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chazumaru 1479th Post
Red Carpet Executive Member
| "Famitsu news" , posted Thu 14 May 22:14
So Koei is releasing a second Romance of the Three Kingdoms game on 3DS in Japan. And it's a remake of Romance of The Three Kingdoms III. Well, to make sure nobody is confused, they called it Romance of the Three Kingdoms 2. Alright.
There is also a new Nobunaga game coming. OK. It's the second 3DS game coming, so they also call this one Nobunaga no Yabou 2. Fair enough. Is that also a remake of Nobunaga III, you ask? Come on, don't make a fool of yourself. Obviously, it's a remake of Nobunaga DS. Well, Nobunaga DS was actually a port of Nobunaga VIII, so it's the remake's remake. How dare you be confused.
In other news, Shokugeki no Souma is the only manga I read these days, and I enjoy cooking games, and I love my 3DS, yet even I am not excited by the arrival of a 3DS game based on Shokugeki no Souma. Furyu is involved, which #1 is not helping with the issue summed-up in the previous sentence, and #2 wait, is that really how they decided to use their Legend of Legacy money?
Même Narumi est épatée !
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badoor 423th Post
PSN: BadoorSNK(forPSVITA:BadoorUSA) XBL: BadoorSNK(ForWiiU/Steam:BadoorSNK) Wii: 3DS:4253-3532-0341
Gold Customer
| "Re(2):Kage" , posted Sun 31 May 07:39
quote: Nice video for Prof who was a fan of The Legend of Kage, if I remember correctly: Battle of the Ports - The Legend of Kage (影の伝説) (Show #69) 60fps (The PSP version/remake is missing.)
Did you ever play the Famicom sequel, Fudou Myouou Den (不動明王伝)? The protagonist on the cover has a weirdly sassy pose.
The NES version (Demon Sword) is a much much easier game, but since I played it before Legend of Kage, I never found myself liking Legend of Kage as much.
Speaking of The Legend of Kage, I was always fond of the DS game. It had some nice 2D art and felt like a lost SNES or Playstation or Saturn 2D game that just wound up getting ported to the DS. The game didn't have any tacked-on touch controls, the only "DS-feature" it had was that the screen streched out to the top, which is appropriate since Kage & crew jump so high in this game (just like in the original game too), so it was nice to see what was up above before jumping.
And unlike Contra 4 or Yoshi's Island DS (which both also had their whole play field stretched across both screens), Kage NEVER left the bottom screen (if I remember correctly). This is great because on those other games, characters constantly switched between screens and it was disorienting, plus they would always end up in the "blind zone" area in between screens, which is ridiculous.
http://100daysofmegashock.wordpress.com/ http://badoorsnk.wordpress.com/
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Baines 428th Post
Gold Customer
| "Re(2):Akiba's Trip on Steam" , posted Sun 31 May 10:11
quote: In any case, I'm glad they finally made it to Steam. I'd love to see more JP developers publish their stuff there.
I hope JP developers get used to PC ports and Steam releases. Otherwise, the level of complaints that they face could drive them away.
Western games might be released with bugs or are no-frills ports, but too often it feels like it is a gamble as to whether Japanese games will even be playable. And Valve isn't exactly known for having a consumer-friendly refund policy.
I was interested in the PC port of Akiba's Trip, but am put off by complaints of video CODEC issues, control config issues, and crash issues.
Phantom Breaker locked up at launch, and could run poorly even if it did run at all. Dynasty Warriors 8 could crash if you were running 64-bit Windows. It took Koei over a week to fix the main cause, and the game still has rare random crashes. KOF XIII would have been an utter mess at release if it hadn't had a beta, a beta originally only meant to test the game's net code.
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Spoon 2899th Post
Platinum Carpet V.I.P- Board Master
| "Re(3):MOBAAAAAAAAAAA!!" , posted Mon 8 Jun 20:31:
quote: Squeni transforms the Lord of Vermilion series into a 7vs7 free-to-play MOBA (MOBAAAAAAA!) for Japan!
I wonder if this will ever have the insane amount of crossover character LoV2 had - that was the one appealing thin about it, considering how impossible it was to play it all the way from Europe. That being said, for a card game, the actual actual on screen in the previous games already resembled a MOBA, with groups of character moving around in a mostly-flat 3D map. I wouldn't be too surprised if the original plan what to make the series action-based, and the previous iterations were the possible compromise between what the original designer wanted to do and what SE thought it needed to release to diversify, and maybe now those intentions are converging more.
I think if someone released a well made MOBA with lots of recognisable manga/anime/Japanese games characters, it would make a shocking amount of money in Asia. Maybe this is that game (it could be if it was full of Final Fantasy characters)
Also I just recently found out that it's common in MOBA tournaments for teams to pick characters that the other team CANT use.
...
I still don't understand the appeal of MOBAs.
On the first point: It'd still need to be a half-way different game from the existing MOBAs (I hate that acronym SO MUCH, but that's another story), because those are such entrenched genre kings that cloning their gameplay with a different IP flavoring it isn't enough to guarantee success. DC Comics tried recently, and it has failed. The KOF MOBA is dead, and that was only playable in Asia, to boot.
