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Next Quiz Date: January 11, 2014
Subject: 999 (Nintendo DS)
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327838 Posts in 13420 Topics by 2169 Members
Latest Member: KopeAcetic
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4801  Media / Single-Player RPGs / Re: Please Atlus! on: May 06, 2010, 04:21:22 AM
And huddled in this corner is the devoted group still praying for a North American Growlanser release.

Seconding this and the second game referenced in the OP.
4802  The Rest / General Discussions / Re: Super RPGFan Game Journal IV - The New Warriors: The Revenge The Movie The Game on: May 02, 2010, 10:09:14 PM
Take everything from my last update, swap out Trophy Garden with Swamp Thing, and guess what I've done since my last update.
4803  The Rest / General Discussions / Re: Super RPGFan Game Journal IV - The New Warriors: The Revenge The Movie The Game on: May 01, 2010, 10:10:30 PM
Pearls before Swinub: Finally cleared out all the available pokes for the Trophy Garden. Otherwise still tracking down and evolving mons as usual. Also got myself an Espeon leaving me with only Umbreon left to complete my Eevee Rainbow.
4804  Media / Single-Player RPGs / Re: Nier on: April 30, 2010, 03:04:05 PM
So for those who've seen all the endings of this game (does anyone even have this yet?), is this as much of a massive troll on players as Drakengard was?

Also are any of the protagonists as awesome as Caim was (aside from Caim of course (or does he get punk'd again))?
4805  Media / Single-Player RPGs / Re: Suggestions for import gaming on: April 29, 2010, 01:21:15 PM
Basically my tl;dr is that the game was specifically designed to utilize the cramped urban spaces of Japan, and presents one of the biggest questions about the game. How will they substitute that part of the gameplay, or will we need events to gather enough DQIX owners together?

If you import DQIX then you'll possibly miss out on a more reasonable solution, or your import copy might not even play nice with the localized version. IOWs Wait.
4806  Media / Single-Player RPGs / Re: Suggestions for import gaming on: April 29, 2010, 01:02:42 AM
Not to mention the fact that most of the best stuff of DQIX comes from the social asspect of it. You'll need at least a subway packed with other people, most of said occupants should own a copy of the game, and have them turned on (on a standby mode) to send your copy stuff and viceversa, to get a good portion of the extras.

It's just better to wait for DQIX to come stateside.
4807  Media / Anime, TV, and Movies / The SOTC Movie Saga Part Duex: Now in ThreeDee? on: April 28, 2010, 07:17:29 PM

At the rate this is going, the only spectacular this is going to be is spectacularly awful.
4808  The Rest / General Discussions / Re: Project: Find something new in your town. on: April 28, 2010, 06:00:54 PM
Thanks to my car magically becoming a pile of scrap (something about taking to the air or somesuch), I've had the chance to wander around on foot (namely to the doctor's office and back) and came across this lake with ducks and geese and swans all chillaxing therein. There's some picnicking spots around the joint and even a farm across the street where you can hear roosters cocking in the doodling doo in the morning hours.
4809  Media / Single-Player RPGs / Re: Favorite Game Story Topic & most disappointing on: April 27, 2010, 05:41:14 PM
Legend of Dragoon, I got to the...4th? disc, after the big "twist" and was so blown away with how dumb everything was up to that point I had to give up. I was really disappointed in it because it was supposed to be Sony's FF-Killer, took 3 years and like 100 people to make and it seems 1 of them was there to make the story and he called in sick the last few days they were putting it together and then the other guy localizing it for English decided to forget how to speak the language.

The thing about LoD is that the "twist" is the only redeemable part of the story. Everything else really was pointless.

