Is this the Dark Souls of JRPGs?

Is this the Dark Souls of JRPGs?

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What? No, it was just poorly designed

How so?

It's too hard to learn.

Exactly

Should've posted Minstrel Song.

It doesn't know what kind of game it wants to be

A RPG?

What do you even mean.

It's too hard to learn.

>PAL
>50fps reels

I enjoyed the battle theme at first but I can't unhear the ambulance siren now.

>unhear the ambulance siren
wut?

i made a long ass rant about why this game is terrible and you know what?

i'm going to look through the archive again just because looking at that cover pisses me off so fucking much

>most of the game is played moving this board game piece around a map, which doesn't sound bad at first but it basicaly makes the game as visualy appealing as monopoly outside of battles, makes every dungeon look the same and kinda defeat the purpose of the word "video" in "video game"
>for everything you do in the game you have to stop a slot machine, you find a treasure chest? slot machine to decide the loot, trap? slot machine to see if you get hurt, attack? slot machine to decide the strenght of attack, granted the slot machine follows a timing and with experience you can always stop where you want but it's pointless complicate for no reason
>weapon breaks
>you can upgrade weapon with stuff you find around but the result won't make any sense unless you read a guide, if you read a guide, it's really easy to make top tier weapon early on
>character only level up at the end of a quest but you see they don't level up, they have a grid with 8 slot that indicate the skill they know and the stronger their skill, the higher their stat, the skill they learn and the strenght of them is semi-random and depend by how many monster you beat, on top of that each skill provide an extra bonus depending where it's placed and again it's needlessly complicated
>by the way you are forced to always learn a new skill at the end of each quest and it's totally possible to get weaker because you had to change one of your good one which is why most guide suggest to have an empty dump space
>each character has a specific growth rate, that change completly how you want to set their skill grid, there is no ingame tutorial that explain that, i had to read a gamefaqs guide

>oh and for some reason mage are even more complicated, mage only learn spell when they find magic tablets (which also go on the skill grid) and each mage has different elemental affinity so someone might be good at fire magic but suck at water one
>the best way to improve your mage character is teaching them how to punch and kick stuff really really hard
>new attack are learned at random just like in romancing saga, when you learn a new attack, you can only select it through the slot machine
>when you get stuck in the main quest (and you will) you can do side quest to get stronger but as i was saying before their reward is random, so it's completely possible to waste your time, not only that but some of them can be failed and they are all played in the same boring monopoly like map, In fact most people recommend to always start with ventus because he's the only character that has access to sidequest that can't fail and whose reward are somewhat fixed
>not even something as simple as HP can escape kawazu wrath, in this game HP means jack shit, instead each character has HP and LP, HP serve as a barrier to your LP, the lower your HP the higher your chance of taking LP damage and when you get to 0 LP you die for real

unlimited saga is a game where you deal fake damage (artificial damage?)

in order to improve your chance to deal real damage, what fucking madman designed something like that?

infinitelooper.com/?v=LTj4n0L9Uh0&p=n#/26;52

why was this game so bad? did any devs suicide oer it?

Ever heard of D&D?
It's an RPG, look it up.

>makes every dungeon look the same and kinda defeat the purpose of the word "video" in "video game"
Even though the video is displaying the dungeon? I can get why that having a more stripped down approach isn't appealing to the masses, but to say it defeats the purpose of the video part of video game is silly.
>for everything you do in the game you have to stop a slot machine
It is to simulate dice rolls, but this dice roll you have a bit more control over in the success or failure of a skill, and it tests skill level versus the level of the object you are trying to use a skill on.
>weapon breaks
Yeah, and you can repair them mid dungeon as well with quick fixing. There should be no reason to why your equipment breaks unless you really mismanage everything. I mean did you even play the previous games in the series? Final Fantasy Legend I and II both had item durability as well along with SaGa Frontier 2.
>character only level up at the end of a quest
That is pretty good and prevents a lot of grinding by taking traditional character growth rewards when you complete a quest rather than killing enemies.
>by the way you are forced to always learn a new skill at the end of each quest and it's totally possible to get weaker because you had to change one of your good one which is why most guide suggest to have an empty dump space
And it doesn't debilitate your character to the point that they are useless, at most you get a minor stat down if anything so it isn't a big deal, but it forces you to make decisions about how you are building your characters.
>oh and for some reason mage are even more complicated, mage only learn spell when they find magic tablets (which also go on the skill grid) and each mage has different elemental affinity so someone might be good at fire magic but suck at water one
It is apparent with the first scenario how magic tablets are since you start with some on the magic users.

