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Grahamhsu said:

The game at this point can suddenly turn ravenous on you. Especially if you play well in the early part of the game you might even regret it. The higher your Battle Level the more powerful your enemies, yes this game features level scaling in a Japanese RPG. The problem is once I returned to the castle and got the guest union David and friends. I would get to the boss of that quest and I would get raped and it wouldn't even be my fault. Since I am only able to control one union I'll attack with that union. Unfortunately since your guest unions are literally mentally insane they'll do stupid shit, and you could end up dying in the first turn...

Level scaling only is in effect when you enter a new area. If you return to a given area, the enemies will be at the same level you initially battled them at - so you can goto a difficult area, fight for a little bit, return to a weaker area, grind, then return and beat the battles.

IMO, that's a good design choice. Many people have hailed Lost Odyssey's Level Cap system for changing the way JRPGs typically are made - rather than grind to a predetermined level, there's a little bit more of a level challenge.

I figure well they messed up the level design and scaling on this particular area, the game is early as I keep going I'll be able to form my own unions and have more control over the characters right, thus allowing more strategy and pwning of the monsters! Wrong and right! As you continue you'll get more unions and soldiers to hire but at the same time you still have random commands you can give to your group. Why can't I select what each character in my union is going to do. Why is it that sometimes I can heal and attack other times I can't? This problem pisses me off to no end, I need to able to control the characters in an RPG or it's just plain stupid.

Design choice? I guess you never played old Enix RPGs such as Ogre Battle, which the combat is based off of - or Final Fantasy XII which the Gambit system (which determines how your characters act in battle).

The issue with controlling each character is simple: Suppose you have 5 unions consisting of 5 party members each. Do you really want to issue commands to 25 different characters? If SE chose that path, they would have had to withstand the complaints of even more people arguing the battles took too long - and TLR would loose any sort of new innovations in combat.

Personally, I am excited to play TLR and the fact that the battle system seems to be a direct descendant of Ogre Battle: MotBQ and PoLC, which were both phenominal Enix JRPGs. Neither allowed you to control your party members, BTW (both had you controlling squads of up to 5 members, and armies up to 20 squads per level...Fighting dozens of battles per level).

Also the level scaling is just stupid, if a game gives you an ability to chain monsters, than you don't have to make it any more difficult. The player themselves can make battles more difficult simply by chaining. Unfortunately since monsters level with you, and all skill/stat gains you get are somewhat random, chaining monsters is more of a how fast do you want to die game. So far I've chained at most 4 monsters in the begginning of the game. At this point with Battle Level 30, chaining 3 monsters together is just asking for excrutiatingly slow death. And any more is just suicide. Anyone else feel Last Remnant was a dissapointment or perhaps there's something about the game that I don't know? (Like the reason I can't issue any command I want to my union....)

It's the same reason chaining was in Blue Dragon: It's merely optional (at least in BD it was) as a way to grind faster.

And again, it comes down to a control issue - Would you prefer complex stat increases for 25 party members? S-E made some areas simple to remove the maddening aspects of controlling such a vast army.

But all in all: I can't comment too much on TLR issues - I haven't played it yet. I'm excited to start next week, as I can't wait to form some great unions.

And again: The Last Remnant is an hybridized SRPG - all the vast army elements of the Ogre Battle series, with a turn based flavor, ala Final Fantasy or the SaGa series.



Back from the dead, I'm afraid.