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nightmare_cloud

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#1 nightmare_cloud
Member since 2005 • 14184 Posts

Hi Everybody! Im new here so here's my character profile :)

Name: Nicholas
Age: 16
B-Day: 01/10/1990
Born & Live in: Toronto, Ontario, Canada
Background: Trinidad & Tobago
Occupation: Grade 10 Student
Console(s): PS2
Fav. Genre of Games: Fighters & RPGs as well as many other types of games
Fav. Games: Soul (Calibur) Series, Final Fantasy Series & Resident Evil Series
Fav. Anime: Naruto, One Piece & InuYasha
Author of: Pirate's Ambition Trilogy
Leader of: The Pirate's Ambition Union and The Champion's Soul Union

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#3 nightmare_cloud
Member since 2005 • 14184 Posts

it should be better graphically of all versions PC and PS2 as well its really cool PC, PS2 and 360 players can all play the game together with those consoles

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#4 nightmare_cloud
Member since 2005 • 14184 Posts
Final Fantasy XI (X360)Publisher:  Square Enix Developer:  Square EnixGenre:  Persistent Online RPG Release Date:  April 18, 2006 ESRB:  TeenMore Info on this Game

By Miguel Lopez | Feb. 10, 2006
Square Enix's enduring MMO makes it to a Microsoft console. In other news, the sky is falling.

Spiffy

The first game ever to bring players from two different consoles and PC together in the same online world.

Iffy

Some of the game?s elements are decidedly archaic.

You can't mess with Final Fantasy XI's staying power. While this may have a lot to do with its title, it's not fair to attribute its long-term success to this alone. Back when it first came out in the U.S. for PC, many doubted that the product of by-the-book developers of Japanese RPGs (albeit hugely successful ones) would "get" the MMO thing. But soon after its release, many of these very people ate their words, as they found themselves hopelessly addictive to what was, in many ways, the best MMO at the time.

When FFXI for Xbox 360 was announced at last's year's E3, the game was about three and a half years old. This didn't deter Microsoft from accompanying its announcement with much fanfare. Really, though, why would they? The game has proven to be a success on both PC and PlayStation 2, sniping cynics and jaded journalists be damned. In any event, it was almost immediately apparent that FFXI would come to the 360 effectively unchanged. The recent open beta that Square Enix has invited us to participate in makes this even more evident.

FFXI has always been a bear to install. The fact it can take upwards of three hours from the time you insert your disc to till you get to login isn't indicative of its age; it's more to do with Square Enix insisting that players access the game by means of PlayOnline, a proprietary (and utterly superfluous) suite of internet tools. It lets you e-mail, read in-game news, manage buddy lists, and the like. In short, it does what Xbox Live already does better. But hate it or love it, you have to install it along with the game, and register both pieces of software separately. And it can take a minute.

Once you're done with that, you have to update to the latest version of the game. If you haven't played these kinds of games before, know that they'll go through incremental changes at least once a month, which requires you to download files that are sometimes very large. Of all the MMOs I've played, Final Fantasy XI easily takes the longest in this regard.


"Don't ruin the skill chain, nub."
Rest assured, though, that once you're in the world, things get better. It's easy to see why FFXI was regarded as highly as it was, back in the day. The developers put in a lot of work to make sure that Vana'diel, the game's world, actually felt like a world. When the game first launched, MMO worlds were like wax museums -- static, and requiring insane amounts of fortitude-of-imagination to become immersed in. But Vana'diel was different. Its cities were populated with characters who felt fully in place within the world, with dialogue that was well-written and often amusing, and animations that were emotively human. The environments themselves were richly detailed and believable, as if every square foot served a purpose more significant than upping your travel time. The outside world was most impressive; most other games of its time had areas that felt featureless, and randomly generated. Vana'diel's lovingly-crafted, landmark-rich vistas were a breath of fresh air in comparison.

Though the graphics aren't very likely to knock your socks off at this point, you'll still certainly appreciate the stylistic flourishes that permeate everything about it. Chances are, anyway, that if you can get into this sort of game, then you'll probably stop caring much about the graphics after your first eighty-or-so hours.

If you choose to delve deep into it, you'll find FFXI to be a deep and complex game, easily among the finest in the genre from a systems standpoint. Make no mistake: there's nothing "modern" about it. FFXI is an MMO in the EverQuest sense of the world. After your character advances beyond the earliest levels, it's next to impossible, in most cases, to do anything without a full group of players. One could argue that playing alone is anathema to the spirit of this sort of game, but that doesn't take into account the fact that sometimes, players might not want to make the kind of time commitments that grouping up tends to require. To be fair, Final Fantasy XI has gotten better about this over the years, but it's still no where near the level of "modern" MMOs -- games like World of Warcraft or EverQuest II.


