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petrocelli987456
11-07-15 01:43 AM
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11-15-15 02:02 PM
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Nonetheless, still the greatest!

 
Game's Ratings
Overall
Graphics
Sound
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Story
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Average User Score
9.6
7.8
8.9
8.6
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9.1
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11-07-15 01:43 AM
petrocelli987456 is Offline
| ID: 1218158 | 2005 Words

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I have a great deal to say in regards to the primary illustrations of this diversion. As the train stops, a dark man with a firearm for his hand named Barret Williams and a white man with spiky fair hair named Cloud Strife fall off the train and murder the gatekeepers there. The main thing I saw, in any case, was the structure of Clouds body. He had flimsy elbows, and thick shoulders and lower arms. What is this, Pop-eye? It's entirely improbable, particularly when the cut scenes depict him in a more....human figure. In any case, that is not the most exceedingly terrible of it. It's the foundation. Each screen in the amusement demonstrates a foundation that is of cut scene quality, showing numerous points of interest and draws out the environment of each screen, charming the state of mind of the diversion. What's the issue? Simply that, it's a photo. You control your character proceeding onward a photo of workmanship. The issue with this is you don't realize what is and isn't touchable. You don't comprehend what you can and can't interface with, and (without the guide of the select catch), you'll experience considerable difficulties where you can enter and exit from. It appears to be blocky where you can move from, and doesn't give you much flexibility when in tight ways. The story begins off with a cut scene. It demonstrates a brunette young lady with a red lace and a bushel of blooms in an exceptionally dull and melancholy place. It slices significantly to a train speeding along in the same dim and bleak environment. At the point when the cut scene closes, the last casing of that scene is the foundation, giving a cut-scene quality foundation. Presently, for the PSX (known as the PS1 today), there were recreations that offered simply horrendous cut scenes (like Resident Evil), and there were diversions that offered really not too bad ones. This is one of those amusements. The cut scenes are smooth and amazing for now is the ideal time, however there are a considerable measure of defects I can find in these. For one thing, nobody in these cut-scenes demonstrates any feeling. They simply have clear faces, and any endeavor in human feeling just winds up as an unpretentious change in the face. Second off, the slice scenes appeared to be backed off to some degree. When you see later scenes, they appear to take longer than they ought to, and I'm asking why it's backed off deliberately, unless the framework can't deal with the design at full Frames Per Second, subsequently the moderate down. Third, there is by all accounts jerky developments in these scenes with people. They appear to be improbable and makes me snicker at how it works out. May be because of the framework moderate down.I believe that covers the graphics area.
Story:10
I additionally have a great deal to say in regards to the primary illustrations of this diversion. As the train stops, a dark man with a firearm for his hand named Barret Williams and a white man with spiky fair hair named Cloud Strife fall off the train and murder the gatekeepers there. The main thing I saw, in any case, was the structure of Clouds body. He had flimsy elbows, and thick shoulders and lower arms. What is this, Pop-eye? It's entirely improbable, particularly when the cut scenes depict him in a more....human figure. In any case, that is not the most exceedingly terrible of it. It's the foundation. Each screen in the amusement demonstrates a foundation that is of cut scene quality, showing numerous points of interest and draws out the environment of each screen, charming the state of mind of the diversion. What's the issue? Simply that, it's a photo. You control your character proceeding onward a photo of workmanship. The issue with this is you don't realize what is and isn't touchable. You don't comprehend what you can and can't interface with, and (without the guide of the select catch), you'll experience considerable difficulties where you can enter and exit from. It appears to be blocky where you can move from, and doesn't give you much flexibility when in tight ways
Sound:10
The music in this amusement is just....awesome. There is no other word for it. The typical fight music is mind boggling, and if the fight endures longer than anticipated, then the music makes the fight appear like the foe is as solid as them, with a demeanor of "it needs to end, now.". It;s only an extraordinary ordeal. The music for urban areas and towns likewise set the ideal mind-set for what the spot brings to the table, climate it's splendid and bright, or has a past of fear and demolition, the music does it equity. my most loved bit of music, be that as it may, is the point at which you are attempting to sneak into somewhere or there is a period limit, and there is that music that appears to be camouflaged and "low laying". It fits flawlessly at the circumstance, and I detest when I keep running into a fight, bringing about that music to stop and the fight music to begin. Additionally, the dismal music utilized as a part of this diversion sets an air too, with an astonishing feeling of recollections and how vital is it to regard those passed away.