>new attack are learned at random just like in romancing saga, when you learn a new attack, you can only select it through the slot machine
You can get new techniques through fighting hard enemies. Bosses tend to spark techniques very quickly.
>when you get stuck in the main quest (and you will) you can do side quest to get stronger but as i was saying before their reward is random, so it's completely possible to waste your time, not only that but some of them can be failed and they are all played in the same boring monopoly like map
You mean the step limit?
>not even something as simple as HP can escape kawazu wrath, in this game HP means jack shit, instead each character has HP and LP, HP serve as a barrier to your LP, the lower your HP the higher your chance of taking LP damage and when you get to 0 LP you die for real
It is because you are stuck in the mind set of every other JRPG. It becomes apparent as you play the game that HP is more like a stamina or fatigue. When you use an attack it slightly fatigues you. When you get hit it fatigues you. When you perform a rest on the map people recover their stamina. You can pull characters out of a turn so they can be on the side to rest to recover stamina.

It can even be seen in some games like Shadowrun, that with hand to hand combat you mostly go through stun damage. Once the stun counters have been maxed out then the hand to hand skills start doing damage to hit points. It isn't a radically new concept.

Well, Square soft was bleeding money so corners had to be cut.

>poorly designed

OP here
I posted the wrong game

It's more like people don't know how to play board games or read manuals

just because you didn't understand it doesn't make it bad, user

it kinda does

That is pretty good and prevents a lot of grinding by taking traditional character growth rewards when you complete a quest rather than killing enemies.

THE QUEST REWARD ARE DICTATED BY HOW MANY ENEMY YOU KILL YOU BLATHERING NINCOPOOP, YOU ARE STILL GRINDING, THE GAME IS JUST HIDING INFORMATION FROM YOU FOR NO FUCKING REASON

THERE ARE FUCKING QUEST THAT HAVE ENEMY SO WEAK THAT IF YOU DO THEM YOU GET DEPOWERED

IMAGINE THAT, IMAGINE THAT SHIT FLYING IN ANY OTHER GAME WHERE YOU DON'T NEED TO READ A HUGE ASS GAMEFAQS GUIDE JUST TO UNDERSTAND THE BASIC RULES

It's another 'I don't understand a game so it's bad'

Game's not even hard compared to other SaGa entries. Just complicated

It's to be expected from JRPG players to be deathly afraid of game overs though

You're the one that is grinding. I often go through dungeons avoiding enemies or using persuasion skills to remove them from the field. If you feel like you need to grind enemies to get certain skill panels to beat the game then go ahead and do so. I never needed to and beat it just fine.

As you said HP damage isn't as important and it is all about LP damage and tier 5 techs will start hitting LP quickly.

>you just don't understand the game

No i'm sorry, i genuinely tried to understand and even after understanding it, i was flabbergasted by how needlessly complicated it was for a game that is so monotonous

>weapon breaks
I'll add to him that the weapon doesn't break until after the battle is over, which is nice since it means you can keep your half-bent strong sword for a boss and can even go for a flashy finish and club it to death.

>dungeons look the same
This was probably the biggest turnoff for most people(me included).
As Nethack players say: "You just get used to it." At least here the map layouts are everything but random.

