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/vr/ - Retro Games

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>> No.10194281 [View]
File: 6 KB, 256x240, Final Fantasy (U) [!]_022.png [View same] [iqdb] [saucenao] [google]
10194281

>>10194273
Nice pasta but...

Running away is super important in some cases though

>> No.9452950 [View]
File: 6 KB, 256x240, Final Fantasy (U) [!]_022.png [View same] [iqdb] [saucenao] [google]
9452950

>>9452791
Yep, this is a great part of the fun for me in Famicom RPGs. Ressource management as a whole, it is what gameplay was all about in jRPGs at the time, the main design cue showing that is that bosses are generally fairly simple, *except* the thing is you have to fight them with what we have left after endless encounters that wear you down little by little. Versus 16-bit RPGs onwards in which random encounters are meaningless and bosses are generally the only bit of challenge.

This is what people who don't like Famicom RPGs don't get, they expect to just be able to spam X to win random encounters and then when ports/remakes allow them to do that they complain about this very same thing anyway.

I have so many awesome memories playing FF1, such as barely surviving and managing to make it back to town anyway with just a white mage only because enemies managed to miss that white mage on the way...

>> No.8998889 [View]
File: 6 KB, 256x240, Final Fantasy (U) [!]_022.png [View same] [iqdb] [saucenao] [google]
8998889

>>8998212
>>8998297

>Coctrice ambushes me
>turns the entire party to stone except the White Mage before I get a turn
>manage to flee from the fight
>no more Gold Needle
>White Mage manages to backtrack out of the cave by fleeing from every fight
>twice the fleeing failed, the first time he made it out of the fight alive with just a few HP, the other time the enemy actually MISSED when it would have killed him
>once I'm out of the cave I can save but I still have to backtrack all the way to the Elf village to buy Gold Needles

My asshole still hurts from all the clench

>> No.8788141 [View]
File: 7 KB, 256x240, Final Fantasy (U) [!]_022.png [View same] [iqdb] [saucenao] [google]
8788141

>>8788060
>But nearly every console RPG just seems like you'd have to be an idiot to not get bored.
>Bigger numbers are better, remember to bring some heals and use them when at at low hp. That's pretty much all the JRPGs boil down to and even if you are not very good at it you have plenty of excessive resources to make up for your errors.

I don't believe you've played Famicom RPGs. Play FF1, FF2 DQ 1 to 4, Earthbound Beginnings on NES/Famicom. No compromises with any of the remakes.

You'll thank me. The whole genre started going downhill gameplay wise starting with the 16 bit era.

>> No.8749601 [View]
File: 7 KB, 256x240, Final Fantasy (U) [!]_022.png [View same] [iqdb] [saucenao] [google]
8749601

>>8749585
You could make the same argument with all the best Famicom RPG. FF1, DQ series, Mother, etc

Except that in the case of FF2 you actually are given a chance to do something about those situations if you prioritize evasion instead of reaching ridiculous amount of HP like 2875

>> No.8718429 [View]
File: 7 KB, 256x240, Final Fantasy (U) [!]_022.png [View same] [iqdb] [saucenao] [google]
8718429

Famicom jRPGs are the best jRPGs gameplay-wise

>limited inventory
>actual ressource management
>dungeons often take up most of your ressources even with proper management
>status ailments that matter
>buffs/debuffs that matter
>low lvl cap, meaning each lvl matters more
>grinding your way out of a challenge is not often a solution, and if it is it's going to cost your hours

As a result each random encounter remains engaging because you're always watching out for something. I won't argue that the next generations brought improvement in storytelling or graphics/sound quality, or overall presentation; but it doesn't matter how creative or unique your gameplay system is if in the end you can just spam X to win and performing other moves is just for the lulz or the beauty of it and not by necessity. I'm thinking of Chrono Trigger for instance which excels in pacing, graphics and musics, but fails pretty hard in the gameplay department due to that.

Of course there are always exceptions, this is just a generality (for instance Metal Max series was harder on SFC than it was on FC). If you don't like the random encounters, then this is not for you. Though make sure you have the msg speed set to max.
You could also try Mother and DQ2/3/4 which have a different encounter rate (encounter every single step for a while, then no encounter for a huge while and repeat)

personally I love the random encounters and the only time I use fastforward is when walking in towns due to the small walk speed that was standard in that era; or sometimes when backtracking to earlier areas of the game where the encounters have become meaningless

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