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16  Media / Single-Player RPGs / Re: Zero Escape 3 official on: July 05, 2016, 02:46:52 PM

The series is popular, it has been getting stellar reviews...

No, it isn't. 999 & VLR both got high end reviews as well. But the game series is direly UNpopular. That's the whole reason ZE3 got canned and limbo'd for as long as it did. Japan's sales and reception were quite poor. The US had a niche audience but not enough to justify a western-based release either. The only reason we even got ZTD was by the good graces of a publisher; however the downsides of that has ensured ZTD's overall popularity is going to tank.

The publisher is likely the ones who outright insisted on the new cinematic approach in an attempt to cash in on Walking Dead popularity (they've even outright stated this during interviews) to try and correct the problem. However between the new cinematic approach, unneeded ret-conning (SHIFTers, changing how rules work, drastically re-doing character personalities into worse interpretations, ect.) they've effectively done two things.

1. They have not absorbed a new player base. Japan already had a lukewarm relationship with Walking Dead style gameplay to begin with. And anyone who 'was' drawn in solely by the new style would be chased away pretty fast by the fact that ZTD is a horrible jumping in point for the series. Imagine trying to get someone into, say for a quick example, Final Fantasy VII by starting them out on Disk 3. All the changes made for the sake of expanding the playerbase have done anything BUT. In fact...conversely...

2. These changes, in addition with ditching series-long plot threads all together (Santa, Outside Entity, ect.) Are undeniably going to fracture the playerbase they DID have. Sure, you may have liked everything. But you only need to glance around here to tell it's at minimum a 50/50 split for those who were immune from ZTD's faults. When you make a shift this drastic it's pretty much inevitable that you're going to alienate the players who were attracted to your original two products by virtually ripping out everything reflective of them in your third.

So, we then have to take all this together.

-Zero Escape was already a poorly performing franchise financially and unpopular even within its niche audience.
-ZTD's alterations have not drawn in a new fan base.
-ZTD's alterations are so drastic that existing fan base fracturing is inevitable.
-Meaning; ZTD's end-reception is going to be much worse than it's predecessors.

-If Zero Escape was already near-dead after the A+ performance of 999/VLR, it's certainly dead now after ZTD's lukewarm landing.


Heck, I'm going to pull out a blunt factoid here for a moment.

Let's be perfectly frank. The only reason 999/VLR did as well as it did over here, is because JewWario reviewed 999 shortly before his suicide. The retroactive viewings generated by that very minor (by internet standards, not to downplay the event) shockwave created enough awareness of the game to draw in people to at least try it. It's very likely that without his unfortunate passing that VLR might've suffered a ZTD-style fate.

As much as I do adore the series, it's pretty much absolutely Grandia'd.
17  Media / Single-Player RPGs / Re: Zero Escape 3 official on: July 04, 2016, 05:20:18 PM
For reasons they don't really super explain, that doesn't seem to work. I forget which ending it is, but:

In one of the endings where Sigma lays dying in Diana's arms he's rambling and
accidentally calls her Luna. Amongst the random things he says, he mentions he can
no longer Shift because his connection to the timeline is cut; or something like that.

Basically it looks like when your other self is plucked for death replacement their own
Shifting powers are somehow canceled out. Which is weird, but ZTD says them's the rules.
18  Media / Single-Player RPGs / Re: Zero Escape 3 official on: July 02, 2016, 04:49:50 PM
For the first half of the C-Team storyline I was really hoping

Junpei was being a dick because somehow his Shifter powers were enough
to have retroactively given him knowledge of the VLR timeline. So he actually
REMEMBERED that whole 45+ year chase and what Akane put everyone through.
Now 'that' would actually justify his animosity and give them a nice character
climax throughout ZTD as Junpei came to terms with several lifetimes of
hellish pursuit through time and space; while Akane would perhaps finally
realize that it's okay to feel a little guilt and show more than two drops
of emotion for what she put Junpei through.

But nope. Jumpy-hole because for some reason we needed two jerks. And Akane being...
an exposition box. Kinda fitting her status portrait because she really does fulfill the same
plot-role as 'Token Catgirl'.

Agreed though that the Sigma/Diana stuff really carried the story enough to make up for
this dire let down. Despite my complaint about the birthing circumstances of Phi and Delta
it really is fairly touching.

