Can and am.
Of the things I was very pleased with FF13 was the abandonment of what I think is an incredibly foolish idea. When you fight on your dungeon map you are completely confined to creating dungeons that can support encounters in all areas. I though the dungeon layout was terribly uninspired in FF12, every single place you visit is just a huge wide open area. And it 100% has to be this way, there is no room for any variation or choice in this system. Though people wish to get away from random encounters and battle scree transition I think that the are necessary to avoid straight-jacketing yourself into very limited dungeon design parameters.
Though this isn't the place to discus how challenging FF12 was or wasn't I can't help but be boggled when you describe encounters that are seriously more difficult than FF13's fare.




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