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16  Media / Anime, TV, and Movies / Re: The "what was your first anime?" Thread on: May 30, 2016, 12:35:32 PM
The Flying House/Superbook.

No, seriously.
17  The Rest / General Discussions / Re: What's the haps? on: May 25, 2016, 11:25:47 PM
Huh...that was surreal.

Apparently I've become so cynical about my own work that seeing two random purchasers on my revenue history prompted the immediate thought of "...who the heck is buying this and why?"

I'm actually legitimately curious who dug deep enough in the bowels of Amazon to even find those Ebooks. Must've been a very boring Sunday.
18  Media / Single-Player RPGs / Re: Persona 5 on: May 22, 2016, 01:12:45 PM

Haven't seen anything indicating Futaba is playable. Has there been new info?

I'm just taking the main page article at its word since it's phrased to imply everyone listed is playable.
19  Media / Single-Player RPGs / Re: Persona 5 on: May 22, 2016, 07:17:06 AM
From what I've seen in random articles, these are the two most relevant, repeated tidbits.

_____________

Siliconera

Series chief director Katsura Hashino recently shared the latest on the development of Persona 5 in the March 2016 issue of Persona Magazine. Here are some of the key notes from the interview.


There will be a similar system to “Social Link.”  With the question of how to make communication for the characters of Persona 5 into a driving force, Hashino hopes to see it go a step higher in the human relation part of things than what we saw in the Social Link of Persona 3 and Persona 4.

_____________

Destructoid

These bits come from Persona series director Katsura Hashino writing in "Persona Magazine #2016 March," as translated by Gematsu.

"Is communication the driving force for those who are trying to make a change? With that question in mind, Hashino says that it will be good if Persona 5 depicted human relations a step above Persona 3 and Persona 4's Social Links."


_____________

In short, yes, Social Links as we know them are canned. They're looking to innovate/surpass them. While I'd 'like' to say is a good thing the gaming industry as a whole has a pretty poor batting average in the category of 'trying to innovate that which wasn't broken'. So at this point I think of 'anything' is going to be a negative about P5; it'll be this new system.
20  Media / Single-Player RPGs / Re: Persona 5 on: May 22, 2016, 03:26:52 AM
Wait wait...Futaba is PLAYABLE? I thought she would've been designated support... Were it not for them ditching the Social Links system this would be best Persona game hands down for that fact alone. The fact that they're so intent on hiding information about the replacement system makes me edgy about that aspect still. XP
21  Media / Single-Player RPGs / Re: Zero Escape 3 official on: May 19, 2016, 10:48:25 PM
Hrmm. I'm going to assume this is just the 'first room'; judging by the simplicity of the puzzle layout. But even then they way they present this system seems like the literal 'Dead Ends' are going to be astronomically higher than 999 and VLR put together. Since so far the layout 'looks' (heavy guessing here) to be as follows:

(Tagged for Robbie. :-P )
Code:
-Enter Room
-Room contains puzzle
-Solving initial puzzle leads to 'maybe/maybe-not kill someone' second solution.
-Post Room leads to Voting for a Team.
-Losing Team has to pick someone to kill.
-Rinse/Repeat for multiple branching paths.

Assuming further these conditions are cloned for [b]every[/b] room that means
4 out of the 9 characters 'could' theoretically die by the end of Room 1.

ZTD doesn't stand for Zero Time Dilemma anymore. This game is now re-branded as 'Zoom', They Dead.

Speculation and joking aside, only thing I was even remotely irked by was hearing old music recycled. Was hoping for a heavily fresh soundtrack. Still a Day 1 snag.
22  Media / Single-Player RPGs / Re: Ace Attorney 6! on: May 13, 2016, 12:53:42 PM
Hmm, not sure how to feel about this one. AA5 was mostly a pretty solid return to form. But at the very end I just found the final villain as a whole to be...a major let down. Both in concept, reveal, and breakdown. Which for an AA game is almost an instant-failing grade. You play these games for both the character ride en-route and the major climactic finale. When one of these two things breaks, the game as a whole suffers pretty handily.