Addictiveness:10
This game has so much to find, kill, collect , level up, , it just has everything to do, you'll be playing it for hours and you will not want to stop.
In spite of the fact that not the first Final Fantasy diversion to incorporate it, this amusement offers an extremely extraordinary battle framework for a RPG. The ATB (Active Time Battle) makes the diversion keep running of a clock. At the point when that clock goes off, the adversary will assault. This implies you could bite the dust on the off chance that you didn't do anything in a fight. This requires speedy thinking and urges you to have a methodology shaped in your psyche before each fight. You could turn it off, however then That doesn't really sound fun at all. It's likewise exceptionally sensible. At the point when battling a Boss, they won't simply stay there while you think "Gotta mend this gentleman, however on the other hand, raising details would make the greater part of them survive the following assault." As you look through the alternatives like in numerous different RPGs. Here, on the off chance that you didn't think sufficiently quick, you're going to pay dearly. This makes the amusement exceptionally element and enjoyable to play. Include that with the moving cameras when you select a move, for both you and the foes developments, then this makes the most energizing RPG fight scene I have had the joy of playing.
The controls are somewhat odd for a PSX amusement. You need to squeeze X to drop, O to choose something, and Triangle to open up a menu. To the various PSX diversions, this control plan is outsider in any event. I played a tad bit of Breath of Fire III, and I was squeezing O to choose an assault. *slaps forehead*. There is this thing called Materia. It is compacted Mako vitality. This will make you cast certain enchantment spells relying upon the Materia. You can just put in as much Materia as your weapon will permit it. There will likewise be "connected openings", which will permit you to consolidated certain Materias together. The most essential is the "All" Materia, which gives you a chance to enchant connected to this Materia to "every one of" your adversaries/associates, depending. Subsequently the name "all" Materia. This prompts the age old three hours of messing around with your hardware to make it suit you best. Materia can develop contingent upon the AP focuses you get from winning a fight. AP is essentially the "EXP" for Materia. When it get's loaded with AP, it partitions, giving you a fresh out of the box new, zero AP Materia for you to prepare. Extraordinary, two things to prepare up.
The diversion is toss brimming with mysteries and shrouded things. Play your cards right, and you can get two new characters. The baffling yet amazing Vincent Valentine and Yuffie.I don't care for her exceptionally much.... With that, there are different shrouded side-missions for you to tune in, the vast majority of them aren't even journeys, yet things that develop the officially complex story of this diversion, and others that remunerate you with things and Limit Breaks. You can likewise raise your own one of a kind Chocobo. Chocobos are magnificent, no inquiries inquired. You can get diverse hued Chocobos which can do distinctive things. In the event that you don't know how to get them, then there's the Chocobo Sage in the north of the world, and on the off chance that you are patient.....very, extremely persistent, he'll let you know all that you have to know. My life wasn't finished until I got my first Chocobo ^^. Just wait till you pick up your own , you will understand.
Presently, at some point in the second plate, you may see that there is an immense green and red beast on the planet. This is Emerald and Ruby. There are what is known as a Superboss. These are harder managers that are there for a feeling of accomplishment, if you crush them. Hold up a minute, we're not talking somewhat harder than the ordinary manager, nor are we talking a considerable amount harder than the normal supervisor. These are much, harder managers and require awesome strategic deduction and aptitude to overcome. They could undoubtedly overcome an ill-equipped group of three level 99's with max well being, these are no strolls in the recreation center. On the off chance that you can overcome them without the guide of a Game Shark or tricks, give yourself a gesture of congratulations, it isn't a simple thing to do. I adore how they included these into the diversion as they was already aware there would be a few individuals who might locate the last supervisor too simple, and they put those there to give them a test. Most difficult supervisors I've needed to battle in a RPG.
By and large, I give this amusement a 10/10 Well, I expected the absolute best from this diversion. The. Extremely. Best. What's more, it turns out my companion wasn't simply talking hot air. This amusement truly is astounding. I wouldn't call it "Virtuous" or the best RPG, and I can't say on the off chance that it is the best Final Fantasy amusement out there, as this is my one and only I have played. It has defects, it has a few directs that don't appear toward fit and it's design are only a blended pack of superbly point by point dullness, however I wouldn't have it some other way (well, perhaps if the foundation was less like a depiction and more like a piece of the game....), every last bit of it's imperfections make the amusement what it is. Without a doubt, I might actually want to change a couple of things myself, however then I feel I would be damaging a bit of epicness that ought to simply stay as it seems to be. In the event that you like RPG's give this diversion a go, you won't be disillusioned.

