Welcome, Guest. Please login or register.
March 28, 2015, 01:27:59 AM

Login with username, password and session length
Search:     Advanced search
Have a great 2015 from all of us at RPGfan. :)
349415 Posts in 14252 Topics by 2245 Members
Latest Member: Xanxos
* Home Help Search Login Register
  Show Posts
Pages: 1 ... 297 298 [299] 300 301 ... 465
4471  Media / Multiplayer RPGs / Re: Emperor's SaGa on: December 06, 2011, 08:45:35 AM

Welp. This apparently is a thing after all. At least we know that it has a selectable gender option for the MC.
4472  Media / Single-Player RPGs / Re: Xenoblade on: December 06, 2011, 02:41:35 AM
One critical note to make here - the game is currently slated to come to the United States only.
What. The. Fuck.

Write a petition.  Heh.

I've heard the gameplay described as what FFXII wanted to be.

Anyone care to elaborate more on this?  I actually really liked the MMO-esque combat of FF12.  Kind of interested in hearing your guys thoughts opposed to googling.

From what I've seen in the media thus far, the basic combat is handled like FFXII in its MMOish way but instead of trying commands to a clumsy menu at the bottom of the screen a customizable bar is located at the bottom with extra commands located there for more direct access. Also character have some sort of relationship thing going on where characters react to others in the party which does stuff to their combat proficiency. I'm not sure if Gambits are in or not but I didn't see anything in regards to Mist Knacks or Summons so it at least has that going for it.
4473  Media / Single-Player RPGs / Re: The Legend of Zelda: Skyward Sword on: December 05, 2011, 08:34:35 PM
And it terms of "connecting" areas, I guess it would be fun for exploration, but it's not like it's ever been creatively handled.  Hyrule field in OOT was the base hub to every section, and TP's field was connected by narrow paths to change the environment.

I'd think Zelda 1, LttP, and LA did a good enough job there, which is why it can be irksome. It's irrelevant for a game like Mario, SM64 was something of a fluke there and probably wouldn't be if space were less of an issue anyway given how SMG and SMG2 went for tighter, linear design. And Skyward Sword DOES seem to be an improvement for non-dungeon areas on a whole, so stepping up a bit more could lead to a more ideal overworld.

The other problem though may be game size. Those three games are all fairly small, and while Minish Cap kind of abandoned that it was directed by the SS director anyway, so that's probably more an overall design philosophy of his. It may simply be impractical to go for that kind of freedom in a game that can take 40+ hours to beat rather than 20+.

Frankly I found what we got with SS to be basically those three games you just named x3 with one for each region (well more LA than either LttP or Original). There's a lot to be discovered in each region from the major stuffs like pieces of hearts and goddess cubes to minor things like small loot like Amber Relics and goddess statues. Additionally since the game takes these areas and have something major happen to them they offer something new and different on different visits and these environments are pretty large to begin with. So in this case I feel the reshaping the landscape either through silent realm antics or by the events during the Song of the Hero quest line is more preferable to pulling what TP did.

What pissed me off about MC was its pacing, its shortness, and glut. First it's important to remember that the overworld was painfully small and so areas that were wasted on puzzle exploration like the mountain felt like dead space in an already cramped game. Second was the fact that exploration and kinstone fusions didn't really become available until after the fourth of six dungeons had been done so you'd have around 9-10 hearts leaving level 4 and up to 15 going into level 5, you had the best upgrades like the joy butterflies and the final collection of Swiftblade brothers first available right before you enter the final dungeon, and then there's the Mirror Shield which was both a waste of time (since it only blocks one additional projectile found in the game by an exceedingly rare enemy type) and only available after you've beaten the game (further making it worthless). The game basically blocked you from generally exploring for really arbitrary reasons like most shops being closed in town and only slowing being opened up one by one after every major milestone or the placement of guys like the construction workers or the dogblock.

