oh god you reminded me of the crazy high encounter rate of Mega Man Star Force 2Unless it's a Battle Network or Star Force game, I prefer visible encounters.
That game was bananas with that
oh god you reminded me of the crazy high encounter rate of Mega Man Star Force 2Unless it's a Battle Network or Star Force game, I prefer visible encounters.
I think a lot of the hate can be explained by the difficulty, when RPGs are mind numbing easy the result is that the random encounters feel like a pointless aggravation.
But when the balance is tight, they can be engaging. If you play the original versions of Dragon Quest 2-3-4 or Final Fantasy (1), within a dungeon every single random encounter matters, every player decision matters and a single wrong decision can be costly. There is also the luck factor, even if you're always making the right calls there is no guarantee that something won't go terribly wrong and that keeps things interesting. Playing Dragon Quest 2 can feel like playing a high stakes poker game with the odds staked in your favour (compared to poker), and that keeps things satisfying because you know that once in a while something went your way that could very gone the other way. Random encounters are supposed to wear the player down little by little and the player should have to make the right decisions and use his ressources well in order to make the most out of his progress through the dungeon, which he may not clear on the first attempt. All this, after proper pre-dungeon preparations.
I have so many fond battle memories from playing those games, like that time in Final Fantasy when Cockatrices at the bottom of the Earth Cave stoned 3 of my characters only leaving the white mage alive, who proceeded to singlehandely flee from every battle back to town, or randomly encountering the Warmech after a single step on the platform before Tiamat in the space station and deciding to give it a shot (it didn't go well...).
Now if you dumb the difficulty down too much, all that is gone, leaving only a mindless chore, only amplified by the load times and long animations in the late 90's/early 00's. For me, this is where the problem lies. Now, every single video game genre ended up having easier and easier difficulty over time, but RPGs and JRPGs specifically was probably the firsts and quickest genre to go down that road due to its popularity and story orientation.
I couldn't get past the first phase of Zohar :P When my friend looked at my party he was like wtf, you don't even have their final moves unlocked, no wonder why you keep dying. Go grind and unlock their final moves and try again, never did :Plol the difficulty spike in the US version of lunar 2 when you get to the epilogue is incredible. all of zohar's power must have dispersed into the local wildlife because suddenly all these slimes mathematically more powerful than God show up. a true 'activate gameshark codes' moment
As much as I dislike the Switch pokemon games, that was a good quality of life update!I think it's fine in an old game like Pokemon Red, a product of it's time. I will say that I prefer the modern style of being able to see the enemies in the world and moving towards them to fight them (a la Pokemon Sword/Shield)
It ruins the surprise of being caught by wild pokémons in the herbs imo.Even Modern Romhacks and Fangames have implement it
wild pokemon on overworld! It's so refreshing.
The most miserable thing for me is that you can encounter up to 3 (!) rows of enemies in SMT games. This is just too much and too annoying, and this is why I dropped SMT1 on SNES.But sometimes you get games like this
Oh no trust me Megami Tensei 2 is astronomically worse than Shin Megami Tensei 1. You think 3 plus waves of enemies is bad, try 10 plus waves of enemies consistently throughout the game with a good amount of times 1-2 steps, you are going to hear this song alotI'm generally okay with random encounters, but I must admit, some old RPGs like Final Fantasy and Dragon Quest have very high encounter rates of enemies. Gladly, you can use spells to reduce the encounter rates in those games, but only on the overworld maps, not in the dungeons.
It is understandable why some people hate them, but it's important to keep in mind that it's a gameplay-balancing moment, because developers need to take into account that you might be over-grinding your characters.
I also noticed, when I play Action RPGs (e.g., Tales of Symphonia), because of the action combat system, it is much more easier to bare with.
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The most miserable thing for me is that you can encounter up to 3 (!) rows of enemies in SMT games. This is just too much and too annoying, and this is why I dropped SMT1 on SNES.
The music is indeed great, but I don't know if it's enough for me to sit this game through. I'm gonna die of boredom probably.but then you hear a legendary banger like this
It honestly isn't if you want to experience the game, just play Kyuyaku Megami Tensei since they heavily reduced the encounter rate and added a map to the L button iirc.The music is indeed great, but I don't know if it's enough for me to sit this game through. I'm gonna die of boredom probably.![]()
I tried that game as well, and if I recall correctly, it has the same 3 rows of enemies problem.just play Kyuyaku Megami Tensei
yeah I cant validate that since I played the original game, but I did play the first one and it's nowhere near as high as the original game but I honestly just finished the original megaten 1 and 2.I tried that game as well, and if I recall correctly, it has the same 3 rows of enemies problem.