Cautiously optimistic, but if they mess up the ending's pacing here again I'll likely be done with the series.
23  Media / Single-Player RPGs / Re: Persona 5 on: May 07, 2016, 11:12:25 PM
So far everything does look very pretty. :3 Only complaint I really have now is I'm not a fan of this looking to be Digimon-Persona (from what I see they're in a virtual/digital world since Support Girl typed in on a keyboard to give the party buffs). Dunno why but cyberspace-as-reality just seems so...90's-hokey and out of place in fiction now.
24  Media / Single-Player RPGs / Re: Bravely Second on: April 25, 2016, 06:03:35 PM
Ahh, gotcha gotcha. When I think of meta-fiction I think of that whole Integrated Reality stuff BD tried to pull at the very beginning. Is waaaay too hokey for me to take seriously. XD Is good to hear they're upping their game on those two fronts though. Even though I disliked BD I could still tell love went into it. Seeing that carry over is always a good sign.
25  Media / Single-Player RPGs / Re: Bravely Second on: April 25, 2016, 05:53:14 PM
I've been half tempted to try BS, but BD left such a bad taste in my mouth I'm really not sure they could've done all that much to 'fix' it.

Literally the only thing that I loved about it was the music. The characters were pretty cliche, developed at the speed of maple syrup flowing in winter (these two a universal Japanese media problem; not unique to BS to be fair), I utterly abhor meta-fiction that takes the blunt-force approach (there's only been one piece of meta-fiction ever created that I think was done right; and that was Umineko), the class system felt janky with little room for niche synergies, a pointless social media system used to gate access to certain items/spells/abilities, and really I just fell asleep in the middle of the game. So much so to where I just dropped it, read up on what was left, and didn't feel like I missed much (to it's credit, the other thing BD does right is a fairly decent character-twist; I'll be the first to admit I didn't see that as a potential).

Hearing that BS 'ups' the meta-elements is a major turn off. But does it do anything else to alleviate the other problems BD had? If so I might put it on a 'potentially later' list. I can only replay FF V, Tactics, and Wild Arms XF so many times before I need a new class-system fix. X-x
26  Media / Single-Player RPGs / Re: Zero Escape 3 official on: April 24, 2016, 12:31:47 AM
They really weren't though. Look at the core, fundamentals of each game. Ignore the second-hand motivations of Zero/background characters.

999:

The doors were all measured so everyone could pass through every door. No one would be left behind, no kills required. Even the final door operated on this principle. Literally zero deaths were required for anyone put into this game to reach the end.

The only reason deaths happen in the main routes, as per Zero's plans.

Code:
Is because Ace is a scumbag; not because the Coded Door game required death to proceed. Even the time loop itself wasn't
requiring any deaths. All that needed to happen was for Jumpei to go left instead of right to get the code for the coffin to
free Snake, who was put there to AVOID him dying and thus opening door 9. Ace's murder spree in the left-door timeline
is due to his own wants, not because the game required him to in order to pass through door 9.

VLR:

Again, stated outright at the beginning of the game. All everyone has to do to go free is press Ally each and every single time. Zero deaths required and they can escape the game.

Code:
Not that they can go anywhere AFTER the game.

Only reason deaths happen are, as per Zero's plans.

Code:
-Radical 6, which is an outside influence and has nothing to do with the mechanics of the Prisoner Dilemma game itself. It exists purely
as a 'cheat' to making unrequited killing far more likely and because it enables more advanced time-leaping.

-Dio is a dick.


Now...let's compare this to...

ZTD:

Game is you kill people to get passwords to escape.


_______________________

See the dissonance now?

Since people like to reference the 999/VLR series as "X + Y + Saw"; lemme make another comparison.

999/VLR feel like John-Jigsaw traps. You're gonna go through hell, but they're DESIGNED to let you escape alive if you really want to.

ZTD feels like Amanda/Hoffman-Jigsaw traps. They're rigged to kill you, no matter what.