<.< A bit cheatery...but still touching. (I mean really, ultimately Sigma/Diana get together
because Sigma has a 'Diana Life Strategy Guide'. XD ) But to be fair, from what I remember
of the post-game files (which I was heavily skimming at that point), it does reverse upon
young Sigma's return. So at least it wasn't a one sided cheatery. :3
19  Media / Single-Player RPGs / Re: Zero Escape 3 official on: July 02, 2016, 04:17:27 PM
Honestly I think the most likely answer for anything involving Mira is the simplest one.

The creator had major favoritism for her to the point of...ugh.

This is pretty evident when you read the epilogue Files you get for beating the game. Lemme just summarize the Q-team one for you.

Eric somehow convinced Mira to both go to prison to make up for her crimes AND
to marry him. So he spends years visiting her and somehow Mira's softened just from
his devotion.

Sean magically shows up and decides "This is a waste". So he punches out the wall so
the two can magically run off into the sunset as felons for life.

The end.

No...really...that brain bleach is the canonical postlude ending to that plot thread.

Come to think of it. The entire post-credits writing for ZTD is like a bad Oprah fanfiction.

You get a marriage! And you get a marriage! And YOU get a marriage!

While I'm thinking about it, another moment of end-game weirdness.

Why on earth did they suddenly feel the need to get all moralistic with 'What right do we
have to murder our other selves to escape?'

I mean...really? REALLY? What have you been doing THE ENTIRE GAME? You made it BEYOND
clear that you knew darn well each death-Shift was drawing in another still-alive version to eat
the bullet (sometimes literally) for you. It's be like getting to an end boss for Final Fantasy then
suddenly running into a 10 minute monologue about how 'Murdering is bad guys. Maybe
we should just let Kefka go.'

20  Media / Single-Player RPGs / Re: Zero Escape 3 official on: July 02, 2016, 03:06:25 PM

- Alright, let's be real
Who the fuck is this super-terrorist that Delta cannot fucking catch.
The man is a 124 year old genius with the power to read millions of minds across multiple dimensions
and he STILL cannot catch this guy and needs the help of CQD to catch. What are we gonna do,
exactly, that he cannot. Not being able to SHIFT himself didn't seem to stop him conducting a
multi-dimensional death dungeon trap experiment with his other selves.

I was thinking about this today and honestly it really is the worst part of the whole story/set up. My complaints about cliche/laziness aside. Let's look at the pure logistics of it.

Delta has Mind Hacking, the ability to read anyone's mind, read out entire alternative histories
through memories even the user themselves might not be aware of via the morphogentic field,
and exercise physical control over a single person's actions against their will.

The trade off is, he can't Shift. However; he created a Quantum computer who which not only
can see an infinite amount of alternative histories, it effectively CAN shift via physical forms such
as Q due to being able to see these histories. It's not a Shifter in the traditional sense, but its
more than good enough.

So, in theory, his means if Delta wants to find someone, he can send Q-bots out on a global
search across every possible alternative history until locating the one in which a Q-bot successfully
finds Super Terror HQ. Then via Mind Hacking either terminate that person or do something to
completely delete their actions leading to a World End timeline.


The plot says 'he can't'.

Which means any number of the following things.

-Super Terror is immune to Mind Hacking.
-Super Terror can undo Shifts.
-Super Terror literally does not exist as a physical entity (it might be a 4D being living directly
within the Morphogentic Field, for example).
-Super Terror is both a Mind Hacker AND a Shifter, and a stronger one than Delta and his
quantum computer; therefore any contact made means Delta will automatically lose the

In either case...it's a very bland story element.

It's quintessentially the 'DBZ Problem'.

Once a villain has reached 'I can blow up the planet' levels it becomes gradually harder to
take future threats more seriously. When scaling reaches those levels, it no longer matters
because you're just spouting numbers to make things sound all bigger and badder.

"That's enough energy to blow up the planet 10 times over." = "I can blow up Earth."

Same threat, same song and dance, Villain C is just arbitrarily statistically higher than Villain A.  

Unfortunately this is what the Zero Escape universe has devolved into, and most mercifully
the series ends here or it's just going to get beyond stupid. The characters existing can already
mind control, flawlessly memory read, and time travel. Effectively they're gods. There's already
no real threat in the games because they're just going to Shift out of danger and nothing
sticks. It's the "Oh, you died? Here's some Dragon Balls. Again." Heck they bring this up
in the C route of ZTD directly.