>Just complicated
contrived even

Regardless of peoples opinions on the game, the soundtrack is fucking GOAT tier. Hamauzu's best work in my opinion.

You expected the game to be a standard FF/DQ clone, instead of trying to figure it out, as evidenced by your posts

Literally went into a SaGa game with the mindset of grinding to get overpowered and steamroll the game mashing A

I honestly enjoy Ito's work more. Mostly because it is more energetic.

>mfw I bought Unlimited Saga on release day at full price

It's not that difficult to figure out, but a lot of the systems in place do make things feel a bit more complicated than they need to be. Once you know what you're doing, it's not that bad, but I still wouldn't call the game great or anything either. The only reason I finished it is because my dad saw me playing it one day and ended up sitting down and watching and we both figured out how things worked together. After that he'd always watch when I played and it became sort of our after dinner ritual.

>monotonous
Actually you'd think that but there's a lot going on behind the scenes, which is weird cause if the game didn't bother hiding so much information it would be much more engaging(pic related).
I don't blame you, it's a game you need to hate before starting to love.

That's cute

is he hairy?

user how the fuck does it make logical sense that wizard get stronger by learning kung fu?

Why do you spend so much time staring at a chess piece slowly moving through a blank screen?

Why is something as important as skill placement never explained in game?

Why can you get top tier weapon by combining shit that wouldn't make any sense unless you read a guide?

Why do some side quest actively make your party worse?

Why can you even fail side quest because of that step limit?

What's the point of having weapon break if you can just repair them?

What's the point of having everything decided by a roulette when it just adds busywork to anything you do?

What satisfaction there is into beating a fight if the only thing you get is that "maybe the reward at the end will be better" and "maybe your character will learn a new skill"?

What the fuck does a game need to do before people can say it's badly designed?

>Turn based RPG
>Real time limit for dungeons
This is one of the worst Christmas presents I ever received. Fuck you for comparing it to a decent game.

On my 3rd playthrought, I felt really dumb when I learned that the roster selection in battle heavily weights the aggro on 1/5. then there's action delay rehearsed combo and the whole weight shenanigans...

By the way i could understand if the roulette was only in combat

But no! You can't even open a chest without the roulette getting between you and the treasure

Why can't i find a decent video review on this game?

see It's a Wizardry holdover: back then you had to have a living can opener in your party and manually type the type of trap when disarming, and even then there's a chance of failing.

Try all of biggy's videos :youtube.com/playlist?list=PL4F21C2CF117D81A7
He's the aquagon(of Ar Tonelico fame) of Unlimited Saga.

there's more: youtube.com/playlist?list=PLE7F78D1D25291183

No, you only get the reel when you open a chest if it isn't safe to open. Chests can be locked and/or trapped.

Was going to buy this one day and was talked out of it by a gamestop bro. Good guy.

I bet one ever figured out how to open magic locks without a guide.

I want to try this game, is it advisable to go in totally blind and figure stuff out as I go or is there some game mechanic guide I should read beforehand?

Is there some place I can find the official game manual online?

It's an okay game once you figure out how to play it

it's just that it took a decade for someone to actually figure it out and explain it to others :^)

You have to watch this guy's tutorials first

there's no written explanation for anything for this game.

youtube.com/watch?v=1brcx4bDoFY&list=PL4F21C2CF117D81A7

You can try playing blind. But good luck figuring out how the game actually works.

Knowing about SaGa helps but it's as good an entry point as any.
You will feel like you're wasting A LOT of time if you don't look up stuff; I'd say look up directions as you go if you feel you haven't made progress in an half-hour.
The game will screw you up sooner or later.
As for a beginner advice: "don't pick the squirrel."is the most common.

To give another beginner advice, pick ventus, he's the hardest character to fuck up for a certain reason (he has access to certain sidequest other characters don't have)

>game is entirely dependent on the community to unravel and explain the mechanics

It really is Dark Souls