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Loona 1005th Post
PSN: IkariLoona XBL: n/a Wii: n/a
Red Carpet Premium Member
| "Re(3):RANDOM GAMES! #31:Karasu is the new Bla" , posted Wed 17 Feb 21:35:
quote: What other 2D non-fighting games out there have grappling?
Cannon Dancer/Osman is mostly strider-like, but has throws as part of the possible moves.
Guacamelee apparently mixes up its platforming with some throws, which makes perfect sense considering you control a guy in a luchador outfit.
Edit: There's also Sabin/Mash's Suplex and Bum Rush moves in Final Fantasy VI. I'm not sure of the fighting game section of Live-A-Live had throws too, it's been a while, but it certainly had a counter that simulated breaking/twisting an opponent's limps, disabling punches or kicks for a while.
Meanwhile, PXZ2 is out and justifying its existence. Incidentally, some of the moves performed during the actual combat sections are throws, which can be activated or not depending on the state of the victim during attacks, and having throws land may affect the combos you can get through the use of assists.
...!!
[this message was edited by Loona on Wed 17 Feb 21:48] |
Iggy 10146th Post
Platinum Carpet V.I.P Requiem
| "Re(10): The X" , posted Thu 25 Feb 21:00
quote: Project X Zone 2 looks awfully tempting, and it makes me wonder: who is out there who actually has played to completion every game that is featured in it?
On the top of my head, I'm missing Sakura Taisen 5, God Eater, the weird new Shining whatever... I guess Jill is from Bio RE1, so that one as well. I think X/Zero/Sigma are from Rockman X4, so that one. Not played a lot of Virtua Fighter, didn't finish End of Eternity nor NxC... and don't care about Shenmue, Tales or .Hack. And I'm sure I forgot a couple.
Indeed, that would require some long investment! Or luck.
quote: Among Bravely Default, Bravely Second, SMT4FE, PXZ2, which is most worth the while? I actually like finishing games, which is a problem when it comes to long RPGs.
I liked Bravely Default (even before the fine-tuning of the ++ version), but you need resilience to repetitive stuff (not so much grinding as "literally doing the same thing over and over for 2-3 hours if you want to see all the endings"). Its charm resides mostly on being a traditional JRPG, with a traditional story and job changes, something that was welcome after all the FF13 fiasco. If you have played such games recently (including FF5 or DQ7 or whatever), the anime tropes might get annoying fast. I absolutely couldn't cope with the demo of Bravely Second. Less charm, more animu.
SMT4F is great. Have you played SMT4? The map is about 80% identical, the system is almost the same with a fresh coat of polish to make things better, so either you loved it and want more of the same, or you played it long ago enough to not mind revisiting it. If you haven't, however, you can jump directly in Final without issue. You'll miss the direct references to 4, but they are explained well enough or don't amount to much. Also, the scenario in 4 had a great concept but awful execution, so it's really not worth wasting 50 hours on it just for the scenario when 4F exists.
PxZ2 was very funny. I loved it a lot, but I dropped out of it a couple of missions before the end. The fact that it's difficult to stomach more than one mission, two at best, in one sitting makes it difficult to play in a focused manner.
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Spoon 3259th Post
Platinum Carpet V.I.P- Board Master
| "Re(6): SUPER. HOT." , posted Sun 28 Feb 08:13
I played the prototype way back when, but I was quite surprised to see the price the final game was going for. $35 is pretty high, and this is coming off of the whole Firewatch "indie game that lasts probably not more than 5 hrs. costing >$20". The trailer for the game is abysmally bad, though, since it just looks like an interestingly styled FPS game that occasionally has cool slowdown moments.
It's also interesting how uninteresting the action in the game looks when a completed stage is replayed at normal speed.
I like to think that SUPERHOT, Hotline Miami (that "hot" connection...), and Ronin are these three exemplars of OHKO action games. Hotline Miami has no time concessions unlike the other two, but the intensity of precisely executing action where the penalty for a single mistake is death is there. They aren't the same as the oldschool OHKO action games in that you don't have a choice but to restart at the checkpoint upon hit (unlike, say, Contra), most of the enemies die in 1 hit with exceptional enemies requiring a small number more (unlike, say, Contra), and enemy attacks are extremely fast and you have to very deliberately play around them, rather than just nonchalantly navigating around them as they come (think about enemy bullet speeds in Hotline Miami vs. Contra).
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Spoon 3261th Post
Platinum Carpet V.I.P- Board Master
| "Re(8): SUPER. HOT." , posted Sun 28 Feb 13:02
quote: Funny I paid only $22 (off Steam). I hear some places (Greenman Gaming) actually sell it for $15 or maybe less.
I blame the weak Canadian dollar! The game actually had a 10% discount (which is still going) immediately on release here, but that still only brings it down to $32.
quote: dodging
I do remember being able to sidestep bullets, as well as being able to use even the slightest wall protrusion to dodge shots, and it's cool to see how dangerous it makes enemy shotguns because of just how much farther you have to move to get out of the way. You're right, sidestepping bullets from a single guy with a pistol/assault rifle is a par-for-the-course thing, unless you are surrounded or in some hallway that restricts your sideways movement.
One of the cooler things I've seen in an STG which I actually kind of want in SUPERHOT because all enemy bullets are OHKO is the lethal shot indicator from Ring ^-27. It's a bullet hell game, but it changes the color of any enemy bullet which would hit you in your current position (so if you moved sufficiently, those bullets would no longer be on a path that would hit you and would change color to reflect that, while other bullets that would be on a path to hit you in your new position will change color accordingly). In SUPERHOT, I remember that sometimes I wasn't really sure if a shot was going to hit me or not, because the first-person view doesn't let me see my character's body. It would certainly make the game easier, so maybe it could just be an optional/easy mode thing that you have to turn off when you want to challenge the legitimate records.
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chazumaru 1642th Post
Tailored Carpet V.I.P- Platinum Member
| "Re(10): The X" , posted Sun 28 Feb 13:09
I'd really like to replay old shooting games like Gradius or Battle Garegga with a "Superhot" mechanic added on top.
quote: Project X Zone 2 looks awfully tempting, and it makes me wonder: who is out there who actually has played to completion every game that is featured in it?
That's a funny question/challenge! That said, having played all games is daunting enough; I don't think I have ever touched a .Hack game, personally. Otherwise I'd be good on that front.
quote: Among Bravely Default, Bravely Second, SMT4FE, PXZ2, which is most worth the while? I actually like finishing games, which is a problem when it comes to long RPGs.
My favorite game in there is SMT4F. I am a bit more worried than Iggy to recommend playing SMT4F without having played SMT4, although I agree it does a lot of little things better and it's possible to jump in fresh as there is a crash course wiki inside the game to keep you up to date with the characters and events of SMT4. However, it's really a direct sequel to the events of SMT4, especially its neutral route ending, and I think you lose some of the fun if you jump in FINAL directly. Of course, were you to play SMT4 first, you'd face the issue that you'll be burnt and won't play SMT'F for a while.