To finally get around to answering your question though. This really means that the only thing
we can do, that Delta 'can't', is find more Shifters. As ZTD has re-written the lore that more
Shifters = Stronger Effect for all, even non-Shifters. So basically, to keep with the analogy,
Delta wants us to learn how to cast a Morphogentic Spirit Bomb.

This is why the plot needs to end here. >.>
21  Media / Single-Player RPGs / Re: Zero Escape 3 official on: July 02, 2016, 01:10:57 AM
Here's another fun little factoid. If you treat your entire game experience thinking like Phi, the major twist was spoiled the second news about this game circulated the media.

Zero Time Dilemma

Zero Time Dilma
(I'm Zero.)

Te Dilma
(I'm Delta.)
22  Media / Single-Player RPGs / Re: Zero Escape 3 official on: July 01, 2016, 09:43:12 AM
A random musing that just hit me. For anyone who's done both options of the Decontamination Rooms.

Is it just me, or is it kinda silly how ZTD completely forgets how Hydroflouric Acid really works?

You'd think this shouldn't be a nitpick but really, think about it for a moment. This series absolutely
REVELS in doing research into obscure, theoretic, and even pseudo sciences. Just so it can have
it's 5+ minute sessions utilizing these concepts. And it's not like it traditionally dumbs them down
or anything either. It intentionally treats its audience as though they're perfectly capable of
understanding all this with minimal hand-holding.

And then suddenly it picks one of the least speed-corrosive acids for a melting scene?

It's such an elementary flaw that it's almost akin to a mechanic suddenly trying to tell you
that combustion engines run on butter and bacon grease instead of combustion. >.>
23  Media / Single-Player RPGs / Re: Zero Escape 3 official on: June 30, 2016, 02:38:05 AM
Okay, just finished the game. Let's just keep it simple and specific-spoiler free.

Final Grade: B- (For comparison: 999: A-, VLR: A+ )

-Game has major pacing and characterization problems for the first 12 hours.
-Characterization problems are almost never corrected.
-Plot does get pretty gripping for the last 7-8 hours and finally slows the **** down, but what you have to put up with to get there dampens this.
-The game's largest plot twist comes pretty out of nowhere, with minimal hinting. Leaves you feeling cheated, unlike 999's/VLR's.
-Final ending is by and large apathetic. Yes, it resolves almost every plot thread. But the lack of emotional investment in the end just leaves you shrugging your shoulders.
-Zero II never becomes a compelling villain.

In short, play it, brace yourself but mostly enjoy the ride, be relieved to know that a trilogy like this does actually see some measure of resolution.

Now to expand upon some of my issues in spoiler territory.


-Probably THE biggest complaint I have is the utter ruining of the Akane/Junpei arc.
Like Sigma/Diana this should've been a pretty big climax, bigger in fact since we've
been trailing this pair across three games now. Unfortunately...they went to such
great lengths to ruin Junpei as a character that I felt no joy in watching him finally
propose to Akane. If anything I called bullroar on it because he'd be acting
so out of character that there's NOTHING left of him compared to the
999/VLR counterparts. It was a very sour production to watch play out
across the entire game. And just when you think he might've improved
a little bit he still goes back into ragey-teenager mode shortly after.
Bad form game. Bad form.

-I mentioned it above, but I really do feel cheated by the revelation that Q-team
really had four people in it all long. Maybe if this were in 999 or VLR style this method
of sneakiness wouldn't have been such a cop out. But because ZTD opted for this
cinematic approach, just visually deleting a character from a scene entirely and
then trying to pull the "Oh, he was there all along. Just in some way far remote
corner over a dozen yards away we opted not to show you in order to keep it
a secret" is just...grr. It's like a magician trying to claim his rabbit-hat trick is
impressive, when what he really did was blindfold everyone right before
the trick so you couldn't see him put the rabbit in.

-It also felt like they had to ret-con their own lore for this entire story to take
place. VLR specifically explains that when you put a bunch of Shifters in a localized
area the strongest one essentially zaps the juice from the weaker ones to
produce a more powerful effect. That's why future Junpei wasn't getting much of
anything at all, and why Phi's Shifting was shakier than Sigmas. (Clover just wasn't
noticing because she's a sender, not a receiver.) Gathering them all there was to
specifically power-up Sigma and Phi through this leeching. So, because of VLR's
explanation, the ZTD scenario should not be able to happen at all. You cannot
have 6 functional shifters all in one group. One or two of the stronger ones
will pretty much zap all the field energy of the others.

