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ResidentLeever: It's been years but I do recall the first boss being a spike in difficulty. I'm hesitant about removing their spell immunity though, it might break some or most of the fights.
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Darvond: The first boss wasn't a spike, per se, but rather that the arena you fight them in is poorly designed as an introduction into bosses; the three conveyors, if you'll recall.
It was a spike due to being much harder than the rest of the game up to that point. Also, there's the issue of the gameplay style completely changing for boss fights; in particular, magic doesn't work on bosses, limiting your options in a way that it doesn't for normal enemies. (I don't like it when bosses differ from normal enemies in these sorts of ways; it's one thing I actually dislike about many of the Ys games.)

Also, this boss was apparently made *harder* in the US version; in the Japanese version, the middle conveyor belt is missing, with ground you can walk on in its place. (Yes, they actually made the boss *harder* in the US version, which is a change that really does hurt the game given how early said boss is and how little health you have at that point.)
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Darvond: The first boss wasn't a spike, per se, but rather that the arena you fight them in is poorly designed as an introduction into bosses; the three conveyors, if you'll recall.
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dtgreene: Also, this boss was apparently made *harder* in the US version; in the Japanese version, the middle conveyor belt is missing, with ground you can walk on in its place. (Yes, they actually made the boss *harder* in the US version, which is a change that really does hurt the game given how early said boss is and how little health you have at that point.)
"Blockbuster Video" changes aren't that uncommon for games from Japan, but especially double so for games developed in the USA.
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ResidentLeever: It's been years but I do recall the first boss being a spike in difficulty.
I'm surprised to read this. This boss is very easy.
Jumping Flash

1) Controls: This was an early PS1 game, dual analog won't be the norm until a generation later. I would like updated control scheme similar to modern first-person games. Being able to strafe and look/aim while moving would be nice improvement, there are two maze-like levels where shooting take precedence since there is no room for jumping.

2) Powerups: You can store up to 3 powerups for later use. The one you use will depend on the order you took them. I would like the ability to toggle between your powerups. Also, if the powerup capacity is full, it would be nice to drop/exchange powerups if the player finds one more to their liking.

3) Enemies: Most enemies tend to wander around aimless, which makes them less threatening. This especially true for foes that lack projectiles. They could be more aggressive and pursue if they spot the player.
I'll come up with 10 games with 1 each, instead of one game of 10. Randomly selected as my brain thought of them. Biased by those I've played more recently. Summers are console games because I don't have air conditioning at my gaming PC. :(

FFX International/Remaster:
Ability to turn on/off Dark Aeons at any time.

FFX-2 International/Remaster:
Enemies that aren't varying piles of hit points but actually have defenses and weaknesses, so there are reasons to use the awesome array of abilities and powers the game gives you. ("Hold attack to win.")

Final Fantasy Tactics:
Nerf Agrias, Mustadio, and Orlandu. Eliminate Balthier.

Final Fantasy 12 International/Remaster:
Distribute "sidequests" better throughout the game. Severely reduce "end game sidequest grind" like the whole fishing bit.

Blue Dragon:
Make no content missable.

Ghost of Tsushima:
Redistribute content between the three chapters so it's not so front-loaded.

Spider-Man
Rebalance token acquisition (fewer crime token encounters, more challenge token encounters).

Grim Dawn
Expose more information to the player, such as some of the things GrimInternals mod has (combat log) and having a training dummy that hits you so you can test your defenses.

Guacamelee
Get rid of the stupid publisher agreements and merge Gold and Super Turbo into one game and allow saves to port between them.

Stardew Valley
Panning unlocks late and is useless by the time you get it. Give it to the player early and place something else at its current reward spot.
Ten for just one game: Final Fantasy X/X-2 Remaster Collection:

Ability to turn on/off Dark Aeons at any time. (X)

Option to pay your way [in-game gil or collectables] out of mini-games, like lightning dodging or butterfly chasing. (X)

Expose/make Mix clear (rather than a guide-selling external reference system). (X)

Replace coordinate and password based airship destinations with just plot/rumor unlocks. (X)

Enemies that aren't varying piles of hit points but actually have defenses and weaknesses, so there are reasons to use the awesome array of abilities and powers the game gives you. ("Hold attack to win.") (X2)