One nice thing is the game is quite easy / simple to break, especially for SMT4 veterans. It's the main issue I have with the game (I really should have played in Hard mode) but that also means you should be able to go through the game rather quickly if you just want to rush through.
I don't know if you own a Japanese 3DS but at the moment, SMT4 FINAL is only available in Japanese, whereas all other games have been released in English and in North America / Europe.
SMT4 is frequently on sale on the US and EU eShop. So I'd say it's a good deal. I think it took me around 75-80 hours to finish SMT4 but I am a completist so I ran around a lot to complete the pokédex. I am sure it can be done in 45-50 hours. I am currently 30 hours into SMT4F and I believe I am around halfway through the game.
Finishing Bravely Default will take you a long time (especially if you want to see the real ending). I think most people reach the first ending after 25-30 hours, and reach the real ending after 60 hours. But personally, I enjoyed the game and battle/grinding mechanic so much I was only halfway through after 60 hours.
Finishing Bravely Second might not be very fun if you haven't played BD before, as you'll feel you are missing on most references. It's a direct sequel to the first game. That being said, the battle system in BS is even better than BD, and you travel through the same world anyway (with new locations on top) so you'll probably not want to touch BS after playing BD. So maybe the best solution is to spoil yourself Bravely Default thoroughly through a Wiki/FAQ/Youtube and go through Bravely Second directly?
Although I said above my favorite game is the SMT4+SMT4F duology, I would rather recommend Bravely Default (or Bravely Second, whichever). This game did a lot of things right and will have a bigger influence over the direction Japanese RPG take in the near future (as you can see from recent/upcoming SQEX and FuRyu outputs), so it seems to me a more important game to have played overall.
PXZ2 is a nice girl and I am sure she can be trusted to hold everyone's bags alone in the corner while they're dancing and having fun.
Même Narumi est épatée !
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Iggy 10149th Post
Platinum Carpet V.I.P Requiem
| "Re(3):Re(10): The X" , posted Sun 28 Feb 21:16
I think Chaz meant that Bravely Default convinced many people that JRPG didn't need to invent the wheel anew each time and go into more and more high-concept universe (FF13, End of Eternity, Star Ocean 4, god knows what else). You can take good old recipes, add a coat of fresh paint (though BD adds a very contemporary twist to it, Higurashi/Madoka-style) and people will enjoy it much more than the latest Kingdom Heart fanfic. I wonder how much of it weighted on Star Ocean 5, since the devs sound like they understand SO4 was a huge mistake and even seem relieved to be allowed to make a more traditional SO. (Am I right?)
As for Megaten 4F, I agree, the game is too easy. I even changed to hardmode 10 hours ago because I was tired to stomp over everything, and to be honest, the only difference I noticed was that the boss fights are longer. I still haven't died once. And even without buying the DLC, simply using the Internet StreetPass a couple of times with a bit of luck is enough to get some game-breaking items for free. Anyway there's no penalty when you die, not even the Charon tax, I'm not sure diying more often would change much... I still enjoy the game, but it really has become a Pokémon game: gonna catch them all, and the campaign is just a slog to slow down the acquisition of the higher-tier mons. Next step is online battling. Can my Dionysus beat your Osiris?
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HokutoAndy 105th Post
Regular Customer
| "Re(3):Re(10): The X" , posted Tue 1 Mar 12:16
quote: What do you see as the elements of Bravely Default that will be most imitated or adapted in the time to come?
The visual style I figure, other games like Pokemon have carried on the tradition of SD models into 3D, makes me wish the new Pokemon games also had painted instead of 3D backgrounds. It's online helper feature is also nice, being able to summon another play for one super move gives you a sense of community (and competition to go "He did 9999 x11 damage?! I can do that...") without taking away from the single player experience.
Well what I'd like for people to adopt (but I doubt many will) is the Bravely Default system of "Spend one turn defending to use two turns consecutively later". In nearly any other RPG, turn based or action/cooldown, taking the defensive is something rather passive and ineffective except for some particular boss fight with a timer AoE, but BD makes it a key part of going on the offensive in any battle.
It was kind of under utilized in BD too, I had been going through the first hours of the game with auto-attacking until I encountered some orc enemies that would defend, take my hits, then attack twice and KO my party. After that I was cautious to see enemy attack patterns but it felt like nearly a dozen hours later that I encountered another enemy that would defend regularly.
For me, the key to enjoying turn based mechanics (...and action ones too) is every command you enter makes a difference. The worst is when you have to hit "attack, attack, ...its not dead yet attack" against an enemy with bloated hitpoints but puny damage potential. Bravely Default did this very, very nicely.
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Spoon 3266th Post
Platinum Carpet V.I.P- Board Master
| "Unprofessional Gaming: DOTA2" , posted Thu 3 Mar 04:05
MOBAs aren't exactly the most popular genre around here, but one of the biggest ones out there, DOTA2, has been holding a major tournament this past week. "Major" being defined as a company-funded, company-sanctioned event arranged at the start of the game's season of which there are only a few, held at major geographic regions of the game.
The one going on is being held in Shanghai. It is an absolute disaster, of such an extent that the fans are literally left wondering day after day just how much worse it can get.
Some "highlights" include: - the person hired to be the host of the commentators is fired after like 1 day - the production company for the English stream is utterly inept, and the lady hired to be an interpreter has had to take on directorial role at it - the facilities for the teams are somewhere between laughable and nonexistent, revealed in tweet after tweet from the players themselves - the soundproof booths that the teams play in, the existence of which is an established standard in the esports MOBA world, smell of glue and have the Chinese venue commentators clearly audible in (huge advantage to Chinese-speaking teams) - matches have never managed to start on time, usually 1hr late - the opening ceremony was straight up cancelled - in the most recent day of the playoff round, due to game start delays, the games could not be finished on time. So all attendees were told to go home and that the remaining games would be finished on-line... except that I don't even know if there is a venue for the foreign teams to use for this.
There have been legendary disaster tournaments in the past for many games, but this is certainly the current leader in terms of disaster for a big-money, official tournament.
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GekigangerV 1925th Post
PSN: gekijmo XBL: gekijmo5 Wii: n/a
Gold Carpet V.I.P- Platinum Executive
| "Re(1):Unprofessional Gaming: DOTA2" , posted Thu 3 Mar 04:24
quote: MOBAs aren't exactly the most popular genre around here, but one of the biggest ones out there, DOTA2, has been holding a major tournament this past week. "Major" being defined as a company-funded, company-sanctioned event arranged at the start of the game's season of which there are only a few, held at major geographic regions of the game.
The one going on is being held in Shanghai. It is an absolute disaster, of such an extent that the fans are literally left wondering day after day just how much worse it can get.
