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352826 Posts in 14364 Topics by 2254 Members
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3811  Media / Anime, TV, and Movies / Re: Anime/Manga Journal on: September 15, 2012, 06:23:02 AM
The biggest obstacle to mecha shows as far as that goes has always been marketability. They want to sell their models, so they end up needing to have said robots look "cool" by mowing down tons and tons of grunt suits, even when it makes no sense. The early episodes of Code Geass avoided this by having the mecha not be a focal point of the show, which made Lelouch's maneuvers with them interesting. Gundam 08thMS tended to avoid this a lot more as well.

This is also the reason why almost all mecha series fall apart during their second seasons if they have them. Regardless of where the director/writer wanted to go with it, any mecha show that gets a second season is 100% guaranteed to shill for the model kits with the rest of it either revolving around the director/writer's desperate fight against the meddling executives (and the meddling executives winning every time), it getting sabotaged by the director/writer because "Dammit! If anybody's puttin' baby in the corner it might as well be me.", or nothing at all because it was always a paper thin excuse to design and market more models.

I really can't think of any noticeable exceptions to this rule, that isn't firmly in OVA territory or softcore porn.
3812  Media / Single-Player RPGs / Re: super robot wars original generations 2 for ps3 on: September 15, 2012, 06:06:18 AM
Great. So not only have they made it more needlessly complicated than necessary but that Katina and Russel aren't actually getting new machines but frames for the old ones.

Actually I'm sort of okay with these. I can just about wrap my head around the 'why' of those multiple skill slots and sticking with frames will at least help stem the power level creep going on (since OGs1 and OGG were pretty bad about that).

Anyways, my take on the multiple skill slots is mostly to encourage splitting up and reforming Twin formations during battle. Say that you have a particular ace that you want to fully take out the boss but of course you'll need to build some Will to use your huge combination attack. However your other high damage dealing ace burns through ammo too quickly or can't dodge for shit (or doesn't want to get hit to avoid Will penalties/ect...) but you still need to build Will for that combination attack. So you start by pairing the two with different partners with skills that compliment their Will building goals (or maybe movement's the issue/ect...), then once you've achieved your desired state you split those two groups apart and reform as one new group (and a dedicated support group with the leftovers) to achieve MAXIMUM DAKKA!!!! Since you only have a limited number of slots you can stick one or two copies of whatever you plan on needing with the aces and have your support carry the rest of the necessary loadout for the Will building ritual (or whatever/ect...) as well as support boosting options for later so that they don't become deadweight afterwards.

In other words its trying to avoid what FE11 did with its Double mechanic where you received bonuses based upon a combination of stats, class, and support level. In effect you're grooming half your active team into support bots for the other half over the course of the entire main game (although with all the grinding you can do in that game and the unlimited A level supports you can make (only one S ranked support though for marriage/breeding reasons) you can easily build a bunch of support options into anybody as well as converting your support bots into frontliners that you can switch back and forth with to abuse things like Lightning Speed or Cry skills).

In the end I think that the three required skills is just for flexibility purposes given that you could either give two units up to four bonuses or one unit up to three out of six bonuses spread across six different partners (provided there are enough skills to go around). Won't know how it goes until we can play it (without importing or resorting to illicit means which I suspect will be between a cold day in hell to never given all the bullshit and general lack of interest that surrounds this series).
3813  The Rest / General Discussions / Re: Random and Amazing Pictures, Please! on: September 15, 2012, 05:07:34 AM


He looks like he's about to summon and hop into his giant robot and kick some ass.
3814  The Rest / General Discussions / Re: The NEW Game Journal on: September 15, 2012, 05:05:47 AM
So between all this talk about Megaman games, especially the ZX games, which I haven't played since release, which I've been meaning to rectify as of late, which would also break the glut of RPGs I've been playing, so I've decided to satisfy an itch and replay ZX1 and remind myself just how much I currently loathe Crapcom. Turns out: A lot.

Wait so are you made about ZX1 itself, or just Capcom for being like OH HEY YOU KNOW THAT WHOLE STORY WE HAD GOING HERE yeah fuck you guys you're not getting it neener neener.

Anyway, I loved BoF2 when I started playing it but the sheer brokenness of it gets overwhelming the further along you go. Nothing... works quite right. And the balance wrt spells being useful is just way the hell bad.

Oddly I hated BoF4 until I started playing it again this summer at which point I really got into it. Wouldn't mind picking up a copy of BoF3 sometime but it goes for quite a lot. I mean it's not like I don't have a shitload of money, it's just that I'm cheap as hell.

Anyway, beat the black devil in MMX5. Wasn't really THAT hard. Also greatly appreciative that the game lets you change armors and save between Virus levels.

The second one.