On the second point: I'm pretty sure I've expounded on that point before, haha! But the character banning prevents BOTH teams from using the character, not just one team. It has its roots in the fact that until a gameplay switch was invented (-samepick), the default in DOTA was that any given character could only be picked once. So imagine if MvC series was invented in a world where mirror match never got invented: for a competitive match, how would you make character selection fair? Alternating selection one pick at a time (team 1 picks 1 character, team 2 picks 1 character, team 1 picks 1 character...) is flawed because team 2 gets to counter pick team 1. Letting teams block select in some fashion (team 1 picks 1 hero, team 2 picks 1 hero, team 1 picks X heroes, team 2 picks X heroes...) improves this somewhat. On top of that, this is a game that gets revised frequently, unlike fighting games. I don't remember which was the first version to include banning, but it is actually a remarkably good feature, in spite of how counter-intuitive it may seem. After all, if a game is all about characters, why would you deliberately put in a feature that outright prevents characters from being used?
Well, what happens is that the ban phase actually winds up increasing the diversity of team compositions, in addition to being an interesting mechanic in the first place. Arguably a different kind of auction mechanic could be less overt in allowing teams to bias selection, but that's another discussion. At a lower level of play, it lets the public simply avoid whatever character is perceived to be "too obnoxiously strong" at the moment (which seems scrubby as hell, coming from a fighting game perspective, but bear with me), as well as knocking out certain particularly character combinations that they feel are obnoxious to deal with (again, which seems scrubby as hell).
It winds up enabling particular strategies, as well as forcing your opponent to not simply do whatever they want. The draft (i.e. this entire phase of banning and picking characters) ends up being an incredibly deep game because of the deep pool of heroes and the fact that this is a deep team game where composition and with a lot of texture both strategically and tactically, both in ways that are different from fighting games. Bans range from being character-targeted ("this character is way too strong and we don't want to have to deal with it"), strategy-targeted ("this character enables a strategy we don't want to have to deal with, or counters a strategy we want to run"), player-targeted ("this player is WAY TOO GOOD with this character, nix it"), or even team-targeted ("we know all of the hero compositions that team is good with are enabled by certain heroes, so let's push them out of their comfort zone"). It entails a lot of reading of the opponent, and requires that teams learn how to use a wide variety of characters because there's no guarantee that they will get exactly the heroes they want.
From the fighting game perspective, each character is individually very deep, and from the MvC perspective, creating and mastering team compositions is an extremely long and challenging process. Discovering coherent team compositions is fun and interesting. There is nobility in mastering a particular character/team, because they are so deep and because it is a one player versus one player game. It is a not a game featuring a team of players playing simultaneously. From a fighting game perspective, mastery of a single character/team is already a daunting task, and players identify with a single character; it's bizarre to demand MORE of a player, and it's bizarre for a player to not be allowed to play what they want. And there is joy in watching a great master of a particular character.
But changes in a given fighting game happen rarely/slowly; it is unusual for a fighting game to have its characters adjusted more than once per calendar year. There is depth in DotA characters, but the modding mentality has always been that nothing is sacred. Mods are not restricted by physical arcade hardware distribution. Mods can be changed by he author freely and frequently. The game changes often, from a fighting game perspective, too often: oldschool fighting game players believe that in a well-made game, counter strategies can inevitably be determined, and changing the game before that determination is made is leaving depths unexplored.
The mentality from DotA because of the simultaneous team and no mirror match nature of the game is that character mastery is great (and there are players who were so great with certain characters that those characters have alternate names which are the names of those masters!), but the true heart of the game lies in the team and team composition, and it is worth enriching that at the expense of its own characters, of which it has a wealth. Change is both frequent and inevitable, something very different from the old school fighting game environment. It is a game difference and a cultural difference begotten of deeply underlying game design, historical, and technological differences.
That said, if MvC3 had a ban phase, I would totally be interested in seeing what teams get made/played as a result. It's been long considered that in MvC2, if you removed the Big 4 (Sent Storm Mags Cable), the new top tiers are absolutely obnoxious and the game becomes worse. In MvC3, there are some characters who are dominating assists (e.g. Doom, Akuma) and some who are dominating on point (e.g. Vergil, Wolverine). If teams built around certain compositions have that composition pre-emptively disrupted, what kinds of new teams get made?
[this message was edited by Spoon on Mon 8 Jun 20:35] |
Loona 876th Post
PSN: IkariLoona XBL: n/a Wii: n/a
Red Carpet Regular Member++
| "Re(3):MOBAAAAAAAAAAA!!" , posted Mon 8 Jun 21:21
quote: I think if someone released a well made MOBA with lots of recognisable manga/anime/Japanese games characters, it would make a shocking amount of money in Asia. Maybe this is that game (it could be if it was full of Final Fantasy characters)
Behold the amazing list of characters in LoV2 and imagine it in a a game that's more about action than cards than it was - several FFs, KoF, Touhou, Persona, Blazblue, even Magic the Gathering, and that's not even all of it. Just the prospect of a game with both FFXI and KoF in it would have been enough to sell me on a game - then again, considering that mess with the Hi Score Girl manga, so much for that ever happening anytime soon...
quote:
Also I just recently found out that it's common in MOBA tournaments for teams to pick characters that the other team CANT use.