Some "highlights" include: - the person hired to be the host of the commentators is fired after like 1 day -- Message too long, Autoquote has been Snipped --
I don't follow the MOBA scene, but I heard about the commentator stuff since Gabe commentated on it himself and I looked at a "highlight" vid of his stuff and I really couldn't feel him as personality, but I guess he is a popular streamer though.
It felt rather juvenile in the sense of it is "funny" stuff if you are a Junior High kid. "LOL, he said "Cunt."" I am unsure how he performed as play-by-play or if he did any at all and just joked the whole time. I like raunchy humor here and there, but the overload of stuff is really grating.
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Spoon 3267th Post
Platinum Carpet V.I.P- Board Master
| "Re(2):Unprofessional Gaming: DOTA2" , posted Thu 3 Mar 04:55
quote: MOBAs aren't exactly the most popular genre around here, but one of the biggest ones out there, DOTA2, has been holding a major tournament this past week. "Major" being defined as a company-funded, company-sanctioned event arranged at the start of the game's season of which there are only a few, held at major geographic regions of the game.
The one going on is being held in Shanghai. It is an absolute disaster, of such an extent that the fans are literally left wondering day after day just how much worse it can get.
Some "highlights" include: - the person hired to be the host of the commentators is fired after like 1 day -- Message too long, Autoquote has been Snipped --
I don't follow the MOBA scene, but I heard about the commentator stuff since Gabe commentated on it himself and I looked at a "highlight" vid of his stuff and I really couldn't feel him as personality, but I guess he is a popular streamer though.
It felt rather juvenile in the sense of it is "funny" stuff if you are a Junior High kid. "LOL, he said "Cunt."" I am unsure how he performed as play-by-play or if he did any at all and just joked the whole time. I like raunchy humor here and there, but the overload of stuff is really grating.
Him getting hired when that's been his shtick for awhile is one thing, him getting fired for it was a bit of a head scratcher and lolwat moment, but things getting substantially worse from there was truly unexpected. The people that went to the venue yesterday literally only got to see half of the games they paid to see. This tournament is going to be one for the books, but not in the way that anybody wanted.
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chazumaru 1647th Post
Tailored Carpet V.I.P- Platinum Member
| "Re(2):Gyakuten Saiban 6 demo" , posted Tue 8 Mar 23:37
I really like what Eshiro has done with the series overall since he has been fully in charge. To be honest, I am not sure Takushu has fared much better with his work on Gyakuten Layton and Daigyakuten...
GS5 was a nice game, which both knew its limitations as a non-Takushu game and understood the many issues of GS4: it had a nicer story and a better bad guy, a much better prosecutor than the Bishōnen duo of GS4, it made Odoroki/Apollo much more interesting and useful as a sidekick than as the new protagonist, the heroine was likeable (although I am not sure we needed her in GS6) and the game even corrected the way Naruhodo/Phoenix aged as a character by erasing the "joe cool" persona and just make him a wiser, older Naruhodo. I am fairly convinced GS6 will do something cool with the new setting. Also, using MT Framework was an unexpectedly great idea. I am a bit worried we'll get a Naruhodo x Mayoi romance angle in the finale to "reward" long time fans but whatever. Her adult design is really nice.
GS5 also fixed a lot of issues with the game mechanics of the series, admittedly by removing some of the freedom in the game, but that's part of knowing what you can and can't do well. They have also done a good job leveraging new releases on 3DS for core fans, followed by iOS ports later on.
Outside of the game itself, it's interesting that GS6 is being supported by an anime series shown in prime time and a collaboration with the next Taiko no Tatsujin. It will be interesting to see if the series manages to grow back beyond 400k at full price.
Même Narumi est épatée !
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Maou 3093th Post
PSN: zonepharaoh XBL: n/a Wii: n/a
Platinum Carpet V.I.P- Board Master
| "KYLE HYDE! KYLE HYYYYYDE" , posted Sun 13 Mar 14:09
quote: When I saw that the genre literally said, "hard boiled adventure", it made me wonder if you could actually walk into a game store in Japan and find an "Adventure" section and in there find an area labelled "Hard Boiled".
In real life, sadly, no. Hell yeah, as of right now! All the true visionaries of the adventure RPG genre have invented new names for their genre. Take Shenmue, one of the greatest things to ever happen to the adventure genre.* (*note: Counterintuitively, I also think GTA is one of the worst things to ever happen to the adventure genre...why might this be? Please submit your answers here by Friday.)
Cue announcer voice for imaginary TV commercial: "You think Shenmue is just another adventure RPG? Hell no, you damned idiot! Shenmue has INVENTED a new genre, 'FREE!' You don't know what a FREE game is, you unwashed non-Dreamcast-loving Sony swine? FREE is Full Reactive Eyes Entertainment! FREE is the future and you will LOVE it!!!"** (**note: "FREE" was really what they called it, though maybe not in English, I don't know.)
...okay, so FREE didn't catch on and Hard-boiled Adventure might not, either, but Shenmue and Chase can call themselves "corn on the cob" and they will still deserve to have the most desirable location on the entire store shelf, of which they are the only member of their new genre listing.
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...
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Loona 1032th Post
PSN: IkariLoona XBL: n/a Wii: n/a
Red Carpet Premium Member
| "Re(2):FFXI's 15 years interview" , posted Thu 24 Mar 20:51
quote: FFXI is basically playable as a single player RPG with NPC party members now (your own personal sidekick as well as story characters), been thinking of resubscribing to go through all of the story content I wasn't able to kill enough crab and worms to get to all those years ago.
Pretty much - only the final fights in the Seekers of Adoulin and Rhapsodies of Vana'diel mission lines really benefit from having a party, as those were released when level 99 and equipment that bumps functional level past that were well established.
Stuff worth looking into to make everything easier:
* For anything involving the acquisition of items through drops, FFXIDB.com is your best friend - it lists every item in the game, but that's not what's unique about it - its finer point is that if something drops off a mob, it'll list the applicable mobs and the probability of the drop (based on actual player experiences, I think from players that use Windower), and for each mob it mentions their map locations and quantities in each applicable area.
* Records of Eminence: in the Quests menu you can set multiple objectives which when completed get you exp as well as items in some cases; some of these objectives are 1-time affairs, like everything in the Tutorial and Achievements categories, which tend to cover some progression landmarks like useful quests and mission progress, but there are also many recurring ones you can basically keep set forever and be rewarded for completing every once in a while, like kill # mobs.
* Rhapsodies of Vana'diel missions - progress in these gets you key items that make everything else about the game easier, like higher exp gain, the ability to use more NPC party members and making several in-game activities cheaper or more frequent. It's best enjoyed if at certain points you have older mission lines completed, but when that becomes an issue you should be able to focus on the mission line in question and then continue with Rhapsodies.
* I cannot emphasize enough how useful the available wikis are, especially FFXIclopedia; I've found it useful to, whenever a mission or quest has me go to an area, checking that area's page to see what other missions or quests can be done there, and try to meet their prerequisites accordingly to make the most of each trip. Travelling is a lot faster nowadays thanks to multiple teleport options, but it can still be efficient to avoid repeating some trips if you can help it, as some zone are pretty big and/or maze-like.