And that's what SS avoids doing for the most part. You have the sky open to you at the start and there are things to pick up aside from the vast number of sealed chests, most of the town opens up as soon as you get your bird, and nothing is really arbitrarily blocked off from you aside from some of the Song of the Hero locations whereas Minish Cap has none of those things until later in the game (you're painfully on rails until after level 2, things don't actually start to open up until after level 4, and then there's missables and post game crap as well) and the overworld is more town than world.
4474  Media / Single-Player RPGs / Re: The Legend of Zelda: Skyward Sword on: December 03, 2011, 05:55:51 PM
I'd say that it's the first part of the second third of the game considering how much more time and effort you spend in between dungeons exploring rather than the dungeons themselves like normal. Dungeons themselves are more like mile markers rather than major events since it took me an hour on average to meander through a dungeon but it took roughly about 5 hours on average while going through the events leading up to that dungeon. That's something I actually enjoyed about the game since the areas are vast enough to have a great deal of material and secrets to discover but with enough shortcuts scattered about that traveling around isn't a big ordeal. That said, I too wished it was more like Metroid Prime 1 rather than Metroid Prime 3 in set up and layout. Still though, what they do with the regions actually makes up for it a bit given how that during later revisits some areas have massive events that change up the region for awhile (and leaves some additional lasting effects in their wakes).

Btw Prime Mover; I don't think that Zelda games are too not GRIMDARK enough. Sometimes the darkest stories are also the lightest ones due to how much whiplash is involved (especially if they're subtle and skilled about it and let you put the pieces together yourself). There's no need to create a boring dramafest when viewers can create one themselves. The Zelda series is famous for being light enough to draw people into the premise but being serious enough to have a meaningful story come out of it by the end.
4475  Media / Single-Player RPGs / Re: The Legend of Zelda: Skyward Sword on: December 02, 2011, 10:59:45 PM
I thought the point of TP was to avoid risks (especially after coming off the heels of the, at the time, only luke-warm reception of WW), it was a safe, but good title -- a throwback to why we liked Ocarina of Time, but improved *that* formula.

I beat the final Imprisoned, he's much easier -- but yeah, a proper pain in the ass.  I'm not really sure how to go about the Boss Rush mode.  Given the "preservation tactics" you need to employ, I'd argue if you can beat boss rush successfully, you don't need the shield. :P   ....I'm scared of fighting Imprisoned 2 again though. =(
And surprisingly, I found Ghirahim 1 harder than Ghirahim 2.

I do like how this game is pretty 1:1 with (well, not only controls but) the balance between fight-focus and puzzle-focus.  The last dungeon was great for that!  And I loved the 3rd visit to Eldin (where you start with nothing).

How this game measures up as a Zelda though, is pretty uncertain to me.  It's definitely a departure, and definitely not what I'm (or the series) is used to.  I like it, but it's not without it's flaws (can't say that without causing a riot on a Zelda forum).

Final Boss Spoilz.
lol, wasn't someone here complaining that TP Ganondorf was distracted like an idiot?

Oh son of a bitch! Of course they'd go make that into a tradition (though to be fair I had already found that Uncle Bats was also afraid of the Bug Catching Net so I falsely assumed that particular reference had already been made (they also made the "It's a secret to everybody" reference twice)). Oh well it's still the best final boss fight since WW. Vastly superior to TP's and ST's gimmick fests (oh god was ST's final boss fight awful). Actually that's something I really noticed and enjoyed about this game was just how packed it was with little bits and secrets that don't do much other than being a nifty thing much like LttP and LA were.

For the boss rush it's important to remember that while you lose access to items you didn't have while you refight them, you still keep the upgrades to the items and heart containers you still have, and that these refights are unchanged from when you originally fought them aside from whatever you're bringing to the show. The tl;dr is that all of these fights were fought with something other than the unclenched Master Sword (a majority of them with only the Goddess Sword) and that you don't really need to worry about health since many of the boss arenas have a few hearts scattered about in them like they did originally.

