characterization in the middle of filler.
characterization in the middle of filler.
wanting more cutscenes and dynamic ways to view these stories, but I think concise and better word choice is much more important. Not only would dialogue flow more smoothly, the shorter amount of lines VAs would force them to say each line with much more impact instead of losing key lore and-
wanting more cutscenes and dynamic ways to view these stories, but I think concise and better word choice is much more important. Not only would dialogue flow more smoothly, the shorter amount of lines VAs would force them to say each line with much more impact instead of losing key lore and-
Games being games, I think it warrants them extending a movie plot like Toy Story 2 to 10-20 hours of content as a whole, maybe the main quest taking about 2-3 hours to finish. I think the time is not the problem here, but the quality and way of how the story is told and portrayed. I understand-
Games being games, I think it warrants them extending a movie plot like Toy Story 2 to 10-20 hours of content as a whole, maybe the main quest taking about 2-3 hours to finish. I think the time is not the problem here, but the quality and way of how the story is told and portrayed. I understand-
adventure making the party stronger not only make more sense, but save time to reach the ending to plotlines and pay-off quicker.
adventure making the party stronger not only make more sense, but save time to reach the ending to plotlines and pay-off quicker.
Converting this to other media, of course it would be shorter. An anime for example would not need to include the chests hidden(?) in some corners of an area being opened for loot and materials the MC would need to level up. This could be substituted for the combat-to-combat flow through an-
Converting this to other media, of course it would be shorter. An anime for example would not need to include the chests hidden(?) in some corners of an area being opened for loot and materials the MC would need to level up. This could be substituted for the combat-to-combat flow through an-
This includes how well everything is integrated like map design, flow of combat-to-combat, dialogue in-between, and pay-off.
This includes how well everything is integrated like map design, flow of combat-to-combat, dialogue in-between, and pay-off.
Side point, I think Belobog's quest line and Jinhsi's act were perfectly paced. I have some gripes with some parts like the seemingly abrupt ending to Cocolia, and the puzzle feeling more of a drag than unsealing an ancient seal in Jue's cave, but I think they were great for a game's pace.-
Side point, I think Belobog's quest line and Jinhsi's act were perfectly paced. I have some gripes with some parts like the seemingly abrupt ending to Cocolia, and the puzzle feeling more of a drag than unsealing an ancient seal in Jue's cave, but I think they were great for a game's pace.-
Anyway, amazing still.
Anyway, amazing still.