* This might help, as it's the closest to a story speedrun path I've seen so far. It focuses a bit more on gear acquisition activities along the way than I'd bother with, but it covers a lot of ground at a reasonable order.
...!!
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Loona 1044th Post
PSN: IkariLoona XBL: n/a Wii: n/a
Red Carpet Premium Member
| "Re(3):Ono Wants Nintendo vs Capcom" , posted Fri 8 Apr 01:57
quote: Nintendo vs Capcom... I'd hope they have a robust co-op mode where you brawl your way across Metro City, Dreamland, feudal China, D&D lands, and the Mushroom kingdom as Haggar, Kirby, Zhao Yun, Samus, and so on
Dudley in Punch-Out or Little Mac in SF could be neat.
FFXI could advertise its initiatives better - apparently they released another voiced video (again, with English subtitles) with Famitsu, this time covering the final Rhapsodies story and some of the others leading up to it, but I only found out about it today indirectly, as the official site and Twitter mentioned nothing about it. Stranger still, the previous 3 voiced videos are now private and can't be accessed... Pretty strange, but at least now Iroha has a voice they could resort to for a Dissidia version. Prishe has a different VA from her Dissidia Duodecim self though... odd when prior videos had Wakamoto doing roles, so it's unlikely to be a budget issue...
...!!
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GekigangerV 1932th Post
PSN: gekijmo XBL: gekijmo5 Wii: n/a STM: n/a CFN: n/a
Gold Carpet V.I.P- Platinum Executive
| "Re(1):Re: Starfox the game" , posted Tue 26 Apr 00:36
quote: Starfox Zero the battle begins In the build up for Starfox Zero. I could not help and laugh historically once I heard "do a barrel roll!"
I really liked that. It is a shame that the game itself didn't try to tackle that kind of visual style.
I got a chance to play through the story once over the weekend and just thought I would post my thoughts.
I guess the big thing going around about the game are the controls.
It would appear that they saw the positive response to the gyro controls of Splatoon and tried to follow up on that. I don't find it unplayable or tortuous as some outlets and personalities have claimed, but it is not nearly as intuitive as Splatoon. The learning curve is quite noticeable on this game and I cannot imagine a little kid being comfortable with it.
There are really no options to change either. Barrel rolls are done by double flicking the right stick left or right, but I would have liked to have mapped it to one of the free buttons just to make it easier. I would have also liked to have changed the sensitivity of the gyro controls too. It felt a bit too loose when I started.
I think the big thing is that the player should switch the screens where the cockpit view is the TV to get accurate shooting and the 3rd Person view is on the gamepad to just quick peak of your surroundings. The reticle being inaccurate on the third person view is a real killer too.
The other vehicles are okay and have the same hurdles as the Arwing. The Chicken-Walker mode of the Arwing is probably the weirdest since it appears you need to lock on (Z-L) to strafe, but I don't really see any reason to have that kind of restriction.
The story mode is short, pretty much the classic Star Fox 64 stuff. In fact, I am unsure if this is a reboot or a remake of Star Fox or Star Fox 64 or what.
Here is the story from what I can gather from just the short opening title crawl thing at the beginning
Spoiler (Highlight to view) - They mention James McCloud, Pepper and Pigma all being part of a team and Pigma betrayed them and James was "KIA." Andross has been at war with Corneria for 5 years and Fox reforms the team. There appears to be no mention of previous encounters with Fox with Andross. I haven't played a console Star Fox game since Star Fox Adventures and the last Star Fox game I played was the DS one(Command?). So I am unsure what the deal is with the Star Fox story at this point. Katt is in it as well, but there appears to be no indication she has met Fox in the past. Star Wolf is in it, but no real attempt is made to give them character or uniqueness. If this was your first Star Fox game you wouldn't think much of them.
End of Spoiler
The levels are fairly standard fare straight Arwing and All Range Mode stuff stuff are a bit too close to callbacks to Star Fox 64. You can save your progress and take a break after every level so I played it in short sittings over the weekend, but I imagine the first time through would not have taken me more that 2 hours. Boss fights are kind of cool with a couple of twists on classic encounters but nothing as memorable as that train fight in Star Fox 64 with the Landmaster.
There are challenge mode missions for the extra vehicles, but you need to obtain a ton of medals in game to unlock them. I am unsure if I will ever get around to that.
Speaking of extra vehicles.
Spoiler (Highlight to view) - There is a whole vehicle that is challenge mode exclusive. The Roadmaster. It is an RC/ATV-like car that does not appear at all in the main game from what I saw (I didn't see all the levels on my first go as is the standard Star Fox formula). I guess the level was cut, but they had the vehicle programmed out.
End of Spoiler
Other than challenge mode, there is an arcade mode unlocked after beating the story mode once. I haven't touched it yet, but will try this weekend.
My main attraction to this game was the Platinum association and I have to say I am disappointed that none of the classic Platinum hallmarks are present. I love how they do unlockables and power ups in their more popular games that lets you go back through a stage and either decimate enemies stylishly or find new paths. As far as I can see, nothing like that is present in Star Fox Zero. No shops, no power ups, no unlockables. The alternate vehicles get a new ability each by progressing through the game, but aren't major.
Overall I would say rent this if you got the chance, but don't pay more that $20 or $30 for this if you want to buy it. I had the best buy game rewards thing and a $5 coupon so I paid $45 for this and Star Fox Guard.
Speaking of Guard, I only played through two levels, but found it too mundane to really stick with. Maybe it gets a bit more fast pace as the levels go on, but it started really slow.
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chazumaru 1672th Post
Tailored Carpet V.I.P- Platinum Member
| "NI-OH !!!!!!!!!!!!!!!" , posted Tue 26 Apr 10:57
I heard and saw more people praise Guard than Zero over the weekend, but maybe it depends on the expectations they had coming into each game.
The time has come, the time has come, the time has come today. The time has come, the time has come, the time has come today... The time has come, the time has come, the time has come today? The time has come, the time has come, the time has come today!
And so all the good players wanna rescue All the small player wanna talk to you All the clever players wanna tell you All the little players wanna play it's true:
Koeiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii, block out the sun over me, over meeeeeeeeee and spoiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiil, spoil all the FUN! Won't you pleaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaase?
Même Narumi est épatée !
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Mosquiton 2149th Post
Platinum Carpet V.I.P- Board Master
| "Re(5):NI-OH !!!!!!!!!!!!!!!" , posted Thu 28 Apr 08:12:
quote: There's a lot to love in the Ni-Oh demo but, yowzers, there is a lot to hate as well. It will be interesting to see how the feedback from this demo is handled.
Care to share your thoughts Ishmael? I'm enjoying it so far, and I guess I'll share my thoughts on one of the defining gameplay mechanics.
