All you need to do is give it a pretentious name and you’re set. It’s from this that you get things like Chrono Cross’s stamina system, the Tales series’ simplistic real-time-brawler combat, the plodding swap-o-holic fights of Final Fantasy X, and the hexes of Wild ARMs 4. No, if RPGs wanted to stand out against the crowd, they needed a fancy new battle system that dispensed with Fight/Magic/Item/Run in favor of something much weirder. “How about game sequences that aren’t stiflingly linear and plots and characters who aren’t lifted directly from either Star Wars or whichever shonen anime the writer watched last night?”īite your tongue. Towards the end of the PS1 era, though, developers started to realize that this was causing their games to blur together, so they began hunting for ways to make their games stand out in a genre that had quickly become overcrowded in the wake of Final Fantasy VII’s breakout success. The names might change, but in the end, you Fought, you Magiced, you Itemed, or you Ran, and if you didn’t like it you played Mario. Back in the day all RPGs really had the same battle system.
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