Option to pay your way [in-game gil or collectables] out of mini-games, tower calibration. (X2)

Eliminate/Replace the casino advertising and marriage proposal content. These were 100% created to sell guides. (X2)

Be far more generous with dealing with the Highroad investigation in allowing the player to get the content/ending they want (X2)

Add some cost to changing Dres Sphere. There currently is none, so at the start of battle you just change everyone to everything to unlock the Garment Grid's bonus. (X2)

Severely shorten and straighten Via Infinito (X2)

Bonus 11th: Make the whole "unlock tamed monsters stories and unlock later monster taming content" a lot faster than it is. (X2)

Since X2's listed more, I may sound more critical of it. It's true that I am. I like -- love -- what the game hints at. It just was shafted in development/polish and artificially bloated with bad content to make up for it. What is there could be made GREAT.
Post edited August 26, 2020 by mqstout
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mqstout: FFX-2 International/Remaster:
Enemies that aren't varying piles of hit points but actually have defenses and weaknesses, so there are reasons to use the awesome array of abilities and powers the game gives you. ("Hold attack to win.")
I could say this about Final Fantasy 3 as well; the game gives you many neat abilities to play with, but enemy stats are not as varied as in the two previous games in the series, For example, with maybe one exception, if any enemy in a dungeon is undead, all of them are. A similar thing applies to splitting enemies, which are used heavily in a few dungeons, then disappear entirely.
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mqstout: FFX-2 International/Remaster:
Enemies that aren't varying piles of hit points but actually have defenses and weaknesses, so there are reasons to use the awesome array of abilities and powers the game gives you. ("Hold attack to win.")
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dtgreene: I could say this about Final Fantasy 3 as well; the game gives you many neat abilities to play with, but enemy stats are not as varied as in the two previous games in the series, For example, with maybe one exception, if any enemy in a dungeon is undead, all of them are. A similar thing applies to splitting enemies, which are used heavily in a few dungeons, then disappear entirely.
I know! And they just came out of X that had a great mix of varied enemies that you needed to swap characters and powers to be able to deal with even in the same encounter. If they'd've preserved that in X-2, it'd go along way to more dynamic combat, and abilities mattering, and putting more thought into which grids and spheres you equip.
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mqstout: Ten for just one game: Final Fantasy X/X-2 Remaster Collection:

Ability to turn on/off Dark Aeons at any time. (X)

Option to pay your way [in-game gil or collectables] out of mini-games, like lightning dodging or butterfly chasing. (X)

Expose/make Mix clear (rather than a guide-selling external reference system). (X)

Replace coordinate and password based airship destinations with just plot/rumor unlocks. (X)

Enemies that aren't varying piles of hit points but actually have defenses and weaknesses, so there are reasons to use the awesome array of abilities and powers the game gives you. ("Hold attack to win.") (X2)

Option to pay your way [in-game gil or collectables] out of mini-games, tower calibration. (X2)

Eliminate/Replace the casino advertising and marriage proposal content. These were 100% created to sell guides. (X2)

Be far more generous with dealing with the Highroad investigation in allowing the player to get the content/ending they want (X2)

Add some cost to changing Dres Sphere. There currently is none, so at the start of battle you just change everyone to everything to unlock the Garment Grid's bonus. (X2)

Severely shorten and straighten Via Infinito (X2)

Since X2's listed more, I may sound more critical of it. It's true that I am. I like -- love -- what the game hints at. It just was shafted in development/polish and artificially bloated with bad content to make up for it. What is there could be made GREAT.
You forgot a bug one:

Final Fantasy X: Make cutscenes skipable. (I would actually suggest doing this for FF4 through FF9 as well, At least FF4 DS allows you to skip the FMV sequences and summon animations, which is more than what can be said for FF7-FF10.)

Another one for FFX: Re-design the post-game boss fights, and get rid of the special defense-ignoring property of the celestial weapons. While we're at it, make magic scale better, particularly at high stats. Also, post-game bosses (particularly the Dark Aeons) should have their weaknesses; using Shiva really *ought* to be weak against fire, for example.

(Note that I haven't actually played FFX, but have determined from videos and what I've read that the game could really use these changes.)