As for the BoF series:

- The first is very bare-bones and uninteresting to say the least, but it was still well made with a solid enough of a gimmick to separate it from the pack.

- The second is as I mentioned above. The neat details are drowned out by the painful grind that you're constantly enduring, especially at the end since you need like an extra 10 levels to make it through the final dungeon while running off of shaman fusions, roughly 30 without.

- The third is where the plotting and mechanics starts to improve. Still turns into a slog at times though. Also I disliked the art style at first but over the years I've come to become indifferent to it. The minigames are also rather annoying more often than not. But still an improvement overall.

- I haven't played the fourth but my impression from it was that it was a further improvement in the plotting over the third.

- Haven't played the fifth but who doesn't know how it threw out the baby with the bathwater, even if the series sort of needed it. And even if I did it wouldn't be very comparable due to the entirely different nature of the game compared to the first four.

- Command Mission continues to be a stealth BoF except with a shit plot and Ryu and crew getting replaced by a pair of Maverick Hunters (and Axel) and their merry men (and Axel). It has the unique party member gimmicks and a mess of furry races in the rogue's gallery. On the other hand it is short and doesn't require that much grinding.


The tl;dr is that if you're counting ALL the BoF games then Command Mission is easily the worst (which is why nobody considers it to be one).
3815  The Rest / General Discussions / Re: The NEW Game Journal on: September 14, 2012, 11:14:39 AM
Actually the second is the least liked of the first four BoF games. Mostly due to the abysmal translation, obnoxious sequences like Sima Fort and the final dungeon, all the ridiculous backtracking, the one-shot nature of Ryu's dragon transformation, the crappiness of some of the characters (fuck you Jean), the ridiculously high encounter rate, the ridiculously high need to grind at every turn, and so on.

At least the music and artwork was good (probably the best part), the plot was decent back when it was new (but now suffers from the same fate as FFIV in the beaten into a cliché department), and the shaman transformations okay (for as long as they lasted which was somewhere along the lines of not very long to not at all).
3816  The Rest / General Discussions / Re: The NEW Game Journal on: September 14, 2012, 09:58:49 AM
So between all this talk about Megaman games, especially the ZX games, which I haven't played since release, which I've been meaning to rectify as of late, which would also break the glut of RPGs I've been playing, so I've decided to satisfy an itch and replay ZX1 and remind myself just how much I currently loathe Crapcom. Turns out: A lot.

Seems I had forgotten one aspect/plot thread of ZX1 that Prometheus and Pandora had a hand in removing Ciel from the Zero series from the picture. Not a particularly big detail on its own but the fact that the third ZX game, had it been made, was apparently going to go back and have you play as one of those two (in much the same way as the first two ZX games gave you a choice between protagonists of differing genders) as a prequel to the first ZX game it would've likely gone into how Ciel lasted for the hundred(s?) of years between games. But like the Thomas going nefarious on Mikhail's ass and Model Z being up to something, it too will remain a permanent loose end.

Anyways I'm currently dicking around in Sector M which is like right up and close to endgame. Have all four Life Ups and three of the four Subtanks. Also have five of the eight equipable upgrades and all but Model P's weapon energy levels maxed. I think I've gotten every consumable too (as well as high scores at all the arcade games). No Model Omega, but I'm playing on my DSi currently so I haven't unlocked the boss rush yet.
3817  Media / Single-Player RPGs / Re: super robot wars original generations 2 for ps3 on: September 14, 2012, 03:51:12 AM
^And the pics apparently.


Anyways... http://www.siliconera.com/2012/09/11/learn-new-abilities-from-fallen-robots-in-the-2nd-super-robot-taisen-og/

What!? I mean this sounds suspiciously like the same 'down baddies; get PP' system that's been in place since at least SRW4, but I guess it could be similar to SRWW's system of enemies holding onto consumables that permanently confers an extra level &| skills like In-fight/Gunfight/Prevail/SP Up/ect.... to the pilot of your choice.

Either way, hopefully it won't be too needlessly complicated.
3818  Media / Single-Player RPGs / Re: Crimson Shroud - Matsuno's Newest Game on: September 14, 2012, 03:41:42 AM
Double Bumpin' in the what is this shit!?

http://www.siliconera.com/2012/09/11/level-5s-guild-01-coming-overseas-as-individual-games/

I guess it means if you only wanted one or two games you could get it for cheaper than just having to buy the whole thing, but it also means that there's almost absolutely no reason not to pick up the non-Liberation Maiden/Crimson Shroud beyond idle curiosity.
3819  Media / Single-Player RPGs / Re: Bravely Default: Flying Fairy on: September 14, 2012, 03:32:44 AM
Pardon the Double Bamp Posting but http://www.siliconera.com/2012/09/13/bravely-default-has-pirate-ninja-chemist-and-a-new-job-made-for-counterattacking/