This would do wonders for fighting game tournaments, where often finals lean towards a very small subset of characters. There's charm to seeing mastery of a character, but that over specialization also makes it harder for newer players to survive against an expert - a focus on the game's fundamentals over character specifics might be a good thing.
quote:
I still don't understand the appeal of MOBAs.
I can barely parse what's going on in most, but I figure two strong points are: * Free game * Team game, so if your team loses, blame is diluted and is easily redirected - you're more open to trying again because you might get teamed up with different people and maybe get a better chance
I have only some very limited experience with LoL, but the leveling mechanics can also appeal to many a mindsets - you might lose a lot early on, but if you're still getting some EXP, you're at least working towards making your character stronger, and you get more exposure to the game mechanics, which can help you to notice patterns in the gameplay which might help you to improve over time. On LoL specifically, you can also play to gradually unlock a character you think you'll like more, or be a better fit for your style of play - not to mention the periorically available free characters (something the F2P version of DoA5 was wise to implement), which is great to let you experiment.
Then there's the big competitions and their prizes, which feel like big bait for young one dreaming of making a career out of playing video games - I wonder how actually viable the economics of that are... I get the feeling that might be a bubble waiting to burst in th next few years - it's really hard to think of those games as appealing for viewers when they practically always play in the same map (which looks pretty boring to watch for the Nth time) with only very small characters moving around, seen from bird's eye view.
Then again, Starcraft did well for itself, and these games are more character-centric versions of that...
...!!
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neo0r0chiaku 47th Post
PSN: n/a XBL: IAMDC1 Wii: n/a
Rare Customer
| "Re(10):NIER 2 BY PLATINUM" , posted Thu 18 Jun 03:53
quote: Since 2011. A day after they finished the final version. I still play it to this day. Music is awesome! We need it(a new SOR) badly. Who knows, we may all turn into a skeletons waiting for it! haha The difficulty is that we don't want it to turn out like the last, 3D Final Fight
Arguably the SoR we wanted Sega already made years ago, and it was Spikeout (but it lacked the totally cool support guy with the totally cool guns). But wait, remember how Spikeout got an Xbox followup, and that ended Spikeout forever? :(
For those FFV job festa fiends: Nomura spitballing FFV and FFVI HD remakes. I've always wondered what the ideal animated/interactive version of Amano's art should look like. The Heavensward models are great, but in typical 3D or physically based 3D rendering styles, the results seem... too "solid" to me and don't quite capture the ethereal quality of his art.
hhhmmm ....interesting....have not come across this before. I curious and will check this out. Also, I thought Fighting Force was suppose to be the next-gen (at the time) new SOR game? I may be wrong, I think the developers of SOR was involved and something happen behind the scenes that they decided not to name the game SOR.
Long Live!
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badoor 424th Post
PSN: BadoorSNK(forPSVITA:BadoorUSA) XBL: BadoorSNK(ForWiiU/Steam:BadoorSNK) Wii: 3DS:4253-3532-0341
Gold Customer
| "Re(2):Re(10):NIER 2 BY PLATINUM" , posted Thu 18 Jun 09:03
This is an insane E3 full of the most improbable announcements. But I think the NieR 2 one may be the most crazy of them all. I have no idea what sort of deal-with-the-devil Taro Yoko has to not only make a new Nier, but to also have it be developed by Platinum Games (and have Akihiko Yoshida do the art, along with Keiichi Okabe as a returning composer). I heard that Nier had a decent sales resurgence after word-of-mouth lead to people buying it long after it was released (I'm not sure how well Drag-On Dragoon/Drakengard 3 performed though), but doing a full-fledged PS4 sequel? Not even Dragon Quest got that privilege, let alone countless other Square-Enix franchises besides Final Fantasy, not Parasite Eve, or Mana, or SaGa. I don't even see reasoning in how the Square-Enix upper mgmt agreed on this. Like I don't think even the most devoted NieR fans ever asked for a sequel because the most devoted NieR fans are probably too nihilistic and cynical to even consider the possibility of a sequel (that's what I thought at least. But man am I glad now, haha).
There's also the Platinum Games side, who are now almost single-handedly saving the JP game industry by developing/co-developing 4 games, which is insane amount of effort to do in any era, let alone this generation of +$100 million budget AAA games that take years to make. Granted, only one of them is a fully original game (which is Scalebound), but having to agree on so many projects at once is suicidal. I seriously hope the employees there get their benefits, and I also hope that having the studio be overworked so much won't affect the quality of any of their titles.
But back on Nier, I actually think having Platinum on may be overdelivering. I don't think NieR ever needed intense combat filled with juggle-combos, last-moment dodges, or mastering parries. The combat just needs to be competent and engaging enough to help players get thru the game and experience the world and the story. It should not be the focus at all. And looking at some of the news out, it seems Platinum understands that, which is great. I suppose Square-Enix could have hired another developer to do it, but I don't think there are any independent JP studios left.
http://100daysofmegashock.wordpress.com/ http://badoorsnk.wordpress.com/
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Spoon 2926th Post
Platinum Carpet V.I.P- Board Master
| "Re(3):Re(10):NIER 2 BY PLATINUM" , posted Thu 18 Jun 09:30:
Alternatively, they just decided to make the best single player game of all time in every aspect. Bayonetta has an easy mode, after all, because the people at platinum acknowledged in one of the posts on their site that the heart of Bayonetta isn't about mastering difficult combos, but about feeling cool/stylish/powerful. They absolutely know how to make a game contain extreme mechanical complexity as well as how to restrain it.