-There we a few moments too that felt like the cast had to be force fed Idiot Pills
to have happen. Most are nitpicks, but the biggest one is easily the birth of Delta and Phi.
'Hey, we're locked in a shelter with a finite amount of food. Let's make babies.' Sigma and
Diana pretty much gave birth to two babies just to watch them starve to death. Probably
one of the most 'villain' things to happen in this series. And no, the transportation didn't
correct that. Remember the core copies stay behind in addition to the split copies being
sent off. And this was WITHOUT knowledge about what those children would become.

So, yeah, a very inhumane thing to do.

-Speaking of the Transporter; this is the only method given between all three games
now that allows physical transportation for bodies between timespace. ...which means
it has to be the method Clover and Alice mentioned at the end of VLR. ...which means
they actually NEVER returned to the past. Just their copies. Their mains are still trapped
in the dead-future. ...way to retroactively ruin your one bit of hope-spot for VLR there
ZTD. Drag everyone down with you why don't you?

-Also, they never did explain the anomaly at all. Which is quite irritating to say the least.
They made a small deal out of it in 999 and specifically devoted the very last scene of the
game to it in VLR. I'd thought for a moment that all the 'My body did something I didn't
want it to' moments were going to be about this anomaly. But no, that's all Delta's
doing. And it can't have been Delta at the end of VLR because he has no Shifting powers.

So essentially they took this plot thread and unceremoniously left it forgotten in the corner.

*golf clap*

-And ah yes, the 'reason' for all this happening...is very, very weak. For a game that adores
fleshing out its world, giving you every last detail about all the proper plot points...to suddenly
just resort to 'An unnamed terrorist kills the planet with generic bad-guy methods.' No details
on the who, no names, no dates, not even a remote hint on how the group is supposed to
find and deal with them. You don't have to pursue this outright but come on game...not
even a sliver? Just seems like you jammed this in there for quick-lazy justification for Delta
without bothering to fill in the blanks because you knew you'd never ever have to. That's
one of the reasons the ending just feels so emotionless. It's pretty obvious they didn't care
to elaborate. And if the creator doesn't care about their work, the viewer feels it and it

And for funsies, even though my second 'Called It' guess was very wrong. My first one most irksomely proved true.

They went and killed the dog. ;_;
24  Media / Single-Player RPGs / Re: The tri-Ace General Discussion (& Star Ocean 5) Thread on: June 29, 2016, 06:22:06 PM
Odd, I rather liked Dragon Quarter much better than the touted Breath of Fire 3. For some reason that one just never really clicked with me. Even IV I prefer above III and I'd rank IV and DQ evenly.
25  Media / Single-Player RPGs / Re: Zero Escape 3 official on: June 29, 2016, 05:48:32 PM
About to start today's play session. Am roughly 10 hours, 45 minutes into the game. Just finished looking at the last 'new' fragment. (Some are still locked). So now it's time to go fishing for all the side pieces I haven't touched yet. Thoughts update:

-A lot of my prior feelings really haven't changed 10+ hours into the game. I don't really feel emotionally invested in any of the characters, sans Gab, which as Dice says...IS the best character. Only person so far to even get any major plot/character progression is Sigma and even that just feels like some VLR re-treading. At this point I'm more playing for the overall ZE-Plot conclusion than caring what happens to these people. What's really, REALLY hurting the narrative is, so far, we get NOTHING about the time these characters spent together in the Mars Test site and I feel comfortable enough in how the game's rolling to say we never will.

Removing this is the equivalent to removing the waiting period between doors in 999 and the Chromatic timer locks in VLR. We NEED to see the whole cast having some time to bounce off each other to get a vibe for who could/would potentially be a dick to each other and why some issues of trust would be dramatic. Just having some talking bobbleheads yell out "You should trust them!" "No, they might do something bad to us!" really means nothing when you give us absolutely zero information about the group dynamic as a whole. And it's not the amnesia either, because characters make passing 1-2 line mentions of their time above with pretty much zero details other than 'This is how I know your name/occupation'. It's just realllllly grinding my gears because 999/VLR proves this writer can do SO much better; but here they're just hamstringing themselves in a horrific way on this stifling new presentation.

