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1  Media / Anime, TV, and Movies / Re: Recently Viewed Movies Episode 2: The Vampire Bites Back on: Today at 12:04:09 AM
I want a Jurassic Park movie where its like what if dinosaurs aren't dead but were always skeletons and are just /waiting/
2  Media / Single-Player RPGs / Re: Tales of Berseria on: June 28, 2015, 01:47:57 AM
Tragic Thing: Her sister was locked away after a horrible accident and she doesn't have the $5.99 to unlock a costume of her BUT YOU DO!!!


But seriously, from that description, the tragic thing that left her smile shoved firmly up her ass (and currently held up there with some kind of stick) was that her boyfriend was reportedly slain by a notorious dread pirate.

... and for just $5.99, you can wear his preserved skin!

Just like in Kimba!
3  Media / Single-Player RPGs / Re: Tales of Berseria on: June 27, 2015, 08:41:38 PM
Tragic Thing: Her sister was locked away after a horrible accident and she doesn't have the $4.99 to unlock her BUT YOU DO!!!
4  Media / Single-Player RPGs / Re: Article: 21 RPGs that brought something new to the table on: June 27, 2015, 08:36:48 PM
Oh, okay. I get what you're saying now. I thought the game was using space differently -- namely I wasn't aware it had jumping and I remembered the movement being more rigidly grid based for some reason (OH SNAP DID I CONFUSE IT WITH LIVE-A-LIVE).

... Man now I feel like giving SO1 a proper go. Why are there so many videogames I can't cope with this distraction 8<
5  Media / The Soundroom / Re: Song of the Moment: The Original RPGFan Post Count +1 Megathread on: June 27, 2015, 07:53:55 PM



For the former, I have no idea what the song's about but it's deliriously lovely and catchy and I have no idea if I linked it here before but I'm doing it again.

For the latter, goshdang I love the music in Triangle Service's stuff. Like XIIZeal probably has the worst soundtrack out of that series and it's still great.

Both of these songs though have this airy, sunny, summery feel that I need on a, uh... chilly, overcast not-even-remotely summery summer day such as this.
6  Media / Single-Player RPGs / Re: Article: 21 RPGs that brought something new to the table on: June 27, 2015, 07:44:44 PM
I would like to say that the crux of my dislike for Daggerfall is ultimately that the random generation method they used to produce the towns and dungeons was quite poor (even when compared to its immediate predecessor).

Essentially it fudges it's scope by repeating content a lot. To my knowledge, there's absolutely nothing at all in the majority of the... however many square miles it is game world, there's about 12 unique dungeons and another 3 unique dungeons worth of dungeon parts, about 52 unique building interiors, maybe three towns worth of building exteriors, and 200ish unique quest scripts (some of which are repeated). It's actually a rather tiny game that uses some smoking mirrors to appear massive -- it's like if FFIII had 200 town, and 190 of them were identical to Narshe.

This is particular problematic with the dungeons, though. iirc there's about five dungeon templates (Tower, dungeon going into a natural cave, and then a few variations on straight-up dungeons) and they work by piecing together dungeon segments a la Phantasy Star Online (and it should be noted that, unlike PSO or Arena, dungeons are not being procedurally generated as you play -- they were procedurally generated during development, and the resultant level structures were stored).

The huge issue with this is that the level geometry is vastly more complex than what PSO or Arena have, so you end up with a lot of familiar dungeon segments (there, again, are quite few unique segments) that never really link up in a coherent or entirely bug-free fashion. They're also needlessly massive (individual dungeons easily get as large as Ultima Underworld in its entirety) and quest targets tend to be in strange places.

But I'm going to ignore that because saying that a game is bad because it has bad level design isn't really interesting, even if it's true (ie, shmup community can waffle on about Sine Mora's mechanics as much as they want, but that game falls apart because the levels are nearly empty and nothing else matters after that. But discussions about mechanics are more interesting).


Daggerfall would've been a more interesting pick anyways as it's to this day the hugest RPG ever made, and the most deep and feature rich out of all the Elder Scrolls games. It's nuts to think that Bethesda keeps getting more popular the more features they strip away from their games. "Evolution" of gaming, heh.

With full disclosure that I don't like Bethesda in a general sense and I'm not really saying this in defense of their later works, removing features isn't really the opposite of evolution. You see this a lot in older CRPGs but there are a lot of what I guess you could call boilerplate features -- things that are present out of tradition/roots in tabletop gaming that don't really make sense in a videogame, and tend to get in the way of doing what you want to do anyway (or why you have, for instance, debuffs in Breath of Fire 2 even though they're hardcoded to always fail).

Honestly I think a minimalist approach works better sometimes -- I don't, frankly, think tying an action RPG's attack success chance to dice rolls and skill levels makes much sense. This is a big part of why I find Morrowind so unplayable, and why I think System Shock 2's skill system feels so grafted on (whereas in Deus Ex, the skill levels have a more meaningful, functional impact on what you're doing -- having a high pistol skill steadies the reticule more, but there's never a random miss chance so you can always overcome low stats if you've got good reflexes. This is true albeit to a lesser extent for Gothic -- so it worked for me in that case).