There's a certain flavor to the game being awkward, which Yoko Taro himself acknowledges: " "The way I look at original Nier is like your mom's home cooking: it may not be the best, but it's okay, you're comfortable with it. Members of the media told me the original Nier is like a puppy someone threw out. It's cute in a way, but there's something wrong in a sense, and you can't help but love it even though there's something missing and you can't put your finger on it.
"But now we're working with Platinum games, and with Yoshida and Okabe, and we feel we have these great ingredients now. Is it going to be too perfect? We have all these great chefs, if you will, working together, and now, is it going to be missing that thing that made it so endearing to our fans? But after thinking about it, we think, we're just going to try it and see how it goes.""
[this message was edited by Spoon on Thu 18 Jun 09:34] |
karasu 1511th Post
PSN: robotchris XBL: robotchris Wii: n/a
Red Carpet V.I.P- Platinum Member
| "Re(3):Re(10):NIER 2 BY PLATINUM" , posted Thu 18 Jun 09:36
quote: You keep your filthy hands off of VI, Nomura, or I am calling the police!
Ohhhhh, and V too, I feel as though I'm watching a terrible 70's slasher movie and yelling at the screen to make sure poor FFV turns on the light before entering the room DON'T YOU KNOW NOMURA'S IN THERE!!!
quote: This is an insane E3 full of the most improbable announcements. But I think the NieR 2 one may be the most crazy of them all. I have no idea what sort of deal-with-the-devil Taro Yoko has to not only make a new Nier, but to also have it be developed by Platinum Games (and have Akihiko Yoshida do the art, along with Keiichi Okabe as a returning composer). I heard that Nier had a decent sales resurgence after word-of-mouth lead to people buying it long after it was released (I'm not sure how well Drag-On Dragoon/Drakengard 3 performed though), but doing a full-fledged PS4 sequel? Not even Dragon Quest got that privilege, let alone countless other Square-Enix franchises besides Final Fantasy, not Parasite Eve, or Mana, or SaGa. I don't even see reasoning in how the Square-Enix upper mgmt agreed on this. Like I don't think even the most devoted NieR fans ever asked for a sequel because the most devoted NieR fans are probably too nihilistic and cynical to even consider the possibility of a sequel (that's what I thought at least. But man am I glad now, haha).
With the coming of the FFVII remake, all bets are clearly off in the world. Can God Hand 2 be far behind?
Seriously though, having Platinum handle the game means it may end up being less of a complete oddity and more of an actual fun game in addition to being entirely nuts. It makes me think that Drakengard 3 handled by Platinum would have been INCREDIBLE.
You have to carefully reproduce the world of "Castlevania" in the solemn atmosphere.
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nobinobita 1424th Post
Red Carpet Executive Member
| "Re(7):Re(69):Meanwhile in ATLUSland" , posted Thu 18 Jun 15:07
quote: I don't mind a remake of FFVI, but Nomura spearheading it seems like a recipe for disaster.
That said, though I wasn't too fond of it at first, I guess I'll slowly warming up to what they're trying to present Genei Ibun Roku #FE as. Still intrigued by it though...
Nomura was actually a crucial part of the original crew on FF6. It was a very interesting production where certain people took responsibility for specific characters. Nomura created Shadow and Setzer and their story arcs. He also storyboarded the various story sequences.
Also he designed the incredibly iconic and grandiose Tower of Gods for the final boss battle:
pencil sketch sprite
I can understand why some people don't like certain things he's worked on, but he's actually a very skilled, talented artist with incredible range. Amongst his huge body of work I'm certain there's something that every one of us on this board can like.
I mean, look at these FFVI sketches! They're really good!
I think he's actually at his best when he's working under other superior artists like Amano or Takayuki Takeya. He has been quite humble in adapting their work and bowing down to their superior design skills.
I think if he headlines FFVI he'll actually try to uphold Amano's incredible visual legacy. I don't think he's arrogant enough to try to efface it with his own stamp, he'll work with it.
I know it's easy to hate on Nomura cos he's not as amazing as say Amano or Terada or other super world class artists, but I think he's a very solid artist in his won right, and I really respect SquareEnix for consistently putting their visual artists in the spotlight.
www.art-eater.com
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Maou 2812th Post
PSN: zonepharaoh XBL: n/a Wii: n/a
Platinum Carpet V.I.P- Board Master
| "Nomurest" , posted Thu 18 Jun 16:29:
quote: Nomura created Shadow and Setzer and their story arcs. He also storyboarded the various story sequences.
Also he designed the incredibly iconic and grandiose Tower of Gods for the final boss battle
The Super Nobi Bros. actually make a good point that Nomura contributed some important sub-characters and good monster designs, even if he by all reports didn't even "get" Setzer enough to avoid turning him into a royal jackass in Kingdom Hearts. And while he's literally not on the same planet as an artist where Amano is concerned, he's certainly a highly competent comic-style illustrator. (The last boss in VI is great, though it's a direct nod to Dante and Pieta.)