I do think the "ki pulse" mechanic is interesting, but it's not very intuitive. For anyone who hadn't played/dug into it yet, you have a stamina bar in this game, and if it runs out you are properly screwed. Guarding, rolling, and swinging a few times is enough to deplete the heck out of your bar and leave you panting for a brief window during which you are super vulnerable. What the heck are you supposed to do about that?
You are supposed to hit R1 with good timing, which will refill a portion of your stamina and keep you from gassing out. See, your stamina bar actually has Marvel vs Capcom-style "red life"... stamina that is depleted but still recoverable. You can watch the bar for timing purposes, or you can see a blue particle effect that converges on your character when the time is right to suck those ki particles back up.
If you time it right, you can get back a large percentage of the stamina you just spent. This also puts you into a neutral state where you can immediately switch stance, attack, dodge, or guard. Which is really conducive to not getting your ass rocked by the super-high-damage hits even basic enemies can dish out.
The good thing is, enemies can run out of stamina too... and nobody told them about the "ki pulse" (at least not in the demo levels). So if you see their stamina go red, you can walk up to them and hit triangle to nail them with a grab-and-stab that essentially functions as a riposte/visceral attack in the Souls games.
It's a lot to think about when you're just starting out with your low-health, low-stamina, crap equipment and no-skills self. Attacking, guarding, and dodging... minding your stamina, and then focusing your ki. It's kind of like having to constantly work the clutch when you're driving a car with a manual transmission. And at the beginning of the game you are driving a car with a weak engine faced with climbing up hill after hill.
It can be enjoyable, though, and I think it's pretty well-designed. There are nuances as well; certain attacks (usually a special attack that functions as a "combo ender") have the ability to focus ki the moment you use them, provided you choose the right moment. And the low sword, agility-oriented stance can focus ki automatically when you dodge. There are three separate stances, by the way. The game does not shy away from complication in any regard. Although there are some areas where it probably should....
The one thing that really bothers me is the equipment system and item durability. There is no reason why you should ever be walking around with 14 nearly identical swords... only some have "+3.4% yokai item drop rate" and some have some other imperceptible bonus. I hope they toss this system out and start over/simplify, it's way too much menu sorting and I usually pick up less loot in Diablo 3. As far as durability goes, it's easy enough to keep an eye on the rapidly depreciating condition of your weapons, but your fragile armor breaks without warning (maybe there is a tiny text notification, but there's no persistent visual indicator that lets you know you're about to go broke) in the middle of a battle... maybe even with every piece breaking at once, leaving you wide open for a OHKO by the boss.
The "learning skills" system is also kind of overwhelming... with a bucket of skills for each weapon type (including skills for each stance), and ninja arts, and onmyoji skills. Like other games I would criticize for failing to prep the player for success, you kind of have to gauge which might be most useful, and maybe purposefully neglect skills that sound cool but may be less crucial to your survival. Or, ideally, hit up a FAQ beforehand. They do at least show you videos of what the moves do, which is definitely useful, and you have your basic guard/dodge/rolls right off the bat. The item-use system, with three "quick use" slots accessed by the d-pad, is also not quite sufficient for the billion possible items/scrolls you may want to use in combat.
Too many options is kind of a theme here. There are also a bucket of stats which you level up individually, one point per level, and things like weapon requirements and guardian spirits that play off those stats (e.g., raise your faith to 8 to get a +100 life bonus with the water spirit equipped). The spirits also let you trigger a "super ass-beating mode" when you fill up their gauge by ganking enough souls. Like I said, complicated systems everywhere.
Another general gameplay issue is that fighting groups is really hard. The lock-on feature is only suitable for one-on-one fights, and it's tough to create distance. You can guard last-second to knock guys back a bit, but the window is very tight (provided you didn't instead purchase the parry skill that pushes the enemy behind you for a damage dealing opportunity - not so useful in a group). Deflecting a blow also doesn't put them off for long, and good luck doing it without using lock-on. You're obviously meant to go one-on-one, but they are very fond of springing multi-goon ambushes. It just needs a bit of adjustment to make you feel more in-control when fighting multiple enemies.
The obvious initial impressions from everyone else in the world are accurate... this looks very much like Samurai Dark Souls starring Geralt from The Witcher. I've already blabbed on a lot, but I'd be interesting in hearing what other people thought as well.
Anyway. Very fair to say the game is hard and a little bit unfriendly. Unlike Nero's ignition "Exceed" system in Devil May Cry 4, the "ki pulse" isn't something you do to be stylish and cool, it's something you do to avoid looking like an out-of-breath chump/and or catching some lowly bandit's blade between your ribs. I feel like they will probably include an automatic mode for the ki-focusing (or some sort of charm permanently locked into place on a lower difficulty level), because it does require more button pressing and mindfulness than most combat systems. Obviously they are collecting feedback from the demo. I hope they put it to good use. The game looks promising.
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[this message was edited by Mosquiton on Thu 28 Apr 18:04] |
Mosquiton 2149th Post
Platinum Carpet V.I.P- Board Master
| "Re(7):NI-OH !!!!!!!!!!!!!!!" , posted Fri 29 Apr 05:22
quote: The durability system as it currently stands is a deal breaker for me. Why do weapons degrade so quickly? Hell, why do they degrade at all? Why do I need items to fix my gear instead of being able to spend souls or money at a shrine or having it regenerate after I die?
I have to imagine that the equipment system is nowhere near final, but I wonder if they were trying to make weapons break frequently in the demo so you would switch to one of the other million items you picked up.
As is, it's a hassle in so many ways. The situation you described wouldn't happen in Dark Souls because your weapons are restored when you rest at a bonfire... and you are brought back to a bonfire whenever you die. That would be the simple fix, but I hope they give the entire thing some more thought.
Honestly, accumulating a mountain of barely-differentiated loot is part of the punishment for dying at this point. You're cursed to slay the same enemies repeatedly, and they are cursed to drop their shitty weapons and armor ad infinitum.
I have to say though, the visual effect when enemies explode into a loot fountain is quite nice. Maybe they can find a balance, somehow.
quote:
If there is a decent method of crowd control I have yet to discover it. I found throwing rocks was a somewhat useful method of luring out opponents to thin out the herd but rocks are tied to drops. This meant after messing up a few times in trying to clear out a group of baddies I was out of rocks and my gear and weapons were battered to pieces. Bah.
The most reliable form that I've found is equipping a spear, using middle stance, and using weak attacks. You get a fairly wide horizontal sweep. It works a bit better if you aren't locked on, and if you wait until you can hit the two enemies that are chasing you with one attack.
Fighting multiple opponents is really rough. It's funny that the game tells you "a clever samurai chooses battles wisely and doesn't fight more than one opponent at once," then frequently sets up ambushes where you're getting jumped by two or three enemies at once. It's like the game is setting you up and laughing in your face. "Hahah, I told you not to fight more than one enemy at once, DUMBASS!"
For me, playing something interesting and kind of flawed is almost always preferable to playing something that's decent. I've always liked peering into games that are still in development, too. I've kind of been starved for beat versions/demos lately (well, other than Street Fighter V, hahah).
