![]() I've found way fewer moments like these in the PS1 games I've gone back to, on the other hand. Even Chrono Trigger, a very easy game, has the twin golems fight that sticks out like a sore thumb (a very easy fight if you don't randomly just get completely murdered before you can act). I've personally replayed a number of these more acclaimed SNES JRPGs in more recent years and I usually stumble across a few moments of friction in them that just feel so random and out of place. It's not a common thing by any means, but it probably happened to me like 2 or 3 times while playing FF6 and I don't really recall anything at all similar happening with FF7 or FF9 (I guess FF9 isn't before 2000 but yeah). You can breeze through areas in that game and just randomly get cooked by a random mob in the first turn. I think the general boss fight trajectory makes sense and each new major fight is a decent and sensible challenge for the area, but the random encounters in that game often just feel completely random in terms of both visual enemy design and also mechanical enemy design. The game has aged far better than its PS1 counterparts in terms of presentation, but in terms of gameplay? I don't personally think so. Areas that are large difficulty spikes, just to be followed up by other areas that are vastly easier than that difficulty spike was, leading to the feeling of the issue not being the player unprepared for a tougher road ahead, but a tough road randomly teleported into the middle of a nice chill meadow.įinal Fantasy VI is another one. Boss fights easily wrecking 3/4 of your team just for Ness to pretty effortlessly solo the boss himself. Earthbound and FF6 are good examples.Įarthbound has a lot going for it and I think it's a good game, but just in terms of game design I think that game is all over the place. I alluded to it in my post when talking about Suikoden, but I've started to notice that a lot of those SNES RPGs have some really bizarre difficulty curves, or encounter distributions, that really just don't make much sense. It's really been a ton.Ĭlick to expand.I think this is generally true in a lot of ways, and it's something I've also personally said a lot over the years as well, but I've started to feel that the PS1 generation of RPGs have aged a lot better than the SNES generation of RPGs in terms of game design. ![]() Really it's hard to name all of the PS1 games that have aged well. With the way people talk about Suikoden 2 I assume that would have an even better place in this thread. The story is good, the graphics hold up well. The battle system doesn't have any bad out-of-place difficulty spikes or dumb fights or anything that I find a lot of older JRPGs have. Finding as many of the recruitable characters as you can is a lot of fun and not overly obtuse. ![]() It's a game I really hadn't heard much about since most talk about the series nowadays revolves around the second game (which I still haven't tried yet), but Suikoden is really good itself. Suikoden (1995) is a game I played for the first time back in 2021 and I was really surprised at how well this aged. Another game I recently replayed a few years ago and then followed up with the remake a while later and, again, was great both times. It's another game where 100% is obtainable without being a huge pain. The more challenging items and secrets to collect challenge you without feeling completely absurd. It's a difficult-ish game without feeling unfair. I recently replayed this game a few years ago and then played the remake back in 2018 and the game was a joy both times.Ĭrash Bandicoot 2 (1997) controls like a dream. Spyro the Dragon (1998) has extremely good balance for a collectathon in terms of what you actually need to collect in order to progress, 100% is very obtainable without the usual roadblock or two that turns the endeavor into a massive pain in the ass, and the game has basically no hiccups in terms of basic controls/mechanics that make it feel janky. A lot of Playstation games have held up extremely well.
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