-I've given him enough time to pick himself up out of the gutter; but I think 10+ hours is more than long enough. Let's address another major weakness of the story so far. The antagonist. I'm gonna be frank here. Zero II...sucks. He's so much a let down of a Zero that I can't even really grace him with Phi-style disdain. Let's look at past Zeros for a moment.

Zero from 999, and admittedly too the true Zero from VLR, obtained a sense of mystery and foreboding by being pretty much invisible for 90%+ of the game. You had audio recordings and mass speculation from the cast. But nothing really to shake your notion that this might be some diabolical, genius mastermind. The gas-mask-cloak combo that Zero traditionally sports also helped invoke a simple, but effective style of back-of-the-mind dread about what he could potentially be. In short, less is sooooo much more.

Conversely, we have Zero III from VLR. Which, admittedly there was no topping. His quirks and stellar VA presentation just dominated the spotlight. He's one of the very few love/hate relationships with an antagonist force that's actually stood up to multi viewings. Zero III's charm and ability to terrify you with just a single change of vocal pitch really did set the bar for any future personifications of the Zero-Game Master.

Now we have Zero II...voice? Bland, uninspiring, stereotypical  masked killer fare that got old circa Scream II. Outfit? Eh, I'll give them some credit here. It is a bit imposing but really just because the Plague Doctor mask 'is' a form of ye-olden gas mask it really just...doesn't fit with the aesthetic of the world. Speaking of cliche killer fare. Spouting the same set of 3-4 stories with a catch phrase, all delivered in near monotone, really doesn't make you endearing. :-\ It's the same guff where lazy writers, in order to try and make their killer look smart, just have them quote famous lines or spout philosophy for no real reason other than 'clever'. While not the same branch per say here, these two traits are born of the same tree.

Zero II is uninspiring, not intimidating, and really more a nuisance to the reader than a memorable antagonist. I actually don't care who they are at this point; which, unlike previous gripes, IS a cardinal sin on the ZE story because investment in the Zero-Mystery should ALWAYS be one of your primary draws. Maaaaaybe somethig in a future fragment will change this but if it takes 10+ hours for me to give a darn about your antagonist, you've failed. Badly.

- Not really a nitpick, but more of a calling it now. If this turns out to be the opposite I'll be happy for something in this game to have surprised me, genuinely. But I'm about 74% sure that Q

is a girl

Why? Because tell me this doesn't look familiar.

(Yes, do consider this link to be in spoiler coding.)


I have a few other half-reasons to back it up too. But they're all relying on cliche-spotting and I'd like to give the writers more credit than that.
26  Media / Single-Player RPGs / Re: Zero Escape 3 official on: June 29, 2016, 12:53:21 AM
Taking a break about 5 hours in (I think roughly 20-25~% of the Flow Chart is done so far) to give off some first impressions.

Let's get the core out of the way here.

-Music is amazing as always.
-Core plot so far is about 90% satisfactory.

Buuuuut...unfortunately I do have to say there are some pretty dire speed bumps here that are making it pale compared to VLR/999. I'll get the spoiler-free (not blind free mind you, but spoiler free) stuff out of the way first, then move onto the minor spoiler nitpicks.







-First, this new presentation method is not doing ZTD any favors. One of the BEST elements of 999/VLR was its vivid descriptions of the world around you, the emotions your character was going through, and all this little things that just helped immerse yourself in the reality of those games. Sure, it sometimes came off as a bit exposition heavy. But that's what I came to love about the Zero Escape games. ZTD's new presentation comes pretty much in all cutscenes. So there's absolutely no stray narration. It's literally all dialog; with any emotion to glean coming from the vocal performances of the actors and the model's expressions; the latter of which is direly lacking.

In essence, this change makes ZTD out to be a pretty good visual novel...but a pretty awful Zero Escape game. The heart and very soul of what makes a ZE game, a ZE game, is absent. And while that's not a cardinal sin in and of itself, you're going to find yourself a few hours in sorely missing out on the those details. Which ties into the next problem.

