![]() ![]() ![]() It’s not as bad as the Dragon Quest remakes on Switch, at least. The game runs at a good framerate, but you can see where the game stutters every few seconds. The game also has some very noticeable frame pacing issues, like many games built in Unity do. I had to force VSync through my graphics card’s control panel. The biggest issue has to be the ugly screen tearing and lack of an in-game VSync option. It’s been a month since the release of this game and it hasn’t gotten a single update. It just has some weird issues that should have been fixed. It’s not like it runs horribly or anything. Sadly, this game leaves a lot to be desired on the technical side. That's a lot more thought than I want to put into how I use magic in a game. You can easily go through all your Ethers in a dungeon if you're only using your best spells. You can carry 99 Ethers, but each Ether only restores 1 MP. Since your highest level spells always have the least MP, and Ethers restore MP on all spell levels at once, I found myself using lower level spells to save the most powerful spells and using as many spells as possible before using Ethers. In FF, it’s a very weird system that severely limits how useful your magic classes can be early on in the game and gets more and more annoying as the game goes on. It's a lot like PP in Pokemon games, except it makes sense in Pokemon. For example you might be allowed to use a White Mage’s level 1 spells 5 times, their level 2 spells 4 times, and so on. ![]() Pixel Remaster however, goes back to a system where every tier of spells has its own MP pool and every spell has the same MP cost. Since Dawn of Souls on GBA, Final Fantasy remakes have had a traditional MP system, just like the one you see in pretty much every other RPG. Another baffling choice is the reverting of the MP system back to how it was in the NES game. ![]()
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