...but that's about as far as it goes. Rank garbage like Advent Children of course dispels any notion that he has talent beyond the drawing canvas. Vignette-centered, self-contained characters like Shadow and Setzer work well...they are in a sense light sketches, and very well-designed. But a clever designer's sense is not as comprehensive as a clever writer's sense, and it shows. He reminds me of Kato Masato, scriptwriter for Chrono Trigger under the very clear direction of Horii and Sakaguchi. Under good supervision, there is stuff to work with, but given free rein, you're left with self-important, self-indulgent claptrap and psychobabble like Chrono Cross (and Xenogears, if I'm feeling mean, though I still kind of love it). Nomura's quite similar, as I've said before of his art when under Sakaguchi's eye, and I suppose also with Setzer and Shadow.
quote: God Hand remake
Then and now, the challenge is that the average citizen isn't aware of how much he NEEDS God Hand. Sort of like how we need oxygen. It's so obvious that no one notices. I think the entire God Hand kickstarter should just be a link to Tim's five minute God Hand review guitar riff, on infinite loop.
人間はいつも私を驚かせてくれる。不思議なものだな、人間という存在は...
[this message was edited by Maou on Thu 18 Jun 16:59] |
Iggy 9935th Post
Platinum Carpet V.I.P- Board Master
| "Re(1):I see..." , posted Thu 2 Jul 03:37
quote: Another day, another update to Basara. How is Basara 4? On the surface it looks insane as usual but how is it compared to previous entries in the series?
I felt Basara 4 was good but flawed by its stage selection, and I was hoping for much more to be added later on. Unfortunately, it only received expensive DLC costumes, and the Sumeragi edition only adds 3 stages on top of more characters. Utage is still the best game for me, the only way Sumeragi could beat would be if the PS4 version has more ennemies on screen, but it doesn't seem to be the case. If you skipped 4, then imagine Sumeragi is similar to Utage with different stages, you get something like 12 new characters, some existing characters got changed, and you get many new systems. Not bad at all, I just expected more.
I was just thinking that I feel the series also hit a new wall: it now has too many characters for its own good, but it cannot get rid of them. If 5 is the same as 3 and 4, only with a couple of new faces and Ranmaru/Nohime/Zabii/Itsuki/Hojo returning, it won't feel like a huge improvement. 15 new characters is a big deal when you have 20 in the base game, not when you have over 40... And on the other hand, if 5 is build-up from the ground with a non-PS2 engine, looks good, but sacks half of the cast, I don't see it working either. Maybe they should call it a day there. On the other hand, Musou is fine with their ever-expanding cast and the formula hasn't changed either, so maybe they'll be fine too.
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Loona 887th Post
PSN: IkariLoona XBL: n/a Wii: n/a
Red Carpet Regular Member++
| "Re(1):PXZ2 trailer" , posted Thu 2 Jul 20:42
quote: I guess it's time for the traditional PXZ2 trailer that shows so much of everything that you have to wonder if there will be anything left to see in the actual game.
I like what I see, although I'm beginning to worry if this is the final cast, considering how long the video is. Highlights:
- Felicia's assist attack has her blinking colorfully like in the ES version of her special, then using the Blanka electric special from Gem Fighter Mini-Mix
- Dante and Ulala have guitar-playing attacks - he has that as part of a multi-target super before, but it's still neat to make it more common
- I guess the new girl with the vehicle is an original character? I wonder if the vehicle will one day tie with the SRW games if that's the case...
- a special edition has a version of Legend of Valkyrie, but starring Xiaomu? I hope that's localized too... It's even funnier consider her and Valkyrie were both guests characters in Brave Company, which was reference in the intro they share in PXZ1
- the video showed a slow-down feature, which should help with timing juggles, but I couldn't tell if it was triggered by the player or acivated automatically...
- Axel! I just wish they'd shown his full sequence, but it seems he starts with his specials, and then goes on to do his regular combo from behind the opponent... no finisher yet though, althuough the bazooka from SoR1 would be neat, he he's starting witht he SoR2 specials...
...!!
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badoor 427th Post
PSN: BadoorSNK(forPSVITA:BadoorUSA) XBL: BadoorSNK(ForWiiU/Steam:BadoorSNK) Wii: 3DS:4253-3532-0341
Gold Customer
| "Re(1):Zero Time Dilemma" , posted Sat 4 Jul 17:14:
quote: This year just keeps getting better
Interesting how the game has forgone a JP release announcement, though no word yet on whether Nishimura is still the character designer.
I hope Nishimura is back as a designer. But I'm not surprised about the no-JP release announcement since the series always did better in international markets than in JP. In fact, from what I heard, 999 & VLR already did enough to warrant a sequel, but Chunsoft mgmt (before their merger with Spike) didn't want a sequel to be made if it didn't sell well in its home country, regardless of international sales.
And I think things have changed a lot for Spike Chunsoft since 2012. And I feel the huge success of Danganronpa (by the Spike half of Spike Chunsoft), both in JP and especially in the west, may have helped change their mind about the prospects of a sequel, even if it is mainly just for international markets, with a perfunctory JP release. The same thing is happening for Project X Zone 2, a title that's solely exists because of the success of the first game in western markets.
http://100daysofmegashock.wordpress.com/ http://badoorsnk.wordpress.com/
[this message was edited by badoor on Sat 4 Jul 17:18] |
karasu 1517th Post
PSN: robotchris XBL: robotchris Wii: n/a
Red Carpet V.I.P- Platinum Member
| "Re(1):Itoi sez: Mother 1 abroad" , posted Thu 9 Jul 06:47
quote: Did we already talk about how Mother 1 was finally announced for an international release? It seems significant.
