[QUOTE="TriangleHard"][QUOTE="hazelnutman"] Which part of the story did you think was amazing? I'm not critiquing you, but I'm curious as to how you found it "amazing". It starts off innocently enough, but then finds itself tangled in tons of cliches and predictable outcomes. I wouldn't have minded it if they actually put heart into the ending. I can guarantee that the ending wasn't meant to be deep or philosophical at all. It felt simply like the writers were going off this "LOLWUT" to escape the fact that they couldn't think of how to end it there and then. Go back to it and see how randomly the "last boss" happens. It didn't happen due to a sudden realization or anything of the sort. It was simply the writers rushing to find some way of ending everything - and it shows. Still, everything else about the game - I loved. And yes, I agree that it's a technically flawed game graphically (such as Beat covering his mouth from laughing, but it ending up like he wants to throw up). The art style makes up for it though, and you gotta love the fast-paced gameplay.hazelnutman
The thing about the game I really liked was how the story was structured.
It's a dream, and just about every events symbolized Chopins life. It was very psychological, which is why all the drama and political plot by themselves would've sounded ridiculous, but how it relates to the events of Chopins life and how it symbolizes made the game quite amazing in terms of story. Also it was amazingly well structured using that events and representation into one whole plot.
I thought ending was great. It was way to pay respect to musician they admire and shows the cycles of life and linking death to life. How Chopin lives among us with his music and his story and each time it is played and told he is going through that cycle again. It is BECAUSE he went against the flow and made that impact and smoothe the hearts of people, he is able to live again.
As long as you remember that the story is a dream, and what it symbolizes pick up the hints, it makes a lot more sense. Which is why the story made a lot of sense and was appropriate to take such method. Unlike Nomura who just B.S all the way through.
Each to their own I suppose, but I found it a bit too preachy, mixed it with a lot of unnecessary drama (like a certain death of a certain spy woman). As far as JRPG stories go, I wasn't too fond of it. That's just my taste though, as personally I find that over-using symbolism is a lazy excuse to not have to do as much structuring.I like it when it's done well.
and this was example of being done well.
Also i think developers did enough to prepare you for it by letting you know that this is a dream, and they did good enough job to make me think Chopin might've actually had this dream the moment he died.
I agree with you that some designers over-use the symbolism and abstract method of storytelling too much, (I'm looking at you Nomura!!!!) but just because there are pretenders, we shouldn't dismiss contenders.
And yea that death scene was ridiculously horribly directed, but remember that this was Tri-Crescendos first game. They could've done that part better but it was needed. They just didn't do ideal job on directing it.
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