Bitching about SS not being GRIMDARK enough

First off there are plenty of other games that cater to your tastes that came out recently like Skyrim, a dozen or so shooters of the month including CoD:MW3, and stuff like Saints Row 3rd Street that you should be getting your mature adult entertainment elsewhere. Besides that, ascetics alone are not the indicator to how much of a navel gazing dramafest you're mashing the text advance button through while channel surfing. Case in point, Secret of Mana, one of the most bright and colorful RPGs on the SuperNES and it ends with half the named cast either dead or fading out of existence. SS also has its moments (especially when you actually think about that whole time shift stone mechanic a little more than just as a neat gimmick), but you don't always need a thousands shades of brown and bloomlighting out the ass to spew soap opera level drama through Twilight level writing by a bunch of Joss Weadon fans. *cough*DragonAge2*cough*

Basically you came to the wrong game if you wanted Final Fantasy VI the action adventure. Hell Nintendo is famous for designing gameplay over story; which is nice since a lot of story that comes out of Japan these days are painfully generic animes and not a lot of people care for that crap, especially after the 100th time they've seen that particular song and dance. Another Zelda like TP would be a disservice at this point and a big one at that given that TP itself screwed it the fuck up by shifting plots right in the middle of the game. It's the biggest reason why SS is that much better than TP is that it doesn't try telling a half baked story that it fucks up halfway through and resorts to telling an OoT-alike plot to finish out the latter half of the game; it's consistent from start to finish and that's worth more than all the meaningless pose striking in the world.

Additionally levels 4 and 5 are definitely the best in the game.
4476  Media / Single-Player RPGs / Re: SHIN Megami Tensei Topic on: December 02, 2011, 09:44:14 PM
Alright, then.

The next MegaTen down the line is Devil Survivor 2 (and it'll probably get an enhanced port for the 3DS much later, or so I think). Let's talk about it.

I seriously think Atlus is getting out of hand with busty teenagers. Thought Yuzu was too busty? The new girl with the new trio is bustier than her it's ridiculous.

No. That's not the sad part. The sad part is that Ms Boobielicious looks almost completely flat as a board aside from the two watermelons stuffed into her shirt and it makes her look ridiculous as all hell.
4477  Media / Single-Player RPGs / Re: Xenoblade on: December 02, 2011, 04:18:00 PM
And THIS is why I didn't import and soft mod my Wii.

That and my guess that if I made myself into a big enough ass out of the whole not coming out here deal (limited to this site thankfully) they'd have no choice but to release it just to get me to shove my foot into my mouth. Consider my next few meals to consist of nothing but foot sandwiches and humble pie for dessert.

Hopefully there are still people who want this and didn't resort to importing and jailbreaking their Wiis for this.
4478  The Rest / General Discussions / Re: The NEW Game Journal on: December 02, 2011, 02:55:36 AM
Started up a game of Golden Sun. Gaming wanderlust is giving me problems. Broadly speaking I have no attention span for anything.

You poor, sad, son of a bitch.

Anyways, finished Skyward Sword. Not quite the game I had hoped for based on initial previews but still the best Zelda in years. Admittedly there were Metroid elements within the game but not quite what I had in mind. (A Zelda game with Morph Ball and Varia Suit equivalents? I never. Well ok the latter one had been done in OoT as well, but still....) Still it doesn't feel nearly as half-baked as either WW or TP did, and that's the best improvement of all.
4479  Media / Single-Player RPGs / Re: The Merged Final Fantasy XIII-2 Thread on: December 02, 2011, 02:33:02 AM
What the hell is Snow doing in battle if he doesn't join the damn party? C'mon Square, why can't you make the stupid monster party members optional and give us more than two damn permanent characters.

I'll get this game when it bargain bins, like I should have with FFXIII.

He's just pulling what ToS's veteran cast members did in ToS2:DotNW. Take up party space, be irrelevant, yet not be as irrelevant as whatever else you're putting in that slot.
4480  Media / Single-Player RPGs / Re: The Legend of Zelda: Skyward Sword on: December 02, 2011, 02:26:37 AM
I do believe that this thread is veering awfully close to a Zelda Timeline discussion here and those things never end well.

I hate the whole timeline thing, and I never let it clue-in while I play a Zelda game.  Similarly, the story in these games don't make me think into deeper than what I see, and I see them on a case-by-case bases (I like their simplicity; like an older fairy tale of sorts where it's some sort of "kidnapped princess", "evil", and a "hero"... oh wait, thats what it is! :D ).