I believe it's actually already out-- I thin Nobi was talking about it with me elsewhere, if I recall correctly. I only have a passing familiarity with Mother 1, having tried to play it a few years back, I'll admit I got a little bored with it. From what everyone's told me, it was essentially a proving ground for everything that Mother 2/Earthbound became. And I had some mighty fine times playing it over the years. Here's hoping Mother 3 gets translated!
In other news, I saw this earlier today on Facebook in Akiman's feed, of all places, and thought it was funny and completely in character for Kamiya. It's especially hilarious to me in light of the reverent, worshipful tones reserved for discussing Inafune, Megaman, and Might No. 9 by other denizens of Facebook.
You have to carefully reproduce the world of "Castlevania" in the solemn atmosphere.
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Loona 889th Post
PSN: IkariLoona XBL: n/a Wii: n/a
Red Carpet Regular Member++
| "Re(2):Itoi sez: Mother 1 abroad" , posted Thu 9 Jul 17:40
quote: Did we already talk about how Mother 1 was finally announced for an international release? It seems significant. I believe it's actually already out-- I thin Nobi was talking about it with me elsewhere, if I recall correctly. I only have a passing familiarity with Mother 1, having tried to play it a few years back, I'll admit I got a little bored with it. From what everyone's told me, it was essentially a proving ground for everything that Mother 2/Earthbound became. And I had some mighty fine times playing it over the years. Here's hoping Mother 3 gets translated!
In other news, I saw this earlier today on Facebook in Akiman's feed, of all places, and thought it was funny and completely in character for Kamiya. It's especially hilarious to me in light of the reverent, worshipful tones reserved for discussing Inafune, Megaman, and Might No. 9 by other denizens of Facebook.
Here's a more complete version of that Twitter topic by Kamiya.
Having read a few things about Inafune wasn't exactly involved with Rockman from the very start, yet heavily latched himself to the series to the point that no other names are easily associated with it, this is at least refreshing to see considering how enamored some corners of the net are enamored with the guy and MN9.
...!!
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Ishmael 5218th Post
PSN: Ishmael26b XBL: n/a Wii: n/a
Platinum Carpet V.I.P- Board Master
| "Re(3):Itoi sez: Mother 1 abroad" , posted Thu 9 Jul 23:49
quote: In other news, I saw this earlier today on Facebook in Akiman's feed, of all places, and thought it was funny and completely in character for Kamiya. It's especially hilarious to me in light of the reverent, worshipful tones reserved for discussing Inafune, Megaman, and Might No. 9 by other denizens of Facebook. Well, if no one is going to give us what we want then some one has to do it. It is Capcom fault for not doing that. But then, its always a money thing. I am pretty sure Capcom is pissed now that the money will flow with Mighty No. 9 and they can not benefit or profit if they were to make another Megaman game.
Conversely, Capcom might look at the bungled mess that is the Red Ash Kickstarter and decide they might the right call when they canned MML3.
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neo0r0chiaku 58th Post
PSN: n/a XBL: IAMDC1 Wii: n/a
Occasional Customer
| "Re(7):Itoi sez: Mother 1 abroad" , posted Fri 10 Jul 05:17
quote: the insanely loud group of people screaming about MML3's cancellation was smaller than I thought. That's just it. It cross-references to the SFV thread about the illusory demand for forgotten characters in a series entry no one played: yammering on message boards (unless they're, say, somewhere huge like Neogaf and maybe not even then) just doesn't track to actual demands. Rockman Dash sold 150,000 copies in Japan and the sequel sold 70,000. Case closed. It feels like Red Ash is the perfect storm of bad ideas and poor timing. I suspect you're right that the MML fans were a small but vocal minority. As Maou noted MML was, at best, a cult game so the only thing surprising about the cancelation of MML3 was that there was any attempt to bring it back in the first place. If Red Ash is trying to build off the momentum of MN9 it's going about it the wrong way since that game isn't even out yet. It makes sense to ask the executives at a company to continue funding a brand at this point but Kickstarter has to play by different rules. By going to Kickstarter now they are asking the consumers to spend money like they were executives without seeing any of the profits or other perks that come with running a company. This isn't the chance for MegaMan fans to vocalize their frustration like the last Kickstarter, this is simply Inafune looking for a source of funding. At this point they should probably cancel the Kickstarter for the Red Ash game and anime(!
-- Message too long, Autoquote has been Snipped --
Makes you wonder if Comcept will actually run as a actual company or a donor contributed company where projects(video games) regardless of how bad it was, it will not fall on them nor lose money since they are getting money from fans to create. Even with that, they still get pocket change with only losing time doing what they to best. Maybe more like experimenting. Can we take them serious if they only make games by money from fans?
Long Live!
