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Predicting Gamespot Review ScoreFollow

#1 Sep 20 2013 at 8:49 AM Rating: Excellent
As we can all clearly see, Gamespot hasn't reviewed this game yet! :D

http://www.gamespot.com/final-fantasy-xiv-online-a-realm-reborn/

This is one of the last big sites that hasn't reviewed the game. What do people think the score will be?

I'm going with a metacritic-ish 85.

Edited, Sep 20th 2013 8:21am by Thayos
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#2 Sep 20 2013 at 8:56 AM Rating: Decent
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Gamespot haven't reviewed it yet, they are taking forever.

That's the metacritic score.
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#3 Sep 20 2013 at 9:19 AM Rating: Excellent
Boom, new thread!

Edited, Sep 20th 2013 8:21am by Thayos
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#4 Sep 20 2013 at 10:14 AM Rating: Decent
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since there are no more 0.5s my prediction is an 8.0

they won't give it an Editor's Choice 9.0 and it is better than a 7.0
#5 Sep 20 2013 at 12:49 PM Rating: Decent
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I'm more interested in Gametrailer's review. We're still waiting for that one too.
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#6 Sep 20 2013 at 2:26 PM Rating: Good
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I just hope Kevin does the review. If so, it will be thoughtful and honest.
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#7 Sep 20 2013 at 3:11 PM Rating: Decent
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These review times are very long, they will be grinding to endgame (rushing if you will).

Whether that will be good or bad we will see but many that have rushed to cap don't seem that impressed with what awaited them. Also as said, gamspot try very hard not to give .5 scores anymore.
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#8 Sep 20 2013 at 4:56 PM Rating: Decent
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The upside to a late review is that the more time goes on, the better the chance that XIV gets a good review from them.
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#9 Sep 21 2013 at 4:24 AM Rating: Decent
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Review is up guys. 7.0. I think it is somewhat reasonable however people are claiming that Kevin didn't play past level 31 arcanist. Quite considering how late this review was compared to other gaming publications.

What do you guys think?

http://www.gamespot.com/final-fantasy-xiv-online-a-realm-reborn/videos/final-fantasy-xiv-a-realm-reborn-video-review-6414801/
#10 Sep 21 2013 at 4:36 AM Rating: Decent
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Hopefully better than four-point-zero.
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#11 Sep 21 2013 at 4:56 AM Rating: Good
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Uh..he seemed really bored, tired, or disinterested. Most of his comments are exactly what you said: about low level things. It doesn't look like he got past 30 from the footage. :X

He mentions something peculiar to me: real time dodging. Does he mean something like GW2's system or does he mean that the bosses just don't seem hard enough so that dodging their orange boxes or cones are a non-issue?

A decent review for the first half of the game I suppose.
#12 Sep 21 2013 at 5:00 AM Rating: Decent
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Since they're not on Square's payroll, i'm going to expect something along the line of a 5 or 6 to be honest :/
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#13 Sep 21 2013 at 5:02 AM Rating: Decent
Edited by bsphil
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I'll guess a 7. EDIT: Ah well it's edited in now.

Quote:
The Bad:
- Quest structure leads to some tedious travel
- Exploring multiple roles results in grinding

These seem like pretty unfair points, imo.

Edited, Sep 21st 2013 7:09am by bsphil
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#14preludes, Posted: Sep 21 2013 at 5:09 AM, Rating: Sub-Default, (Expand Post) Quite surprised they went 7/10, as I said the extra time to play with endgame may of lowered it down.
#15 Sep 22 2013 at 6:21 PM Rating: Decent
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http://www.gamespot.com/final-fantasy-xiv-online-a-realm-reborn/videos/final-fantasy-xiv-a-realm-reborn-video-review-6414801/
-ARR isn't a big step for online roleplaying games in general but it's a big step forward for FF14. Proper waypoints, proper economy,and a proper interface are reasons to celebrate a game.
-The games original release boasted a number of sound ideas not executed well. Many of those ideas still form the foundation. You can still be any class what you by equipping the proper weapon or tool. You can still take on short time tasks called levequest. Some are standard while others like requiring using beckon emotes are sloths.
-Overall ARR is a familiar kind of game in which you choose a race, select a class and head out in to world in search of treasure, level up and face big monsters with friends in tow. Oddly your starting area is associated with your class and not your race. So your first couple of hours are spent doing fetch quests and killing low level monsters along side other people wearing the same armor and performing the same attacks. The upside is when you switch to another class there are plenty of low level quest to get you started. But there is an initial hump of monotony. Once you get out to the vast open world you will appreciate the environment and all there is to do.
-Heavily populated areas can lead to some visual slowdown.
-Questing is of the standard sort. Follow your way points and browse your map to find people of interest and they give you things to do. Story quest send you all over Eorzea. Sometimes so much you spend more time traveling. Such stretches of map traveling can get tedious.
-Combat is standard as are class roles. You select a target and then push hotkeys. Some monsters signal their most powerful attacks giving you a chance to move out of the way. But with no real time dodging which diminishes the sense you escaped grave danger.
-Fighting is at it's best in dungeons due to good level design and monster placement give the action momentum. While some enemies require you do specific actions.
-Leveling other classes gives nice flexibility though leveling up more classes can fell like a grind since you will be doing a lot of levequest and FATES to level up.
-Crafting is pleasurable but chopping trees or hammering armor pieces isn't that fun or interesting on it's own.
-Log in errors