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dtgreene: I could say this about Final Fantasy 3 as well; the game gives you many neat abilities to play with, but enemy stats are not as varied as in the two previous games in the series, For example, with maybe one exception, if any enemy in a dungeon is undead, all of them are. A similar thing applies to splitting enemies, which are used heavily in a few dungeons, then disappear entirely.
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mqstout: I know! And they just came out of X that had a great mix of varied enemies that you needed to swap characters and powers to be able to deal with even in the same encounter. If they'd've preserved that in X-2, it'd go along way to more dynamic combat, and abilities mattering, and putting more thought into which grids and spheres you equip.
One of the things I love about Final Fantasy 5 is that it gives you a huge variety of abilities to play with, makes normal fights interesting (with enemy reactions and things like one enemy summoning others if it's the last one killed), yet still maintains a semblance of balance, unlike the next few games in the series.

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mqstout: Final Fantasy Tactics:
Nerf Agrias, Mustadio, and Orlandu. Eliminate Balthier.
This game came out in the period where Square stopped caring much about game balance. You see this in Final Fantasy 6 (see Ultima, not to mention other ways to break the game), and it becomes a bigger factor in FF7, FFT, SaGa Frontier, and of course FF8.

As a side note, I love using FFT's Math Skill; it's too bad it breaks the game and is something the AI doesn't know how to use effectively,
Post edited August 26, 2020 by dtgreene
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dtgreene: You forgot a bug one:

Final Fantasy X: Make cutscenes skipable. (I would actually suggest doing this for FF4 through FF9 as well, At least FF4 DS allows you to skip the FMV sequences and summon animations, which is more than what can be said for FF7-FF10.)

Another one for FFX: Re-design the post-game boss fights, and get rid of the special defense-ignoring property of the celestial weapons. While we're at it, make magic scale better, particularly at high stats. Also, post-game bosses (particularly the Dark Aeons) should have their weaknesses; using Shiva really *ought* to be weak against fire, for example.

(Note that I haven't actually played FFX, but have determined from videos and what I've read that the game could really use these changes.)
I'm OK with non-skippable cut-scenes. They'd be good to be able to skip. I was trying to keep my list to the 10, though I did let an 11th sneak in in my edit.

Post-game fights: This would work with original, but International/Remaster (with the dark aeons), as designed, you must have the defense-ignore property to have any chance. And even then, a couple of the monster arena fights are way too particular. I can allow this since they were created as "extra challenge content not really part of the game". They should probably have implemented these as "select from main menu" challenges outside of the actual game after you actually complete the game (like the trials from 12) instead of being in-the game. If you do the monster arena stuff in-game, it completely wrecks/eliminates the actual end-game of the story.

You should play 10. I consider it the best of the series. PS2 emulates well, and it's dirt cheap to pick up a disc. The International/Remaster adds and fixes a few things, but I consider the original superior because of its lack of the dark aeons that break backtracking.
Post edited August 26, 2020 by mqstout
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mqstout: Post-game fights: This would work with original, but International/Remaster (with the dark aeons), as designed, you must have the defense-ignore property to have any chance. And even then, a couple of the monster arena fights are way too particular. I can allow this since they were created as "extra challenge content not really part of the game". They should probably have implemented these as "select from main menu" challenges outside of the actual game after you actually complete the game (like the trials from 12) instead of being in-the game. If you do the monster arena stuff in-game, it completely wrecks/eliminates the actual end-game of the story.
I would fix the balance to make the defense ignoring property not so important. Specifically:
* Dark Aeons would have lower HP and/or defense, making them feasible to kill without the celestial weapons. (Break Damage Limit would likely still be mandatory, however.)
* Some of the Dark Aeons would have elemental weaknesses. For example, Shiva would be weak against Fire. This would be balanced so that, for example, using Firaga on Shiva would kill the boss faster than just using normal attacks.
* While we're at it, Dark Aeon attacks that look like elemental attacks should actually have that element, so that elemental resistance (and the nul-element spells) is still meaningful at that point in the game.

One thing I could point out is that, in watching FFX videos, No Sphere Grid story boss fights are much more interesting to watch than normal fights against the Dark Aeons.

(By the way, I wouldn't mind seeing a video of Penance being defeated without the Celestial Weapons. Has anybody done that?)

