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334415 Posts in 13701 Topics by 2200 Members
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1  Media / Miscellaneous Games / Re: Super Smash Bros. Namdai on: Today at 12:11:34 AM
Probably because you could easily zoom in enough in Melee to gaze upon Peach's Mushroom Kingdom or Zelda's Family Treasure. Also because the sheer number of trophies have increased as the series goes on (and other series go on, further increasing the number of games and characters/items/locations/whatever to cover), as well as the possibility for errors (like Daisy's third eye) or stuff they don't want to have to guess at or render in case someone decides to get curious and tries to look (like the buttons down Zelda's shirt of her OoT costume).

Also, that character prediction list is fake. There's no Goku or Ridley, and in a magazine? Really!? Come on!
2  Media / Single-Player RPGs / Re: A Mana series retrospective. on: October 19, 2014, 11:03:00 PM
I lucked out and strongarmed my siblings into playing SoM's multi player. It actually works quite well when you're not trying to sabotage each other. In fact that's really where the importance lies in; the game is perfectly playable in both single player and multi player without feeling like you had to have at least a second player. You weren't getting shortchanged on a half-baked multi player mode, you weren't forced to find some friends to do anything in the game and all you needed to get a player on board was an extra controller and a multi-tap device (which were pretty goddamn reasonable back in the day, even if the multi-tap didn't see much use outside of it and Bomberman). There are lots of multi player games nowadays that aren't playable because the AI is too useless and the game's interface is too cumbersome to get around the AI with or everything's in single player and the multi player was just some last minute novelty to add one more bullet point to the back of the box/gaming magazine/online review.
3  Media / Anime, TV, and Movies / Re: Anime/Manga Journal on: October 19, 2014, 02:34:39 PM
Fate/Stay was basically an exposition episode this week... Boo.  Also, form last week, why do people like Sakura?  She seems like a normal Japanese "Meri Su".  Also, for how lovely everything look, the wedge faces are driving me nuts.

From what I've heard over the years, it probably has something to do with the third arc (especially since its mostly about her and the crap she ends up going through).
4  The Rest / General Discussions / Re: A Game Journal Reborn on: October 19, 2014, 12:53:23 PM
The thing about Valek Mountain is that its pretty much where the post game stuff concludes so of course its got level 99-ish enemies all up in its business. That said, the music could've been better (unfortunately due to being totally Ice Level music). Also, as annoying as it is to actually get around that region, it does have a few things working for/against it, namely that Bobsled Chute with the huge fuck off jump at the end and that one little trail that goes right over the goddamn spine of the level's central mountain (its pretty much the game's best example of its 'go anywhere' nature even if its also the best case the game can make for 'save anywhere' style save points).

Also, I wound up getting some drops from some enemy (those little bird guys near that shrine) that is somehow quest important, but I never found the quest that it goes to.
5  Media / Single-Player RPGs / Re: A Mana series retrospective. on: October 19, 2014, 12:36:28 PM
I had a huge effort post to shore up some of the info the OP just posted, but then my browser crashed so I'm just going to point out that while FFA's combat is probably the best in the series, I still prefer Secret's not-Zelda 1's dungeon design over FFA's.

Also Sword is pretty much the best example of why designing a game based entirely around elements that you liked from other games is not such a good idea.

Also also, is that Legend is, for all intents and purposes, a SaGa style side-scrolling beat'em up covered in Mana trappings.

Also also also, is that the Mana timeline is almost as fucked up as the Zelda timeline is.
6  Media / Miscellaneous Games / Re: Super Smash Bros. Namdai on: October 17, 2014, 08:32:01 PM
And yet still no FE 4 or 5 reppage outside of maybe a *nudge* *wink* pallet for Marth (I mean, even FE 2, the black sheep of the series is referenced through a music track).

But getting back to that image, it makes me wonder if they'll have trophies for Fatal Frames 4 and 5 as well (and more for Xenoblade beyond two for Shulk and one for Riki & Dunban)?
7  Media / Single-Player RPGs / Re: Dice plays FF7 (Sponsored by Maxx) on: October 17, 2014, 01:55:57 AM
I felt that the greatest source of pathos in the game was the Cid and Shera scenario where she aborted the launch due to a faulty tank and Cid held a grudge against her for a long time for killing his dream.  I thought Shera's story was the saddest in the game.  For her to endure the abuse from Cid for so long, that's a tragic plight; especially knowing that she saved his life and he won't believe that.  Poor Shera. 

Cid/Shera's story is amazing, he's my favorite Cid in the series; I didn't fully appreciate him and Shera until replays.  He's just such a broken man, with broken dreams, whose hope was shattered by Shinra in a way very similar to Barret's and Shera is a broken woman filled with regret who beats herself more than Cid ever can.

Also, he has an amazing character theme remix.  Very western.
(Have I mentioned FFVII has great music? Because it has a lot of great music).