http://www.gamespot.com/guild-wars-2/reviews/guild-wars-2-review-6396275/
-About defeating a giant lightning breathing dragon appearing in a dark valley
-Feel like your part of a vast living landscape instead of a slave to dudes with exclamation points over their heads
-Tyria feels inviting and inventive starts with loss of traditional quests log, map serves as a journal. It directs you to points of interest, it isn't just marked activities that has you exploring. But the surprises lurking on mountain tops and hidden caves.
-In other mmos you can visit low level areas. But here your level scales downward so foes are an actual threat, and your rewards scale accordingly. Providing a reason to be there beyond a change of scenery. By rethinking a single trope. Each swamp and valley is a tantalizing destination.
-Further pushing you to roam the lands are vistas. Navigating tricky jumping puzzles are usually pleasurable enough. But the effort is always worthwhile. You activate the vista, and the camera spins about showing the spectacular environment surrounding you.
-Guild Wars 2 re-imagining of so many role playing standards, has a downside of not doing a good job introducing you to new concepts. You start to appreciate the way the game respects your time and strips away extra padding. Need to free up inventory or deposit supplies in a bank. Just do it right from inventory screen. Want to travel across the entire continent? Just click on an unlocked waypoint and teleport there.
-The moment to moment gameplay is as impressive as everything else. Combat and movement feel exceptionally responsive. Superficially, combat resemble that of other mmos due to the hotbars at bottom of screen. You can switch weapons on the fly. In doing so you access a completely different set of skills. Skill cooldowns are quick and being successful means frequently changing sets in combat. And that means staying consistently engaged in battle.
-The flexible class system gets rid of typical mmo roles which works out better in 5 man dungeons than you would think. Since you still have to coordinate targets and remain nimble.
-It has PvP at launch which Kevin thinks is good PvP.
-Still enjoys familiarity(ARR) but feels more enlivened by the new(GW2).

My interpretation of Vanord's scores bewteen the two games:
-GW2 is a step forward online mmos while ARR is not.
-He prefers exploratory(indirect/GW2) quest versus the standard exclamation(direct/ARR) quest.
-Likes content to scale in all areas(GW2) versus just specific content(ARR).
-Likes games with less padding or tediousness.
Quick travel: Both games have but in his opinion GW2 is quickest.
Inventory management: Both games have but in his opinion GW2 is quickest.
-He likes responsiveness and minimal lag. He feels GW2 is better than ARR in this respect.
-He likes his combat responsive and less UI dependent gameplay. (Cooldowns affect but don't dictate gameplay & dislikes the gamey aspects of visual telegraphs.
-Likes on the fly skill bar or class role change in combat.

Thoughts:
Whether we prefer one or the other. His remarks on facts are right on the mark. But his score is off. A game though familar that gets most right should receive and 8 and go up or down .5 depending on his opinion.

This is where we observe the facts and then ponder if our opinions align with his or not.
#16 Sep 22 2013 at 6:42 PM Rating: Decent
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HitomeOfBismarck wrote:
Uh..he seemed really bored, tired, or disinterested. Most of his comments are exactly what you said: about low level things. It doesn't look like he got past 30 from the footage. :X

He mentions something peculiar to me: real time dodging. Does he mean something like GW2's system or does he mean that the bosses just don't seem hard enough so that dodging their orange boxes or cones are a non-issue?

A decent review for the first half of the game I suppose.

I think he means that when you show telegraphs, you have a clear indicator it's coming, the threat feels lessened in the mind. You can move out of the way in both games, one has roll and the other you just move. Game responsiveness could lead to frustration in both, but more so if no telegraphs are shown.

You feel anxious around a guy in the mafia because you don't know if he is going to beat you or hurt you, you don't see what is coming.

Once a gun is pointed at you it's telegraphed. If you could see where to dodge to avoid getting shot, it's still dangerous but you feel a little less anxiety when you know what's coming and what to do.
#17 Sep 22 2013 at 6:45 PM Rating: Excellent
A 7? Wow, that's kind of lame, and on the lower end of the spectrum of all the reviews I've read... but still, not a bad review, by any means.

Reviewers tend to be in either of two camps regarding FFXIV. It's either:

1) The game doesn't really bring anything new to the genre, so it gets rated down a bit.

2) The game is a new, refreshing take on the old-school formula, so it gets rated up a bit.