Also Lunar:SSS was one of the blandest JRPGs I have played (and I've played From the Abyss and Beyond the Beyond). If it weren't for WD's localization it would've been even blander.
4810  The Rest / General Discussions / Re: Super RPGFan Game Journal IV - The New Warriors: The Revenge The Movie The Game on: April 27, 2010, 03:23:11 PM
Pearlmon: Cleaned house on a bunch of Eevees and now have most of the Eevee rainbow. All that's left are the 2nd gen evos due to having to grind happiness. I can just taste the Eevee Rainbow now.

RMX (not to be confused with IHX): Beat. Even though I had it spoilered for me the final Wily State was still LoL.

Castlevania: Rondo of Blood: DL'd it on Sunday, finished it on Monday, 100% it today. Not as hard as everyone makes it out to be (though Maria is perpetual Easy Moodo). Too bad I still have no loving clue what was going on aside from "Business as usual". It should be noted that the final boss is a complete joke.
4811  The Rest / General Discussions / Re: Super RPGFan Game Journal IV - The New Warriors: The Revenge The Movie The Game on: April 25, 2010, 12:38:48 PM
If the game were harder, I'd probably go check a FAQ from time to time to make sure I don't miss out on it.

Difficulty actually relates more to whether or not you get the hidden stuff. It's  not really HARD, ever, but its reputation for extreme easiness comes more from all the hidden stuff you find*.

FFVII's system is more like FFV's in that it's less about being strategically efficient and more about doing Really Cool Shit. Which is sort of what FFVIII was doing but the difference is FFVIII was more about stat min/maxing crap and FFVII is more about coming up with insane materia combos. The former is like looking at spreadsheets. The latter is actually hands on. Which is probably why I actually like FFVII a lot.

* DQ4 actually does something similar although that's less making it easy and more finding an effective alternative to grinding and Square can still go and fuck themselves with a two-sided kangarooster for axing party chat.

Most of the missables were Summon Materia anyways. Everything else was either some crappy piece of equipment that would get outdated soon enough anyways, Turtle Pub Flier#2, some Enemy Skills later in the game, and the Huge Materia.

FFVIII also tried to actively discourage you from switching around your GFs too often with those affinity levels which influenced how fast you could summon that particular GF (though any pro player will tell you to go gently caress those affinity levels after the first disk as GFs are mostly worthless by that point).

Also, I really hope that they keep Party Chat in DQVI (they already overhauled the monster recruitment system, we don't need to loose that too).

That said, Pokes Pearl. Still fishing, fortunately the game decided to throw me a Staryu. With a 5% chance of reeling one in I got one of sufficiently low level upon my first cast. Managed to crit it into a pixel of health left on my second attack, and caught it on my first Pokeball to boot. Now I'm off to catch a Krabby and a whole bunch of other PMons.

MM10 (still not X): Onward through the second Wily Stage. First Wily Stage had some excellent music for the second part.
4812  The Rest / General Discussions / Re: Music and Sound VS Visual in Horror/Suspense games. on: April 25, 2010, 12:16:50 PM
Considering that these days horror consists of people doing stuff in a big wall of black (by witch I mean you can hardly ever see shit), I would consider sounds and music to be the stronger driving force.
4813  Media / Single-Player RPGs / Re: Favorite Game Story Topic & most disappointing on: April 25, 2010, 12:07:45 PM

Beyond the Beyond- My first real letdown....looked like a spiritual sequel to the Shining series.  I can't believe Camelot made this game. Bad generic JRPG story...never really developed into anything more.

The only good to come of Beyond the Beyond was that you got to ride around in NGE's Third Angel (or was it the Fourth?).
4814  Media / Single-Player RPGs / Re: FINAL FANTASY XIII on: April 25, 2010, 11:40:18 AM
I'm all for making characters distinct, but when it gets to the point that a character becomes utterly useless for anything but one roll, then sorry, that's going too far.

FF13 didn't do that. Every character had 3 out of 6 rolls (until the post game), and everyone could do some kind of damage.

That's role not roll (or are you talking about the rolling of the dice?)

