FFVI is my favorite FF game, but for this thread I took a stance on a game that I actually enjoyed and felt was an underrated game but FFII is definitely number one on the list now that I've given it thought. I still stand by my comment though.
I do recall. I just got done with the section of the game where the team splits not a few days ago. After you get the Airship in WoR, the only game that's more open is FFXII. Every other game, you've either explored all the places by the time you get transportation, or you can't access it until you get a better version later in the game (see FFVIII and FFIX), after you've visited just about everywhere anyways. Even FFXII forces you to do nearly everything on foot, but the use of teleport crystals nullifies that a little.If you may remember correctly, while FFVI had some degree of linearity (as all JRPGs do), it breaks that linearity twice. For starters, the idea that you can choose one of three stories that happen at the same time and run them as you wish. Then, after you get the Airship in the WoR, you can choose to go only with the characters you have, or get the rest and enter with a much, much more solid party.
Railroading is a pitfall that every GM every now and then falls into, and when that happens, if the NPCs/explaination is valid, it's justified to an extent. I don't like it when it happens, but I've already established that FFXIII failed to even try to not be linear without giving true side quest. They gave you hunts, like FFXII had, which wasn't really a side quest at all because it, "I had to kill this thing. I wish I could have done it. Do it for me please. I'll give you this item." without any variety. I wanted to point out that the game, outside of how linear it was, it had a strong point by incorporating true elements of strategy in battle by limiting your choices the characters could grow. Even after you unlock all the roles for every character, you still have clearly defined experts to certain roles (Hope was a rav/med but even when you max out his sent, he'll never be remotely as good as Snow).The problem with FFXIII is that it feels like you're watching a movie, or moving on a rail with no wiggle room to work with (until later in the game). To put it in perspective: it's to console RPGs what a railroading GM is for tabletop RPGs. At least other games have side-quests that give the illusion that you're doing something else.
Hamauzu did fine work with the music in my opinion because the music never stuck out to me as improper. You can't point your finger to a place in the game and say, "NOPE! This music doesn't fit." Blinded by Light is beautiful, and Sabers Edge (boss music) has that dissonant piano that creates so much tense that it REALLY pumps me up. It's the first normal boss music that pumped me up since FFVII, and the boss music for Barthandelus is just phenomenal (I can't recall the name of the track itself). Hamauzu also worked with Nobuo on FFX I believe. It was the last time they worked together before he left to do solo work with The Black Mages and to do more freelance work.I still consider Hamauzu mediocre, by the way, and I've heard students of Conservatory that praise his take on game music. Furthermore, I find his work on SaGa Frontier II to be better than his latter apparitions in FFX, and despite the ear-worm property of Blinded by Light, I just don't feel attracted to the game at all, or its music. Sometimes, his take on classical music can be downright boring (the intro for USaga is pretty nice, but the title BGM is dull).
Given that point, doesn't that make Hamauzu's work a bit more impressive? I'm not a classical buff to your level, so I won't go into the details like you have here because it's not my field. I know enough to get by, but I know when I don't have enough knowledge to contribute to a conversation in a positive way.It does bring a point, however: the music fits a much wider landscape. It gives an illusion of width to battles which are essentially the same as those of its predecessor (and take note that Sakimoto + Iwata do compositions that also take influences from classical music and take it one step further; my surprise to hear "Battle on the Bridge" from Final Fantasy Tactics had a movement by Stravinsky, told to me and shown to me by a classical composition graduate). Uematsu, on the other hand, has essentially developed the taste of most of us regarding RPG music, so it's shocking to observe the shift in composition focus.
By the way: I don't consider neither Hamauzu nor Uematsu as my favorite composer. Not even on my top 5. You may ask people here which are my top 5.
Recording foley is what I've been doing this summer, so I couldn't resist at poking fun at the sound they got for FFVII to represent Cloud's motorcycle. It sounds more like a slightly slowed down/pitch-shifted lawnmower than a real hog.Beg to ask why riding a motorcycle that sounds like a real one is important?
I actually prefer the sound of choppers over sports bikes. It goes to the muscle car roots I have.Perhaps those who are used to Yamahas aren't fans of the sound of choppers, mind you.
That's fine by me as that's your opinion. I still believe by giving a story driven level cap, healing after every battle, removing random encounters, and forcing people to fight bosses/strong enemies with an actual strategy is something the series never saw before was a refreshing change. They couldn't just mill out another game without trying new things. Some of the things I feel worked well, while others failed miserably. I knew my opinion wasn't going to be a popular one, but I stand by it regardless.Whether that's a reason why to like FFXIII...it's pretty flimsy, actually.







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