All in all this game feels very slow paced compared to a lot of the other "launch" games. In the late game I feel like I want to switch to another tab and do something else while I'm waiting for the dummy to come back down from a long bounce, but...well...the game auto-pauses so I can't.
Oh hey, once you buy one of the "airbag" series of upgrades it becomes impossible to earn the less than 10 feet achievement or to play the pool minigame. Nice. Thanks for forcing me to clear my data.
Whoa, whoa, whoa, dude. You do NOT insert yourself into my Facebook without any input from me whatsoever; I guess I should've read rogerrr1's comment more closely. That to me is borderline malware, and based on that alone I'm scratching my initially positive response to this game. 1/5 and flagged. Ask first next time.
Easily the most depressing game concept ever. For a sequel you should have the soldier from Metallica's "One" go on an adventure in an Egyptian pyramid.
If the ending was meant to be poignant it wasn't. It's like, first you're doing a Metroid endgame self destruct egress and then BOOM! SURPRISE TWIST! The hovering slingshotting robot turtle dies no matter what you do! Oh, what a world! I also like how you can't carry weapons because they would be "way too heavy for the ground" when (A) Your enemies have already found a perfectly viable solution: Flying vehicles! and (B) You get dropped off by a giant-ass spaceship several times your size that makes a makes a huge divot when it lands but suffers no further ill effects.
To jitters' comment under the top comments: That notion kind of has to be balanced against the fact that the game's goal is less about justice and more about "hurry up and kill them before they redeem themselves." Not that criminal sociopaths have a high rehabilitation rate.
On top of the basic awesomeness that is this game I've got to commend Pseudolonewolf for his commitment to quality and polish. The combat system is an excellent combination of nostalgic and fresh, and--unlike most actual Final Fantasy games--the battles involve real strategy. Even more than that is the incredible commitment to continuity across a game series that now spans three (four?) years. In an industry full of half-assery and derelict Chapter 1's this game is staggering. Finish this beast and you'll have a true epic on your hands. Can't wait for the next chapter!
I love how, regardless of whether this port is "ok" or not, everyone acts like ID Software needs them to be their own personal piss and whine warrior. I'm sure ID has a legal team larger than the summer remedial classes most of you are taking right now. If they have a legitimate problem with this you can rest assured that they can solve it without your help.
This game makes my reasonably fast computer cry, and then you don't even give me the courtesy of an in-game quality control button. I turned down the quality using the right-click menu, but my reasonably fast computer still cried. It cried and cried all through the night and I couldn't sleep. "There, there, reasonably fast computer," I said soothingly, stroking the side of its monitor, "the game developer didn't mean to torture you." But it would not be consoled. Please help.
Man, you'd think these great heroes would know enough about battle tactics not to overcommit to their attacks. Come on, dude. When I say fall back I mean like NOW, not after your 10-minute sword slash animation.
I'd like the option to turn off "stupid" mode for my pixies. For instance, when all of my units are at good health and I hit "assault," I would prefer it if my pixies didn't go commando and immediately get killed. Likewise, when I really need them, I don't want them chilling with my barely injured ranged units while my melee units get slaughtered.
Baby_of_Cakes: Ah, but was that human wielding a human-elemental weapon, such as a severed arm? If not then it was just physical damage. Come back when someone whacks you with a severed arm. No, punching you doesn't count; unarmed attacks are still physical. You know though, this does make me wonder: what happens when two fire elementals get in a fight? Do they just keep healing each other until they get bored?
Not a bad concept, but this game is seriously lacking in fun factor. When you level up in an "evo"-type game, you're not only supposed to be able to do more things; you're supposed to feel COOL when you're doing them. Instead, every time I leveled up in this game I felt like I had achieved a slightly faster level of arthritic slowness. Look at the Metroid series as a good example of what you should have done. By the end of a Metroid game you feel like a god. You've got tons of cool weapons and gadgets and you can swoop effortlessly through areas that gave you trouble at the beginning of the game. By the end of this game I felt like an asthmatic pigeon; hell, I felt like I couldn't even FALL quickly enough. You could have made this game SO much cooler, even within the scope of the retro pixel-y style you were going for. 3/5
A suggestion that I REALLY think would help with the interface: Battle usable items should be kept per character. That's fine. It's presumably why you have a per-character system to begin with. But equipment and other items should be communal. Changing equipment, moving equipment between characters, swapping equipment out when you change parties, tracking which equipment skills a character still has to learn, and managing item forging components: all of these things are made somewhat obnoxious by the per-character item system. The game is awesome overall, but I see this as a lingering flaw that should be addressed in a future update.