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334670 Posts in 13706 Topics by 2200 Members
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3646  Media / Single-Player RPGs / Re: Muramasa The Demon Blade on: March 28, 2012, 07:39:01 PM
Muramasa was a game that could be described as a pretty Wii action game with a sort of wannabe Metroidvania style gameplay.

Environments are segmented into different rooms and corridors but they're all fairly similar and almost never vertical making the game feel less like exploration and more like a really long, drawn out, side scrolling brawler.

You basically run around collecting swords to get past barriers so that you can get more swords so that you can kill enemies for loot needed to make more swords which you then use to beat bosses for, guess what, more swords used to get past the next barrier.

That said, the controls are nice for what they are; in that you can either mash A to use single stroke attacks or you hold A and swipe the Wiimote to use dash attacks that are weaker but keep you mobile and prevents mobs from mobbing you. Swords break which means that you can only use a sword for a certain length of time but you get to bring a trio of swords with you for switching purposes while your broken swords slowly repair themselves (think cooldown/overheat).

I've only played as Princess Peach but her plot can basically be summed up as 'dead swordsman somehow comes into possession of a chick's body' then you start after the fact and proceed to kick butt while finding out what happened and stuff.

I need to get back to this but my Wii backlog is getting unfortunately large and Xenoblade Chronicles comes out in a week and a half, and by the time I'm done with this Gears of Final Story Creed Teh Last Fantasy will probably be out, and that's not including the games I would like to tackle now (Sin & Punishment 2, ect...).
3647  Media / Single-Player RPGs / Re: Question about Suikoden on: March 28, 2012, 05:58:22 PM
Recruiting Clive in S2 is easy as pie(It's FAR mroe difficult in S1, where he -randomly- appears in that one town).  Completing his sub-quest with Eliza is the part that's hard.  As for the Squirrels, they're all secret characters outside of Mukumuku, so it's not -that- bad, since you can look him up with Richmond.

S1 by and large is much harder to fully complete than S2, if only because S2 supplies you with Richmond who tells you how and where to recruit people.  S1 only has that cryptic Old Book that tells you that some characters like Pesmerga and Window -exist-, but gives you no clue on how to even begin to find them.

The problem with S2 Clive is that you have to remember to trigger the first Eliza event during your first trip to Muse which is located in a nondescript part of town that you might forget to go through. The window's tiny and there's no indication that you can have the event and if you miss this you can't recruit Clive later at South Window.

For S1 rear end in top hat recruits, Leon Silverburg takes the cake for only having like 2 small windows of opportunity to recruit before you're locked out of all 108 stars (though granted you do know that he exists due to running into him earlier, but you can still forget/get distracted since it's out of the way).
3648  Media / Single-Player RPGs / Re: Class of Heroes 2 Kickstarter by MonkeyPaw Games and Gaijin Works on: March 28, 2012, 05:49:17 PM
So my problem, aside from the whole Nigerian Prince angle, is the fact that they're basing the health of the western JRPG market on a Moeblob Dungeon Crawler. A game that would do nothing for the SRPG or ARPG fans and little for CRPG fans that can't already be done with other/better games already available. And the worst(best) part about all this is that XSeeD's beating him at his own game with Unchained Blades Rexx.

Basically I'm seeing Ireland, in his attempt at avoiding the mistakes that lead to WD's downfall, going for the opposite extreme.
3649  The Rest / General Discussions / Re: The NEW Game Journal on: March 27, 2012, 04:23:37 PM
Unfortunately Umaro's the worst character in the game due to limited equipment options (only Relics) and complete inability to equip Magicite (no permanent stat boosts whatsoever).

Fuck that.  Umaro is the best character in the game.

BECAUSE HE IS A FUCKING YETI THAT ATTACKS THINGS ON HIS OWN.

QED.

Fine. I'll give you that one since nothing beats watching him punt your teammates into enemies for large numbers. But if we're judging via awesomeness then that Gambit wannabe is bottom of the barrel. NORUMA!!!!! As much as I dislike myself for this I have to say that Stratego is the worst due to general lack of availability and his redundant Blue Magic.
3650  Media / Single-Player RPGs / Re: Question about Suikoden on: March 27, 2012, 01:29:47 PM
Yeah, forges are spread out naturally throughout the game, mostly in towns. You just need to have enough money to use them.

Fortunately this is Suki I where the game basically hands you the keys to the vault from the get go. All you need is a castle and a few recruits. But don't worry about this, you'll get them all in good time.
3651  The Rest / General Discussions / Re: The NEW Game Journal on: March 27, 2012, 07:40:34 AM
Gau is actually one of the most overpowered characters in FFVI.

His stats are unbelievable, but I can't get Rage to work well for me. I prefer Umaro if I have to have a Berserker-type character on my team.