This is labeled an Alpha, after all, which should mean that features could be not just tweaked, but added or removed. I hope they gather a bunch of useful feedback. If you didn't already, be sure to fill out the survey. There's a bit of room to write in your own answers, so air your grievances about the equipment system. With any luck they end up with a lot of people telling them similar things and change a few things for the better.
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Spoon 3341th Post
Platinum Carpet V.I.P- Board Master
| "Hyper Light Drifter" , posted Mon 2 May 06:14
I like how the game uses very little normal text to tell you anything. There are some things it just has a hard time explaining without it, but otherwise it's very cool how it tries to even explain upgrades without the use of words.
The world is full of cute creatures and tons of murder. Like, when you encounter NPCs and they recount events to you (entirely with pictures!), some of the sights are absolutely brutal. I like that it isn't just a dead world of undead enemies, but instead is a place that has died and is being reclaimed both by nature and by people, built around not only the remains of what is left but the fallout of what made it that way.
100% sure that somebody out there will ironically write about how this game is about reclaiming the greatness of a place lost to foreign invaders which are universally murderous brutes, and someone else will do the exact same, but unironically.
The game is very much not like Zelda in its progression scheme and focus. If the central element to progression in Zelda is getting key items and solving puzzles, in HLD the progression scheme is that each really important door requires a certain amount of generic keys to be recovered. So the order doesn't really matter, and there's no particular application of the keys that the player needs to do: it's just explore until you find it, and once you have X of them, the door opens. Combat is the other gating mechanism: there are a lot of combat encounters, many of which are challenging! Bosses are very non-trivial affairs, and I can see people having trouble clearing them.
Also worth pointing out is that it's often the case that in Zelda, defeating of enemies is puzzle-oriented: you can't kill Dodongos except with bombs, you have to reflect this attack with the mirror shield, and so on. There's a very particular thing you have to do with a very particular item you've acquired, and you must do so 3 or 4 times to win. In HLD, there is no such thing. If you never got any of the equipment, you could probably beat the game no problem. HLD is very much about mastery of the core combat mechanics you get from the first minute of the game, as opposed to puzzle/gimmick encounters. It is much more of an action game than Zelda is, and its emphasis on dodging and enemies that have attacks that really do take advantage of your slight recovery and limited attack window feels like something that is more Dark Souls inspired than Zelda inspired.
The music in the game is generally quite subtle and subdued, which I didn't expect from the early trailers.
Overall it's a very good game, but I'm actually not certain if I could recommend it to all of my friends that I could recommend other light action adventures to because of the challenge of the combat. Some of my friends definitely would not be able to clear them, which is unfortunate because everything else about the game would click with them.
Is it better than Stephen's Sausage Roll? That's another question.
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Spoon 3344th Post
Platinum Carpet V.I.P- Board Master
| "Re(3):Hyper Light Drifter" , posted Wed 4 May 13:59
quote: speedrun skipping
There are a bunch of spots which are arena fights in that you have to clear out all the enemies before you can proceed. There is also a requirement for aggregate zone-key collection. Your character can move very fast if you get the chained dash upgrade, and you can pick up a number of upgrade points through the forced arena fights and the bosses. Still, if you bee-line your way through the areas and fluently kill everything you must, you could certainly clear the game quite quickly. At the highest level of speedrunning, I could see this game being beaten in under two hours.
Ok, as to why the mouse control, while often nice for aiming the ranged attacks precisely, is problematic for character control: The character dashes/attacks in the direction formed by the vector from your character's position on the screen to the mouse cursor's position. Seems pretty normal, right? Well, it means that if you make the character dash, and he dashes through your mouse cursor, the next click will make him dash/attack BEHIND him. So in order to move or attack fluidly and consecutively, you need to keep the mouse cursor ahead of your character! But wait, there's more! If an enemy bumps your character or blocks your character, now your character's position on the screen has changed! What's more, depending on how the screen scrolls, you might find your mouse cursor in the wrong relative position. In most areas of the game, all this is not much of a problem. In a few of the boss fights, this can make a LARGE difference.
The combat of the game is very refined, and the amount of care put into constructing a large number of the spots where secrets are is commendable. You seldom just walk into an otherwise-totally-black area and click on a chest. No, in many of them, you will walk into an area that has its own set decoration, sometimes unique sprite/bg-work, and it fitting very nicely into the zone you're in. However, it's also the case that a lot of the secrets take advantage of the fact that the perspective of the game makes it confusing as to what you can and cannot walk behind, what is a wall and what is a canopy, and that visual trick is used to conceal the passageways. There is a glyph that you will come to recognize that points the way to secrets, but the visual confusion might make navigation of areas feel weird.
Overall it still gets one of the "you can beat the game in a weekend" recommendations.
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Spoon 3347th Post
Platinum Carpet V.I.P- Board Master
| "Re(1):FF1510" , posted Mon 9 May 16:07
quote: I really enjoyed the Nioh Alpha demo. The problems I have with the game go beyond 30.000 characters-long according to niohalpha.txt on my desktop, but this game is actually shaping up to be much more interesting than I expected, and the PVP has some potential.
While it is undoubtedly a minor, inconsequential release compared to Nioh, that other belated game FF15 was also celebrating its initial announcement's tenth anniversary last Sunday.
Between the announcement of FF15 and today, a person could see a child start middle school, finish middle school, start high school, finish high school, start undergraduate, change major partway through, take a gap year, and then finish undergraduate.
And FF15 STILL wouldn't have been released yet.
I have to wonder, has any person worked full-time on Ni-Oh from its very beginning all the way until now? That person surely would be one of the most fascinating interviews. That person probably also probably deserves something for the existential crisis they will have to endure upon the game's release.
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Spoon 3350th Post
Platinum Carpet V.I.P- Board Master
| "Toys to life and things" , posted Wed 11 May 08:56
And with it, Disney is exiting self-published console games entirely.
Disney had previously cut a number of holdings related to video games, such as Propaganda Studios, and much more dramatically, LucasArts. Avalanche (not the one that makes Just Cause!) is going to shutter in light of this change, but it looks like EA is going to continue to handle some licensed game development for them.
Do you see this impacting toys-to-life as a genre, or not? It certainly shakes investor confidence in the metagenre, and I wonder how that will affect Nintendo for which Amiibo has been a significant boost.
Still, the cost of development of anything but cheapo cash-in mobile games is not small, and given the billion-dollar-revenue Disney is seeing with its tentpole cinema projects, I can see Disney not being interested in taking on the risk of running a business that is still high cost but not nearly as profitable.
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Spoon 3351th Post
Platinum Carpet V.I.P- Board Master
| "Re(2):Toys to life and things" , posted Wed 11 May 13:54
quote: They are doing so well with licensed games (via EA, Namco, Hangame etc.) that I don't see the justification to produce their own titles. For instance, Battlefront reached 14 Million copies and EA is planning one AAA Star Wars game per year. Kingdom Hearts 3 is coming. Etc.
