The good old days before "inclusivity" when devs could add secret treats or make things hard and time consuming without the twitter soys getting outraged.
Now they feel they have to ensure everyone can do everything, even the 30 min every 2 day players who can only jump on quickly before the wife gets home and tells them to turn off
Visit Nibelheim mansion basement after Cloud regains his memories of being a Shinra grunt. You get a scene showing how Zack and Cloud escaped from the mansion and travelled to Midgar
I believe in the third disk, you go back in the basement of the Shinra Mansion and examine the pods.
There's another very important missable scene in Icicle Inn inside one of the houses.
That's final fantasy games for you, they do have missable content here or there. FFIX has a lot of that shit.
I'd rather have missable content than endless padding with boring sidequests.
I prefer having "missable" stuff in the sense that it's not mandatory like the scenes in FFVII, not "missable" like in FFIX where if you don't know you need to do a very specific thing in a very specific part of the game you get locked out, and sometimes even if you follow the instructions to the letter something inexplicably goes wrong.
What is mandatory on FFIX that you can miss?
All that I consider bad about missable is if you have a lot of trouble finishing the game if you don't happen to unlock something. Basically if the game punishes you for it. If I play through a game and rush through it, I don't find it adequate to complain that I didn't get the dildo shaped sword that hits a little harder.
I didn't say that there was anything mandatory you can miss in FFIX, and indeed there isn't. I was trying to make a distinction between "just non mandatory, but always there when you want to go grab it" and "not mandatory, but also easily lost forever". Obviously anything that is both mandatory and missable should be punished by death.
It's not a big deal if it's just a couple of inconsequential things, but FFIX is rife with stuff that requires contradictory playing habits. Some stuff you could only notice if you keep checking back every corner of every place after every story progression, pointlessly going back right after cutscenes and stuff like that, while other stuff requires you to perform a very specific set of actions in a specific order without you possibly knowing what, how or why.
There are steps in the Mogunet quest that are just plain bullshit, and it's frustrating that you can so easily lock yourself out of something that spans the whole game like that
Yeah, I would use work "optional" instead of "missable".
"Missable" would be something you can't get back to if you later learned its existence. "Optional" means you can miss it but you can go back to it later
>I never saw it. What's it about?
The big plot twist of FF7 was that Cloud never was Soldier but Shinra grunt. In Disc 2 when Cloud is comatosed and falls in Lifestream in Mideel with Tifa, Tifa helps Cloud piece back his mind. It's revealed Cloud imprinted his memories of Zack to himself. Zack and Cloud were captured after the Nibelheim incident and kept as test subjects in Nibelheim Mansion basement for 5 years until they managed to escape and make their way to Midgar. Zack was shot dead and Cloud survived and crawled to Midgar where Tifa found him and the game starts as Cloud joins Avalanche to bomb Midgar mako reactor.
>I also never recruited Vincent. I put the numbers in and nothing happened.
You put the numbers in the safe in Nibelheim Mansion and you get the key to the door in mansion basement. There are four numbers, the fourth one's hint invisible and you need to move the cursor on the empty space under the first 3 to find out it. You coudl of course google all this but you ask to be spoonfed instead
The code section in Gamefaqs just gave the numbers. They failed to note that you have to input it the way you would a safe, I.E. scrolling back and forth.
It's quite funny how FF7 has instances of this, hell 2 of the most popular party members in JRPG history are missable and not required. Many examples from the past of old RPGs being not the best with giving people information on where and when to go for content, or even placing it in understandable and realistic places.
Side note; I am annoyed at what has happened to the FF7 story with everything added later through the compilation, but the original is right there and untouched. just wish it had a better pc port.
I wish I had missed it. That fricking hair single handedly destroyed the whole tone of the game. Imagine if one of the israelites in Schindler's List had a Yugioh hair cut while they were getting shot in the head.
Nowadays games are too safe with that shit. Well ahead of the end they give you the point of no return shit, which is meaningless sometimes because you also get to do things after, and there's so much story irrelevant stuff out there that you could get at the beginning of the game and you didn't that's still there and stupid and you're overleveled and it doesn't make much sense to bother unlocking it.
It's more a matter of how much trust modern developers have in player retention, which is very little. Gaming nowadays moves so fricking fast that new releases generally have a month to stay in the limelight before everyone moves on. So devs try to throw as many things at you as they can before something else takes your attention. And then they try to recapture your attention with DLC.
The good old days before "inclusivity" when devs could add secret treats or make things hard and time consuming without the twitter soys getting outraged.
Missed something good? time to replay!
Frick! pressed send too early
Now they feel they have to ensure everyone can do everything, even the 30 min every 2 day players who can only jump on quickly before the wife gets home and tells them to turn off
>time to replay!
nah, not wasting my time grinding through your shitty special snowflake turn based combat.
I mean, that scene ads nothing to the plot
I missed this when I played, how do you get it?
Visit Nibelheim mansion basement after Cloud regains his memories of being a Shinra grunt. You get a scene showing how Zack and Cloud escaped from the mansion and travelled to Midgar
I believe in the third disk, you go back in the basement of the Shinra Mansion and examine the pods.