The Gamespot guy is definitely in the first camp. Fortunately, most other reviewers have been in the second camp. And Sandpark, you are spot on with your analysis of the FFXIV and GW2 reviews.

Edited, Sep 22nd 2013 5:48pm by Thayos
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#18 Sep 23 2013 at 1:14 AM Rating: Decent
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Review seemed to be what I would have expected. It would have to be something amazing to get a 9 and the fact that it's still a work-in-progress kinda explains why it didn't get at least an 8. The 7 isn't going to scare anyone off from trying it out who wasn't already scared off by the launch press.
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Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#19 Sep 23 2013 at 7:33 AM Rating: Decent
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Thayos wrote:
A 7? Wow, that's kind of lame, and on the lower end of the spectrum of all the reviews I've read... but still, not a bad review, by any means.

Reviewers tend to be in either of two camps regarding FFXIV. It's either:

1) The game doesn't really bring anything new to the genre, so it gets rated down a bit.

2) The game is a new, refreshing take on the old-school formula, so it gets rated up a bit.

The Gamespot guy is definitely in the first camp. Fortunately, most other reviewers have been in the second camp. And Sandpark, you are spot on with your analysis of the FFXIV and GW2 reviews.

Edited, Sep 22nd 2013 5:48pm by Thayos


There's always a few points given for the novelty factor, and let's not forget, it's quite the novelty that this game brought back from the icy death grip it found itself in 3 years ago. It's unheard of in the MMO world. Until now. Smiley: cool
#20 Sep 23 2013 at 7:57 AM Rating: Good
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One of the complaints about FFXI was that the moves were not telegraphed in any way, although the mechanics used were pretty similar and many monsters had hidden positional things that people figured out from sheer trial and error. So everyone in XI knew to stand on the front paws when fighting a wyrm to avoid draw-in spam, or to tank from the belly when fighting a khimaira to avoid the worst AOEs, or to tank a monster with eye attacks that petrified backwards. (And yet, people complained that the fights in XI didn't have the kind of challenges that WoW did...)

I love the fact that these mechanics are now displayed visually in XIV.
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#21 Sep 23 2013 at 10:03 AM Rating: Good
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GS' new review system (no more 0.5s) is sh*t. Basically, from here on out a game is either perfect or not as good as... Gone Home (last 9.5 to be awarded on GS).

Integers are too limiting and vague. The distance between a 7 and a 9 seems vast and arbitrary, let alone the difference between a 7 and a 10. GS spent years and years helping their readers form expectations using their scoring system then they arbitrarily decide to throw it in the trash and go with something else, it's totally 'tarded.

Edited, Sep 23rd 2013 12:04pm by KingoGoodbomber
#22 Sep 23 2013 at 10:51 AM Rating: Default
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bsphil wrote:
I'll guess a 7. EDIT: Ah well it's edited in now.

Quote:
The Bad:
- Quest structure leads to some tedious travel
- Exploring multiple roles results in grinding

These seem like pretty unfair points, imo.

Edited, Sep 21st 2013 7:09am by bsphil


I don't see how those could be unfair in any way.

In fact I can't think of more fair criticisms, considering how often I see some variant of those complaints in my linkshell or free company. I notice you offer no rebuttal or reason why those complaints are invalid.

Typical white knighting. You had a different subjective experience, so it's "unfair."

Edited, Sep 24th 2013 3:38pm by KarlHungis

Edited, Sep 24th 2013 3:41pm by KarlHungis
#23 Sep 23 2013 at 11:17 AM Rating: Excellent
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Either travel is tedious or it's too fast/easy/instant in a game.

It cannot be both, or if it is both to different people, it's a demonstration that how fast one perceives travel to be is purely a matter of opinion.
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#24 Sep 23 2013 at 11:24 AM Rating: Excellent
I love the travel dynamics of FFXIV. At no point do you ever need to walk too far, because the zones don't have space just for the sake of having space. And there is teleporting, but it is expensive enough to make you think carefully about how much you do it. Chocobo porters add in a huge luxury for a very small price, which keeps that feeling of immersion as you travel from A to B.

Basically, I love that travel isn't a mindless "click the map to go anywhere" like it is in GW2, but it also isn't as remotely boring as it was in FFXI. Coordinating your travel with your in-game objectives is almost as engaging as trying to optimize crafting progression... Or, at least, it can be for people who are trying to maximize time/Gil.
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#25 Sep 23 2013 at 12:21 PM Rating: Good
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I feel like transit could stand to be a bit cheaper, especially the ferries in La Noscea charging 100g per. Meanwhile, Gridania gets one for free. I'd frankly prefer that, and if they were worried about unprepared lowbies going to Aleport, then lock the ferry travel to level 10+.

More specific to reviews, I've just found numbers to be rubbish. Actual commentary means more, but even that can be subjective. Then again, maybe SE didn't pay GS enough (or at all). :P
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