Makes ZTD feel like the mastermind might possibly have nothing to do with the prior Zeros because of that difference. A faux-Zero game.
27  Media / Single-Player RPGs / Re: Zero Escape 3 official on: April 22, 2016, 12:56:17 AM
Hrmm...have we figured out yet why this one is supposed to be a killing game? (Maybe I just missed it.)

Was re watching both trailers to try and figure out a bit more about the rules/nature of this one because compared to 999 & VLR it feels a bit vague at this point... (Compared highly to VLR, where we knew at least the basic framework for the game thanks to the anime short and demo that was about about this time in relation to the release date.)

Trailer #1 establishes there's a much sharper time limit than the prior two games. 90 minutes.
Trailer #2 Q has a line: "If just one more person dies...one more..."

I'm guessing Door X is either kill-count locked or clues to open it are limited in the same manner. Which is...almost antithetical to the prior titles. Killing has never, ever been a requirement. Even VLR's Zero the Third outright tells the characters within the first 30 minutes of dialog that everyone can get out pretty easily through basic cooperation.

So...why the sudden tonal shift? Nothing in the promotional material so far has declared that killing is 'optional' at all. In fact between the super strict time limit, the stakes the characters are playing for (survival of the whole world), and the 'pick someone to die' it really makes this feel more like Dangan Ronpa 3 than 999-3.
28  Media / Single-Player RPGs / Re: Zero Escape 3 official on: April 21, 2016, 02:59:36 PM
Totally called it about Eric being a psychopath.

Also....don't you *#$($ING do it game...don't you DARE!



....other stills of note; giving a weird insight into the game's sub-rules.





So...apparently it's a bit more than just 'pick who dies' in each group. I'm guessing the individual teams have to vote for which team gets to do the sacrificing? After all that seems to be the purpose in that plan listed in the note. Test the rules to see if equal votes = no sacrifice. Gotta admit this is a disappointment though...I was expecting a NEW game. Not retreading VLR territory by doing the Prisoner Dilemma AGAIN. XP



...been too long since I played Virtue but...what the heck is FBR?
29  Media / Single-Player RPGs / Re: Zero Escape 3 official on: March 17, 2016, 03:29:52 PM
I honestly don't like the gamemaster's voice. Can't put my finger on why. It just feels...underwhelming. Between this and the costume he's very paling in comparison to our original Zero and Zero III.

And again I really don't like how unsubtle they're being with the game direction thus far. We have a character named Q, a section named Q, and the 'escape door' is X. X marks the spot... Except it doesn't because in everything prior (dang it Glass :-P )

Code:
Q is what marks the true exits.

So I'm already going to have trouble being invested in the struggle to open it because they couldn't have marked it more unless they took a ginormous crimson water dweller and nailed it above the door.

That aside...holy crap that looks gorgeous. *_* <33
30  Media / Single-Player RPGs / Re: Zero Escape 3 official on: March 16, 2016, 01:30:40 AM
So, just casually thinking through something here, isn't the premise we're given so far implying someone wants to perform another crazy era-spanning super dimensional time-mind jump?

Basing this off the whole 'someone needs to die per password' element.

If I remember right from 999 it's pretty strongly implied that Junpei only really needed one loop through (the false ending route) to complete the events as they occurred. Implying an alternative that, if Junpei had problems transmitting, the deaths he suffered on the other routes simply powered his transmission to a point where the good ending was reached; but optimistically it seemed to be a one and done since he only needed to send data back about 10-ish years or so.

VLR's whole shtick was they needed Radical-6's time dilation effect plus a loooot more protagonist death-cycles to super charge him up to make the events of ZE 3 even happen as they will in the game.

Sooo...we get to ZE3 and not only are we getting cycle loops again, but unlike the incidental/you-can-avoid-death-by-not-being-dicky kills in ZE/ZE2...these are intentional. Intended to be extremely stressful and power-charging if the rules of ZE/ZE2 are to be applied here. As pointed out, there's technically a crap ton of espers here this game. If you needed to chrono-punch Sigma below the belt about...what was it...20+ times, (Unlike Junpei, all the bad ends were REQUIRED to get to the true end for Sigma, instead of just the singular one) to make the jump back several decades; just exactly how far back will this group be able to reach? And why?
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