Ok so i jus finished this shit in 3 days,cloud 52,yuffie 55,vincent 58. The game is not even hard,they just do what game companies do:throw in bullshit and call it increase difficulty lol. Adding different moves and strategy to bosses is the definition of harder,not adding death status to current attacks . And then the speed of the monsters coupled with retarded counter attacks lol like wtf?? Monsters/bosses normally attack like 2-3 times IN A ROW,so if you smack some1 with an attack and trigger their counter, it will give them priority allowing them to act imediately after counter while making your characters wait -_-. Counter+how many times a monster can act can easily wipe ur party or kill someone thus ruining ur strategy because you now have to revive /heal/buff etc. All of this is remedied by making 1 person attack and then sitting inside the magic or item menu to "freeze" the turn system and waiting till everything plays out -_-. IMO most of the difficulty comes from sacrificing a bunch of materia for hp ups/long ranges. Im gonna tell u lurkers right now your gonna hate Rude from the turks. I was ok with him you kno but after this patch......yeah...no.
Quick review for lurkers
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#2
04 February 2016 - 06:54 AM
Quick review of this review for lurkers: We're not assholes like this guy.
#3
04 February 2016 - 10:39 PM
I don't necessarily disagree with what you said, but more how you said it.
If you can't be constructive, fuck off.
If you can't be constructive, fuck off.
#5
23 December 2016 - 08:31 AM
A little humorous and highly subjective, not really what I would look for in a review, but maybe you were going for that.
#6
10 March 2017 - 06:56 PM
Had to sign up to counter (heh) the OP, as someone that just finished this mod/hack.
If I recall, the addition of instant death status was only added for one boss (Jenova third encounter). Yes, it was cheap, but the rest of the content was generally good so it can be overlooked.
As for adding new statuses to existing attacks as opposed to adding entirely new attacks that may or may not have status effects...what does it matter? It doesn't, because you have no way of knowing what attacks an enemy has before they even use them on you, so the distinction is irrelevant.
Furthermore, a large chunk of new attacks would demand new mesh-based animations to avoid constant recycling, which is not technically possible with a limited toolset. So this is probably as good as it gets.
It's just right. Hard enough that attack spam no longer cuts it. Strategy is on a higher level and rewarding of intelligent play without being truly insane.
It's what I would expect from an official hard mode, something I think these games should have always had, and it probably goes beyond that.
I noticed very few enemies counter-attacking. In fact I don't remember any special exceptions aside from the old vanilla monsters, e.g Behemoth with a flare counter attack in response to magic. Yes, bosses sometimes had up to two (very rarely three) attacks in a row, but it always felt to me that it was where it was needed to pose a challenge, e.g your party of three vs Rude solo in Rocket Town.
Granted, I did a little grinding and was probably always 5-10 or so levels above the vanilla average, which is perhaps why my experience felt just right. I died approximately eight times, and half those times it was due to an error on my part. That's just how difficulty goes with such a battle system though; huge trial and error by nature, unfortunately, as there's little way to telegraph enemy/game behavior until you suffer it.
I liked that when I did die to a boss or tough enemy type and leaned its pattern, good strategy in response almost always immediately resulted in a win.
The balancing was mostly on-point, although the nerfing of Ultimate Weapon's slot # was perhaps a little extreme (or maybe I just am not seeing what could be valid justification). I also didn't like the Ultimate Weapon boss cat and mouse game in the highwind, which was already tedious vanilla, and here the game of cat and mouse was twice as long. I recommend keeping his HP values vanilla if there's no technical way around it.
All in all, thank you to the developer of this hack. A nice engaging Reunion with a childhood classic and probably the best mod for a console game I've played yet (although I've not played too many, PC modding scene is generally more fruitful for obvious reasons).
So, readers, don't let OP dissuade you from a nice hack.
Although GylenMyra appears to be MIA, here's a list of suggestions should he/she return:
-If you cannot expand upon and/or actually make it enjoyable, then streamline the Chocobo racing/breeding shit if possible. I am entirely unmotivated to commit to 100%'ing the game due to that nonsense.
-See Ultimate Weapon feeback above.
-Perhaps make Jenova Death "Red Light" attack cause paralysis or death sentence, so that the player has opportunity to respond, or just tone down the frequency in which that attack is used.
-Raise the price of tents and Inns.
-Restore Magic pots and Mover rewards. What was the intention behind removing them?
-Perhaps add slow diminishing returns on xp gains to minimize grinding, and then add balancing tweaks around that, although it potentially further encourages grinding in itself by suggesting players get the most out of each enemy type per area before they are diminished. Do it -5% xp per battle with that enemy type, up to -50% xp. Even grinding movers and pots at the end of the game would still reward more than they currently do now, which is basically nothing considering Magic pots are no longer in the game and movers give fuck all.
-Perhaps only include the first two (instead of four) found enemy skill materias in the game in total. All characters in your party having access to that large moveset is rather OP. Two would be enough so that the whole concept of learning enemy skills is still enjoyable, without turning out OP and making all characters have the same moveset.
