spent longer there, the march only last a couple of seconds. I swear it last more than that /o\

    Anyway it will be really interesting to see how SE go about this. Looking forward to the general art work used as well. It jumps around a bit, but a cyber punk leaning style would suit midgar, down to the ground and will suit corel prison and dyne etc down to a tee as well.
  • Deleted user 2 January 2016 11:12:20
    Sure, there were plenty of easter eggs if you go back to certain locations at certain points. Believe me, I've seen them all.

    I don't think any of those easter eggs depended on the world map though.

    Would those moments be diminished if you returned to those locations via a FF10 style map? I personally don't feel they would. By the time those easter eggs become available traversing the map consists of jumping in the highwind and travelling in a straight line.

    The way the world map is set up is that, at most, there are only a couple of locations in each segment. With the exception of Gongaga, If you try to skip ahead you can't do anything.

    There are a handful of non-story-critical locations that you need to unlock the correct chocobo for, but I never felt the materia caves and such were exactly a defining point of the game.

    The world map never really featured much exploration. The only sort-of hidden thing was the sunken gelnika.

    Edited by drhickman1983 at 11:13:05 02-01-2016
  • Psiloc 2 Jan 2016 14:06:58 6,366 posts
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    You can completely skip Gongaga, Wutai and the Gelnika off the top of my head. You can often tell if something is optional if you fight the Turks there.

    Even towns that the world map funnels you into are sometimes borderline optional by just charging to the end and not triggering any cutscenes, including, believe it or not, the first pass of Nibelheim.

    Different argument anyway, because optional and linear aren't mutually exclusive. It's definitely a linear game, and it's an aspect I actually like about it.
  • Psiloc 2 Jan 2016 15:25:52 6,366 posts
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    And yeah Fort Condor or is another World Map one you can walk straight past.
  • richarddavies 11 Sep 2016 11:50:35 8,312 posts
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    Been playing through this again on my vita. As above its a lot more linear than I remember but I've still really enjoyed it. On the third disc now and and it's opened up a lot more in terms of things I can do for completions sake. spent a lot of yesterday trying to breed a gold chocobo. Managed it and got some goodies from that and now I'm at the gold saucer trying to get some other rare/good materia from battle square. I'm gonna be a double hard barstard by the time I'm done.
  • Psiloc 24 Sep 2018 14:45:59 6,366 posts
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    @richarddavies I was just going to give you some encouragement before I realised this post is two years old :( bloody spammers bumping the thread
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