-The general lack of setting. You get told 'where' you are, 'when' you are, and that's about it. Character dialog go, go, go! And now death! Death! (This is a problem I'll expand upon in the third point.) ZTD eschews any finer details about the Test Site, or where these Zero Games are taking places. Effectively cutting off the 'breathing points' 999/VLR gave you. You find yourself a little disoriented and wanting to tap the game on the shoulder just to ask for a little more non-death information. But the game instead is like 'Nope! This is 2016! Who has the patience for that!'. So compared again to 999/VLR, sequences feel rushed. The story, with minimal environmental/internal thought details to slow itself down, barrels along at a breakneck speed that'll burn you out via motions sickness.

If you look back at 999 and VLR's opening areas it becomes a night and day comparison. While both predecessors did throw you right into the action you got a nice chunk of narration before and after to help you settle in. ZTD didn't think that luxury welcome anymore.

-Now...let's wrap this over into the third major issue. Remember that joke I made sometime back about how it seemed like they were going for an all time kill count? Well, ZTD = Zoom, They Dead turned out to be more accurate than I'd hoped for. Without spoiling specifics; this is how EVERY fragment in this game goes.

Less than 10 minutes of dialog (if you're lucky; usually more like 4-6) -> Puzzle -> Death.

Hoooooly lagomorphs is there a body count in this. So much so that it NEEDS to be addressed as a story fault. I've watched every Saw movie and even those have lesser kill counts and lesser kill pacing.

By the third or fourth exposure you just start becoming numb to it, as the game relies on this one trick pony to try and ratchet up any tension left by the massive void fault #2 created. And really...it just doesn't work. :-\ You get tired of it very fast and are left wishing for something more substantial to sink your teeth into. Not to mention they more often than not get in the way of story elements you WISH they'd talk more about. For example, in VLR when Phi stopped you in the archives to have a nice little 5 minute talk about Multiple World Theory? Imagine now if VLR cut that conversation off at 'Have you heard of Multiple World The-?' with an IT-level honk-laugh while yelping 'Sorry kiddos! We need more blood nao~! You didn't wanna hear about that sciency stuff anyway!'.

That's what ZTD does. And you come to disdain it for it.

-Speaking of things cut short. Let's address characters...hooo-boy...let's talk about characters... I'm going to wrangle in a bit of presentation talk here too, since it's at least 50% of what's wrong with how things are going so far. As you know, the story is potentially told mostly out of chronological order. You pick fragments you want to visit; but they're NOT clearly labeled in the timeline until after you've played them. As such, crucial little tiny flakes of information that can change a character from 'Single note, cliche, annoyance bomb' into 'Okay, I think I can put up with you' might not be played until you've had to sit through 3+ fragments of their blather. They're not all flat characters per say, but they really don't get much room to live and breath because of the removal of narration. And again, the 3D models used have bugger all emotional range.

So far only Sigma and Phi are decent, but that's because they're just continuing straight off of VLR. Everyone else just kinda gets this single note and has a very, very hard time deviating from it. Which is unfortunate considering how ever the worst character in 999/VLR, Dio, had moments of 'this guy might be okay at times' before moving into full on mustache twirling.

However even if some of these characters do get a moment or two to flesh out, the chrono-scatter system may have ruined their moment of impact. We're going to go into character spoilers here for Mira and Eric as the primary example.

Cutting to the chase, Mira is the Heart-Ripper killer they mention for all of 45 seconds.
Her reveal fragment is...admittedly pretty good...but it lacked a certain
hook for me to truly be invested in this reveal. Why? Well, I found out not
two fragments later. Because I hadn't seen the fragment yet where Eric
talks about their first meeting and gives a nice little bond the two hadn't
presented until this...or rather it WOULD have had I not seen Mira's first. And now because
I saw Mira's first Eric's utterly rings hollow.

Thanks game.

I get the feeling so many moments like this are going to be utterly ruined because you saw Scene 47 first instead of Scene 12. Whatever logic this whole random-fragment thing might have IN game it really can't possibly be good enough to make up for the damage being caused OUT of game.

And then as a final note...there's the major elephant in the room. Junpei... Oh dear...you poor thing...what did these lazy writers do to you?

Lemme just speed summarize my issue here.

In ZTD, Junpei is a raging, annoying douchebag. No, seriously. That's his one tic
and he rides it like it's a Decision Game.

Why is he a douchebag in ZTD?

"Because I joined a detective agency and saw people die."


...never you mind that you SAW THE ENTIRE ****ING PLANET DIE IN THE VLR
TIMELINE! And you know what? You were still a pretty decent guy then. :-P This
is just character flanderization at it's worst here and uuuugh....

