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Hiku said:
LivingMetal said:

I didn't.  Suikoden, Wild ARMs, FFVII, Xenosaga, Persona Revelations, Lunar, Chrono Cross, Grandia, Legend of Legaia, etc. were are turned based for the most part with their own gameplay and graphical style and presentation. 

What I said about graphical limitations in the part you highlighted was specifically about random encounters.
The reason Midgar Worm was the only monster we could see on screen, chasing us soon after we stepped out of Midgar, and no other monsters, was because of technical limitations. We understood that the enemies weren't really invisible. That's what I meant by accepting it as a graphical limitation.

When I said "same thing about Cloud blocking a machine gun burst with his face", I was refering to what I wrote after, that it was understood by the players that the crew never actually got hit by bullets as part of the story, but that how the battles really turned out was for the most part left to our imagination.

Some times these things are because of technical limitations, other times it's a design choice. But what I'm getting at is that some elements no longer feel natural as certain things change in games. Such as graphical fidelity.
In FF7 no voice acting didn't feel unnatural, partially due to it not being the norm at the time, and the fact that they had no mouths to move didn't make it worse. It would feel very unnatural however if we see their detailed faces in the remake, but no one ever speaks.
In old Resident Evil games there were loading screens behind every door and ladder. Today that is rarely the case, as doors and ladders can even be part of action filled gameplay segments. You can shoot holes through a door, or kick down a ladder that an enemy is climbing.

Yes, there were graphical limitations which sometimes determine what a developer can or cannot do.  But they were still RPGs regardless.  With that same processing power, Squaresoft could have made FFVII into a 2d action platformer like Castlevania SOTN or an adventure game like Soul Reaver.  Obviously, we have more processing power now than before, and developers can do what they want with that power.  It just would be nice for the FFVII remake to stay closer to its roots.  If fact, it was FFVII PSOne that brought me back to console gaming because I was a huge fan of the first and fourth FFs.  Not FF Tactics and not Core, both good games but different gameplay styles.  And FFVII Remake might turn out to be an awesome action base game.  So maybe a Persona 3 remake should be action based as well, but I won't be buying it.

Being action based doesn't make it a non-rpg though

......

Never said that it did because there are a variety of rpgs.  All I'm saying is that SE could have catered to the fans who helped made them where they are with the main FF franchise.  It was only until after FFX they started receiving the criticism that still continues today, and for the most part rightfully so.  And as implied earlier, it doesn't mean that FFs after X were bad games.  Mario has been in most every franchise imaginable, and if someone loved the charatcer enough to enjoy all those different genres, then fine.  But if you're primarily a platformer fan, you might rather spend your time having Mario to jump than race.  The FF series have steered enough from its core gameplay mechanics to the point as I've mentioned earlier is more FF in title than spirit.  And if other RPGs such as the Atelier series, Etrian Odyseey, Persona, Neptunia, Dragon Quest, Demon Gaze, etc can continue to employ some sort of turn based system while remaining successful and catering to its fans, SE could have done the same with the FFVII remake.  But they didn't.  You have your preferences, and I have mine.  That's fine, and SE can do what they want.  Too bad they aren't catering to the fans who enjoyed Hironobu Sakaguchi's FF works.