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3661  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.
3662  The Rest / General Discussions / Re: Youtube on: March 26, 2012, 01:45:04 AM
TO THE STARS!!!
3663  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.
3664  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.
3665  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.
3666  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?
3667  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.
3668  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).
3669  Media / Single-Player RPGs / Re: RPG girl you would marry? on: March 24, 2012, 10:25:27 AM
Quote
That said....I'd take FE4's Ayra

You sure you don't want to take that back? Tedius Zanarukando hears all and he will return from the depths of his forum (population: one poster, three trolls) to rant about 'true women'. Yep, now you've doomed us all.

Anyway, does it have to be a girl? Well, uhm... maybe Estelle, the one from Tales of Vesperia? Together we will build the best library ever!

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.

Granted I might have gone with Samus given that she can kinda take care of herself except for the times when a male with a commanding presence is present wherein she wets her Zero Suit even if said male would shoot her in the back (thanks Other M) but she's not in a RPG yet.

I might go with Princess Peach but she's in a love rectangle between Mario, Bowser, and Donkey Kong and again, kidnapped all the time. Daisy would be worse solely by virtue of the fact that I don't need a significant other who constantly reintroduces her self at the drop of a hat (also not yet in any RPG). Additionally I'd rather not get into politics so pretty much any RPG Princess is out unless they're ones in name only (which means no SD3 Lise either).

Maybe Nina from BoF2 but I bet it'll require soloing Simafort so that's out.

And the list of female characters in RPG LPs I've been following recently goes on and on....

The tl;dr is that most RPG females suck cock already and I just sperg'd the fuck out on a very creepy topic.
3670  Media / Single-Player RPGs / Re: RPG girl you would marry? on: March 23, 2012, 06:31:57 PM
Funny that we had a topic like this a year ago(?) and it was taken seriously~

I think we had about the same ratio of fake posts to real posts in that thread as in this one.


That said....I'd take FE4's Ayra just because I'd know that I'd be getting some fucking awesome kids out of the deal (although I'd probably be a worse suitor than Arden, but that's what makes the sword twins so great, nobody can really fuck them up).

Code:
We're sure that I've got a female character's name this time, and not just a male character with a girl's name; right?
3671  Media / Single-Player RPGs / Re: Is Zelda Skyward Sword really the best Zelda game ever? on: March 23, 2012, 06:14:28 PM
No one has mentioned the ultra annoying "silent realm", GOD, I hated those areas. Took me awhile to figure each one out. Especially the last one.

The last boss WAS pretty darn cool, though.
Code:
I like that he actually chatted with you a bit. He even showed respect upon being defeated. I had to check gamefaqs about the second half of the battle, though. I had no clue that I had to raise my sword up and collect lightning power to hurt him. Even after knowing that it still took me numerous tries to beat him. Tough mofo.

The thing that "saved" the game for me was the dungeons. I like how well designed they were, and that they weren't crazy long.

That was one of the things I liked best about that boss fight. You could definitely fight and beat him without using that technique (though you really need the Hyilan Shield or an ass load of Shield+ Potions do really get away with that). Hell of a lot better than ST's final boss fights which consisted entirely of figure out the gimmick seven times in a row (and many of them were terrible gimmicks to begin with, fucking Pan Flute).
3672  Media / Single-Player RPGs / Re: Question about Suikoden on: March 23, 2012, 10:50:05 AM
Absolutely. In most Suiko games there are about 5-10 'stars' who are dedicated magic users (such as Luc) and will gain far more benefit from the top tier magic runes. In terms of physical enhancing runes there are a few that are almost game-breaking in their effectiveness but sometimes it's possible to miss their drops and not be able to backtrack to farm them at a later point (such as the awesome Double Beat in Suikoden 2).

Except that Double Beat isn't exactly a missable rune given that it shows up several times throughout the game and that you can grind for them at the very end of the game. What's most important to remember about Suki I is to not worry about that stuff at all. Outside of a window set, a sound set, two different items needed for recruits half way through the game, and antiques you don't need to worry about enemy drops. Just go and do your best.
3673  Media / Single-Player RPGs / Re: Question about Suikoden on: March 23, 2012, 01:01:10 AM
At three hours in the only thing you should want to know about runes is that characters with high Magic stats want runes more than those with low Magic stats, that you have to go to rune shops to have runes equipped or unequipped to your characters, and that you have to sleep at an inn to refresh your MP charges.

Copy pasta-ing my previous post from the other thread because the other thread got locked and it is still relevant to the topic at hand.
3674  Media / Single-Player RPGs / Re: Is Zelda Skyward Sword really the best Zelda game ever? on: March 23, 2012, 12:57:11 AM
2nd playthrough?! If you didn't like it, why would you play it again? Odd.
I agree with all that you said above, although I liked the dungeons a bit more. I found the back and forth time stuff kinda cool in the sand area. It was obvious the designers were proud of themselves, though, because they kept using it over and over again.
The final dungeon:
Code:
WTF? I was expecting some huge, epic coolness, and all I got was yet another rehash of the same three areas. Big time FAIL there.
And not a single memorable tune. I can still hum the music from Link to the Past, but I've already forgotten the music from this game. And I just beat it 30 minutes ago! Sad.

That's right. I knew I was forgetting something. It was the forgettable music. The melodies played on the harp were by far and away the best pieces so naturally they had to only come up during the plot and only when you either learned it or used it the one and only time per run. Otherwise I'd say the later boss music was the next best theme (i.e. the one they used for the water dungeon's boss fight), followed by Grigham's theme.

The dungeons were really the best part of the game for completely different reasons than TP's dungeons being the best part of the game were (English translation: TP's were long and involved and served as the high points of a dull and lifeless adventure whereas SS's were short and sweet and opted to make efficient use of their design versus the long and repetitive slogs through the various zones save that last one which was undeniably phoned in).
3675  Media / Single-Player RPGs / Re: Kind of confused about Suikoden (currently playing) on: March 22, 2012, 09:50:47 PM
http://www.rpgfan.com/boards/index.php?topic=10856.0

Not only did you ask the exact same question before but you haven't even made any progress since.

At three hours in the only thing you should want to know about runes is that characters with high Magic stats want runes more than those with low Magic stats, that you have to go to rune shops to have runes equipped or unequipped to your characters, and that you have to sleep at an inn to refresh your MP charges.
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