Posted April 11, 2017
low rated
Here's another one: SaGa Frontier.
* The 7 quests are not equally developed. Red, Emelia, and T260 have nicely developed quests, while Asellus and Riki mostly visit areas any character can visit. Blue's quest basically turns what for other characters is a sidequest into the main quest. Then there's Lute, who is *not* recommended for a first play through; it is possible to go to the final dungeon right away, and it is not possible to escape it. Even worse, the player might not realize that she has reached the final dungeon because of the equivalent of level scaling making you fight suitably weak enemies until you reach the final boss, who you are *not* strong enough to defeat.
* Enemy scaling. After a certain number of battles (roughly, the exact mechanic is more complicated than that), the enemies you fight will be replaced with stronger ones. In addition to the common complaints, this can make certain monster skills hard or impossible to get once the enemies get too strong.
* Most quests have points of no return, after which you can't return to the rest of the game world.
* The races are not balanced. Mechs can do ludicrous (5000+) damage with just 99 STR (easy to get for a mech), a good Sword, and the PluralSlash and CombatMastery skills. Humans can eventually reach comparable levels of power, and seem to be the race the game is balanced against. Mystics and monsters, however, are pathetically weak by comparison.
* Lopsided HP scale. This means that a charmed party member could easily hit your entire party for over 1,000 damage (sometimes even over 2,000), which is game over since PC max HP is 999. I even once saw a confused party member hit another character with DSC for over 11,000 damage; there's no surviving that unless you're an enemy.
* The occasional unfair fight. I remember one random enemy that would sometimes use an attack that would likely wipe out your party. (Good thing the game has save anywhere and a quick "save to RAM" feature that lets you avoid save/load times until you are ready to quit.)
* Game mechanics are too complicated. There's the enemy scaling that I mentioned above, and the damage forumlas are complex and involve floating point calculations, along with factors you might not expect (for example, for spells the JP cost is factored into the formula, so increasing the cost makes the spell stronger).
* For humans, equipping an item that boosts a stat will slow down the growth of that stat. (This isn't as severe a problem as it sounds because the game doesn't use the level/experience growth system.)
* The handy RegionMap, which makes travel a lot faster, can't be obtained unless you're Blue.
Edit: One more thing:
* The mechanics for acquiring magic gifts are ugly; only a character who is in your party when you complete the first part of a magic quest can ever get the gift. This screws over characters who join later on, and encourages delaying the magic quests rather than doing them early. It's also an example of a permanent missable.
* The 7 quests are not equally developed. Red, Emelia, and T260 have nicely developed quests, while Asellus and Riki mostly visit areas any character can visit. Blue's quest basically turns what for other characters is a sidequest into the main quest. Then there's Lute, who is *not* recommended for a first play through; it is possible to go to the final dungeon right away, and it is not possible to escape it. Even worse, the player might not realize that she has reached the final dungeon because of the equivalent of level scaling making you fight suitably weak enemies until you reach the final boss, who you are *not* strong enough to defeat.
* Enemy scaling. After a certain number of battles (roughly, the exact mechanic is more complicated than that), the enemies you fight will be replaced with stronger ones. In addition to the common complaints, this can make certain monster skills hard or impossible to get once the enemies get too strong.
* Most quests have points of no return, after which you can't return to the rest of the game world.
* The races are not balanced. Mechs can do ludicrous (5000+) damage with just 99 STR (easy to get for a mech), a good Sword, and the PluralSlash and CombatMastery skills. Humans can eventually reach comparable levels of power, and seem to be the race the game is balanced against. Mystics and monsters, however, are pathetically weak by comparison.
* Lopsided HP scale. This means that a charmed party member could easily hit your entire party for over 1,000 damage (sometimes even over 2,000), which is game over since PC max HP is 999. I even once saw a confused party member hit another character with DSC for over 11,000 damage; there's no surviving that unless you're an enemy.
* The occasional unfair fight. I remember one random enemy that would sometimes use an attack that would likely wipe out your party. (Good thing the game has save anywhere and a quick "save to RAM" feature that lets you avoid save/load times until you are ready to quit.)
* Game mechanics are too complicated. There's the enemy scaling that I mentioned above, and the damage forumlas are complex and involve floating point calculations, along with factors you might not expect (for example, for spells the JP cost is factored into the formula, so increasing the cost makes the spell stronger).
* For humans, equipping an item that boosts a stat will slow down the growth of that stat. (This isn't as severe a problem as it sounds because the game doesn't use the level/experience growth system.)
* The handy RegionMap, which makes travel a lot faster, can't be obtained unless you're Blue.
Edit: One more thing:
* The mechanics for acquiring magic gifts are ugly; only a character who is in your party when you complete the first part of a magic quest can ever get the gift. This screws over characters who join later on, and encourages delaying the magic quests rather than doing them early. It's also an example of a permanent missable.
Post edited April 11, 2017 by dtgreene