-Consider looking into ways to make the Gold Saucer more fun, in every respect, except perhaps battle. And at the very least, speed up that evil moogle game. I skipped over that fucking thing as I knew evil awaited. Get creative here. Although it wouldn't be so much a difficulty thing, I trust your judgement based on the quality of the rest of the mod, should you be up to the task.
I don't really have anything valuable to add in terms of end-game feedback, because like I said, fuck that chocobo breeding/racing shit. It's a shame too, because most of the mini-games in 7 are pretty damn good. It's just the moggles and chocobos from hell that suck.
Quote
Adding different moves and strategy to bosses is the definition of harder,not adding death status to current attacks
If I recall, the addition of instant death status was only added for one boss (Jenova third encounter). Yes, it was cheap, but the rest of the content was generally good so it can be overlooked.
As for adding new statuses to existing attacks as opposed to adding entirely new attacks that may or may not have status effects...what does it matter? It doesn't, because you have no way of knowing what attacks an enemy has before they even use them on you, so the distinction is irrelevant.
Furthermore, a large chunk of new attacks would demand new mesh-based animations to avoid constant recycling, which is not technically possible with a limited toolset. So this is probably as good as it gets.
Quote
The game is not even hard,
It's just right. Hard enough that attack spam no longer cuts it. Strategy is on a higher level and rewarding of intelligent play without being truly insane.
It's what I would expect from an official hard mode, something I think these games should have always had, and it probably goes beyond that.
Quote
Monsters/bosses normally attack like 2-3 times IN A ROW,so if you smack some1 with an attack and trigger their counter, it will give them priority allowing them to act imediately after counter while making your characters wait -_-. Counter+how many times a monster can act can easily wipe ur party or kill someone thus ruining ur strategy because you now have to revive /heal/buff etc.
I noticed very few enemies counter-attacking. In fact I don't remember any special exceptions aside from the old vanilla monsters, e.g Behemoth with a flare counter attack in response to magic. Yes, bosses sometimes had up to two (very rarely three) attacks in a row, but it always felt to me that it was where it was needed to pose a challenge, e.g your party of three vs Rude solo in Rocket Town.
Granted, I did a little grinding and was probably always 5-10 or so levels above the vanilla average, which is perhaps why my experience felt just right. I died approximately eight times, and half those times it was due to an error on my part. That's just how difficulty goes with such a battle system though; huge trial and error by nature, unfortunately, as there's little way to telegraph enemy/game behavior until you suffer it.
I liked that when I did die to a boss or tough enemy type and leaned its pattern, good strategy in response almost always immediately resulted in a win.
The balancing was mostly on-point, although the nerfing of Ultimate Weapon's slot # was perhaps a little extreme (or maybe I just am not seeing what could be valid justification). I also didn't like the Ultimate Weapon boss cat and mouse game in the highwind, which was already tedious vanilla, and here the game of cat and mouse was twice as long. I recommend keeping his HP values vanilla if there's no technical way around it.
All in all, thank you to the developer of this hack. A nice engaging Reunion with a childhood classic and probably the best mod for a console game I've played yet (although I've not played too many, PC modding scene is generally more fruitful for obvious reasons).
So, readers, don't let OP dissuade you from a nice hack.
Although GylenMyra appears to be MIA, here's a list of suggestions should he/she return:
-If you cannot expand upon and/or actually make it enjoyable, then streamline the Chocobo racing/breeding shit if possible. I am entirely unmotivated to commit to 100%'ing the game due to that nonsense.
-See Ultimate Weapon feeback above.
-Perhaps make Jenova Death "Red Light" attack cause paralysis or death sentence, so that the player has opportunity to respond, or just tone down the frequency in which that attack is used.
-Raise the price of tents and Inns.
-Restore Magic pots and Mover rewards. What was the intention behind removing them?
-Perhaps add slow diminishing returns on xp gains to minimize grinding, and then add balancing tweaks around that, although it potentially further encourages grinding in itself by suggesting players get the most out of each enemy type per area before they are diminished. Do it -5% xp per battle with that enemy type, up to -50% xp. Even grinding movers and pots at the end of the game would still reward more than they currently do now, which is basically nothing considering Magic pots are no longer in the game and movers give fuck all.
-Perhaps only include the first two (instead of four) found enemy skill materias in the game in total. All characters in your party having access to that large moveset is rather OP. Two would be enough so that the whole concept of learning enemy skills is still enjoyable, without turning out OP and making all characters have the same moveset.
-Consider looking into ways to make the Gold Saucer more fun, in every respect, except perhaps battle. And at the very least, speed up that evil moogle game. I skipped over that fucking thing as I knew evil awaited. Get creative here. Although it wouldn't be so much a difficulty thing, I trust your judgement based on the quality of the rest of the mod, should you be up to the task.
I don't really have anything valuable to add in terms of end-game feedback, because like I said, fuck that chocobo breeding/racing shit. It's a shame too, because most of the mini-games in 7 are pretty damn good. It's just the moggles and chocobos from hell that suck.
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