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I can't argue this without replaying the game again, so I'll let this one go for now.
Well, you could just youtube some videos.
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I think I need to replay TotA too, I remember being able to chain attacks and gaining abilities rather early on.
You can only chain Artes into Mystic Artes for a long period of time. (as well as the obligatory XXX)
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I dunno, I've never noticed much of a delay for Luke. Maybe it's because you play more action games than I do but I find the controls for Abyss just fine.
I suppose that's a valid point. I'm very used to instant reactions and canceling when it comes to action based games (DMC, Ninja Gaiden, God Hand, etc)
This infuriated me to no end in Abyss.
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How is it absurd to judge? SO3 also requires practice if you want to master it.
It doesn't require as much tediousness to obtain a decent grasp of the system.
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Symphonia's Hi Ougis were pretty much non existant, and as for overly flashy final attacks, two words: Dimension Door. Seriously, that move was freaking broken, and you could use it whenever you wanted.
I should think the very last moves you learn should be fucking powerful.
Dimension Door isn't particulary flashy either. And again, my main issue with them in Abyss and Symphonia is the lack of variety.
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Problem being, I don't like it when a pool of stats that are required to use abilities with can also result in my death if I use abilities. You may say it puts more strategy, I say it's complete bullshit. It's not like HP where the only way you can lose it is through damage.
Early game, this can be an issue, but the bonus battle recovery negates this almost entirely in my experience.
Once you obtain regeneration symbols, you should never be significantly low on MP enough to not afford healing.
And yeah, I do think it adds strategy. It also makes using abilities like critical hit, increase MP/HP damage, and the like a valid strategy.
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Had full active mode been available from the start or near the start of the game I would've definitely liked SO3 MUCH more over any Tales game. However the fact that you need fucking 95% of battle trophies is ludicrous, considering some of the requirements. By the time you get that many it's near the end of the game and you're pretty much completely accustomed to the normal battle mode, making it utterly superfluous. That was a horrible decision on their part.
I concur. I would have preferred if this was available from the start. I still don't consider the running up system to be that huge a problem, as it has only occurred very few times to me, and nearly never for others.
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I found the delay from Abyss more negligible than the aforementioned point. The thing in SO3 happened to me far more times than I care to count.
I maintain that there are very few instances where your running around syndrome occurs. Unless you are constantly going for long range attacks with characters who can only attack at short range. And you can cancel into a skill during this anyway, thus ending it.
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I don't recall anything about AI training. Elaborate, please?
Cleared up in the channel
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They're Sakuraba. Sakuraba's shit has taken a nosedive since the PS/N64 era. SO3, Abyss, and Symphonia are no exception to this rule. Baten Kaitos was the last half decent soundtrack he threw out and even that was pretty crappy.
Preference I suppose. I thought Abyss and Symphonia were extremely subpar, but thought Star Ocean 3, Valkyrie Profile 2, and the like had brilliant music. And I thoroughly enjoyed his work on Eternal Sonata, he really needs to continue his orchestral side.
Anyway, like I said, preference. I doubt you enjoy most of Akira Yamaoka's work for example, but he's probably my favourite composer in VG music terms.