Look, I've always hated games where characters are so set in their positions that you don't have any leeway with them (4, 9, 10)

I actually rather prefer characters having pre-determined roles, of course - to each his own. I just like thinking "Oh no, Hero is low on HP, better use White Mage to perk him right back up" or, "I hear these monsters have rare items, Theif, get your green ass in here!"

I think it justs adds a bit more personality to the characters, call it a cliche, but the soft-spoken couldn't hurt a fly type of people are just natural choices for healers, it would be strange to think of such a fragile individual summoning demons from the pits of hell to destroy everything in a ten mile radius.

In terms of pure gameplay I think it helps the overall experience more if characters have specific roles only for them, it keeps people from exploiting particular skills and abilities and gives the gameplay some back bone.

Though that's just me, it's hardly gospel.

And this is one of the big reasons why I loved DQVIII. It compromised between giving each character a fixed role and allowing them to choose their own specialties. Granted the game balance wasn't good enough to make every option viable (some claws for Fisticuffs would've been nice), but for some characters like Jessica who could take the DPS route with the whips skill set or open up some fantastic magical options under her staff skill set (including a second Kazing spell for healling needs), or Hero and his ability to focus on single target offense with spears, crowd control with boomerangs, or magic with courage.

Granted there's room to improve, but its definitely a great start.
4815  The Rest / General Discussions / Re: Super RPGFan Game Journal IV - The New Warriors: The Revenge The Movie The Game on: April 24, 2010, 11:25:19 AM
Based on your rant, KillerArmoire, I don't think I'll be picking up VP:DS anytime in the future. Are you planning a review? It seems like you're torturing yourself here.

Just reached the boss of sector D in Strange Journey. I have to rework my team because I've died every time so far.

I really can't say that its torture. The gameplay is entertaining enough as it is, and I still haven't plumed the depths of the game yet either (by which I mean the Seraphic Gate which seems to be where the meat of the game is). Plus I knew what I was getting into in terms of the plot/story anyways (given Tri-Ace's track record). So far its met my expectations save for its length and ease. The most likely culprit for its lack of difficulty is that the game is built to punish the lack of player foresight in earning Sin which is acquired by overkilling your opponent and either nets you rewards (by scoring the required amount up to double that) far more powerful than the stuff you're likely to come across during your normal playthrough after a given battle or cranks up the difficulty of the next battle (and is possibly a cumulative effect) should you fail to meet the requirements.

Having played Eternal Poison and the SRW:OG games I'm already used to the concept of overkilling your opponent to achieve a certain end and in both of those cases the mechanic was used far more effectively (EP tied almost all of its rewards, save for EXP, to overkilling and capturing the enemy and would block access to the final chapters if you failed to capture certain enemies. It also made very effective use of various elemental and damage resistances and affinities whereas CotP makes no sense in that regard. As for SRW, skill points (which are rewarded for completing an additional requirement during a stage) unlock things like extra stages, mechs, and increases the difficulty to challenge your skill. Some of these requirements include bringing a specific boss down to zero HP whereas they would normally retreat below a certain threshold (and this is not an easy task given how SRW bosses are infamous for being damage sponges). In regards to those three games overkilling enemies in CotP is a snap (which is great given how little the game tells you in regards to the most effective means of accomplishing an overkill).

At least the comboing mechanic is a far cry better than EP's only the main character can initialize the combo mechanic. Though depending on the game the SRW series can get pretty ridiculous with it's support combos.

The best thing that VP:CotP has going for it is production values. The opening FMV has some of the best graphics I've seen pumped out on the DS, the character art is the usual VP fare (and this is a good thing as the art is typically detailed and doesn't scream generic anime having instead a faux western style to it which is something I personally appreciate), and the sprites and attacks are all well animated. To this end I'm left wanting more gameplay and characters (but then again I would probably have to put up with more plot).

And to finish off this micro-review the music is all stuff I've heard before. So far the biggest complement I have audiowise is that there hasn't been anything offensive to my ears yet.
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