Sinewmire wrote:Yeah, I haven't played any of the newer final fantasies, but my friends are all certain Square have sold their souls to the strategy guide demons. You can't get the supermegaultrasword because you didn't buy the strategy guide which told you not to visit room 4456 in the third act before kicking over the statue of McPedro. Or whatever.
Even though I would tend to agree about Square Enix being inferior to the old Squaresoft, this is hardly a recent development. Even in the NES era, there were missable items in jRPGs that no sane person was ever going to discover without outside help. Dragon Quest (Square
Enix) had these sorts of things all over the place. Final Fantasy had those hidden pathways everywhere in the NES/SNES era (I think this started with FF3 on the NES), and even if you were asinine enough to check every wall in every dungeon, you can still miss them easily. The PS1 era wasn't really different and I can list many more from Square Enix's lesser known titles as well.
What I described for FF12 was really the lead developer's signature. For example, he directed FFT wherein there is a skill that was required to find a huge amount of items that no normal player without a guide would ever find. Furthermore, even if you stumbled upon the location, you were more likely to find a crap item (RNG) than you were to luck out and get the hidden item. Another game he directed was Vagrant Story, which had the same problem with extremely difficult to find hidden items. None of this was quite the punch in the face that the treasure box thing with FF12 was though, because now it didn't hurt just completionists but also the casual player just looking to pick up the best item in the game.
The problem with Square Enix is really that it picked up a bunch of bad game devs from Enix, which has always been hit-or-miss, and also that their main talent from the SNES/PS1 era which made them famous has almost all left the company over the years.