He's also got the goofiest running animation in the series, and gains the coveted position of party leader which no Cid before or since can claim.

Still like FFIV's Cid doing everything he can to get himself killed off and only managing to get himself sick with the flu, but VII's Cid is definitely in the Top 3.
8  The Rest / General Discussions / Re: A Shout-out to coop multiplayer gaming on: October 16, 2014, 05:31:20 AM
Secret of Mana? :v

Also, Final Fantasy Crystal Chronicles (the original, not so sure about the others).

Even when the game was released I thought it was a lot to ask to have both a GC and GBA's ready (did it have non-handheld co-op?? I can't remember).

I always loved this commercial for it....FA-YAH!!!

OMG, I totally forgot about Crystal Chronicles. Man I wanted to play that game, but had no one to play it with, and agreed that needing the GBA to serve as a controller was terrible, though I have to wonder if it wasn't from the GBA working as a controller for the GC that gave Nintendo the idea of the DS.

Along that vein, Legend of Zelda: Four Swords Adventures for GC comes to mind. I begged and pleaded and finally found a friend to play it with. It was really fun minus the fact that you will need GBAs to play multiplayer for it similarly to FF:CC. I still never could figure out why you could play single-player with the GC controller, but had to have GBAs for multiplayer.

The problem with Four Swords Adventure is that, much like the various Mario Party/Kart games over the years, its amazingly cutthroat. Nintendo seems to have cornered the market on friendship destroying games.

(And you know that I would never have recommended FF:CC without LoZ:FSA without good reason, and "Did not fit the OP's request" is among the good reasons (the other being the lack of a third, let alone fourth, player).)
9  Media / Single-Player RPGs / Re: Dice plays FF7 (Sponsored by Maxx) on: October 16, 2014, 12:48:50 AM
Or come with maxed level 4 Limit Breaks 4x Cuts for everybody.
10  The Rest / General Discussions / Re: A Shout-out to coop multiplayer gaming on: October 15, 2014, 09:19:15 PM
Secret of Mana? :v

Also, Final Fantasy Crystal Chronicles (the original, not so sure about the others).
11  The Rest / General Discussions / Re: A Game Journal Reborn on: October 15, 2014, 07:41:08 PM
That party still has limited healing thanks to Carlie since I don't think she can't learn Heal Light, and at least that party isn't trying to rock Vanadis Lise/Riesz and her crappy single target buffs (even single target debuffs are better since most boss fights consist of a single target).

Vanadis' redemption is in Power Up -> Light Shot Spear... but I get what you're saying.

I played SD3 twice; once with the 3 girls and once with the 3 guys.

My male playthrough was so much easier than the other one.
Kevin is all the damage you need and his single target heal coupled with Duran's single target heal + Saint's Saber works wonders.
I don't think you even need a third party member with those two.

The problem with the all girls team is that your best damage out put is either coming from Angela's spells (until she runs out of MP) or Lise/Riesz's attack + de/buffs. Duran not only has better Attack than her but Sabers are effectively attack buffs as well, especially if he goes for Saint Saber as there are a shitload of Dark based enemies/bosses, while Hawkeye is attacking twice for every attack anyone not named Kevin makes and has debuffs built into attack spells that run off his Speed rather than Intelligence or Spirit. Really, Lise/Riesz is the anchor to team Girl Power since she's built like a Red Mage but has no way to make use of her Intelligence until her third form (she has to wait until second tier just to get magic) or her Spirit outside of tanking spells (unless debuff accuracy or one of her summons runs off the stat) which leaves her with her almost top tier Strength and Speed, mediocre Vitality and awful Luck (which means traps galore and no loot to boot).
12  Media / Anime, TV, and Movies / Re: Live-Action Sci-Fi Tetris Movie on: October 15, 2014, 07:18:02 PM
Meanwhile there's a Quiji movie out soon.

All I want now is for some shmuck to attempt to make a movie based off the board game Risk, and do the game proper justice.

That means a 10 hour feature consisting entirely of an ever increasing number of troops charging across various desolate fields, cutting to some talking heads between battles and repeating until the view zooms out to the global scale where Australia looks like its covered in goddamn ants swarming up to Asia to start yet another land war and to make the final bid to crush the poor sap stuck in China of all places.
13  The Rest / General Discussions / Re: A Game Journal Reborn on: October 15, 2014, 05:19:48 PM
That party still has limited healing thanks to Carlie since I don't think she can't learn Heal Light, and at least that party isn't trying to rock Vanadis Lise/Riesz and her crappy single target buffs (even single target debuffs are better since most boss fights consist of a single target).