I've heard stuff about Relm actually being good... I just never cared to use sketch.

It also depends on which version of the game you're using.

SuperNES/Wii VC = Wind God Gau (you can equip the Merit Award and Genji Glove relics plus dual Tempests and Catscratch for 16 hit shenanigans).

The other versions still allow you to make Gau invincible if you know which rages to use but only the GBA version actually wants you to use them given Squeenix's tendency to cram ridiculous/awful extra game content into the GBA ports of Squaresoft games (also they finally got around to fixing the Evade glitch which means no more Dodge Tanks). Despite this, Gau can easily break the game during both halves if you figure out which rages are worth using (the Aspik rage alone can utterly wreck the first half alone thanks to its Giga Volt ability which hits like a Bolt2/3 spell, I forget which, and can be picked up upon returning to the veldt).

Relm breaks the game in the other way due to all the bugs and glitches that can be invoked with sketch (sketching anything under the invisible status has the potential of obliterating all your save datas). You can find ways to abuse this but generally speaking they're not worth it given the ease of the game. What Relm IS good for is to have a fabulous starting Magic stat and the ability to wear some of the game's better equips (plus you can get her and her grandfather's best armor almost immediately after gaining access to the Falcon).

Unfortunately Umaro's the worst character in the game due to limited equipment options (only Relics) and complete inability to equip Magicite (no permanent stat boosts whatsoever).
3652  Media / Single-Player RPGs / Re: Sting and Idea Factory performs the Fu-Sion-Ha dance and becomes Super Sting on: March 27, 2012, 12:14:31 AM
Well, as long as it uses Sting's art, writing, gameplay, and IF's...
Uh...

style?

Welp. This is exactly the opposite of what I was hoping for. At least we don't have to worry about it cluttering up bargain bins.
3653  The Rest / General Discussions / Re: Random and Amazing Pictures, Please! on: March 26, 2012, 09:45:38 PM
Also, the most lucky/unlucky guy ever!




I find this hard to believe. Married four times and he wasn't in politics? Unpossible.
3654  The Rest / General Discussions / Re: Youtube on: March 26, 2012, 01:45:04 AM
TO THE STARS!!!
3655  Media / Single-Player RPGs / Re: Is Zelda Skyward Sword really the best Zelda game ever? on: March 25, 2012, 07:49:22 PM
Anyway, Wind Waker was odd in that, at least one one level, it was one of the most open Zeldas. AFTER the awkward stealth bit, you really can sale to a fucklot of places (whether you have the patience for this is arguable, mind). There's just not much to find though. A bunch of generic floating orc platforms with... nothing. There's not even an interesting collectible sidequest. I LIKED finding skulltulas and gold bugs in OoT in TP. WW had butterfly medallions that didn't seem to serve a purpose?

I believe you had to get to Dragon Roost Island first to actually get the Wind Waker and the melody that controlled the wind's direction, and while you're there you might as well complete the dungeon to pick up the Grappling Hook so that you can actually do stuff beyond sailing around aimlessly.

And that was a problem I had with WW outside of the complete lack of difficulty. Exploration consisted mostly of sailing around. Once you got to an island you might be able to do a couple of things there (provided you're far enough into the game to have the dungeon items necessary to access or accomplish the task) and then you were done with it for the rest of the game. When I first went into that game I was hoping for a couple really large islands that you could sail to that made even the starting island feel small and isolated, and then it turned out that Outset was the biggest non-dungeon island in the game. Sure you get to visit Hyrule, but all that really consisted of was a Castle, a Tower, and the corridor in between.
3656  Media / Single-Player RPGs / Re: Question about Suikoden on: March 25, 2012, 04:58:26 AM
Long story short,
There are two types of runes:

Active runes - that have usable spells.
  • each active rune should have four tiers of spells
  • the number next to an active rune spell (deadly fingertips is a souleater spell) is the remaining amount of times a character can cast the spell in that tier (up to nine charges) before needing to recharge (by sleeping if I remember right).
  • The amount of times a spell can be cast depends on the user NOT the rune.
  • Some active spells can be used outside of battle (like healing spells), most of them are only accessible during a fight.

Passive runes - that give you some kind of buff or bonus (eg. start each battle with sleep status, gain berserk when woken up).
  • Shards attach to weapons, and are usually passive.

Some runes can only go in certain slots. Read their descriptions to find out what they do and where they go.

Listen to the guy with the Suikoden Avatar. He knows what he's talking about.
3657  Media / Single-Player RPGs / Re: Is Zelda Skyward Sword really the best Zelda game ever? on: March 25, 2012, 04:56:22 AM
Which CD-i Zelda? The one where you've got to bomb some Dodongos, the one where you rip out that heart "Good!", or the one with the cosplayer and the Renaissance festival rejects?


