Ae’gura, the Library. With added sketch effect and glow, and some lighting re-balance.
Will forever love this Simpsons episode
Welcome to Knit Peaks - Twin Peaks Knitwear (And References In This Case)
laughingpinecone likes this
*Non-football-lovers europeans group hug*
My best football memory will always be that evening in 2006 when I had just finished Fire Emblem Path of Radiance and right on cue, as the credits started, suddenly I could see fireworks everywhere outside the window. Neat! I bowed and thanked my adoring public
…and discovered the morning after that my country had won the world cup.
Seeing friends’ art go round one’s dash is awesome. Seeing it make it to one’s OTHER dash is more awesome :D
(Elsa was almost a given, but this one specifically made me squee!)
petroglyphs | Moab, UT
More photos from the Mystic Places Utah roadtrip!
Should I play Final Fantasy XII or XIII next?
People in the FF fandom seem to be very adversarial about their preference between the two, so I’m not even sure…. I heard the battle system in XII is a bit frustrating, but I haven’t really looked up why.
Reblogging so my entire Flist can tell you why XII is awesome. Most of us also like XIII.
XII’s gambit system is one of my favorites! It allows for rhe immediacy of realtime combat — party members follow the set of instructions/priorities you set for them, so they fight in real time, but ALSO, at any moment you can seize the steering wheel manually and choose each move.
So, basically, you can be controlling one or more character’s moves directly, but the others don’t stand around waiting for instructions (unless you turn off Gambits, then they will do exactly that.) They’ll do what you programmed them to do earlier in different situations (Attack the strongest enemy, heal anyone who’s critical, antidote anyone who’s poisoned, etc) until you give them manual commands.
Because the game itself is difficult, possibly. Turn off gambits and it’s simply a slightly more unforgiving ATB system - mostly because moves are communicated at the beginning of the waiting time, not at the end. Also some spatial considerations, but it’s not an action game, not by a long shot). Of course the difficulty curve is 1) Matsuno and 2) expecting you to make good use of its automatization option, so turning off gambits makes it a little more difficult still.
FFXIII on the other hand makes it harder for the player to input a single command, but is geared toward giving them control over the overall flux of the battle - at times, it felt to me like I was waving a conductor’s baton. It’s a unique experience that manages to feel extremely rewarding thanks to lots of small tweaks to the usual RPG combat formula, streamlining the useless bits, innovating elsewhere.
For both games, OP, please do not trust anyone who says they are fully automated. ESPECIALLY if the same person whines that they require intensive grinding. They are both clever, well-rounded, extremely flexible systems that reward smart strategies. Learn how to play instead of relying on the most basic of automated functions and you’ll barely need to grind (unless that’s your thing, in which case both games offer an extensive array of endgame quests)
Neither is a perfect game, but the battle system is not where their faults lie imho.