Let's Play PS II #07: Holy Stuttering Shatner, Batman! More Treasure!

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Uploaded by on May 17, 2009

Our crew recovers a ransom note from the remains of a thief in Shure and learns the truth as to why an old man would resort to robbery. In doing so, they also get access to the very weapons that wasted Arima.

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Uploader Comments (AzureMage253)

  • where did you go, at the end of the last part you were some where completely differant, can you please tell me how you got to the where you're at at the start of this video, i'm really confused.

  • At that point, I'd completed the upper two-thirds of Shure and was running short on health and supplies, thus warping out and returning for the locked chests that I needed to use the Small Key on.

  • oh, 1 question how do you get to where youre at now, do you just follow part 6 till you find where youre at now.

  • You'll need to follow the guide into part 30 to get a sense of where I'm at now.

  • I think part of what made Phantasy Star II so great was the anticipation of that final battle. Some games just have too many bosses, and when I get to the end of them it seems anti-climactic and I feel underwhelmed. When you reach the final boss in this game, it just FEELS so much different from everything else in it. The music is unique. The boss looks like nothing else in the game. You KNOW this is it. Its like getting to the end of a novel or movie. Its supposed to be special.

  • A point well taken. Once RPGs got through the experimental stages, I think it became less about actual gameplay and more about story and graphics. But along with that, game publishers are now obsessed with making nonsensical sidequests out of things that weren't pursued in the original game and are detracting from it (you hear me, Square?).

    And I'm liking this game because of its inherent difficulty, something you don't see much in modern times.

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  • i meant were youre at in part 07

  • I think I get it.

    In the earlier stages of game development, developers were often "winging it" while making games that aren't intentionally similar to other games, and especially in ones in a new genre that hadn't been categorized or quite popular.

    Once the RPG genre was expanded as the years went by, the games were starting to get a little more predictable. At this point, we can take a generic RPG and list off a bunch of cliche's that other games share.

  • You're giving me too much credit, chief. I don't know what the game designers were thinking when they decided on being way too cool for dungeon bosses, But, y'know, I vaguely remember Dragon Quest having only one real boss apart from the DragonLord. Final Fantasy had no less than 15 such fights before Chaos (don't hold me to that; need time to count).

    Nobody who did RPGs in the '80's really had a formula in place as we do now, and that's part of what makes the classics interesting.

  • That's crazy, it's almost traditional for RPG games to have a boss at the end of each dungeon (or dungeon-like area). Whether it be some ruler of a race a bad monsters, a stronger monster of a different color indicating that he's tougher, or a gym leader, people used to the RPG genre always check for signs of an upcoming boss so they can prepare.

    You also must have grown up with this game or something if you remember everything in this place. the rooms look near the same.

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