I have to agree. Not needing to shoulder the full burden all the regular costs of development while still getting to reap successes like SW Battlefront is pretty much the ideal as a license holder. They still fork out money for legal/marketing (and I'm sure the marketing dollars for SW Battlefront were not small), but those are dollars that they'd need to spend for their own games anyway.
The history of its interactive division was certainly checkered (to put it generously), given that Disney Interactive in its most recent incarnation was only assembled in 2009, and had been a large and consistent money loser. I don't think it ever posted a profit until... 2014? with Disney Infinity, and as the fortunes on Disney Infinity flagged, I think the decision was probably quite clear.
Still, I wonder how the exit of Infinity is going to affect the successes/perceptions of other toys to life things in the market. Infinity 4.0 was slated to come out later this year, the new Skylanders is still marked for later this year, Lego Dimensions is still going... Nintendo reported satisfaction with the sales of Amiibo, but I have a tendency to think that Amiibo sales are mostly driven by people wanting Nintendo figures, i.e. the "toy" part being foremost and the "-to-life" part being a nice afterthought. "Evergreen" amiibos I think speaks to that, because in stark contrast people DON'T want to buy early Disney Infinity / Skylanders toys. Will having one less competitor for the money of parents improve the fortunes of the remaining ones? Or will those customers just choose not to take on any of the existing ones, seeing as how none of them have the draw of Disney's myriad characters/IPs?
I don't really know.
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GekigangerV 1936th Post
PSN: gekijmo XBL: gekijmo5 Wii: n/a STM: n/a CFN: n/a
Gold Carpet V.I.P- Platinum Executive
| "Ace Attorney: Spirit of Justice coming in Sep" , posted Thu 12 May 00:56
Trailer
Digital only, just like Dual Destinies. I am not surprised, but still a bit disappointed in digital only.
I will just wait for the iTunes release since those are usually half the price of the eShop price.
It is horrible to hear about Avalanche studios and the exit of Disney from the game space.
Although I never got into Disney Infinity, I was kind of happy seeing that there was SOME Marvel presence on the console. Now it looks like we are going to be stuck with lackluster or horribly exploitative mobile games going forward outside of Marvel Heroes on PC or if that PS4 Spider-Man rumor ends up being true.
As far as TTL goes, I have to say I am one of the people who buy amiibo as a pure collectors thing. I was actually catching the wave of "gotta catch them all" but thanks to Nintendo's horrible distribution and store exclusive deals I cut back to just getting the N64 Smash Bros roster and some of my favorite characters. It is pretty fun to have a Little Mac figure on my desk at home next to a R.O.B. figure. If I could have found Pit, Rosalina and Shulk figures easily I think I would try to get the complete set, but those are figures that don't appear to be part of Nintendo's redistribution plan.
The special save card feature in Smash never got me interested. I wish we could have something a bit more fun than that, like N64 character models or costumes.
The Splatoon amiibo are probably the most "useful" figures as you get some fun mini-games while waiting for games to fill up and the costumes and the extra weapon challenges in single player mode. Even then, I felt like those things should have been included in the base game to increase the replay value of the short, but good single player.
The Callie and Marie amiibo coming out sure look nice, but from what I see just load up songs. I would have liked themed costumes for the both of them as well as some new mini-games.
The Star Fox functionality is also very "blah" and I am kind of surprised the R.O.B. amiibo isn't compatible (I know it isn't the same R.O.B., but a mere reference)
The Super Mario Maker 8-bit sprite were fun. But I kind of wish we can get a Super Mario 3D World Maker where it is more like the "Skylander" style of "Toys to Life." The way I see it you need to give every character a way to long jump and there would be no real problem completing levels. Or at the very least, scanning an amiibo allows you to insert enemies from different games into a Super Mario 3D World-like level.
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chazumaru 1685th Post
Tailored Carpet V.I.P- Platinum Member
| "Re(1):Ace Attorney: Spirit of Justice coming " , posted Thu 12 May 02:19
quote:
I will just wait for the iTunes release since those are usually half the price of the eShop price.
And if you are the patient kind, would GS5 be any indication, by the time GS6 comes out on iPhone, it will already have known plenty of sales campaigns on eShop as well. For instance, July 2015's Daigyakuten Saiban is still a 3DS exclusive in Japan, so they are taking their time.
I'll get it on 3DS but on the other hand, this news did convince me to wait for the EU release in September rather than sweating on the Japanese version.
Since both the 3DS and smartphone/tablet releases are running on MTFLite, I assume it wouldn't be too hard to port those on PC, but I guess they just don't see the appeal for Japan and wouldn't do anything specifically for the outside market. I thought GS would be a surefire hit for Steam but looking at Aviary Attorney just now, it sold less than I expected.
Même Narumi est épatée !
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Spoon 3358th Post
Platinum Carpet V.I.P- Board Master
| "Re(6):WILD GUNS RELOADED!!!!" , posted Fri 13 May 16:42
quote: Space Harrier
Space Harrier and Cabal at their heart were struggling with one problem:
How do we control the movement of a character and detailed aiming of shooting of any given spot on the screen at the same time, especially with only one directional controller?
Space Harrier's answer was to make the character shoot exactly in the tile that the character was in, and because you had flying movement in Space Harrier, this wound up being ok. Cabal was a game about guys running on the ground, so Cabal needed a different answer (one that was a bit more complicated, too!)
This problem was completely obviated in later generations with the advent of multiple directional controls on a single controller. Whether its dpad + analog, twin analog sticks, mouse-and-keyboard, or pad and touchpad, this simply wasn't a big deal any more. Kid Icarus on the 3DS is on the whole a lot more like Sin and Punishment than anything else, which never ceases to amuse me.
Arguably the most recent Cabal shooter is Elphelt in Xrd.
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karasu 1606th Post
PSN: robotchris XBL: robotchris Wii: n/a STM: n/a CFN: n/a
Red Carpet V.I.P- Platinum Member
| "Re(2):Re: The real monster is Chris Redfield" , posted Fri 20 May 00:30
quote: If RE7 goes back to its roots -whatever that means- I wonder if they use it as an excuse to reboot the storyline. After the giant set pieces of RE6 can they really go back to a smaller, creepier story using the same plot that has been chugging along since 1996? While I'm certain some would longtime fans would be frustrated by this I wonder if the main appeal of RE for most is zombies and the giant neck and ears of Chris Redfield.
I've wondered for quite a bit about whether or not there are many folks out there who, like me, prefer the old style RE with jump scares and an actual sense of danger and limitation, or if the entire fanbase is made up of Call of Duty bros who want to play a game where the burning question isn't do I have enough bullets in my small gun to kill this thing or should I run instead but rather can I aim fast enough to kill all 1000 of these chainsaw wielding zombie-ish things that are rushing me.