This continues to be the only interesting looking thing coming out of Squeenix right now. I'm REALLY hoping this ends up being FFV-2 but without all the bullshit that usually accompanies the various FFX-2 games (where X stands for whatever numbered entry they've decided to cram an awful and unnecessary sequel to).
3820  Media / Anime, TV, and Movies / Re: Anime/Manga Journal on: September 14, 2012, 01:19:29 AM
I don't know specifically what Klyde was referring to, but I'll tell you what bothers me about mecha shows.  There are a lot of mecha shows in which all battles are automatically won by whoever has the newest robots.  Strategy, numbers, logistics, training, etc. don't seem to mean a thing.  It drives me nuts to the point where I just can't enjoy these shows.  Unit A could attack an exhausted nearly-out-of-supplies unit B by surprise with 10 times the numbers, but if unit B has cooler robots than unit A they don't stand a chance.  They might as well save themselves the trouble and just run away from the start.

Maybe that's why I was actually able to enjoy Turn-A Gundam.  There actually was a massive technology gap there.  One side had futuristic giant robots and the other side had basically 1920s tech.  It made sense that the 1920s tech would lose!  Of course then they introduce the ancient-buried-but-apparently-better-than-anything-current robot macguffin, so nevermind that...

The only good thing (not to say ridiculous of which there was plenty) to come out of Double O Gundam was an episode that was literally this. The four Gundams are still technological monsters at this point but they've pissed off enough people to get them to band together and set up a trap that involved a faux display of violence followed by endless wave after wave of mooks bombarding an almost featureless stretch of terrain with said Gundams in it. Que the majority of the episode montaging over the course of the day as the Gundam pilots struggle with the fact that they aren't the brick shithouses that their machines are and that sooner or later they're going to hit the ends of their rope. And then more Gundams show up to ruin everybody's day (including the rest of the show's because they mark the part where the ambiguous nature of the protagonist's efforts become immediately rewritten into the efforts of team good guys).

Also Turn A Gundam is the best Gundam (well okay, Turn A and G).
3821  Media / Single-Player RPGs / Re: Project X Zone - The Namco X Capcom sequel on: September 13, 2012, 02:13:08 PM
http://www.siliconera.com/2012/09/11/project-x-zone-adds-batsu-rival-schools-juri-street-fighter-alisa-tekken/

http://www.siliconera.com/2012/09/12/project-x-zone-screens-bakis-aerial-super-guts-bullet-skeiths-data-drain/

YES! Finally. The best character confirmed.

Oh and a bunch of other dudes and dudettes, but who gives a fuck.
3822  Media / Single-Player RPGs / Re: Lightning Returns: Final Fantasy XIII, The Last 13 Days on: September 13, 2012, 05:50:10 AM
having only played the FF XIII-2 demo is chocolina any worse than that one merchant in final fantasy X/X-2 . not o'waka the dude at the moonflow.

It's up to preference.
Code:
Right up until you hit the casino zone then she's lame as all get out.

And that's not even touching the whole "She's the Frocobo!" thing either, which was both unnecessary and stupid as all get out.
3823  The Rest / General Discussions / Re: Andriasang is closing :( on: September 12, 2012, 05:10:37 AM
Goddamn. I actually preferred this one over 'the ghost of its former self' Nintendo Power and 'devoured an actually decent TV channel before becoming a mid season filler wasteland' G4TV.

Also over Siliconera due to not having to deal with malware attacks cropping up every so often.

Goddamn.
3824  Media / Miscellaneous Games / Re: Next 10 years of Mega Man being discussed by "Top Men" at Capcom on: September 12, 2012, 05:03:39 AM
That would require any sort of intelligence or competence or something beyond bare naked greed to come up with something like that.


It looks like a spin off to the original MMX, a weird side-story/prequel, or DLC; all for the phone version of the game. I'm pretty darn sure that's Storm Eagle in panels 2 and 3 on the right. :-\ Either way...the hell?

It's much more 'reusing art assets while only making one or two new designs period so that we can sell under a dead brand for the moniez' than anything else.

Yes, that's Storm Eagle. Yes, you get to fight him. No, it will be as a touchscreen driven RPG instead of action/platformer. No, there will be no platforming whatsoever. No, this game will not be better than even a Newgrounds flash game.

Based on those screen shots, your options at any given time will be A) Shoot and B) Defensive Maneuver with the occasional C) Special Attack.

If I haven't said it enough yet, Crapcom can go fuck itself in Hell with this Piece of Shit.
3825  The Rest / General Discussions / Re: Random and Amazing Pictures, Please! on: September 10, 2012, 05:27:37 PM
I'm not a fan of tattoos but I wouldn't kick her out of bed.

She wears the holy mother on her thigh, right below what I can only assume is a tat of a sea monster.
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