Quote
I know that the series has moved quite a distance away from the openendedness that the early games thrived upon.

Actually, dungeon order's been pretty linear for all of the games after LttP. They're still open ended in that you can kind of piss off and explore the world at your own leisure -- which was true for the 3D games I played, after an initial, more linear portion that was maybe about 1/4 of the game -- but the dungeon order was either fairly rigid or you could sequence break but it wasn't really intended or optimal. And generally, zelda sidequests are always exploring for heart increases, or getting upgrades to you equipment. Which, again, never changed.


That's true, but I think what I was getting at was the perceived value of the pickup diminishing over time.

In the Original you had a total of 16 hearts and outside of random heart drops or the occasional fairy only up to two doses of potion to bring that back during a dungeon run. Meanwhile you eventually started facing down stuff like Darknuts and Wizrobes that could take a full heart per hit with the Blue Ring on and you could wind up getting swarmed due to bad luck or an untimely tag from a Bubble left you swordless. In this game each heart is worth a lot (especially since you can't upgrade your main weapon until you have either 5 or 12 heart containers depending on the sword). ALttP is quite a bit easier than 'enemy turned into you or started spamming magic, you're probably going to eat a hit now' and more generous with its health upgrades but at the same token things generally hit harder and especially once you hit the Dark World and now everything's taking off at least a full heart if not 2 or 3 per hit suddenly 10 hearts is a lot more valuable than 6 or 7 hearts. Granted you had bottles and fairies (but they weren't full heals) in this game but until you got the mail upgrades near the end you basically had to rely on the volume of your total health as your measure of defensive growth.

Whereas you have the 3D games where suddenly, outside of the occasional outlier like Iron Knuckles, nothing hit you for more than a full heart and with 20 hearts and bottles that can hold free full heal fairies (and for the N64 games a half-damage upgrade) suddenly all those pieces of heart don't seem to matter all that much after your first or second container to get you out of your starting 3 hearts faster. Enemies and challenges don't scale well at all for most of these games and only recently with games like TP and SS have enemies even tried to keep up while nerfing the power of potions and fairies.

Likewise where and how you've assembled your inventory has changed over the years as well. In the Original you had to find or buy a sizable portion of your inventory outside of dungeons (Blue Ring, Magical Shield, Power Bracelet, Letter, Blue Candle, Wooden Arrows, Bombs, White and Magical Swords, and Potions), and dungeons themselves sometimes had more than one item (First Quest had Levels 1, 5, 7, 8, & 9 and Second Quest had Levels 4, 8, & 9). In ALttP where they toned down dungeon items to one per dungeon there were still quite a number of optional items to be found outside of dungeons (like the Bombos Medallion, the Bug-Catching Net, the Magic Boomerang, the Red Shield, the Tempered and Golden Swords, the Magic Cape, the Cane of Bryna, the Mushroom and the Magic Powder, Bombs and their and Arrow expansions, a Magic Meter expansion, and Bottles). OoT was still pretty good about optional items as well (with the Ice Arrows, two of the three Spells and two of the other three fairy upgrades, Deku Nuts and their and Seed and Stick expansions, Bomb Bag and Arrow Quiver expansions too, Beans, the Golden Scale, the Hylian Shield, the Giant's Knife and Biggoron's Sword, the Wallet expansions and the Stone of Agony, three of the Bottles, the Tunics, the Mask of Truth and other assorted masks, Epona, her song, the Sun Song, and the Cow I guess).

Around MM is where optional items start to phase out in favor of heart pieces and rupees due to the pre dungeon item needed to enter the dungeon (leaving the wallet, bomb bag, and arrow quiver expansions, Bombchus, Deku Nuts, five out of six bottles, all but the first Great Fairy upgrades, the Razor and Gilded Swords, the Bombers' Notebook, the Song of Soaring, and 18 out of 24 masks or 17 out of 24 masks and the Bomb Bag) although the masks were a fair tradeoff at this point. WW on the other hand lets you ignore (the Tingle Tuner, the Picto Box and its upgrade, the wallet, bomb, arrow, and magic meter expansions, the upgraded spin attack, the Hero's Charm, the Magic Armor, three of the bottles, and perhaps the Song of Passing, the Bait Bag, and that utterly broken Elixir Soup, plus 51 out of 60 charts and that stupid Nintendo Gallery).


The tl;dr of this :goonsay: post is that I just feel like exploration in Zelda games have been offering diminishing returns over time.
3658  Media / Single-Player RPGs / Re: RPG girl you would marry? on: March 25, 2012, 01:19:08 AM
I decided to adjust my answer. I would also like to marry Agrias from FFTactics, simply because she's the most impressive female in tactics, and probably the single least pathetic female in the ff universe til XII's Fran.