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Mosquiton 2052th Post
Platinum Carpet V.I.P- Board Master
| "The Delible Legend" , posted Fri 10 Jul 16:01:
quote: the insanely loud group of people screaming about MML3's cancellation was smaller than I thought. That's just it. It cross-references to the SFV thread about the illusory demand for forgotten characters in a series entry no one played: yammering on message boards (unless they're, say, somewhere huge like Neogaf and maybe not even then) just doesn't track to actual demands. Rockman Dash sold 150,000 copies in Japan and the sequel sold 70,000. Case closed. It feels like Red Ash is the perfect storm of bad ideas and poor timing. I suspect you're right that the MML fans were a small but vocal minority. As Maou noted MML was, at best, a cult game so the only thing surprising about the cancelation of MML3 was that there was any attempt to bring it back in the first place. If Red Ash is trying to build off the momentum of MN9 it's going about it the wrong way since that game isn't even out yet. It makes sense to ask the executives at a company to continue funding a brand at this point but Kickstarter has to play by different rules. By going to Kickstarter now they are asking the consumers to spend money like they were executives without seeing any of the profits or other perks that come with running a company. This isn't the chance for MegaMan fans to vocalize their frustration like the last Kickstarter, this is simply Inafune looking for a source of funding...
A lot of good points here. I'm going to end up reiterating a few of them in my rant below. Even if you really love a series, you are not obligated to throw money at any project regardless of details and circumstances.
This is just conjecture on my part, but maybe the project would be doing better...
...if the project was targeting consoles right out of the gate. I understand this is a huge budget consideration, but nevertheless some people may feel like, "Huh, it's not targeting my preferred platform." That's a valid reason for not immediately handing over your cash.
...if it didn't seem like backers were funding a partial game. Without stretch goals, the game is three episodes, with Ep IV and V potentially missing in action. Is the game even complete with IV and V, or is there a missing VI and VII hidden under a later stretch goal?
...if they showed something that looked like gameplay. People like to see that. Sure, people complained when Mighty Number 9 didn't look as good as the concept footage, but not showing anything is not necessarily the smarter thing to do.
...if they didn't do a separate Kickstarter for an anime at the same time. It's just weird. This assumes that anyone who funds both would not split their pledge, but multiply it! Even if the projects are completely separate, it -feels- like asking for more.
...if Comcept and Hyde, Inc. had a rock-solid track record. Comcept's output has varied wildly... and while I assume Hyde is probably a capable "shadow developer", I don't know anything that they had worked on. How can I be confident the gameplay will turn out well?
I mean, hey. I love the Legends Series so much that I imported Misadventures of Tron Bonne (ni Kobun) to get the Mega Man Legends 2 demo disc. I was legit excited when MML3 was announced and genuinely disappointed when it was cancelled. I've played through each game at least twice.
But I didn't pledge to this wonky-ass Kickstarter yet. Sure, I'm a fan... but I'm not a martyr. While I wouldn't go so far as to say that Inafune is taking advantage of people, it certainly seems like he is taking fans for granted.
If it gets close toward the end of the campaign, I will chip in to try and carry it over, but I don't have some sort of holy obligation to pledge $300 dollars. Nobody does! If the offer isn't solid enough, you can't blame the fans for not funding it, you can only blame Inafune for failing to fund and produce a game people want to play.
Oh, and...
Spoiler (Highlight to view) -
I didn't pledge to Mighty Number 9, either.
End of Spoiler
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[this message was edited by Mosquiton on Fri 10 Jul 16:31] |
nobinobita 1436th Post
Red Carpet Executive Member
| "Re(1):The Delible Legend" , posted Sat 11 Jul 13:31:
quote: Red Ash
You know, shaky Kickstarter aside, I actually like what I've seen of Red Ash so far. I thought the character concepts and world design were starting to look nice. More interesting than most games/animation I've seen in a while. When I heard it was done by Studio 4 C that was really exciting! They do some FANTASTIC work!
They have a great approach where they take on commercial projects like animating for TV shows or commercials or other studios movies, then they use that to fund their own personal projects.
For instance, Noiseman Sound Insect is one of my most favorite short films ever.
It remains to be seen if Red Ash is a personal project or a cash grab though!
I really like the idea that each episode of the anime will be like its own level in a video game helmed by a different director. My enthusiasm died down a bit when I saw it was all gonna be 3dcg though. Much of what makes Japanese animation exciting is how each director can imprint their own visual style on a project, right down to the actual drawings and movement. I'm not sure if that same level of expression can really take place when you're working with premade 3d assets. Like for instance, the appeal of Studio 4 C luminary, Tatsuyuki Tanaka, is his heartrendingly great drawing ability. How would that even begin to show through in 3d?
But then, 4C has been consistently bleeding edge for decades. I hope the project turns out well.
www.art-eater.com
[this message was edited by nobinobita on Sat 11 Jul 13:38] |
Iggy 9947th Post
Platinum Carpet V.I.P- Board Master
| "Daigyakuten" , posted Wed 15 Jul 23:21
I guess I don't need to write a big essay about Daigyakuten, since those who were interested and can actually play the game already bought it and there is no official news about a localization, so I'll keep it short. Right now, at 9 hours of game, I'm very happy. The game starts at full Gyakuten-speed with utterly absurd trial logic; I wouldn't have minded a more relaxed and serious start, instead of wondering whether I would have to interrogate the duck before the end of the first trial. And then, you have the usual trappings of Gyakuten, where you understood the whole thing, but the item you present is considered WRONG because what the judge really wants to know now is what the victim ate the day before he died.