Ninja Master Edit: Now for a truly awful party, you'd need:

Ninja Master Hawkeye
Dragon Knight Riesz
and Duelist Duran

Just because, you'll have two redundant debuffers with little else going for them, a guy who can use a couple of single target Saber spells, and not a single healing spell between the three of them. Alternatively:

Ninja Master Hawkeye
Dragon Knight Riesz
and Magus Angela

Now you've got all of the not healing, with only one nuke and again, redundant dark and debuff magic and god help you if Angela runs out of MP (not that she would after a while thanks to Angel Grails being glorified Elixirs with revive capability).

But really, the class system was really unbalanced so you could easily walk into a terrible party (which is basically any party without Kevin) and the mixed line classes were almost always the lesser of the four end game classes. Also not helping things was the fact that third tier classes came at the bloody end of the game which either meant having a save dropped right before the choice and only playing through the same endgame twice, or having to play through basically the same game twice to get to the different stuff at the end. It would take at least 8 whole playthroughs to go through each and every class in the game. What the game should've done was make the Dark-Light/Light-Dark classes into one neutral class. At least it would reduce the redundancy and reduce the lowest number of total playthroughs to 6.

Okay, I don't have a very good memory and why is the palace underground and the ruins above ground? That's not usual video game logic...anyways, I did the Ruins first and the Palace second so...I guess that's the right order. Just seems weird they'd tell me to go back there? I'm pretty sure I already interacted with the nut Mana Seed and got told to go to the forest, but I wandered around and ended up going to the Palace instead.

The Palace is the Earth one so being lodged within the earth makes sense. The ruins are just a pile of old-ish buildings out on the boondocks of Pandora. Its supposed to be more like a Cathedral occupied by a dark cult with the usual 90s era censorship everywhere obscuring everything.

And I think that sequence of events have happened to me before, but that time it's because I didn't bother getting the Sprite until then (you need to have the Sprite present so that he/it can kick Gnome's ass into helping you/get a character development moment, otherwise you'll get turned away at the door (to the final chamber)).
14  The Rest / General Discussions / Re: Random and Amazing Pictures, Please! on: October 15, 2014, 07:46:57 AM
In the spirit of my LP of FF7 going on, I'm glad this popped up recently

Complete with clipping

First off, there needs to be more than 3 Disks (or less since its not being released for the XBone or 360), and second, lol at that fifth guy in the trunk.
15  The Rest / General Discussions / Re: A Game Journal Reborn on: October 14, 2014, 10:59:07 PM
I actually did the Underground Ruins before the Palace. It really helped with that annoying Wall Boss I just now realized was pretty imfamous? Anyways, I'll see if the sequence breaking ruined everything or not...or was I supposed to do that? I dunno, it was tricky getting Phanny to disappear. :/

Okay okay. First off, by 'Underground Ruins' do you mean the 'Underground Palace' where you get Gnome or the 'Ruins south of Pandora' where you fight Wall Face? Underground Ruins is basically saying both at the same time (although the Ruins are not actually underground). I guess, if you open up the Palace and then proceed back to Pandora, you might get Phanna to appear early.

Either way though, yeah, Wall Face is indeed infamous for being the only boss in the game with a hard timer built into it (there may be others that have effective timers, but only Wall Face will outright end you at the end of its final sequence). Honestly, its more of a surprise than the brick wall that Spikey Tiger is since you now have Magic at your disposal (the bigger problem is going through the entire Ruins again due to Inns and the occasional NPC or Event Flag being the only Save Points in the game).

Also, I had a thought on why there's so much lag on attacks in this game. When you stop to think about it, it makes perfect sense as normal attacks carry a huge amount of overhead in terms of scripting. Your standard attack has to calculate your chance to hit the enemy, whether you actually hit the enemy's hit box, how much damage did it do, whether or not you scored a critical hit or not, display a message that "_____ Got Whacked!" upon a successful critical, whether your attack is a standard attack or a level 1 quick charge attack or whether the attack was charged prior to attacking and display the correct attack animation of the appropriate charge level; while the enemy also has to calculate whether it just evaded that attack, how much damage did it do if it hit, display the amount of HP lost from the hit, display a hit animation if the damage was enough to stagger it, display a different hit animation if the damage was high enough to topple it, display a blocking animation if the attack was evaded or blocked, display a death animation if the blow was fatal, check if the enemy could drop something, calculate whether it did drop something, display a chest if it did and so on. With all that going on, its no wonder they implemented those stamina gauges. With those, the standard attack script is switched out for a weak attack that probably just does damage = percent in gauge *||+ secondary power then hit - enemy evade and damage - enemy def and displays the proper animations which will almost always be stun, defeat or nothing; and skips the crit calculation, the critical message, the random level 1 quick charge animation and the check for a charge.

Its kinda ingenious when you think about how to make action oriented combat flow smoothly when running RPG level checks on a mid-SuperNES era cart. Especially when most normal ARPGs just check to see if the correct hit boxes connect (i.e. no shields or invincibility frames getting in the way) then calc power - enemy defense and display the appropriate animations for standard attacks.
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