There's another very important missable scene in Icicle Inn inside one of the houses.
You can get it in the second disc as well
You just have to return once Cloud rejoins
That's final fantasy games for you, they do have missable content here or there. FFIX has a lot of that shit.
I'd rather have missable content than endless padding with boring sidequests.
I prefer having "missable" stuff in the sense that it's not mandatory like the scenes in FFVII, not "missable" like in FFIX where if you don't know you need to do a very specific thing in a very specific part of the game you get locked out, and sometimes even if you follow the instructions to the letter something inexplicably goes wrong.
What is mandatory on FFIX that you can miss?
All that I consider bad about missable is if you have a lot of trouble finishing the game if you don't happen to unlock something. Basically if the game punishes you for it. If I play through a game and rush through it, I don't find it adequate to complain that I didn't get the dildo shaped sword that hits a little harder.
I didn't say that there was anything mandatory you can miss in FFIX, and indeed there isn't. I was trying to make a distinction between "just non mandatory, but always there when you want to go grab it" and "not mandatory, but also easily lost forever". Obviously anything that is both mandatory and missable should be punished by death.
It's not a big deal if it's just a couple of inconsequential things, but FFIX is rife with stuff that requires contradictory playing habits. Some stuff you could only notice if you keep checking back every corner of every place after every story progression, pointlessly going back right after cutscenes and stuff like that, while other stuff requires you to perform a very specific set of actions in a specific order without you possibly knowing what, how or why.
There are steps in the Mogunet quest that are just plain bullshit, and it's frustrating that you can so easily lock yourself out of something that spans the whole game like that
Well yeah, in retrospect FFIX tries too hard with that.
As said, Zack isn't missable. Missable means that you can't go back to a point without starting up a new save.
Yeah, I would use work "optional" instead of "missable".
"Missable" would be something you can't get back to if you later learned its existence. "Optional" means you can miss it but you can go back to it later
I never saw it. What's it about?
I also never recruited Vincent. I put the numbers in and nothing happened.
>I never saw it. What's it about?
The big plot twist of FF7 was that Cloud never was Soldier but Shinra grunt. In Disc 2 when Cloud is comatosed and falls in Lifestream in Mideel with Tifa, Tifa helps Cloud piece back his mind. It's revealed Cloud imprinted his memories of Zack to himself. Zack and Cloud were captured after the Nibelheim incident and kept as test subjects in Nibelheim Mansion basement for 5 years until they managed to escape and make their way to Midgar. Zack was shot dead and Cloud survived and crawled to Midgar where Tifa found him and the game starts as Cloud joins Avalanche to bomb Midgar mako reactor.
>I also never recruited Vincent. I put the numbers in and nothing happened.
You put the numbers in the safe in Nibelheim Mansion and you get the key to the door in mansion basement. There are four numbers, the fourth one's hint invisible and you need to move the cursor on the empty space under the first 3 to find out it. You coudl of course google all this but you ask to be spoonfed instead
Shot dead? What a fricking pansy. And he was trying to fight Sephiroth earlier?
Also, Google hadn't been invented yet when I last played FF7.
In Crisis Core it was retconned to be a massive army that Zack fought to death. It was the ending scene for Crisis Core.
I played FF7 in 90s too and there were plenty of gaming sites giving walkthroughs and guides
The code section in Gamefaqs just gave the numbers. They failed to note that you have to input it the way you would a safe, I.E. scrolling back and forth.
The numbers go logical: 36, 10, 57, 97. Of course you would scroll back down from 36 to 10 instead of going to up and to 10 again
Zack does have a line of dialogue about being very weak and still recovering after escaping
Why do Shinra guns do like 8 damage? Do they fire cotton balls?
Because Shinra grunts are basic mob enemies. You need to be familar how JRPG and anime power scaling works
But my immersion
It's quite funny how FF7 has instances of this, hell 2 of the most popular party members in JRPG history are missable and not required. Many examples from the past of old RPGs being not the best with giving people information on where and when to go for content, or even placing it in understandable and realistic places.
Side note; I am annoyed at what has happened to the FF7 story with everything added later through the compilation, but the original is right there and untouched. just wish it had a better pc port.
The PC port got a lot of mods though.
New Threat was the best mod I played. Holy shit is it fun.
I wish I had missed it. That fricking hair single handedly destroyed the whole tone of the game. Imagine if one of the israelites in Schindler's List had a Yugioh hair cut while they were getting shot in the head.
>Zack's hair ruined it
>Cloud, Aerith and Sephiroth's hair are fine though
Nah, in 1997 spiky hairs were cool because of DBZ and Zack reminds me of Raditz
Nowadays games are too safe with that shit. Well ahead of the end they give you the point of no return shit, which is meaningless sometimes because you also get to do things after, and there's so much story irrelevant stuff out there that you could get at the beginning of the game and you didn't that's still there and stupid and you're overleveled and it doesn't make much sense to bother unlocking it.
It's more a matter of how much trust modern developers have in player retention, which is very little. Gaming nowadays moves so fricking fast that new releases generally have a month to stay in the limelight before everyone moves on. So devs try to throw as many things at you as they can before something else takes your attention. And then they try to recapture your attention with DLC.