I like the new hero, it feels good to play again with a real beginner. In a way, the game is not only "Gyakuten Layton as Takushu would have wanted to do it", it's also the G4 that could have been. If Odoroki had been able to escape from the shadow of Naruhodo, the game and the character could have been much different. The new mechanics on witnesses and jury are fun; Sherlock is gleefully obnoxious and his dancing 名推理 is nothing short of amazing; London is exactly how I know it, with its cyberpunk buildings, vampire prosecutors and blokes named "Adam Feelgood" and "William Ladyfirst"; the 3D models and animations are fantastic; Takushu is having fun; long story short, I'm happy.
I wanted to talk about the DLC: there will be 8 "magazines" distributed weekly, starting next week, with a season pass to buy them all in advance. The "number 0" is available now for free, but only until the end of the week, so don't forget to download it if you have the game, because it doesn't seem like you will be able to get it later. I quite like the concept : each magazine is a bundle of not-so interesting things (sound test for music and voices, final concept arts, 3DS themes), and some (hopefully) very curious elements. The number 0 has some rejected theme songs for the new hero, for example, something you don't get very often. There also is a feature with Takushu showing the pre-prototype he had to make in December 2013 for the bosses of Capcom, and a short story introducing the season pass. The shop insist that subsequent short stories will also be written by Takushu, in case there was any doubt that the game targets fanboys and fangals of the man.
I really hope the DLC will pay off for Capcom. First, it's a huge improvement over the Mona-Lisa logic of Gyakuten 5, as no part of the game has been cut off to sell on the side. Moreover, it allows to see making-off elements that would have been lost otherwise, except maybe in a DVD added at the last minute to an overpriced artbook.
But, then, I'm in love with Takushu, so maybe my opinion is a bit biased.
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Iggy 9948th Post
Platinum Carpet V.I.P- Board Master
| "Re(2):Daigyakuten" , posted Thu 16 Jul 18:41
quote: If I have never played a Layton game beyond solving a puzzle or two of it for one of my friends, but have played all of the main entries of GS, is it worth playing Layton vs. Wright?
Let's put it that way: the more you have played GS, the more you like Naruhodo/Wright and Mayoi/Maya, the more you enjoy the narration and pace of the original games, the less likely you are to enjoy the crossover.
quote: I also got Brothers: A Tale of Two Sons, which is magnificent (for the hour I played) and would appeal to the artsy and Ico/Colossus fans at the Cafe (read: most of us).
I found the game quite nice, though a bit pretentious for what it was. I really like games were you control two characters at the same time with two sticks, like in the Animal Crossing game in Nintendo Land (No one can beat me when I play the cops)... Are there any other games on the same mechanism?
It's strange I like it so much, because I have a very hard time to play games where one stick controls the character/ship and the other the direction you're shooting at.
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Spoon 2964th Post
Platinum Carpet V.I.P- Board Master
| "Re(3):Daigyakuten, old graphics" , posted Fri 17 Jul 04:26
quote: If I have never played a Layton game beyond solving a puzzle or two of it for one of my friends, but have played all of the main entries of GS, is it worth playing Layton vs. Wright? Let's put it that way: the more you have played GS, the more you like Naruhodo/Wright and Mayoi/Maya, the more you enjoy the narration and pace of the original games, the less likely you are to enjoy the crossover.
That's unfortunate. Demoted in the queue, then!
quote:
I also got Brothers: A Tale of Two Sons, which is magnificent (for the hour I played) and would appeal to the artsy and Ico/Colossus fans at the Cafe (read: most of us). I found the game quite nice, though a bit pretentious for what it was. I really like games were you control two characters at the same time with two sticks, like in the Animal Crossing game in Nintendo Land (No one can beat me when I play the cops)... Are there any other games on the same mechanism?
It's strange I like it so much, because I have a very hard time to play games where one stick controls the character/ship and the other the direction you're shooting at.
Ilo Milo I remember had something like it. I remember the old PS2 game Adventures of Cookie and Cream was like that, too, but it didn't come with any grander narrative ambitions.
quote: ancient monsters
Good god, I have forgotten about those holy wars.
In tune with what Shovel Knight did, the game Odallus has a write up on making something new that looks like something old: No smooth screen shaking here!
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karasu 1527th Post
PSN: robotchris XBL: robotchris Wii: n/a
Red Carpet V.I.P- Platinum Member
| "Re(3):Daigyakuten" , posted Fri 17 Jul 05:32
quote: I really like games were you control two characters at the same time with two sticks, like in the Animal Crossing game in Nintendo Land (No one can beat me when I play the cops)... Are there any other games on the same mechanism?
It's strange I like it so much, because I have a very hard time to play games where one stick controls the character/ship and the other the direction you're shooting at.
Poto and Cabenga is quite a lot of fun, and I really like the presentation. You can play the Flash version there, but it's also on the App Store for some trivial amount.
quote: Good god, I have forgotten about those holy wars.
In tune with what Shovel Knight did, the game Odallus has a write up on making something new that looks like something old: No smooth screen shaking here!
It's funny to see the Ancient Cafe discussing things in a heated-yet-mild way.
Yes, I'm pretty excited about Odallus, but I'm concerned that the difficulty level is allegedly quite low. Odd as it may sound, I've always liked the high difficulty of Castlevania, Makaimura, etc.
You have to carefully reproduce the world of "Castlevania" in the solemn atmosphere.
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