Megavolt Jan 26, 2007
See, I never really saw it as that. If Red XIII survived the ending of the game, why wouldn't anyone else have? And I imagine it would be even harder for him to keep his species going given that whole gaping plothole where he's both 1. last of his species and 2. male, and then somehow has children 500 years later!
It's just that the game had made it a point somewhere if I remember correctly that the planet as an entity wasn't sure if humans (Nanaki = exempt) were worth saving for all the trouble they caused. And so the final conflict either redeemed the humans or was too little too late. The way things work in FFVII, it would've been possible for the planet to have reabsorbed the humans into the lifestream, and the grown over Midgar seems to suggest that the planet chose against them. It kind of ruins the hopeful appearance of Aeris as Holy is combating Meteor. Oh well, perspective is perspective. I felt like beyond the intentional mystery of FFVII, there were some things that didn't seem completely thoughtout, but if you didn't, that's fine too.
I wouldn't call it technically flawed, more like technically archaic. In terms of depth and complexity in the actual role-playing areas it was as shallow as they came. The one thing I did like was the insta-kills as you grew stronger, but it didn't make a difference unless you went back to old areas, and the experience you received from the enemies it worked on was miniscule. Most Nintendo Rpgs suffer from being newb-friendly, but I don't mind with EB because it's about the experience.
Gotcha. Though it doesn't seem so archaic compared to Final Fantasy IV or even Phantasy Star IV. It definitely feels less traditional to me. Not in terms of the combat system or character customization, but in terms of how it sets up its world. There's a special realism there in how the areas are interconnected. There's something in the game design that is considerably less archaic than walking on an overworld to a cave. The sense of immersion and detail in Earthbound goes far beyond its archaic elements. I'm a gameplay kind of guy and I'm not going to keep coming back to something unless there's something in the game design that makes me feel unrestricted and free to enjoy myself. Something that makes the experience a little different each time.
I agree with much of what has already been mentioned, but I've noticed that PC RPGs have been left out, and this travesty can not go unanswered!
It's because Zane requested that PC RPGs be left out. Probably to focus on single player experiences based on how he mentioned avoiding hack'n slash and MMO picks.
Regrettably, I don't have much experience with the old school PC RPGs. I've been on the lookout, but those Ebay bidders are sharp when it comes to spotting those Ultima and Wizardry collections. Someday I'll be sure to check them out.
I do know of some of the more recent and perhaps new school ones. Baldur's Gate, Planescape Torment, Fallout, System Shock, etc. A few of those are favorites.