<div style='font: 14pt Modern; text-align: left; '>Is it just me or is everyone else getting tired of this excessive use of FMV and flashy effects in the recent final fantasy games. I mean I like FMV and flash for special occassions but not everything should be deemed an FMV occassion(i think ff9 was good for the most part, but still there was an excessive amount of it), and that it should be only for like 1 or 2 or 3 sequences and not for a real fuggin long time :).
I think FF9's space couldve been better used towards expanding the world of Terra. When I first entered there, I was expecting an overworld map, but instead I get a big sprawling dungeon compromised of a city,castle, and some roaming areas. That section of the game was too short and couldve been made longer in my opinion.
But all things considered those complaints are rather minor. I have nothing against the mechanics except for monsters. I feel that the Chrono Trigger way of dealing with battles is the way to go(haven't played Chrono Cross yet). The theme of mortality was really cool, and I feel that it is different than most rpgs in that respect. Destruction was focused more along the lines of the afterlife, and dealing with how you will die(as evidenced by Kuja and Vivi's roles in the game), and the impact that death had on characters. Everything else was nicely done as usual, and expected from Square.</div>
I think FF9's space couldve been better used towards expanding the world of Terra. When I first entered there, I was expecting an overworld map, but instead I get a big sprawling dungeon compromised of a city,castle, and some roaming areas. That section of the game was too short and couldve been made longer in my opinion.
But all things considered those complaints are rather minor. I have nothing against the mechanics except for monsters. I feel that the Chrono Trigger way of dealing with battles is the way to go(haven't played Chrono Cross yet). The theme of mortality was really cool, and I feel that it is different than most rpgs in that respect. Destruction was focused more along the lines of the afterlife, and dealing with how you will die(as evidenced by Kuja and Vivi's roles in the game), and the impact that death had on characters. Everything else was nicely done as usual, and expected from Square.</div>