runqvist said:
S.T.A.G.E. said:
runqvist said:
S.T.A.G.E. said:
runqvist said:
Most jrpg:s have annoying art style, bad voice acting, ridiculous stories and uninteresting "character development" and most of them require no skill whatsoever. Just click some attacks from menu and grind for a while, you are set. Sometimes those characters make me want to quit the game, like the "go on and on and on" girl from xenoblade or the little "I won't give up" twerp from Blue dragon. Gahh, me hate. Wrpg:s have better art style (as in it does not make my eyes bleed), better stories and voice acting.
Of course there are always exceptions, like Lost odyssey on 360. That was a jrpg which I would like to see more often.
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Did you say JRPG's are easy? I love WRPG's to death but FFX itself was harder than all of the WRPG's I've ever played save for Diablo on the hardest settings. JRPG's are like a chess match, choose your character, create growth in the moveset and outthink your opponent with your moveset.
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If you have a hard time with FF X, I would like for you to hand me over your gaming license. :D You could just go grind on enemies which dropped dark matters on that field (don't remember the name, but you could call the enemies for some money) and just cruise through the rest of the game with limit breaks.
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FFX was one of the easiest JRPG's I've ever played let alone FFXIII. I said that game was harder than the mass majority of the WRPG's I've ever played. JRPG's are more of a test on the brain than WRPG's.
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I don't see any "brain testing" on clicking a menu item. If there is a autobattle on jrpg:s, like gambits on FF XII, the game beats itself.
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In JRPG's you tend to have not just attacks, but spells, buffs, styles of play (sometimes categorized by your company in matches) miscillaneous items. The system was based off of strategy which WRPG's are not. Complexity is the major factor as to why JRPG's are not appealing to a mass audience. This is why Japanese developers have to dumb them down today to even break even.