![]() ![]() There desperately needs to be a quick weapon switch radial menu or something bound to one of your shoulder buttons that the game would make you go three levels deep to do something so common in gameplay is nuts. The only true problem I have with the game is how much of a pain it is to change weapons, in a game that is designed around making you change weapons for every fight. VS is one of my favorite games ever, though I could understand why some (many) would not like it. It's rough around the edges, but its the better for it. It's a very old school design mentality in this one whereas new games are all about simplicity and streamlining and cinematic gameplay, Vagrant Story is hardcore tweaking and tons of complexity, and fully separating gameplay and story. You have to be really into customization and working your character. Yeah, I mean, this isn't a game for everyone. ![]() This is time-consuming, unwieldy, and if not followed can make the later enemies an utter trail to beat. I consider Vagrant Story to have the best ending in gaming. And it definitely picks up more as the game goes on. The story is sporadic, but what there is of it is shockingly good. There is far too little story to keep me interested. But knowing that you only ever need to keep around 3 weapons, one of each type, can make it a lot easier to play. And these are actions that you need to do for practically every new enemy. And actually finding out enemy weaknesses through the Analyze spell takes too many steps in the menu as well. Constantly switching weapons takes up way too much menu time that could have been solved through a quick-swap. But you definitely do not need to worry about your weapon's passive affinities that build up as you fight normal enemies, since if you just use a piercing weapon on all enemies that are weak to piercing, the affinities will balance themselves out. If you're fighting a dragon boss that is weak to fire you might as well equip a +dragon and a +fire gem for added damage. Monster and elemental affinities on your weapon do come into play, but really only when affixing gems to your weapon for boss fights. But by and large, all you really need is a blunt, an edged, and a piercing weapon since the damage type compared to enemy resistance is by far the most important thing that affects how much damage you deal. You can optionally carry a silver weapon for undead, a staff to boost your casting, and a crossbow for special occasions where you want more range. Instead just concentrate on having 3 weapons, one of each type - blunt, edged, piercing. Even though the tutorial points out the enemy affinity system, this is not something you need to pay much attention to. Weapons do not need to be customized to a different type of enemy. Rose-tinted nostalgia will not suffice as a reason for me to enjoy it I know that the early 3D games are now showing their age, given that graphics and gameplay are now at such a high level, but I've recently enjoyed Grandia and FFIX all over again.Ĭan someone tell me where I'm going wrong? Help me like the game. From what I can see, each weapon needs to be accustomed to a different type of enemy. The weapon experience system does my nut as well. When I'm going through very similar dungeon rooms, looking for keys to more dungeon rooms, I feel like they'll never end. I quite like the design, the characters, and there seem to be some good ideas behind the weapon customisation.īut these are tempered by some pretty gaping annoyances. I tried playing it for a few hours about ten years ago, and have had sporadic attempts to do so since. I've never quite understood why this game is pretty well universally liked. ![]()
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