I don't think that embedding sub-system after sub-system into your core game mechanics necessarily improves anything. I'm of the opinion that depth comes from the way a game's mechanics /interact/ with eachother and grafting more /features/ onto a game has a strong tendency to make mechanics that get silo'd off instead of interacting. Which is why you end up with games that have elaborate crafting systems that don't really matter.

But I mean that's true of software design as a whole.

Essentially it's addition by subtraction. What's the /core/ experience you want to deliver? Does a feature enhance that experience? If not, why is it there?

The core experience of TES that resonates with players could be summed up as "immersion," and while there are the hardcore Daggerfall fans out there that would disagree, a lot of the features from Daggerfall that were removed were holdovers from the game's PnP inspirations, that ultimately served to highlight the interface between player and game and disrupt the immersion that the current fanbase seeks from the series.

It's not a case of removing nuance to make something more palatable to the mass market; it's a case of coming up with a more cohesive product by removing inappropriate features. And the cohesion is what grew the fanbase.

<Edited to redact cynicism; introduce malapropisms>.
7  Media / Single-Player RPGs / Re: Article: 21 RPGs that brought something new to the table on: June 27, 2015, 04:58:34 PM

Nooo? (I'm not trying to be /that guy/ I'm just really confused :V)

Also this was about PC RPGs anyway.

- edit -

I get the impression that this guy's research involves a lot of second-hand information gathering and not having actually /played/ these games. Although that's how I feel about a lot of retrospective lists. Admittedly doing so would be a massive time sink so I mean it's not like I'd expect anyone to actually do that buuuuuut

I guesssss that's why I don't really like these lists much. I'm more interested in hearing about someone's personal experience with a game than just reporting on game history.

1. Also if you REALLY want to include Wizardry 4 on the list, technically it's the first game where you summoned up underling demons ala SMT to fight for you. So that's a better reason.

2. Ultima 4 shouldn't be in the runners up section. AFAIK, it was the first CRPG to have lengthyish NPC conversations, a meaningful moral system, and a more experimental storyline. U4 was and still is a pretty BFD (and it's also a solid game that's still quite playable because it avoids a lot of the dumb stuff that most older CRPGs did).

3. As someone that actually does like Ultima 8 a lot (in spite of its wonkiness), it shouldn't be on the list for the reasons that guy mentions -- U8 itself doesn't really make the avatar do anything evil and that's more of a retcon introduced in U9. For instance, U8 does have you murdering a dude, but that's at the dude's behest because he needs you to do it so he can ascend or something. Also the avatar DOES screw something up at one point but that's because he was tricked into doing it so that doesn't really count.

4. Dragon Wars essentially invented New Game+. You could restart the game at any time if you were in an uwinnable situation, and keep your characters' stats. This is nearly identical to what Dragon Quarter did actually.

5. I like Ishar, but the guy's kind of overstating the importance of the NPC 'personality' thing there and I THINK Wasteland did something similar first.

6. Rogue's omission from that list is... peculiar. Rogue is probably the most influential RPG that wasn't Wizardry or Ultima.
8  Media / Single-Player RPGs / Re: Article: 21 RPGs that brought something new to the table on: June 27, 2015, 02:40:33 AM
Screw Alternate Reality: The City for being on the list. That game's an awful Bard's Tale clone with no goal, and all of the unique features were either partially implemented, not interesting, or stuff the fanbase is imagining that's not even in the game.

And Wizardry 4's pretty widely regarded as the worst one in the series.

And Wizardry 8 wasn't particularly innovative at all

Also Quest for Glory did the thing that Magic Diary does, just in a more limited way.

Nothing about SO1 perfecting real time combat on a 3D field?

Star Ocean 1 was not 3D and it was barely realtime????

I wouldn't include RoA's chargen because a lot of the stuff you could create wasn't actually used in the game. Like a very good chunk of skills were just there cause they were in the PnP system and the PC games /never checked them/.
9  Media / Game Journals / Re: A Game Journal Reborn on: June 27, 2015, 12:58:02 AM
XIIZeal - Credit fed through this a bit to unlock some stuff for score attack.

Grim Fandango - Up to uh... the port town in this, too. Not really feeling it. Also what's with mid-/late-90s PC games with pre-rendered backdrops all having the same color scheme? Like there's this prevalence of pink/green/brick/gold that's really merinding me of Baldur's Gate 2.

Anyway there's a weird choppiness to the storytelling. To the extent where I'm not entirely sure that the port's not dropping dialogue or cutscenes or something.

ExZeal - idk if I like this as much as Trizeal or XIIZeal. Stage 1 and 2 have a pretty strong atmosphere to them, but stage 3 and 4 don't so much (and stage 4 is just kind of a continuation of 3). idk, I've not really tried 1ccing this or playing it for score properly yet. Maybe it opens up more when you do that -- Tri and XII both do.

