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gilbert

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5 replies 1447 views +10 rating January 16, 2010 10:47pm

What mistakes did you learn from FFVT3R?

Do you think you guys concentrated too much on the Multi-player Modes? Do you think many people were disappointed with the "Story based" Multi-player you guys made?

I've read some comments about how restricted and short the campaigns were for this second game. In such a way that players weren't able to play/develop all their favorite characters.

If you were given a chance to redo the game, what would you guys have changed?

lugaru

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January 17, 2010 2:12am

I think that one strenght of FREEDOM FORCE was that it was unbalanced, so you could use the same system to make a street level brawler or an outright superman. That meant that multiplayer never had any hope of being balanced, although I did have some good games in a league where the same person did all the hero files.

freedomforce3

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April 28, 2010 11:20am

I think, the perfect FF game would be the first and second game cover. (naturally continued new stories and enemies AND OUR 24 HEROES)

blkcasanova247

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June 24, 2010 10:27pm

I do feel a lot like the release of the second game may have been a little rushed and also kinda missed the boat on a lot. It was enjoyable but not as much as the first. However it did have great replay value even though it didn't really take a good leap forward graphically...it was just more of the same. Which is why I think most people don't feel like FFVSTR was a "second" game...it seemed like an expansion. Maybe What we should be asking the irrational folks for is a Freedom Force 2.

gilbert

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June 29, 2010 12:32pm

Maybe the game was rushed, i know they had two other games released almost the same time as FFVSTR. Tribes and Swat 4 I think. On the other hand it could have been that they were restricted by budget issues. Who knows what they could have done given a bigger budget or something. For me, i think the setup they had was already right, it was just a matter of adding more options and improving on what they have. Like they could have added new options to make customizing the game easy/more accessible for casual players who just like to make their own heroes quickly and just start playing the game. They could have improved the available combination of custom characters players could create with more meshes, more keyframes, more fx, , more voices, more attributes to choose from. It would have been also great if they had added other options in creating custom characters and costumes like different parts/designs already already available similar to the "create a wrestler" from some wrestling games. More longer missions for the in game story, possilble multiple endings, secret modes/costumes/powers to unlock. In my opinion, being able to customize the game into so many things was the game's greatest strength so why not improve and add more to it?

Overall though, FFVST3R is still a great great game to me and will always be a favorite of mine. Many improvements were made to the game and i appreciate all of them. Thanks for making both games.

drmike2000

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July 11, 2010 11:45pm

I think the decision to move back to the Golden Age and WWII was a mistake.

Western Superhero is a niche genre to begin with. The first game managed to walk a really good line between appealling to non-fans by looking cheesy and a bit Adam-West-Batman-ish whilst being clearly inspired by classic Silver Age lee and Kirby source material to the fans. As such it was superhero action with broad appeal.

Putting WWII into the mix drives the game into a further niche area within superheroes, and didn't gain any of the WWII audience because they prefer grim and gritty realism to 4 colour cartoon WWII.

I think the sequel game could have sold a lot better if it was set in a 80's superhero environment, for example.

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