this game has been in my life ever since my uncle gave it to me for a birthday present, long, long , ago. If you do decide to take my advice and give it a "go" then I can only hope it gives you as much entertainment and joy that this little CD ROM gave me.Thanks for reading this review, I worked hard on it and I hope it serves you well in making the decision weather or not to play this timeless piece of gaming history.

I have a great deal to say in regards to the primary illustrations of this diversion. As the train stops, a dark man with a firearm for his hand named Barret Williams and a white man with spiky fair hair named Cloud Strife fall off the train and murder the gatekeepers there. The main thing I saw, in any case, was the structure of Clouds body. He had flimsy elbows, and thick shoulders and lower arms. What is this, Pop-eye? It's entirely improbable, particularly when the cut scenes depict him in a more....human figure. In any case, that is not the most exceedingly terrible of it. It's the foundation. Each screen in the amusement demonstrates a foundation that is of cut scene quality, showing numerous points of interest and draws out the environment of each screen, charming the state of mind of the diversion. What's the issue? Simply that, it's a photo. You control your character proceeding onward a photo of workmanship. The issue with this is you don't realize what is and isn't touchable. You don't comprehend what you can and can't interface with, and (without the guide of the select catch), you'll experience considerable difficulties where you can enter and exit from. It appears to be blocky where you can move from, and doesn't give you much flexibility when in tight ways. The story begins off with a cut scene. It demonstrates a brunette young lady with a red lace and a bushel of blooms in an exceptionally dull and melancholy place. It slices significantly to a train speeding along in the same dim and bleak environment. At the point when the cut scene closes, the last casing of that scene is the foundation, giving a cut-scene quality foundation. Presently, for the PSX (known as the PS1 today), there were recreations that offered simply horrendous cut scenes (like Resident Evil), and there were diversions that offered really not too bad ones. This is one of those amusements. The cut scenes are smooth and amazing for now is the ideal time, however there are a considerable measure of defects I can find in these. For one thing, nobody in these cut-scenes demonstrates any feeling. They simply have clear faces, and any endeavor in human feeling just winds up as an unpretentious change in the face. Second off, the slice scenes appeared to be backed off to some degree. When you see later scenes, they appear to take longer than they ought to, and I'm asking why it's backed off deliberately, unless the framework can't deal with the design at full Frames Per Second, subsequently the moderate down. Third, there is by all accounts jerky developments in these scenes with people. They appear to be improbable and makes me snicker at how it works out. May be because of the framework moderate down.I believe that covers the graphics area.
Story:10
I additionally have a great deal to say in regards to the primary illustrations of this diversion. As the train stops, a dark man with a firearm for his hand named Barret Williams and a white man with spiky fair hair named Cloud Strife fall off the train and murder the gatekeepers there. The main thing I saw, in any case, was the structure of Clouds body. He had flimsy elbows, and thick shoulders and lower arms. What is this, Pop-eye? It's entirely improbable, particularly when the cut scenes depict him in a more....human figure. In any case, that is not the most exceedingly terrible of it. It's the foundation. Each screen in the amusement demonstrates a foundation that is of cut scene quality, showing numerous points of interest and draws out the environment of each screen, charming the state of mind of the diversion. What's the issue? Simply that, it's a photo. You control your character proceeding onward a photo of workmanship. The issue with this is you don't realize what is and isn't touchable. You don't comprehend what you can and can't interface with, and (without the guide of the select catch), you'll experience considerable difficulties where you can enter and exit from. It appears to be blocky where you can move from, and doesn't give you much flexibility when in tight ways
Sound:10
The music in this amusement is just....awesome. There is no other word for it. The typical fight music is mind boggling, and if the fight endures longer than anticipated, then the music makes the fight appear like the foe is as solid as them, with a demeanor of "it needs to end, now.". It;s only an extraordinary ordeal. The music for urban areas and towns likewise set the ideal mind-set for what the spot brings to the table, climate it's splendid and bright, or has a past of fear and demolition, the music does it equity. my most loved bit of music, be that as it may, is the point at which you are attempting to sneak into somewhere or there is a period limit, and there is that music that appears to be camouflaged and "low laying". It fits flawlessly at the circumstance, and I detest when I keep running into a fight, bringing about that music to stop and the fight music to begin. Additionally, the dismal music utilized as a part of this diversion sets an air too, with an astonishing feeling of recollections and how vital is it to regard those passed away.
Addictiveness:10
This game has so much to find, kill, collect , level up, , it just has everything to do, you'll be playing it for hours and you will not want to stop.