Now this is going to throw a huuuuge monkeywrench into the whole "Pirates vs. Ninjas" debate.
Where Final Fantasy XI shines, though, apart from its excellent world design, is in the area of character customization. Basically, the character you create the day you start playing will never become obsolete, regardless of whether or not you become bored of the job you chose for it. If you get tired of being a Warrior, you can simply run to your house, talk to the adorable little Mog housed therein, and change into whatever you want: a Thief, a Monk, a Black Mage, anything. Some of the more special jobs -- the ones like Dragoon, Summoner, Ninja, and Dark Knight -- are only attainable after attaining level 30, and completing difficult quests to unlock them. Pretty early on, you also gain the ability to designate a second job as your "sub-job." It'll stay at half the level of your main job, and grant you both statistical bonuses, and access to the abilities of its effective level. Similarly, this requires you to enlist the help of fellow players, and complete a difficult quest.

Final Fantasy XI is far from the most cutting edge MMO out there, but as far as its fundamental design goes, it's one of the best-conceived games of its type. Xbox 360 players might be put off by some of elements -- most notably, the excessive set-up process, and the lack of voice-chat support (the game more or less requires a USB keyboard to play effectively). In the end, however, it's the only game in town so far as MMOs go. It's also a game that has managed to earn itself a substantial playerbase on every platform that it's been released for, and that must count for something.

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#5 nightmare_cloud
Member since 2005 • 14184 Posts
lol i just noticed that myself, i think that wasnt the usual case i may have hit the key board or something cuz thats really bad, lol
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#6 nightmare_cloud
Member since 2005 • 14184 Posts

SPOILERS I THINK

  • Fenrir weapon

    To get the most powerful weapon in the game, you must defeat Sephiroth. He is very difficult because he has fifteen health bars and is very strong. To fight him, go to Radiant Garden/Hollow Bastion at The Dark Depth area (beyond the area where you must defeat 1,000 Heartless). You can only fight with him after you defeat the MCP (Space Paranoids). Once you defeat him, you must talk to Cloud (you can see him at Market Place Of Radiant Garden/Hollow Bastion). Then, talk with Sephiroth again. After that, you will get Fenril, which as a 7 Atk and 1 Mag.

  • Drive mode training

    Go to Timeless River and make sure your Drive is full. Pick any of the four doors in front of you and enter it. Kill all the Heartless in the area with any transformation, then return to Disney Castle before your Drive gauge is emptied. Once you return to Disney Castle, your Drive gauge will be full again. Keep doing this until your Drive level is at maximum.

  • Drive gauge refill

    If your Drive gauge is almost empty while in your transformed state, quickly go to a save point and go to Gummi Ship. Then, go to any world desired. When you are in the world selected your Drive gauge will be full.

  • Alternate ending sequence

    Successfully complete all worlds and Jiminy's Journal on the Standard difficulty setting to view an additional sequence after the ending credits. When playing on the Proud difficulty setting, successfully complete all worlds to view the sequence.

  • Alternate appearance

    Acquire the "Drive" ability, then during any "objective" based fights, complete the fight with a Drive activated and Sora will retain the transformation appearance for the story event that follows.

  • Remain in transformed state

    If you are in a transformed state, ride a skateboard to stay in your transformed state, even if your Drive gauge goes to zero. However, if the gauge is already at zero and you get off the skateboard, you will return to your regular form.

  • Defeating Axel

    This battle is a bit difficult because Axel has long range attacks. Since he launches most of his attacks straight ahead, approach him from the side. When his body envelopes in flames, this signals that a strong attack is coming, so get some distance between you and him, and get ready to avoid it.

  • Defeating Dusk

    At the start of the battle, you will find that your weapon has no effect on Dusk. However, after a short while an intermission sequence will play and you will gain the Keyblade, which will allow you to damage him. It should only take 5 hits to defeat him.

  • Defeating Flailer

    At the start of the battle, a dark energy will surround Roxas. Then, the screen will fade to white, and Roxas will be trapped in the air. When Flailer approaches and is about to attack, use the Reaction Command to break free and attack him. Then, Flailer will rush up and grab you. Use the Reaction Command when it flashes to knock him off the platform. The Station will turn upside down and Roxas will slide off, using his Keyblade to hang on. Flailer will generate a sphere of dark energy and launch it at you. As it approaches, use the Reaction Command and Roxas will throw his Keyblade through the attack and knock Flailer down. Next, target his head and start attacking him before he stands back up. When he stands up, he will begin to do various attacks, which includes summoning smaller enemies. Use the Reaction Commands to reach his head, and try to avoid his attacks. Eventually, his attack pattern will reset and you will go through the Reaction Command sequence again. If you take a lot of damage, make sure to use your potions.

  • Defeating Seifer

    Seifer will walk forward and slash at you. Run up to him and begin attacking him before he starts attacking. He will also leap forward and do a spinning slash which is more difficult to avoid; try blocking his attacks with Reflect Guard by pressing Square. He will go down after about 13 hits.

