on May 20, 2007
I’m sure you’ve noticed the lack of relevant posting. My blogging time was eaten up by FFXII last week. The game and I have come to a sort of understanding now, and I’ve discovered how to wrest some enjoyment from the thing. This will never be my favorite entry in the series, but it isn’t nearly as bad as the first hours indicated it would be. A little character development has gone a long way towards appeasing me, along with an explot which negated the need for a lot of level grinding.
I’ll have more on the game later. If I were to blog my impressions of this game as they came to me, it would sound like two people having an argument. I love it! I hate it! It sucks! It’s great! I’m sick of it! I want more! Actually a live-blog of someone going through a large game like this could be interesting. All of those moment-to-moment impressions are lost when you get to the end and try to sum up and build a single coherant viewpoint on something.
Still, the game isn’t bad. I don’t blame those who gave up early. I nearly did. The game falls appalingly short in the first impressions department, and it takes the thing a while to get around to developing the characters.
I got stuck at one point and had to look at the guide. All through the game I saw little notes: “Don’t do this seemingly harmless thing or otherwise you’ll never be able to get this great weapon later on.” and then “make sure you pick up such-and-such hidden item because you can’t come back for it later and you’ll need it to get a great weapon later on.” Nothing like designing a game and its sidequests around the desire to sell hint guides. Lame. Truly lame.
Shamus Young is an old-school OpenGL programmer, author, and composer. He runs this site and if anything is broken you should probably blame him.