Also dang I wish Shooting Love 10-Shuunen was cheaper cause I sort of doubt DeltaZeal's gettin' on Steam :<

Tales of Rebirth: Up to Minal, which is like the second town. Impressions so far:

+ Towns are a little on the small side but they're deffo bigger than Vesperia's. Also they have a lot of little details in them that I haven't properly had the time to read yet but uh... weekend project!

+ HOLY DANGS that art. Even the overworld has this really lovely painterly effect to it. Who knew that 2D sprites of trees on a 3D map could look so neat?

+ Battle system's working for me. I never really got behind the 3D battle systems proper for whatever reason.

+ tbh I welcome the random battles. I've mentioned this before but I feel like in a lot of games with enemies-on-the-map, you either get dungeon designs that are sort of weird because they accommodate being able to run from the enemies, or you have cool dungeons and enemies are basically unavoidable battles a la CT (which honestly I think works fine but nobody goes that route).

+ Adorable interactions between Mao and Catbro.

- The story's doing that tales thing where there's some BIG MAGIC THING that controls everything. Oh well, at least it's some normal Star Wars esque thing called "Horse" and not the infamous Mexican bandit Craymél Artés.

- It's also doing that /wall of face chats/ thing. Just make like one slightly longer face chat instead of throwing like 30 really tiny ones at me dang son.

- Music's still decent enough and not Sakuraba during his weird buttrock phase (SO3 was Sakuraba right?), but I can't say I ever really got on board with his post-VP stuff (iirc Baten Kaitos had some nice songs but I mean I got that game for Christmas the year granny all gave us a horrible stomach disease for Christmas so it's kind of hard to remember anything about the game beyond watching Nick Jr. in between bouts of p. radical vomiting all day).
10  The Rest / General Discussions / Re: Today's News on: June 26, 2015, 06:43:24 PM
So is there like a voucher system or a lottery I have to sign up for in order for Obama to assign me my mandatory same sex spouse?


if you break his heart i swear to god i will cut you
11  Media / RPGFan Music Discussion / Re: RPGFan Music Podcast (Rhythm Encounter) Thread on: June 26, 2015, 06:09:50 PM
- Also, regarding "killing characters from Trigger in Chrono Cross", keep in mind that those are alternate timeline versions of the characters.  Remember, they're from a timeline that the REAL Trigger characters ended.  It's an awesome twist that was wildly misinterpreted by Trigger fans.

You mean the /time ghosts/ you see in the dead see? Yeah, those guys were not the ghosts of the CT cast proper, although I'm not clear if they're from a bad timeline the CT cast ended, a good timeline that the time crash ended, or a good timeline that Serge ended by not dying.

Although, Lucca IS definitely dead in Another World and it's implied that Crono and Marle are either dead or in exile in Home World, crucially there's no information about their whereabouts /after/ you fix the timelines in CC so assuming that even if they were dead during the main game, assuming that they're STILL dead after it is kind of hasty.

And then Frog and Ayla are obviously dead but I mean hey

-- edit --

Removed random paragraph intended for a different thread. WHOOPSIES.

Oh also I feel like Chrono Trigger's soundtrack was more consistent -- I don't think I stand alone when I say that Gale doesn't really do it for me and, as great as a composer Mitsuda is, boat themes just ain't his thing (Zelbess and Yggdrasil ffhadsfhahsdf)
12  The Rest / General Discussions / Re: Today's News on: June 26, 2015, 05:59:19 PM
13  The Rest / General Discussions / Re: What's the haps? on: June 25, 2015, 06:17:12 PM
Awkward moment when you walk in on your ex and his new boyfriend doing it :D :D :D D:

Duuuuude you shoulda had just ONE ZINGER as you went by or like held up those score cards that olympic judges use:

I did feel like letting the guy know the sex is terrible, but he'll know that by now. :p


14  Media / Game Journals / Re: A Game Journal Reborn on: June 24, 2015, 11:01:14 PM
Freedom Planet is shorter if you don't play on story mode. It's... very, very cutscene heavy.

ToR - Just played the intro bits. There's a lot of NPC and building object text that isn't translated in the script I'm using so yeah that's gonna take some time to work through and is going to occur when I'm not so migrainey. Also need to figure out how to actually play this wrt using magic and skills and wevz. There's FAQs out there.

... I need to actually play Guardian Heroes properly sometime.

Mushihimesama Futari - Getting sort of not so inconsistent at dodging the stage 3 bosses first attack pattern which shouldn't be nearly as hard as I'm having a time with. Also did some training on level 4 -- there's some cicada enemies that barf really annoying patterns at you unless you quick kill them before they hatch out of their walky cicada mode husks.

XIIZeal - Able to get up to level 5 on one credit now. Level 5 does that same thing that level 3 does where it has a bunch of enemies doing the raiden thing where they chase you instead of flying off screen.

Grim Fandango - I only played this briefly but it's a 90s adventure game that feels very 90s adventure game.
15  The Rest / General Discussions / Re: What's the haps? on: June 24, 2015, 09:41:49 PM
when u walk in on ur ex-boyfriend having sex with ur ex-boyfriend


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