In spite of the fact that not the first Final Fantasy diversion to incorporate it, this amusement offers an extremely extraordinary battle framework for a RPG. The ATB (Active Time Battle) makes the diversion keep running of a clock. At the point when that clock goes off, the adversary will assault. This implies you could bite the dust on the off chance that you didn't do anything in a fight. This requires speedy thinking and urges you to have a methodology shaped in your psyche before each fight. You could turn it off, however then That doesn't really sound fun at all. It's likewise exceptionally sensible. At the point when battling a Boss, they won't simply stay there while you think "Gotta mend this gentleman, however on the other hand, raising details would make the greater part of them survive the following assault." As you look through the alternatives like in numerous different RPGs. Here, on the off chance that you didn't think sufficiently quick, you're going to pay dearly. This makes the amusement exceptionally element and enjoyable to play. Include that with the moving cameras when you select a move, for both you and the foes developments, then this makes the most energizing RPG fight scene I have had the joy of playing.
The controls are somewhat odd for a PSX amusement. You need to squeeze X to drop, O to choose something, and Triangle to open up a menu. To the various PSX diversions, this control plan is outsider in any event. I played a tad bit of Breath of Fire III, and I was squeezing O to choose an assault. *slaps forehead*. There is this thing called Materia. It is compacted Mako vitality. This will make you cast certain enchantment spells relying upon the Materia. You can just put in as much Materia as your weapon will permit it. There will likewise be "connected openings", which will permit you to consolidated certain Materias together. The most essential is the "All" Materia, which gives you a chance to enchant connected to this Materia to "every one of" your adversaries/associates, depending. Subsequently the name "all" Materia. This prompts the age old three hours of messing around with your hardware to make it suit you best. Materia can develop contingent upon the AP focuses you get from winning a fight. AP is essentially the "EXP" for Materia. When it get's loaded with AP, it partitions, giving you a fresh out of the box new, zero AP Materia for you to prepare. Extraordinary, two things to prepare up.
The diversion is toss brimming with mysteries and shrouded things. Play your cards right, and you can get two new characters. The baffling yet amazing Vincent Valentine and Yuffie.I don't care for her exceptionally much.... With that, there are different shrouded side-missions for you to tune in, the vast majority of them aren't even journeys, yet things that develop the officially complex story of this diversion, and others that remunerate you with things and Limit Breaks. You can likewise raise your own one of a kind Chocobo. Chocobos are magnificent, no inquiries inquired. You can get diverse hued Chocobos which can do distinctive things. In the event that you don't know how to get them, then there's the Chocobo Sage in the north of the world, and on the off chance that you are patient.....very, extremely persistent, he'll let you know all that you have to know. My life wasn't finished until I got my first Chocobo ^^. Just wait till you pick up your own , you will understand.
Presently, at some point in the second plate, you may see that there is an immense green and red beast on the planet. This is Emerald and Ruby. There are what is known as a Superboss. These are harder managers that are there for a feeling of accomplishment, if you crush them. Hold up a minute, we're not talking somewhat harder than the ordinary manager, nor are we talking a considerable amount harder than the normal supervisor. These are much, harder managers and require awesome strategic deduction and aptitude to overcome. They could undoubtedly overcome an ill-equipped group of three level 99's with max well being, these are no strolls in the recreation center. On the off chance that you can overcome them without the guide of a Game Shark or tricks, give yourself a gesture of congratulations, it isn't a simple thing to do. I adore how they included these into the diversion as they was already aware there would be a few individuals who might locate the last supervisor too simple, and they put those there to give them a test. Most difficult supervisors I've needed to battle in a RPG.
By and large, I give this amusement a 10/10 Well, I expected the absolute best from this diversion. The. Extremely. Best. What's more, it turns out my companion wasn't simply talking hot air. This amusement truly is astounding. I wouldn't call it "Virtuous" or the best RPG, and I can't say on the off chance that it is the best Final Fantasy amusement out there, as this is my one and only I have played. It has defects, it has a few directs that don't appear toward fit and it's design are only a blended pack of superbly point by point dullness, however I wouldn't have it some other way (well, perhaps if the foundation was less like a depiction and more like a piece of the game....), every last bit of it's imperfections make the amusement what it is. Without a doubt, I might actually want to change a couple of things myself, however then I feel I would be damaging a bit of epicness that ought to simply stay as it seems to be. In the event that you like RPG's give this diversion a go, you won't be disillusioned.

this game has been in my life ever since my uncle gave it to me for a birthday present, long, long , ago. If you do decide to take my advice and give it a "go" then I can only hope it gives you as much entertainment and joy that this little CD ROM gave me.Thanks for reading this review, I worked hard on it and I hope it serves you well in making the decision weather or not to play this timeless piece of gaming history.

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11-15-15 02:02 PM
janus is Offline
| ID: 1219557 | 62 Words

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VIZ: 459058

Likes: 0  Dislikes: 0
Cid DID show feelings in the end movie

Otherwise it was a very good and accurate description of the game. You may have been overly generous about the music - it was good but the sound was inferior to FF VI - but at least you gave your reasons. Also, why the repetition from the intro and in the story paragraph?
Cid DID show feelings in the end movie

Otherwise it was a very good and accurate description of the game. You may have been overly generous about the music - it was good but the sound was inferior to FF VI - but at least you gave your reasons. Also, why the repetition from the intro and in the story paragraph?
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