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New SF3 Sc2 Review

Incorporating Scenarios 1, 2, 3 and the Premium Disc, all in one handy board!

New SF3 Sc2 Review

Postby legalize freedom » Mon Jul 30 2018 12:44pm

Although I disagree with many of their criticisms, this is a pretty good review.

https://playwhatyoulikesrpgreviews.wordpress.com/2018/07/26/shining-force-iii-scenario-two-1998-analysis/
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Re: New SF3 Sc2 Review

Postby knight0fdragon » Mon Jul 30 2018 1:18pm

I don’t know if I would call it good, it is a review though. His positives seem like negatives and his negatives make it sound like it is not worth playing, but in a positive way lol. He seems to want the game to be spoon fed to him, and I really dislike his take on the extra characters. No, you are not suppose to find everybody on your first play through, it is the same like scenario one. I mean, how many people thought Hagane was a pillar without a FAQ lol. The only reason I found him was because I literally searched every square when I found out the ground in battle can be searched.
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Re: New SF3 Sc2 Review

Postby RetroZanon » Tue Jul 31 2018 12:34pm

Hmm...
I think reviewing a Scenario - especially scenario 2 - outside of the context of all three, is not fair. Scenario 1 is to set you up in the universe. Scenario 2 explains to you in more depth what actually led to the events you saw in Scenario 1, and Scenario 3 is the one that ties everything together. A review on these series should be made considering this.


But, I'll be going from point to point: (contains Spoilers)

- Long winded:
WARNING: SPOILER!
.

- Status Effects:
WARNING: SPOILER!


- Music:
WARNING: SPOILER!
.

- Monster Taming:
WARNING: SPOILER!
.

- "The Quick and the So-So" :
WARNING: SPOILER!
;

- Escort missions: To an extend, I'd agree. However, it is not difficult to have two units behind and protecting (or just healing) Domaric and his escorts.

- Friedship system: saying it doesn't add to gameplay experience and has no "virtually no impact" on unit placement? I don't think the reviewer did it right. Beating the Hidden Trials in each scenario (especially Sc 2 and 3) is so, so very difficult without this.

- Item Management: even when I was 7 when I first played Scenario 1 - bearing in mind I played the English/EU version of it and I am not native to the english language - I never struggled with inventory management, as it has always been quite easy to understand. At least for me.

- "Just dropping in": The respawn / "reinforcements" thing, I must be the only person that actually likes it. Element of surprise. After the first time it happens, you start being cautious and paranoid. Plus, if you are in an open space, it is more than likely there will be a few of those. Maybe it's just me, but that's why it's called a Tactical RPG - means you have to think and make every move count, as well as always having an alternative if the battle takes a turn you aren't expecting it to.

- Environment blocking the view: yes, with this I can agree. Camelot could have handled this in a better way, but considering the history around the development of the game and it clashing with the end-cycle of the saturn, this isn't much of a deal breaker, in any way (especially when you press "X" to shift camera zoom);

- Player altered battlefield:
WARNING: SPOILER!



- Healing when leveling up: I don't like it. The fact a character levels up doesn't mean they stop being wounded or gain an insurgence of strength/mana.

- You can't save them all: the world is at war. People die, tough choices have to be made. Although it is easy to save the refugees in Scenarios 1 and 2. Of course if you make a mistake, you pay for it, but that's the point of the game. You're supposed to think your strategy through, not expect the game to hand you the victory just because.

- Turn order: deducing it was based on Agility is easy, as there is a turn cycle. Never really bothered me.

- Finding doors is still finicky and time consuming. Unsure how. Unless the reviewer is talking about specific special locations or so, but that's the point, they're not supposed to be identified with Neons and arrows point at them. Attention to detail.

- Blank Grid square cannot be used as the center of an AoE: In a way I agree with this. It would've been nice if the game allowed us to do it, at the cost of the spell causing a bit less damage to the surrounding casualties when compared to the focus point. I'd be onboard with that.

- Melee countering: limiting / eliminating damage to our unit? That would be blocking, sure. Countering implies "X hits you, you hit back." Fire Emblem does this for example.

- I didn't understand the rambling about status effect.

- "You've Ruined the Ruins": I played Sc 2 and 3 for the first time in... 2013 or so, without using any guides. I successfully found all the maps for the ruins, considering there's just one ruin per scenario, that isn't really hard to do, especially when you're used to Scenario 1.

- As for the "Gif" with the "medieval flashlight" joke,
WARNING: SPOILER!
;

"The quick and the Bad II"
WARNING: SPOILER!


- "Characters aren't durable enough." See that's the bad habit from Scenario 1 on having enemies dealing 1 HP damage for far too long. They're as mortal as your enemies. Plus, that's why you have healers in your party, that's what they're there for. And Support... and resist... and friendship bonuses. Again, Strategy.

- You don't need a FAQ to play the game if you actually talk to all NPCs and understand the information you are given. The "flower" thing isn't really a secret.

- Team Size in team-Split endgame thing:
WARNING: SPOILER!






TL;DR
Imo not a good review. It feels like the reviewer rushplayed through the game, barely did any interaction with NPCs, and probably just rushed the bosses for "quick finishing" the battles, speedrun-strats. Most of the negatives pointed out "can" be negatives, but not for the reasons specified, in my honest opinion, but oh well. It won't stop people from playing the game and reaching a better conclusion than that in the review.
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Re: New SF3 Sc2 Review

Postby legalize freedom » Wed Aug 01 2018 12:22pm

That's the thing though, isn't rushplaying the way the kids do it these days? Genma is guilty as well. You're supposed to play the game to enjoy it, not rush to the finish line. Things like dialog exposition and enemies popping up in battle broaden and enhance the experience.

and for goodness sakes... When you're not sure what you're supposed to do, check the advice. That's what it's there for. Any place where there is an odd mechanic like the water freezing, the advice gives sufficient instruction.

I agree with most everything you said. Thanks for taking the time to write it all down. :thumbsup:
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Re: New SF3 Sc2 Review

Postby RetroZanon » Wed Aug 01 2018 4:05pm

Yep. Genma could be a bit more thorough and pay more attention to the signs the game gives him. He rushes a lot of his decisions and that leads to him having a lost battle or losing characters unnecessarily. Though he is faring somewhat well, regardless.

I agree with you there, it seems like it's a very recent thing in gaming, the whole "Have to complete the game so I can play another one.", as most games have a playability value of 2 to 5 hours.


And yes, the NPCs are there for a reason, not just for aesthetics sake - everything in the game has a purpose, but the player has to put the effort to understand it, the game can't just grab them by the hand and guide them through it.

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Re: New SF3 Sc2 Review

Postby Chinagonuk » Thu Aug 02 2018 10:09pm

Everything, everyone says in this thread is on point. :thumbsup:

Poor review.
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