And as the final punch in the spleen; I can see why Sigma built a robo-version of Diana instead of saving something to clone her with. She's pretty rubbish as anything other than a doormat made out of parrot feathers.


Honestly though, as long as ZTD ties up the threads from 999/VLR it's going to get a passing grade. I won't regret having played it. Any fan of the series will want to see this one through.

I am warning you though...it's gonna be the black sheep of the family.
27  Media / Single-Player RPGs / Re: Zero Escape 3 official on: June 28, 2016, 07:45:33 PM
Wait...what...? Within the first three minutes of boot-up dialog I literally

hit an ending.

Ai yah. At least he's honest.
28  Media / Single-Player RPGs / Re: Zero Escape 3 official on: June 27, 2016, 05:31:45 PM
Game's out tomorrow. I spent the whole weekend burning through VLR again to refresh myself on the plot's finer details. So for anyone who hasn't here's a brief little list of harder to remember things from VLR to know going into ZTD. And I really do recommend reacquainting yourself with these plot points. (Spoilered in case you're not done with VLR yet; fished out some matching video to boot.)

#1- This whole audio recording.


#2- Remember that Sigma & Phi are actually
the old-man second-loop Zero-Sigma and I 'think' second-loop Phi.

#3- There aren't just decision games in the facility. It's apparently trap-laiden; and one of these is responsible for
Blowing away Sigma's arms and right eye...and he SURVIVES it somehow.


It is highly implied that the player, yourself, is going to be treated as
a proactive entity in correcting the Radical-6 timeline.

29  Media / General Games / Re: Games so good you got sad when it was over on: June 27, 2016, 04:40:27 PM
Hrmm...lemme think far back for this one...

Mega Man Legends 2- This one first and foremost. Anyone who has any love for the sub-series knows what a life-time punch in the gut this one was. These days though...I think it's best left sleeping. MO#9 pretty much showed to me that old Keiji doesn't have the desire or ability to produce a decent story-plot for that kind of universe anymore. Time will tell with Bloodstained whether or not that applies to all genres or just his Mega Man-verse. And a Capcom version? No. Just...no.

Grandia Xtreme- Let's shove the elephants out the door first. Yes, the story was meh. VA was pooooor (even Mark Hamil didn't really deliver much of a performance here). And the character's were cookie cutter at best. Edge Maverick protoforms at worst (I'm looking at you Evan. >.> ). But the combat...mmm. Sure it might not 'look' as smooth as III's but it handled the best the series has ever done. Combined with fun bosses, rocking music, and a surprisingly enjoyable and deep level of customization per character...I'd gladly buy this again just for something to zen-grind. Even more so than any Disgaea game. So when I got to the end of the post-game 100F dungeon it was very much a "...where's the next 100? :( "

Sonic Generations- So much sadness on so many levels. Never was there as good a game as this, never will there ever be again for the poor hedgehog. Well...at least not until SEGA/Nintendo goes bankrupt and someone with actual common design sense decides to hold the license.

Fallout: New Vegas- Helped quite a bit coming off the heels of it's lesser brother. FO3's original and 'redone' endings both invoke a sense of "Is it over yeeeeeet?" by the time you get there through sheer burnout. But the time you finish New Vegas it's very much a longing for more stories in this region. New Vegas 2 would be highly welcome, although it'll never happen since FO games like to bounce from region to region.

Any Civilization Game- >.> ...fess up. Anyone who knows the 'One More Turn' feeling knows the worst part of any Civ game is when the victory condition hits. XD

Virtue's Last Reward- I have the opposite feelings of Ramza here. Plot Threads I can tolerate. So long as the localized story is wrapped up at least 90% of the way, I'm fine with that. You can tease any little things that aren't immediately relevant to the current tale so long as you wrap that bugger up. But VLR wasn't just a cliffhanger...it was a cliff-abyss.

Consider the whole game is essentially NOTHING BUT A PREQUEL/SET-UP. X-X

Let's not discount either this was a 4-year abyss. With at least 50+% of that being a time period where it seemed ZTD was perma-canned. That made VLR's ending all the more depressing.
30  Media / Single-Player RPGs / Re: Bloodstained Ritual of the Night on: June 23, 2016, 03:22:14 AM

Necro-ing due to demo footage of the game in motion.

I see where the production budget for Might No 9 went. >.> At least this one actually looks good in motion so far.
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