Here's my shitpost review of Final Fantasy: Tactics so I can get Duck Hunt dog reactions.
You fucked up this time, big dog.
The pixel art, if you can call it 'art', lacks any soul to be found.
If you read Jung ONCE, you'd know how stupid this was. I fucked a lot in college.
Could they not use standardized sprites for every character in order to keep a consistent player feedback loop?
"Gamers" need options, or they lose interest and masturbate.
For the life of me I can't imagine why they performed this development task the way as they did it, other than sheer disorganization and sheer laziness as per the usual Japanese way.
If you read Jung ONCE, you'd know that Square outsourced all of their game development in the 90's to Activision. I fucked a lot in college.
Looking at its artistic synergy created a sort of ludo-dissonance in me and made me want to go back, perhaps as if I was time traveling considering I'm referring to a better games of a far superior era (my own), and thank the gods that character design has improved much in the decades that followed this games disappointing release.
This is sadly correct, AI has raised the bar for artistry in the modern era. Threw out all my Rembrandts, and wiped my ass with Klimt.
This game simply cannot compete with the likes of far superior cohesion experience narratives such as Lost Oddyssey on the Xbox Three-Sixty, or even the likes of the greatest action-RPG of Final Fantasy XIV, or my personal favourite game Honey Come Come Sushine Gala Party! Idakisae! 2.
Well, well, well....you know what they say about broken clocks.
This lack of coherent artistic vision extends out towards the rest of the barebones game, unfortunately, and I think it's substantially lacking in UI integration mechanics which is an absolute essential layer of engagement stack.
My father invented engagement stacks, and UI intergration mechanics are a secondary consideration when weighed against- You know what, you wouldn't understand it if I told you.
The isometric view also belongs more to a lesser game feel than one of the prestigious variety that this game holds cohesive brotherhood with.
If you read Jung ONCE, you'd know perspective is a deception, perpetrated by the shadow self. I fucked a lot in college.
Every map is designed more for ongoing character theming and forced gameplay loop counterblocking which made me greatly disappointed in the ten minutes I spent playing it.
The game gets after eleven minutes, your lack of persistence betrayed you again.
For a far more in-depth discussion, I'd recommend the YouTuber GamingPunkSkeptic27, they have phenomenal explorations of anti-kino game delves and really capture the essence of game layer mechanics and what makes them work. He's also totally a based academic, and plays a lot of games unlike me.
I *am* GamingPunkSkeptic27, and you know NOTHING of my work.
3/10, the last boss sucked.
....fuck you.