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I found parts of some areas to be unnecessarily big or unintuitive, but I generally loved most of the Titans. The third Titan(?) in particular,
The only areas I found to be a confusing mess were the towns, and this was mostly due to how much of a nuisance it was to find particular locations/people, with the tons of text boxes and icons everywhere. Want to find the inn? Good luck. The fishmonger? He's hidden somewhere in the town square market surrounded by tons of merchants.
Montblanc posted...I found parts of some areas to be unnecessarily big or unintuitive, but I generally loved most of the Titans. The third Titan(?) in particular,
I had some issues with that too at first, but it stopped bothering me after a while as I pretty much memorized the towns and NPCs by heart.
Playing: Lost Sphear.
Arcenal407 posted...Montblanc posted...I found parts of some areas to be unnecessarily big or unintuitive, but I generally loved most of the Titans. The third Titan(?) in particular,
I memorized Fonsett... So anytime I wanted to go to an inn, I'd warp there. I got sick of trying to navigate the other towns.
wombat013 posted...Gaming should never have gone mainstream. Now all gamers are are whiny plebs from the entitled generations that want loot without work, 8 hour games with small maps but with end game content, forced pvp and the best graphics possible as though that is easy to do. It's ridiculous.
-A reasonably prudent person.
Yeah only Gormott is kinda bad to explore (still have trouble finding the entrance to that f***ing waterfall). Otherwise, every titan in XC2 are incredibly linear, with any outside exploration being optional fights or future side quest areas. Comparing Gormott to something far more refined and beautiful like Gaur Plain, the difference is night and day.
However, Argentum has distinctive floors (honestly, I don't really see the case in that screenshot very often, where the shop names cover the whole screen. it's kind of a strawman, almost) with purpose aka, first floor is most of the shops, 2nd floor is the inn, 3rd floor is the pier, 4th is the roof. Uraya is large but linear, with the first area potentially being slight confusing to navigate, but the rest are very self-explanatory as long as you're aware of which direction you're facing. Mor Ardain is linear with 2 largely separated elevations. The only bad part here are all the gates that get locked bh quests and rewards. Otherwise you're even given like 3 different ways to get to Old Factory.
Old Factory is difficult to navigate and is just as bad of an offender as Gormott, but at the end of the day, you can get through it without having to explore 50% of it. Leftheria is a drop dead easy 2 path world with optional stray islands. Indol is simple. Genbu's hardest part is getting to the bottom, but there are actually like 2 different ways to go about doing it. Tbh in this case, I thought figuring the way down was actually a pretty interesting puzzle section of sorts. Required you to really examine your surroundings, another case where knowing your bearing is important.
And well, I don't really need to go over the rest I think. Either very simple open map like the dying Titan that I forget the name of, and Morytha related stuff which are all really simplistic in design and progression. Elpys is also pretty simple imo, but it can get confusing to get to specific places. Otherwise it's also a multi-path dungeon so it's hard to not reach your destination eventually.
I think Gormott is just a very poor first experience. They really needed a titan to adjust you into navigating. Starting from Leftheria could've been pretty good
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I never had trouble finding anything in towns. Even the biggest towns are small compared to the Titan they're located on.
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It took a while but I got used to the layouts. Gormott really is the most complicated one in terms of design.
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I dont like the maps either. But they become pretty straight forward as you go. It honestly help more if the compass wasn't so bad.
I do like x map design. Mainly because it's just a giant map and not broken down to segments like xc2. Not to mention you unlock a skell to fly and that basically cuts down travel time and all the nonsense spiral paths and ledges.
I've since come to the conclusion that the map itself isn't bad.
It's the MINI MAP that is ABSOLUTELY THE MOST USELESS GARBAGE EXCUSE FOR A MINI MAP IN THE HISTORY OF JRPGs.
This is the only game where NOT using the mini is LESS confusing than just actually turning it off and memorizing the damn thing yourself.