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/vr/ - Retro Games

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>> No.6231081 [View]
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6231081

>>6229964
Chrono Trigger is worse because all the encounters are either scripted, or like semi-optional where if you spend a bit of time futzing around the sides of the walkway, you can bypass them—or sometimes it just gives you the illusion of being able to do so easily, but the enemy will just turn around and engage you if you move along the wrong vector.

I don't necessarily have to see the enemies on the field to understand what's going on with these games. The implication is that the monsters are lurking around every corner or in nooks and crannies, and they occasionally ambush you. It's not a concept that's unique to JRPGs; fucking D&D has its own ways of demonstrating that your character isn't an omnipotent being with 20/10 vision and superhuman hearing. I don't understand why this triggers some people so hard. It is a little dumb if you're like, moving through an enemy installation and random encounters with guards are seemingly endless — like, how many can there be? — but still, it's abstract, just use your head a little bit.

With that said, there are games that do enemies-on-the-screen well and still have elements of surprise or other dynamic features. Super Mario RPG is one of them. I still know where all these enemies are, but it's a faster pace and the platforming keeps it engaging. Like if you want to avoid enemies, you still have to pay attention even with prior knowledge.

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