Speaking of hate; the Silent Realm is extremely intimidating. =(  I spend like 2 minutes from the starting spot just scouting and thinking, and just as much time running around as looking at the map to plan. xD

Speaking of hate-hate.  The Imprisoned battles are not fun. At the very least, I can handle the challenge of the thing climbing, what I HATE is dealing with Shockwave Toes.  Any good tips?  I hear you fight the asshole a 3rd time (I saved myself some stress by getting the infinite-stamina potion and wearing the potion medal... that shit lasts HELLA long).

Spam the catapult at every opportunity to stun it or keep it from climbing up. The third fight is both easier (you only need to take out the feet once) and harder (if you miss then you should probably kiss your ass goodbye); fortunately it's pretty hard to miss unless you rush which you shouldn't be doing too much. But with that said, the Imprisoned fights are the most annoying boss fights in the game and things get much easier once you figure out the gimmicks of the other bosses
which you ought to do given the fact that the best shield of the game is hidden near the opposite end of a boss rush and you'll REALLY want that shield when you get to the final bosses of the game.

And speaking of, I actually enjoyed the final bosses this time around versus that retarded gimmick crap that TP and ST were guilty of.
4481  Media / Single-Player RPGs / Re: The Legend of Zelda: Skyward Sword on: November 30, 2011, 02:45:33 PM
I do believe that this thread is veering awfully close to a Zelda Timeline discussion here and those things never end well.

lol, Skyward Sword did get Zelda to final admit...
"Link, I used you!!!"
That was 25 years late.

That whole scene was goofy as hell.

"We're at war here! But I used my disappearance like a carrot on a string to force you into becoming a hero. To say I'm sorry for that I'm going to freeze myself in carbonite here in the past so that you can thaw me out when everything is all said and done in the present from which I am originally from so that you can't officially rescue me thun the end and with everything all said and done I'll be like I've been gone for only a few days."
4482  The Rest / General Discussions / Re: The NEW Game Journal on: November 29, 2011, 07:55:55 PM
WTF. Sword of Mana had a job system?

Kinda, in that you dumped levels into specs which ups a variety of stats by various amounts and if you hit upon the right combination of specs you're given a job title with a couple of mostly worthless perks and pigeonholed into that particular job tree for the remainder of the game. It's understandable why one could've missed it given how many systems Squeenix decided to throw into a blender and hit frappe to make that game with. This game is still my go to example for bad game design for reasons I dare not rant about here (again).

@Raze: I'm going to venture a guess and suspect that you aimed for the Master Ninja job since it's the only top tier job that doesn't suck. And if not then why didn't you go for the Master Ninja job as it's the only one that doesn't suck? Not having trapped chests dick you over constantly is a fucking godsend in that game and goes a long way to make the game not quite as awful, and the evasion perk isn't a complete waste either (unlike so many of the other perks).
4483  Media / Single-Player RPGs / Re: The Legend of Zelda: Skyward Sword on: November 29, 2011, 07:36:39 PM
Well, I DID say my opinion on Wind Waker could change if I replayed it today. Some of the things I've grown more sensitive to (shut the fuck up Fi) were problems I kind of ignored in WW. I do think WW will still be one of my more liked Zelda stories though, TP in comparison felt like one of those anime movies that TRIED to be a big deal but nevertheless meant nothing in the grander scheme of things, plus like stated they could've used that to really shake up where the series went and what it did, potential only half realized in Spirit Tracks (and completely ignored in the more direct sequel, Phantom Hourglass).

TP's story suffered massively from being split in two almost completely distinct stories with it starting as an invasion from an unknown/alien force that perhaps even the Master Sword can't quite deal with and ending with watching Ganondorf try yet again only to get distracted by a fishing lure. I don't think anyone here is arguing that WW hasn't had one of the better stories until now but until we actually make it through this game we can't tell whether or not SS surpasses it or not.
4484  Media / Single-Player RPGs / Re: The Merged Final Fantasy XIII-2 Thread on: November 29, 2011, 06:44:53 PM
As little confidence as I have in Squeenix these days; I doubt that even they could fuck this up as badly as they fucked up XIII-1 since I doubt that they need two tech demos of their new dev engine.

