Yeah, it's a weird way to bottleneck the game. IV Handled it a bit better.
One of my bigger gripes with the remake. I honestly preferred the nameless four, and it's obvious from both versions the story is written that way.-The personal drama they tried to add... didn't really work out, to be honest. We have Refia low-key crushing on Desch, and then Arc having that thing with Prince Alus. I get it was built-up a bit, what with Arc being bullied before so now he kinda wants to protect Alus from bullies, but it's like two scenes so it makes me feel nothing and contributes nothing to the story or Arc's character, uh, arc, so what was the point?
They most likely fixed that "trick" with the monks for the remake. I attest that the original holds true to not giving Monks weapons is the way to go.-The numbers baffle me. According to the on-screen information, the monk should be dealing more damage with no weapons equipped, but then I equip two sets of knuckles and the actual damage in battle is much bigger than it was, despite the score on the character screen being lower? What is even up with that?
Honestly it is better if you've played the original. While I don't care about the in-game "job description" aspect since that never appeared in the series until FFTactics, the UI is better about explaining equipment and job stat changes than the original. Even then, I would argue FFIII Original did a better job on this point than FFIV original. Honestly, I like that the game does more to keep some of the old school "experimenting" aspect as opposed to the more streamlined presentations of other Remakes, especially since this game didn't need it as much.-In general, while the I and II remakes improved much on the clarity side of things, III remains just this vague thing that tells you nothing. You don't even get proper job descriptions aside from that one guy at the inn who is next to useless because he can only tell you what jobs you currently have, so the adjustment period prevents him from being the least bit helpful. I get wanting to preserve the old school feel, but I don't think that would be totally lost on us if we had a UI that was just more clear and helpful, especially since the game isn't pulling any punches, unlike I and II.





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