Wasn't Fran's entire purpose was to say the phrase "The Mist ect..." in an accented voice while pretending to be a less hairy Chewbacca?
3659  Media / Single-Player RPGs / Re: Is Zelda Skyward Sword really the best Zelda game ever? on: March 25, 2012, 12:04:45 AM
I am a nut-case completionist and strange as it may be, I have not finished a Zelda since the OoT. A Link to the Past was my favorite but something happened to my tastes thereafter and I never was really able to "get into" a Zelda title the same way ever since...  I gave Twilight Princess a sincere effort but it also fell off my radar long before completion...

I don't know why the Zelda franchise doesn't do it for me.... but it just doesn't....

Could be something lost in translation between 2D and 3D. I know that the series has moved quite a distance away from the openendedness that the early games thrived upon. Majora's Mask had a somewhat openendedness when it came to sidequests and such but having to access Hyrule or whatever one piece at a time really diminished that sense of accomplishment when you found something that you could get to or something that you need to come back to later on.

Kinda like the difference between Super Metroid and Metroid Fusion: One lets you try to figure out how to proceed to the next part of the game and hides items that, even if you can't get to them now, they'll be there for you to pick up the next time you're in the neighborhood; the other constantly pushes you forward towards a goal, never letting you look back, purely for the sake of the narrative.

Much in the same way guys like the Owl, Navi, Tatl, the Mako Trees, KotRL, Elzo, Minda, and Fi are constantly pushing you forward trying to keep you on track and not letting you proceed at your own pace through a large and fairly open overworld. Of course if you made a game like this today people are probably going to complain about needing to look up GameFAQs or being too unintuitive instead of enjoying what the game is trying to let you do. It feels like games these days try to make players feel like they achieved something without making them work for it at all. At the very least the Zelda games over the last decade are incredibility guilty of this.
3660  Media / Single-Player RPGs / Re: RPG girl you would marry? on: March 24, 2012, 04:55:33 PM
Quote
Not much of a choice though. Mostly due to RPG females either being prone to kidnapping (which would get annoying), being prone to triggering some kind of plot based destructive surges of energy (home ownership's a bitch), being prone to dying young (granted this one would too but at least there's a Valkyrie Staff for that (provided anyone could use the damn thing)), being prone to spawning derpy kids (taken care of in this scenario), being prone to be underaged in a rather creepy way (nuff said), being prone to having traumatic pasts (hello massive psychiatric bills), being prone to be useless as hell (especially inside a kitchen, nothing like cooking that's toxic as hell), or some combination of the above.

Good point, but you're forgetting a few:
-half of them appear to have an eating disorder. 'Oh no, I weigh 100 pounds, I'm way too heavy! From now on I'll only eat apples!'
-even the independent ones don't function well in society. Not being able to bathe regularly and dressing themselves properly are common problems. For instance, most seem to be unable to dress appropriatly for something as simple as taking a walk in winter (they'll wear a bikinitop, a miniskirt with half a dozen zippers and snowboots with heels, or something like that)



Forgot about the rampant anorexia but I do feel that part of it is at least due to underagedness of depicted females and mostly due to the fact that they're based off of conservative Japanese BMIs without any consideration to the whole idea of athletic builds, body fat, or skeletons (plus it tends to afflict everybody and not just females).

Having temperate immunity does have it's advantages though along with complete immunity to filth or wear and tear even though realistically speaking, most video game female attire wouldn't last five minutes in the real world, and the same could be said of male wear as well but for different reasons (body paint alone isn't enough to save you from an indecent exposure charge and hey remember that full suit of plate mail with spikes on its spikes and that gun/sword that's as large as you are....?).

Additionally I could see the lack of potty training and healthy feminine hygiene to be an issue as well, but this is as far as I'm willing to cross that line on.


Aeolus- Well...there's this lady for you, I guess.


I'll admit it, I've never played Lunar:EB before, but given that it's a Game Arts game I can already seduce that I wouldn't like the character given that she's irrelevant to the plot either because she's mostly annoying, or gone as soon as her tenuously strained ties to the plot give depending on whether she has any significant screen time or not. So far the most likeable female protags I've seen in a GA game would have to be the protags of Walking School.


WHY ARE THERE SERIOUS ANSWERS

Frankly I'm having fun sperging out over the ridiculousness of imagining any of these 'female characters' actually trying to function in the real world. Or are you referring to somebody else?

Besides my real answer would be to make my own RPG girl, with Blackjack and T.J. Hookers, or to say "Fuck it, I've got a life!" and get a real one (BO be dammed).
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