Sun 18 Feb 2007
Pacing
Posted by Aaron Matthew under research, other games
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So these gameplay movies of the new FF:Revenant Wings for DS came out: Link
The reason it’s worth noting is primarily because of the pacing. It is an action tactics game, so based off of the same gameplay as FFXII. In making a semi-real time (’real time RPG’ just sounds so dirty and so irrevocably Star Ocean 3 / Diablo / Final Fantasy Adventure any other PS1/PS2 RPG that eschews ‘choice’ or even ‘reaction’ for plain and simple ‘action’ (X button to slash) that I refuse to use the term with the ’semi-’) game, one of my primary concerns was the appearance of the pacing.
The concern is that players are not used to and will not welcome a game that they feel is moving too slowly. There is a visceral joy in fast paced combat that draws in even the non-RPG otaku into a game (this is why this formula rose to the top), and the truly calculated turn-based game has a love amongst the civilization / wargaming fanatic who wouldn’t be adverse to the idea of Play By Email. So the question is whether the middle ground would have any supporters or would it a traitor to both camps. These clips of Revenant Wings, even though the gameplay is fundamentally still FFXII (don’t know how much pausing and wait mode come into effect - the reason I can enjoy FFXII), the appearance of a slower pace (even if by accident due to the number of pixels/percent that enemies can even be ‘visible’ at for the characters to still be of a discernable size) makes some of my fears subside.