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mqstout: You should play 10. I consider it the best of the series. PS2 emulates well, and it's dirt cheap to pick up a disc. The International/Remaster adds and fixes a few things, but I consider the original superior because of its lack of the dark aeons that break backtracking.
The unskippable cutscenes are actually a deal-breaker for me. I would rather *play* the game, not sit around while watching cutscenes, especially if I've already seen it (because a boss killed me at the start of the third phase of a boss that immediately follows a 5-minute cutscene).

There's actually one thing I don't like about the remaster, and it's what they did to the normal battle music. The original battle music is fine and something I can listen to, but the remaster's battle theme is not.
Post edited August 26, 2020 by dtgreene
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dtgreene: The unskippable cutscenes are actually a deal-breaker for me. I would rather *play* the game, not sit around while watching cutscenes, especially if I've already seen it (because a boss killed me at the start of the third phase of a boss that immediately follows a 5-minute cutscene).
When emulating, you can use save states post-cutscene to restore there if you need to. Or turbo mode in the emulator to speed through the non-FMV ones the first time.
Post edited August 26, 2020 by mqstout
Spider-Man 2 (PS2)
-Add a dive move (or dive kick move) that lets you quickly go back to the ground from mid-air - alternatively the game could allow stopping forward momentum at will after a jump from a wall, as is possible when performing a ground jump
-The camera doesn't go to side view while climbing
-Faster camera pitching to behind the avatar while performing a charged jump up to a roof top or faster manual control of it
-Larger hint markers so it's possible to swing into them and keep going afterwards instead of landing
-Full button config, Can map dodge to a shoulder button (L1 or R1 since spider reflexes is also mapped to up on d-pad)
-Better turning controls while sprinting or sprint jumping
-Removed delay after breaking during a sprint to go in the other direction (not the break animation itself, just the delay after it)
-Somewhat more forgiving hit detection when jumping near platform edges so it's not as easy to accidentally waste a charge jump from taking half a step too far
-Upgradeable health bar (3 levels, find or buy at store)
-Can sit on top of spires like in the comics and the PS4 game (the pose exists but is only used on lamp posts and flag poles): https://i.ytimg.com/vi/aYryTSLMi20/maxresdefault.jpg

Bug fixes:
-Sometimes when climbing downwards and jumping off of a wall to the ground, you'll just jump while upside down into the ground
-Sometimes glitchy hit detection around rooftop (or other objects like boats) edges - you'll slide along the edge without grabbing onto it
-"This marker can't be activated while an event is in progress" - at two points there was no event in progress though it started working again after a while
-Spider-man's voice clips during fights can occasionally overlap if you switch between targets quickly (same thing can happen when he's thinking to himself during gameplay if you start talking to an NPC at about the same time)
Post edited September 12, 2020 by ResidentLeever
Here are a couple regarding remakes (though note that the latter example is one I haven't actually played).

* La-Mulana (remake): In the original, there was a mini-game you could play on the MSX; this was lost in the remake. They should have, instead, replaced it with a port of one of NIGORO's earlier games (I believe they were little Flash based games). Of course, the usual trolliness found throughout La-Mulana (and in that mini-game I'm talking about here) would have to be added to it.

* Final Fantasy 4 Complete Collection (PSP, a console I never owned): There are a couple features that would have made this collection more complete:
* Easy version: This would be a port of Final Fantasy 4 EasyType, but using the PSP version's graphics. (Note that this isn't actually the same as Final Fantasy 2 US.) The final boss would use the sprite used at the end of the main game's bonus dungeon (with the attack script used in FF4ET, which is *different* from what other versions use!). If the language is set to English, the translation used would be the FF2US translation, except that items not found in that but found in FF4ET (like the Piglet Sword) would use the GBA translation just like the main game does (to my understanding).
* WonderSwan Color soundtrack: In addition to the original and new soundtracks, there should be an option to use the soundtrack from the WSC version, which is actually a very good 8-bit conversion of the original music. (For non-Japanese gamers, who might not know what a WSC is, the option can be called something like "8-bit" or "retro".)
* Perhaps also add a version of the game that plays like the DS version.
I think Doom Eternal could work so much better with replayability. Like first Practice Run, The Battle Is On, then Cheat Mode, ridicilously hard difficult.