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Just one example of why Chrono Cross has best NPC dialogue

 
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Ratoslov



Joined: 05 Dec 2006

PostPosted: Fri Feb 28, 2014 2:29 pm        Reply with quote

Tulpa wrote:
Regarding Final Fantasy X, this is probably a sentiment that's been expressed before, but I found myself having difficulty caring about all of the plot stuff about anime church, and the potential death and doom and gloom given that death means nothing to the people of the setting, that they can literally visit the afterlife whenever they want and see their loved ones, etc. It's a perfect example of the details of the story undermining the actual plot.


And the basic ludonarrative dissonance inherent in most examples of the jRPG genre, which is normally merely bad, is absolutely terrible here- it's a story about death and the fear of death and living a meaningful life and dying a meaningful death etcetera, but it never addresses that the protagonists kill people all the time without even blinking or thinking about it. But that's a tangent...
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Ratoslov



Joined: 05 Dec 2006

PostPosted: Mon Mar 03, 2014 10:18 am        Reply with quote

Ni Go Zero Ichi wrote:
Ratoslov wrote:
And the basic ludonarrative dissonance inherent in most examples of the jRPG genre, which is normally merely bad, is absolutely terrible here- it's a story about death and the fear of death and living a meaningful life and dying a meaningful death etcetera, but it never addresses that the protagonists kill people all the time without even blinking or thinking about it. But that's a tangent...

I've heard the legends that Moon: Remix RPG Adventure is all about this

God-damn, that sounds like a fascinating game. So of course it's left a trail of translation teams in it's wake...

Quote:
Although in fairness to JRPGs, the abstraction of their fantastical turn-based combat usually allows for some openness to interpretation as to whether defeating an enemy in battle kills or merely subdues them. (When I was a kid I didn't like the idea of playing a game where you kill people, so I assumed victory in a turn-based battle merely meant that the enemy passed out, like in Pokemon.) The real-time action and twitching, blood-spurting death animations of Uncharted leave room for no such ambiguity.


I've often wanted to make/see a jRPG that left absolutely no ambiguity here- blood-spurting/twitching/corpses left behind, post-battle looting and taking of trophies in the place of the traditional victory anthem, and the protagonist cohort going from idealistic magical teenagers to psychotic mass-murdering magical teenagers over the course of the game. Mind, it'd probably end up feeling like it was derivative of Cavia...
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