Plus Ezio screams DLC and that's what Squeenix is going to load this game down with to milk the most profit off of initial buyers.
4485  Media / Single-Player RPGs / Re: The Legend of Zelda: Skyward Sword on: November 29, 2011, 06:38:57 PM
I prefer Zelda games to be less rigid (or at least less rigid FEELING) but Skyward Sword's just different enough, and addresses other issues I had before anyway. I don't feel as roped along by a narrative as I did in Twilight Princess, and the alternatives to the bug hunts ARE much better. Wind Waker is still my favorite 3D Zelda, but maybe that'll change if I replay it.

I'm going to agree with this aside from the Wind Waker comment as this game is definitely blowing the GCN ones out of the water. The new control scheme is doing wonders for this game despite the occasional flub here and there. The trash mobs are just challenging enough to not be completely steamrolled without a thought but aren't ridiculous speed bumps either. Enemy placement is also probably the best the series has pulled as I've lost count of the ambushes I've blindly walked right into ("A beamos? I'll zip across the room, stun it with the Leaf Blower, and cut it down to siz....oops. There was a second beamos nestled away in the corner conveniently out of sight, now I've got two beamos stunlocking my health away." Other examples include common locations of Moblins outside of the forest, particularly Iron Shield ones.), but the key to some fights is that it's sometimes just better to stick an arrow into them or fly a bomb-flower loaded Beetle into them and be done with it.

And speaking of, my opinion of the inventory this game is that it's the best since Majora's Mask. First off it avoids the fatal mistake that TP suffered from by making the more practical items dungeon items in later dungeons (the Wooden Bow is the last item on the B wheel after the Leaf Blower and the Beetle). It's also not as stingy with upgrades as the GCN games were (TP had the Claw Shot upgrade into the Double Claw Shot and the various plot based sword upgrades plus a few additional options added to the bow; beyond that was a single Shield upgrade and the two mails that were stand-ins for the Flippers and Naryu's Love respectfully and not very useful on their own plus the obligatory wallet and capacity upgrades. WW had the plot based sword upgrades, a shield upgrade, and the three different arrows, and the spin attack plus wallet and capacity upgrades and the double magic meter. Without getting into spoilers territory so far in SS I've upgraded three different Shields, four different B items, three different capacity boosting items with a second seed satchel and bomb bag unupgraded, two different potions both once and twice, and an auto item once, not to mention the plot based sword upgrades and the wallet). Optional items are the biggest difference between the three games though (as SS has the medals and various - items whereas WW had the HP mask and the Nayru's Love stand-in and TP had the Magic Armor, the Sniper's Mask, and the additional two bomb bags). The Harp is more annoying to play than the Wind Waker and Wolf Link's Howling but aside from the mini-game being obnoxious it's much simpler to use than the others by a wide margin (a simple wagging back and forth will let you use it successfully for most cases and songs are played automatically as long as you keep the rhythm).

Exploration is where I feel this game trumps WW the most though. WW had the ocean which was a good concept but was utterly wasted on the specks called islands in that game; most of them were boring rocks with a single gimmick to them at best aside from the plot based islands which was where the lion's share of the gameplay took place. SS on the other hand has the sky to serve as an ocean imitation but it also has the three surface regions, each of which are sizable areas with lots of secrets and niches scattered about and add some massive variety to the whole adventure. SS's dungeons are surprisingly short (I'd say level 3 is the largest dungeon thus far and I'm near the end of level 6 right now) but they don't feel as empty as MM's dungeons or like marathons like WW's dungeons were. Additionally their shortness also lets dungeons have their quirks without overstaying their welcome and they each have their own distinct motif to them.
Pages: 1 ... 297 298 [299] 300 301 ... 465

Powered by MySQL Powered by PHP Powered by SMF 1.1.20 | SMF © 2013, Simple Machines Valid XHTML 1.0! Valid CSS!