  • Keychains

    Successfully complete the indicated task to get the corresponding Keychain for your Keyblade:

      Bond Of Flames: Defeat Axel at Twilight Town. Circle Of Life: Speak to Simba at The Pride Lands. Fenrir: Defeat Sephiroth at Hollow Bastion. Follow The Wind: Defeat Barbossa at Port Royal. Guardian Soul: Defeat Hades in the "Underworld" segment at Olympus Coliseum. Gullwing: Speak to Yuna after getting Guardian Soul. Heros Crest: Defeat the Hydra at Olympus Coliseum. Hidden Dragon: Defeat Shan-Yu at The Land of Dragons. Holy Pumpkin: Defeat the Test Subject at Halloween Town. Monochrome: Defeat Pete at Timeless River. Oathkeeper: Successfully complete Sora's first visit to Twilight Town. Oblivion: Defeat Xigbar at The World that Never Was. Photon Debugger: Successfully complete Space Paranoids. Rumbling Rose: Speak to Beast after returning to Beast's Castle. Sleeping Lion: Go to Ansem's study at Hollow Bastion. Star Seeker: Obtain Valor Form at The Mysterious Tower. Sweet Memory: Successfully complete the Spooky Cave mini-game at The Hundred-Acre Wood. Ultima Weapon: Get the Ultima Recipe in the Twilight Town mansion basement then make it at a Moogle Shop. Wisher's Lamp: Defeat Jafar at Agrabah. Wonders Of The Abyss: Successfully complete Chapter 4 in Atlantica.
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    nightmare_cloud

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    #7 nightmare_cloud
    Member since 2005 • 14184 Posts
    Dragon Quest: Young Yangus' Mysterious Dungeon New GameSpy Screens Here
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    #8 nightmare_cloud
    Member since 2005 • 14184 Posts

    Have any of you made Cloud or any other FF character for that matter by using Soul Calibur III's CAS Creation mode? I am interested in doing one myself but I just wanted to know if anyone has tried it and maybe could share the formula they used.

    Thanks.

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    nightmare_cloud

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    #9 nightmare_cloud
    Member since 2005 • 14184 Posts
    rppkie of hte year unlikely but great too bad its not real $$$ lol
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    #10 nightmare_cloud
    Member since 2005 • 14184 Posts
    Dirge of Cerberus: Final Fantasy VII
    Platform: PS2
    Publisher: Square Enix  Developer: Square Enix

    ESRB Rating: Rating Pending  Genre: Adventure

    by James Mielke 02/04/2006

    Download or Stream Video
    Check out discussion and footage of Dirge in The 1UP Show!

    It was way back before Square Enix ever announced Final Fantasy VII: Advent Children that we first got wind that Tetsuya Nomura and company were working on a first-person shooter, and one based in the Final Fantasy VII universe. At one point we heard that Cloud was the main character, although that eventually was proven false once the lead role was revealed to be taken by Vincent Valentine. If anything, among all the "Compilation of Final Fantasy VII" projects Square is releasing this year (another being the CG movie, Advent Children), FFVII Dirge of Cerberus is -- in theory -- the most compelling. Not only does it bring a relatively obscured character from the original FFVII to the forefront, Vincent Valentine is also the most interesting character, seemingly half-vampire, and perhaps the most thrillingly reinvented member of the original cast.

    As characters go, he is one of Tetsuya Nomura's most original and inspired character designs, with an armored hand on the left, a swirling vortex of a cape flowing behind him, and a healthy firearm clutched in his right hand. He ranks up there with Devil May Cry's Dante as one of this generation's best leading men, and Dirge of Cerberus looked to pull him into the spotlight at long last.

    Tragedy then that the game is such a mixed blessing. Part first/third-person shooter, part action game, it masters neither the near-perfect controls nor feel of any of its counterparts, like SOCOM or Devil May Cry. Melee combat is hindered by overly simplistic combos and repetitious combat (as well as lacking a much needed lock-on function), and the shooting action is bizarrely over simplified, with a semi-auto targeting system that reduces nearly any need for accuracy.

    While the visual presentation is top-notch, featuring 60-frames-per-second CG cinemas that look shockingly realistic at times, and the quality of which often exceeds that of Advent Children itself, the enemy models lack diversity and the events are completely scripted, making the game play more like House of the Dead III than a truly free-roaming shooter. While many other shooters feature scripted events, like SOCOM, or Resident Evil 4 or Splinter Cell, they rarely force you down strict hallways to find keycards to unlock contrived laser-gates blocking the end of an area. The default controls are a mess too, making the player control Vincent like an airplane (press down to look up, up to look down, right to look left, left to look right), but are adjustable in the options menu, which is highly recommended.

    If you choose to play offline or online (the game features an online multiplayer component, much like Konami's upcoming Metal Gear Solid 3: Subsistence), a keyboard and mouse configuration is supported, making the game a lot more palatable during the first-person sequences, but which fares badly during the transition to melee combat. Other little issues, like the delay that follows each gun shot, plague the game, but are a subtle nod to the series' RPG roots more than anything (you can feel the ATB meter working invisibly behind the scenes). We're curious, now that the finished game is out, what game director Yoshinori Kitase's goals were, but we'll follow up on that soon. Although our initial feelings toward the game aren't great, there's certainly time to smooth things out for the eventual U.S. release.