*Last Law of Travel (Big Joe Rule)*
As has been described, you must endure great trials just to get from town to town: locating different vehicles, operating ancient transport mechanisms, evading military blockades, the list goes on. But that's just you. Every other character in the game seems to have no trouble getting to any place in the world on a moment's notice.
Yep. New party members show up at Rolf's house in the blink of an eye, and none the worse for wear. Of course, they promptly lose this nimbleness the instant they join up."
95. *Selective Invulnerability Principle*
RPG characters are immune from such mundane hazards as intense heat, freezing cold, or poison gas... except when they're suddenly not. Surprise!
ps2.95 - *Selective Invulnerability Principle*
Yep. Poison gas in Dezo's atmosphere? Pfff, ain't no thang. A vertically-challenged wrestler spits on you? Whoops. NOW I'm poisoned.
96. *I'm the NRA (Billy Lee Black Rule)*
Opposition to gun control is probably the only thing you could get all RPG characters to agree upon. Even deep religious faith and heartfelt pacifism can't compete with the allure of guns.
ps2.96 - *I'm the NRA (Billy Lee Black Rule)*
Yep. Guns are just swell.
97. *Three Females Rule*
There will always be either one or three female characters in the hero's party, no matter how many male characters there are.
ps2.97 - *Three Females Rule*
Nope. You eventually have four women in the roster. After Nei's death, you're not obligated to have ANY in your active party.
118. *Stop Your Life (Setzer Rule)*
No matter what kind of exciting, dynamic life a character was leading before joining your party, once there they will be perfectly content to sit and wait on the airship until you choose to use them.
ps2.118 - *Stop Your Life (Setzer Rule)*
Yep. It's a wonder that the bench-warmers don't just get bored after awhile and go on their merry way. (Maybe Rolf's got some Sega games at his house.)
166. *Key Item Rule*
Never discard, sell, or otherwise remove permamently from your possession any items you begin the game with or acquire within the first town. This is especially true for items that seem to have no practical use, because of...
ps2.166 - *Key Item Rule*
Yep. Your initial equipment is unremarkable, but you do get the visiphone in Paseo, eventually. Dropping or selling that is a REALLY bad idea.
190. *Weapon Rule*
There's always a hidden creature who is much harder to defeat than even the ultimate bad guy's final, world-annihilating form. It's lucky for all concerned that this hidden creature prefers to stay hidden rather than trying to take over the world himself, because he'd probably win. As a corollary, whatever reward you get for killing the hidden creature is basically worthless because by the time you're powerful enough to defeat him, you don't need it any more.
ps2.190 - *Weapon Rule*
Nope. Like THAT'S what this game needs. YOU SICK, GRAND LIST?
Parma Ham wrote:First off: many thanks for the feedback, Shinuzzo. I really appreciate you taking the time to respond.
Second: WOW. Did you read through that whole thing in like a day? I'm really impressed.
Third: are you the same Shinuzzo who posted this? If so, then many, MANY thanks for keeping that link to the PS2 retranslation alive! I gave a shout out to you for it here. Thanks a ton!
That's an interesting theory. I just assumed the poison gas had sort of dissipated, or that it was only harmful to the Palmans' pet animals (the mutated rabbits, etc.). Hmm...why would Mother Brain want to get the Palmans off of Dezo? Is there something I missed? I kinda figured the poison gas incident was just poorly written, but maybe I was being hasty
Shinuzzo wrote:ps2.166 - *Key Item Rule*
Yep. Your initial equipment is unremarkable, but you do get the visiphone in Paseo, eventually. Dropping or selling that is a REALLY bad idea.
Shir can steal more than one Visiphone so it's more an inconvenience if anything.
What, seriously? I had no idea. How do you do that?
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