Post by
Hijacker »
https://forums.nicoclub.com/hijacker-u9394.html
Tue Apr 15, 2008 4:33 am
My main issue with 9 is that it really truely felt like a filler game. The story was pretty bla and felt forced. The characters weren't very engaging. And the minigame felt a little recycled. Again, these are my opinions, so take em as you like. If you like 9, that's good for you. I just happened to not.
10 was a little better than 9, but I had the unfortunate situation of only playing about half of it in Japanese at a time I knew very limited Japanese. However, the english voice cast killed the game for me. Every time one of them would speak, it was as if a portion of my soul was being devoured by a swarm of deep crows. DEEP CROWS! The Japanese cast just did such a superb job, and as it seems to be with most english dubs, I felt a little less whole inside. Also, the story was mediocre and non-engaging. I got to Mt Gigazette or hoewever you spell it, and got bored with the game and stopped playing. I also sold my old PS2 at the time so I never had anyway to really finish it, if I had even had the drive.
I never played 11, but from watching my friends' frustration over it, I would never play it.
12 had some good things going for it, but again the story just didn't engage me very well. I got to the sand area a few levels too early and the boss easily dispatched me, and then I had to return the game (rented). I never felt the drive to re-rent it or borrow it from any of my friends.
I also won't fully get into my distaste for the obsurdly obnoxious micro-managing and level planning of the sphere system. While it makes for neat progression paths, it's too much to deal with IMO. It lends some nice options to end game, but unless you plan things out decently ahead of time, you'll find your characters greatly lacking in mid-game. 12 had a nicer, refined version of the system, but I still hated spending all that time to set up a toon's abilities. On a different note, and completely contradictory to what I just said, I LOVED the job system from 5/Tactics. It was a bit complicated at times, but allowed some cool ability pairings and specializations.
Of course, I still feel the epitomy of final fantasies was 6. Best. Damn. Story. Ever. Period. Exclamation.