I am amazed at how intelligent posters like carnage dismiss random encounters so quickly without giving thought to the consequences.
I, too, am at times annoyed by a random encounter, and I, too, know the feeling of "wtf just let me explore this dungeon already".
However, random encounters are an absolutely fantastic device for JRPGs, and though I like some of those who tried to dismiss them (XII), I will always prefer random encounters.
Not because of the way they influence my leveling up, oh no.
But simply because of dungeon design.
Every RPG dungeon that is designed to fit enemies in it so far (and I've been playing the genre quite a bit over the last two decades), every single dungeon, while perhaps being okay by itself, was leagues and leagues inferior to those of, say PSX FFs, that could be and were designed to not have actual monster in them. XIIs dungeons were gyms. All of them. Straight out of a simple cunstruction kit, but each with different textures. I enjoyed FFXIIs combat thoroughly, but would've switched without a second thought to random encounters if that would've given me my old dungeons back. Same with vagrant story, for example. Random-Encounter-Dungeons were just so much more creative and pleasent to look at; having a seperate battle-screen that does not have to match the actual dungeon / your actual position in it allows for fantastic design in the dungeon itself, and for a nice way to switch to combat in storytelling situations outside of dungeons. Now of course many of you will disagree (game X had awesome none-random-encounter-dungeons!) but I just want to make clear that there are reaons RE are not so quickly to be dismissed, saying "they have absolutely no relevance to the genre in this day and age".
For me, and I assume for many other JRPG players as well, the pre-rendered though slightly animated dungeons of the PSX FFs, combined with cinematic camera angles and no kind of HUD or on-screen-displays were the pinnacle of JRPG dungeon design, and the best and most atmospheric way to experience dungeons. Puzzles, atmosphere and exploration on screen A, actual turn-based strategic fighting on screen B, with transitions between the two every other moment. Perfect.
Liking LO is, at least in my case, not liking LO "despite of random encounters, just because of the fancy graphics", but liking LO BECAUSE it has random encounters, BECAUSE it offers a dungeon experience complete with fixed camera perspective in a quality and feeling that I couldn't have since FFIX. This isn't "meh" and "uninspired", it's noteworthy, even brave, to not go with the masses and let the type of games die that we loved so much. This isn't about the new graphics. To be honest, LOs graphics annoy me more than often because of the extremely bad key-frame-animation in most of the cutscenes.
I fail to understand how nobody seems to even notice that actual enemies on world maps and dungeons almost always go hand in hand with poor design choices, especially with the ongoing comparison between LO and XII.
It's like somebody said "Oh, I'd rather Civilization has realistic proportions and plays in real time, turn-based is just so outdated", and then developers actually do that, and it looks good and plays okay, and five years later gamers get scorned by other gamers for saying "But I liked it the old way...".
Mistwalker took a bold move in dismissing all the JRPGs cannot have XYZ anymore talk and not letting this particular kind of game inside of the genre die, and LO is a major success with dozens of gamers popping up saying "this is what I've been looking for all these years!", so it seems to me that Random Encounters / Strategic Turn-Based combat aren't so outdated and unwanted after all.
So, "Lost Odyssey is the best RPG in 6 years...." ... to many of those who think all the major changes in the jrpg genre didn't contribute all that much to the atmosphere and storytelling.
Log in to comment