I understand that, but RPS is still a better analogy, imo.No I don't mean Rock Paper Scissors. The party members don't have blatant weaknesses like the enemies do.
In Simon Says when Simon Says red, you push red. RPS implies a triangle of things effective against one another like Fire Emblem, which isn't what FFX does.
Once you start swapping chars, the game is a cake walk. The difficulty spike at the final boss is total bullshit, though.
You could've used a better analogy.
That's Simon, not Simon Says.In Simon Says when Simon Says red, you push red. RPS implies a triangle of things effective against one another like Fire Emblem, which isn't what FFX does.
You could've used a better analogy.
That's Simon, not Simon Says.
You could've used a better analogy.
That's Simon, not Simon Says.
That's what I thought, up until FFVIIR. It's definitely still the best of their menu-driven battle systems though.
Making vague statements leaves me with enough room to backtrack whenever it's necessary.lol you're right, Simon is the correct comparison.
Simon Says is close enough tho
However I have to say that you could've pointed out Simon in your first post rather than just making that remark
Persona has more depth than this because capitalizing on a weakness nets rewards and YOU have weaknesses.Not that Simon Says is a bad thing, otherwise the Persona games wouldn't be so popular.
You could've used a better analogy.
That's Simon, not Simon Says.
Most of FF and jrpg are like that. I never really paid any attention to the weakness or even bother to use restorative items in FF games or jrpg in general until I played SMT.Persona has more depth than this because capitalizing on a weakness nets rewards and YOU have weaknesses.
FFX is a rock paper scissor system where you have no weakness and the enemy is already showing its hand.
Yeah it pretty much is. The bosses can get real interesting but the random encounters are tedious and require next to no thought once you understand the premise behind the system and each character's intended role.
What I usually do with Kimahri is stockpile sphere LVs on him since the game rarely requires you to use him (there is one battle where you can only use him, but it's not that hard) and then after you get stuff like teleport spheres, I make him amazing.
I mean, most Final Fantasy games will have you mashing attack to get through every random encounter with zero thought put into tactics. Hell, I'd argue FFX requiring constant character switching is probably a step above most battle systems in the series. Even if it's not a particularly large step.
FFX is a rock paper scissor system where you have no weakness and the enemy is already showing its hand.
That's what I thought, up until FFVIIR. It's definitely still the best of their menu-driven battle systems though.
Once you start swapping chars, the game is a cake walk. The difficulty spike at the final boss is total bullshit, though.
Lightning Returns thoThat's not to say it's bad at all, but it's just a good description. However, X-2 has a much better battle system. Hell X-2 has the best implementation of ATB ever IMO.
RPS is fundamentally a guessing game.
Constant character switching kind of sucks for easy random encounters to me. Switching to Rikku to steal from a mech and ohko, or Wakka to ohko to a flying enemy...I come out of those battles feeling like it takes me longer to do a really simple thing.I mean, most Final Fantasy games will have you mashing attack to get through every random encounter with zero thought put into tactics. Hell, I'd argue FFX requiring constant character switching is probably a step above most battle systems in the series. Even if it's not a particularly large step.
I have no idea what you mean by "Simon Says" and you never explained what does that mean, or why. It is however, the best FF combat. Followed by VII RemakeBut I've seen a lot of people mention FFX as one of their favorite battle systems, and it just makes me feel like I'm not getting it. Or maybe it's only kind of like "Simon Says" early on and I'm forgetting that?