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4606  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.
4607  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.
4608  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.
4609  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.
4610  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."
4611  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).
4612  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.
4613  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.
4614  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.
4615  Media / Miscellaneous Games / Re: Sony's Smash Bros. on: November 28, 2011, 12:33:01 PM
Calling it now. Fat Princess will fight like Pikmin.
4616  The Rest / General Discussions / Re: The NEW Game Journal on: November 26, 2011, 03:48:16 PM
^By the way, what did you choose to do with the letter?

I gave it to Karane so she and Pipit had "their ending".  When you do the toilet paper for the letter.... well, I saw a friend do that... it was weird. =/

You see a ghost hand consoling Cawlin...
Why are the peeps in toilets in Zelda so damned weird?!  Haha

I went with that one myself since Pipit is kind of a jerk to his mother.
4617  The Rest / General Discussions / Re: The NEW Game Journal on: November 25, 2011, 12:49:22 PM
^By the way, what did you choose to do with the letter?

Friend made me try Summon Night: Swordcraft Story. How do I heal and recharge magic?

You have to equip spells and items to a shortcut bar to use in battle; however you are limited to the number of times you can use options from the shortcut bar (up to five times per battle if I remember correctly) meaning that you can opt to use a heal spell up to five times or an attack spell twice and a heal spell three times or a buff five times and no healing for you for that particular battle. One of the shoulder buttons will allow you to switch between items/spells set to your shortcut bar; the other will allow you to switch between one of the three equipped weapons you have in case the current weapon isn't doing it or durability is low. You can also use healing spells from the spell menu. Also you recover magical charges by going to bed.

So if I have no healing spells I have to use my items? Going to bed doesn't heal me too?

Also, how and where do I make him go to bed?

Spells need charges to be used. Going to bed WILL heal your HP and your Spell Charges. Your beds are in your house and in the forge. Learning healing magic depends on the partner you chose, but all eventually learn it at different levels and different rates. Quick question: who did you choose as your partner?

Restoring your weapons requires the use of the forge you used to make the weapon in the first place. Select the repair option instead of create to repair all of your currently equipped weapons; this is free to do. There are no spells that can repair your weapons and I don't recall there being any items that can repair your weapons until Swordcraft Story 2.

I got Kutty.

You only have to restore a weapon if it breaks in battle, right?

Him? You should definitely have Healing magic by now. As for weapons think of their durability as their HP and the forge as their Inn/Bed. You'll want to keep them topped off since you never know when you're going to be forced into a labyrinth or have to fight a heavy hitting enemy.

Additionally, there's one more rather important thing that you probably have no clue about. When fighting human enemies or enemies wielding their own weapons; it's in your best interests to beat them by breaking their weapon rather than by K.O. You get the recipe to make your own copy of that weapon if you do.

One more question: is it worth my time to explore the town?

Edit: Is durability that green bar? Also, how do I break human enemy's weapons?

Whoops. Missed this post in the clutter and holiday rush.

Anyways, there's generally one sidequest per day that'll net you a weapon recipe and a few other sidequests for other stuffs on occasion. Sidequests rotate everyday so you need to watch out if you're going for 100% otherwise it isn't really worth it if you just want to get through the game as quickly as possible. As for the green bar, that is weapon durability. How you reduce it is to attack an enemy's weapon (aka have your attacks blocked) and let them waste attacks on you (aka turn yourself into a punching bag and let them break their own weapons over your head). For the former strategy you'll want a drill like weapon as they have hugely telegraphed moves that the AI will hopefully block and you can lay into them by drilling as well. For the latter strategy you'll want weapons with high durability and defense and to save all your castings for health and weapon guard spells (ie a spell that prevents weapon durability loss for a short period of time) and be careful as to when and how you block unless you want your own weapons broken.
4618  Media / Single-Player RPGs / Re: The Merged Final Fantasy XIII-2 Thread on: November 25, 2011, 12:34:19 PM
Well this thread turned more awful than usual.
4619  Media / Anime, TV, and Movies / Re: Anime/Manga Journal on: November 22, 2011, 12:33:24 PM
I thought that Chaos;Head started out OK.  It had some interesting ideas, at least.  But towards the second half of the show...man, WTF.  It was just plain dumb.

It didn't just start out ok; it started out with an interesting murder mystery setup (despite the harem-ish setup) where the main character is both the accused and a completely unreliable narrator (given that he's a delusional otaku living in a shipping container) and the person who he saw committing the crime happens to be both a classmate and childhood girlfriend who didn't exist until after the fact. Then once they get halfway though the show they try to explain it over the remainder of the show through a shitload of incomprehensible technobabble. The tl;dr of that explanation ended up as "A wizard did it who is also the main character who is an immortal wizard/marty stu who's the greatest at everything ever with a harem of crazy magical girls at his disposal which means that he no longer needs his anime wife and the villain's goal is to copy the main character's godmode reality rewriting superpowers through science instead of doing what the main character did which was to pretend he came up with Plato's Allegory of the Cave first".

Never have I seen such good setup wasted so badly. And I just don't trust Steins;gate to not do the same.
4620  Media / Single-Player RPGs / Re: Tales of PlayStation(s) revealed on: November 22, 2011, 12:01:39 PM
I expect before being absorbed they were shifting from a "release as many of these as possible!" strategy to a game every year or two years, which actually probably INCREASES chances of reliably getting the games localized versus the last few years, especially during the latter part of the last generation.

And while it wouldn't be completely uncalled for to lament a studio OFFICIALLY ceasing to exist... "Wolfteam" died with Tales of Phantasia itself, and it's not like they were particularly well known for their prior games anyway, and I don't think many of them even came here. I'd save the mourning for several years down the road if it really turns out the Tales series dies or the staff ends up laid off/refocused on other games.

Plus fewer releases will hopefully mean better quality of those releases since they're not spamming to stay afloat.

Also Wolfteam became Tri-Ace and went from making second rate platformers for Nihon Telenet to second rate JRPGs for Squeenix and Konami.
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