I think they will almost certainly lose some fans by returning to straight horror, but I would guess that some perceptive person at Capcom noticed the shitstorm over Konami's Silent Hills cancellation and saw it as an opportunity.
Speaking for myself, I was just fine with ignoring the main, numbered series and just playing the excellent Revelations branch, even though it came in at the Code Veronica entry point where quantity was starting to outstrip quality of the horror experience.
In short, I'll be happy if there are all kinds of 'crest' items to place over doorways and maybe even a zombie dog crashing through a window here or there.
You have to carefully reproduce the world of "Castlevania" in the solemn atmosphere.
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| "Re(2):Dragon's Crown has me raging" , posted Tue 5 Jul 03:28
Odin Sphere LeifthfsrtTHRHSMFasnir is as amazing as it is impossible to pronounce. The original game was one of these flawed masterpieces where everything was amazing, except actually playing it. It must have been a daunting task to dig through the core of the game, remove everything, then replace it with brand new pieces while keeping the shell intact. There is finally a way to play through the fabulous story that involves 2D-DMC3 fun instead of self-inflicted boredom and a meditation on why am I still playing this.
quote: I really hope they give Muramasa this deluxe treatment sometime in the near future.
When they announced the remake of Odin's Sphere, didn't they say it would be the first of a series of similar projects? Since Muramasa has 4 DLC only available on Vita that apparently fix a lot of what's wrong with the game, it seems to be the most likely candidate, hopefully after their next original game with a name that's as hard to remember as Leiffsagfñklgjnir.
Speaking of Random Games: LabZero is working on a Skullgirls adaptation to mobile, which apparently reworks the whole thing with RPG elements to make it playable on a touch platform. While it still looks like Skullgirls and I'm curious to see how they address the challenges of porting the game to a totally alien type of controls, there are two much more interesting points to the game: it will expand the story with prequels elements, AND the game will feature original animations, INCLUDING FOR NEW CHARACTERS LEADING TO SKULLGIRLS 2 IN THE FUTURE. Apparently, Annie is more or less confirmed (possibly using some of the work done on her appearance in Indivisible?). I suppose Marie would require less work than other brand new characters and she's kinda important in a prequel so she may be a lock? Hopefully Umbrella will be snubbed so the joke will continue.
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PSN: Toxic-Baron XBL: n/a Wii: n/a STM: n/a CFN: n/a
| "Re(1):Dragon's Crown has me raging" , posted Tue 5 Jul 14:37
quote:
I picked up a copy of Dragons Crown a few weeks ago and finally got a chance to play yesterday. The game is gorgeous but it's almost impossible to tell what's happening once the action starts. Is there a way to prevent the AI characters from joining in?
Within the cursors one can activate; there is one that is super amazing and nevers dissapears and never gets out-sprited by any other and is extremely easy to follow since it takes 0,01 secs to change eyes from that cursor to your character; and that "cursor" is the name of your character. Sometimes the name will morph into an arrow pointing at you, but it will never ever leave you alone, and it doesn't get overshadowed much since not too many things crowd the top of your head (contrary to the cursors that are on your legs, which get swarmed with enemies). Once I learned that, & trained to keep my eyes on the name; I pretty much never from that point and on lost sigth of my little guy. It makes an amazing difference and greatly improved my experience.
quote:
Speaking of Vanillaware is anyone else playing Odin Sphere Leifthrasir?
I'm aaaaaaabbbooooooouuuuttttt to start here; I got really lucky since most stores in my country said that they wouldn't carry it, but I actually found one that got (couldn't cancel) at least the initial shipment. Anyway, but before starting that I need to renew my broken sound set up for the movie feel, additionally I got this sudden urge of attacking a yukata cladded girl, eating her brain and taking her appearance, identity and place in society in Akiba's Trip. I spent like 5 hours searching yesterday, but I couldn't find any..... and I would have given up but I know due to net images that there are some girls wearing what I want; and thus my devil ninja demon vampire yandere maid roams the streets once again; and at this rate I'll platinum the game before achieving my objectives.
さっきの感じならあと100発はもつ‥‥と思うぜ Update 24 as of 03/04/12. // 104 personajes traducidos
Now sponsoring : video game analogies (ES) Last update : Chapter 25 as of 31/08/12
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PSN: zonepharaoh XBL: n/a Wii: n/a STM: n/a CFN: zonepharaoh
| "Re(2):Dragon's Crown has me raging" , posted Tue 5 Jul 15:04
quote: Once I learned that, & trained to keep my eyes on the name; I pretty much never from that point and on lost sigth of my little guy. It makes an amazing difference and greatly improved my experience.
Toxi-chan speaks with authority: last I saw of him, he was on floor 10,000 of the optional infinite dungeon on Ultimate mode, a place where even my 50 or so hours of playtime gets me slaughtered instantly. I actually tend to keep the other player arrows and indicators turned off because they're ugly, but like Spirited Away reminds us, always remember your name.
As for Odin Sphere Leifthrasir, I am a god-damned criminal for not buying it yet despite posting non-stop in the thread dedicated to its glorious release, but I was waiting for someone like Nobi to tell me exactly what he did, that the PS3 version is not inferior to the PS4 version, since of course I don't need a PS4 when SFV looks better on PC anyway. I also felt like a bit of a jerk buying a PS3 version of the game despite owning the already gorgeous PS2 version, but the prospect of dropping the original's slowdown and not-as-good-as-Dragon's Crown game engine makes the remake a clear bet.
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...
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| "Re(3):Dragon's Crown has me raging" , posted Wed 13 Jul 05:12
quote: Toxi-chan speaks with authority: last I saw of him, he was on floor 10,000 of the optional infinite dungeon on Ultimate mode, a place where even my 50 or so hours of playtime gets me slaughtered instantly. I actually tend to keep the other player arrows and indicators turned off because they're ugly, but like Spirited Away reminds us, always remember your name.
Is there a typo here? Did you mean 500 hours? I don't think it's possible to reach floor 10000 in the tower in 50 hours. I have 670+ hours on Dragon's Crown, and am (officially) and I stopped at floor 1200 with Dwarf (granted, I also have Fighter at floor 800). A 100 floor run alone takes 5-8 hours.
Unless you're talking about joining Toxi on floor 10,000. In which case, yeah: You'd need another 500 hours (or have hacked equipment) to not die instantly. I main Dwarf, who can tank maybe 2 or 3 hits with Stone Skin before dying, and even he gets oneshot if not under Stone Skin or if I don't have more than 100% HP (my amulet has the 50% DMG reduction at HP > 100% trait).
As for Odin Sphere Leifcassidy, would someone adored the combat in Dragon's Crown (as I said, 670+ hours on the game) enjoy it? I seem to recall that the original Odin Sphere's combat wasn't as good as DC's, but now I'm hearing that it's an entirely new engine? Is there a Vita version, which is likely the only way I'd get to play this? Thanks.
-- Ultima - The Right arm of Scrub Voltron http://uramble.com/sfp - The Street Fighter Perfect Project
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