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You say this, but no part of the FF7 Compliation has lore additions that are remotely complicated, nor are they particularly presented in ways that are hard to digest.My dislike of the compilation is reserved entirely for the added lore - turns a tight self-contained game into KH Lite.
And Dirge of Cerebrus was an extremely awkward, poorly designed shooter, and we all know how good shooters are at presenting engaging, interactive stories when the only way to interact with the environment is to shoot bullets at it.
It's the other way around, even though the chronology is in reverse: 2006's Dirge of Cerberus features a live-action Genesis as the secret stinger, teasing the Big G for his elaboration and backstory in 2007's Crisis Core. I'm sure they were both in development at the same time to facilitate that hook and collaboration, though. It's not the Lifestream that connects us, but Gackt.Same with CC, even as it laid the foundation of what would become DoC.
It's not the Lifestream that connects us, but Gackt.
Definitely. Resident Evil 4 came out a full year before Dirge, and was miles better at both a storytelling and a gameplay perspective. If you want to jump back to an FPS vs Third Person games, Half-Life 2 was 2 years before it, and had puzzle elements as well as shooting down pat. The medium wasn't the issue with Dirge, it was what the developers did with it.I feel like this is a needlessly reductive view of FPSs that lets Dirge of Cerberus off the hook for it own, ingrown storytelling issues. System Shock, Marathon, Metroid Prime, or even Halo fans (to name just a couple) would probably bristle at the idea that a first-person shooter can't deliver engaging, interactive stories; and at the time DoC was released, the typical RPG's way of interacting with the environment was to have a random battle at it, which is just another level of abstraction from FPS combat. Even for those occasions when devs made use of the turn-based battle engine to deliver storytelling, or narrative interactivity, there's also examples of FPS counterparts doing the same thing, and neither format prevents the other from having the most traditional styles of narrative: the cutscene and the data log.
You say this, but no part of the FF7 Compliation has lore additions that are remotely complicated, nor are they particularly presented in ways that are hard to digest.
These are just my opinions, so I'm not presenting it as dogma, nor do I expect anyone to agree. And it is reductive, but not in ways that I feel are dishonest and inaccurate. But this is honestly an argument for a different thread.I feel like this is a needlessly reductive view of FPSs that lets Dirge of Cerberus off the hook for it own, ingrown storytelling issues. System Shock, Marathon, Metroid Prime, or even Halo fans (to name just a couple) would probably bristle at the idea that a first-person shooter can't deliver engaging, interactive stories
That's a fair way of looking at things I suppose. I don't agree with the value assessment though that the stuff being explored is bad and bogs things down. Expansive lore is something that I find very attractive in a piece of fiction. (My two favorite gaming series is Suikoden and MGS for a reason.) When I like a setting or cast, further exploring the minutiae of such is a tantalizing prospect. If you prefer your stories short, simple, and self-contained, I think that's fair, but that's mostly an issue of taste. To me, expansive lore only becomes a problem when:Legitimately, it is VERY similar to Kingdom Hearts, in that the simple, overarching story may be "friendship is great, good guy fights bad guy," but the actual details get very complicated, and (in my humble opinion) really do bog down the Final Fantasy universe.
Now there's a thread topic...That is some Prime cut JRPG Fashion, right there.
these two characters that do not appear in any FMVs for fear of confusing a player that missed them
The only portion of the ending that can actually change, to the best of my knowledge, is Shadow's section if he's for-real dead.Someone remind me or point me to a YT: what happens in FFVI if you don't ever grab Mog, Gogo, or Umaro? I've never actually tried skipping them, so I don't know if the ending cinema skips their sections or shows the same "You didn't find them in the World of Ruin, you bad bad person!" placeholder image.
Can you? I don't think I can. This is rhetoric that's been bandied about for the better part of fifteen years, either by those who loathe what FFXII was, or alternatively those who really like it but felt it could've been better in some respects, and Kawazu's presence on the project--as a last-minute executive producer taking a colossal project to the finish line--provides a convenient scapegoat for all those perceived failings, since while both him and Matsuno are esoteric designers in a larger context there's a relative crowd-pleaser between the two and it's not Kawazu, and so those lines are drawn. In that light, Matsuno certainly can't be taken to task for the finished game in that mental jousting, never mind whoever else worked on it among a team of hundreds, so we're left with these bad faith readings applied to whatever narrative benefits most from it.There's many other parts of the storyline where you can tell Matsuno left and Kawazu took over, but not, at least, that one.