Welcome, Guest. Please login or register.
April 17, 2014, 11:29:01 PM

Login with username, password and session length
Search:     Advanced search
RPGFan Community Quiz
Next Quiz Date: January 11, 2014
Subject: 999 (Nintendo DS)
For more information click HERE!
319050 Posts in 13030 Topics by 2145 Members
Latest Member: aew0
* Home Help Search Login Register
  Show Posts
Pages: 1 ... 30 31 [32] 33 34
466  The Rest / General Discussions / Re: RPGFan Podcast Thread on: September 22, 2010, 08:16:53 AM
New show is up!!!  Check the RSS feed or subscribe on iTunes.
467  The Rest / General Discussions / Re: RPGFan Podcast Thread on: August 29, 2010, 11:29:00 AM
Glad you guys have been digging the show!

We've just recently put the finishing touches on final podcast crew selection as well as the format for the show.  Stay tuned!!
468  Media / Single-Player RPGs / Re: Dragon Age 2 on: August 18, 2010, 10:40:21 AM
That is a good point, VK.  DA2 is already looking to be a very different game from the original.  If the combat scenarios are designed around the new camera system then there shouldn't be a problem.

I think PC gamers (myself included) are upset because we were so happy with the original DA, and now they are changing some of the things that we loved most about it (not just the camera, but the origin stories and adding a voiced main character).  You also have to keep in mind that we have seen damn near nothing of this game to make us feel better about the changes.  Instead we are left with lots of questions, so of course we're a little worried about what is happening with the game.  I have seen some pretty outrageous claims online that are certainly out of line, and I'm surprised we haven't seen a petition on the damn game yet.  That said, as a fan of the original and a PC gamer, I'm looking forward to seeing what the changes will do to make DA2 different from the original.  I would like to see some actual gameplay at this point to assuage some of my worries, however. 
469  Media / Single-Player RPGs / Re: Dragon Age 2 on: August 17, 2010, 09:18:48 PM
Sorry, VK, but I couldn't disagree with you more.  While I see where you are coming from and would agree that PC (or console, or handheld, whatever) gamers are always looking for things to complain about, this is something totally legitimate IMO.  The camera in the PC version of DA (along with the extended hotbar and inventory system) made the game a completely different experience when compared to the console versions.  I'm very open minded when it comes to the changes Bioware is making to the franchise, but I am a little worried about such radical changes for the PC version.  Read any review for the game, and the consensus points to the PC version being far superior to the console versions because of features like the camera control. 
470  Media / Single-Player RPGs / Re: Dragon Age 2 on: August 07, 2010, 11:43:31 PM
Sounds to me like this game is not nearly as far along in development as we have been lead to believe.  Seriously, all of this talk about multiple narrators and "different" types of gameplay stinks like when Kojima was talking about different sides of the battlefield for Metal Gear Solid 4 or Peter M was talking about seeds growing into trees for the original Fable.  We really don't know anything about the game, and it is due out in March of 2011?  I will be (pleasantly) surprised if DA2 makes that ship date. 
471  Media / Single-Player RPGs / Re: Dragon Age 2 on: August 07, 2010, 10:14:42 PM
Seriously, I don't want to be one of these people that starts in with the whole "Bioware has lost a customer" type crap, but they are pushing me here.  I'm going to wait until we actually see some in-game stuff, but this is starting to look rather bad for us PC gamers. 
472  Media / Single-Player RPGs / Re: Dragon Age 2 on: August 07, 2010, 09:16:11 PM
Just read that post on the top-down view for PC.  WTF Bioware?!
473  Media / Single-Player RPGs / Re: Demon's Souls on: August 06, 2010, 10:21:12 AM
I was able to complete the game in body form with few problems.  I probably had to take the game a bit slower than someone in soul form, however, since I couldn't rely on stealth to get through some areas.  For NG+, I made sure to stay in body form because it allowed me to survive one (maybe two) hits from even the toughest monsters.  I was a melee based fighter, so I needed to get up close and personal with the enemies.  If I did die, I just helped out another player to get my soul back and get a hefty amount of souls to level up again.

Also, Old King Doran's armor was awesome.  Had to beat that bastard on my NG+, which took quite a while....
474  Media / Single-Player RPGs / Re: Dragon Age 2 on: July 23, 2010, 06:10:30 PM
Thank God!  That IGN report scared the shit out of me.
475  Media / The Soundroom / Re: So... the site's podcast on: July 22, 2010, 09:14:02 PM
Dear God help us....

We'll be recording the next episode this weekend.  Lots of Dragon Quest 9 talk (of course) as well as some discussion on how we've changed as gamers over the years.  Looking forward to recording.  Cheers!
476  Media / Single-Player RPGs / Re: Just started Strange Journey... on: July 21, 2010, 11:38:59 PM
@Mesh - Read my post carefully, friend.  I said I wasn't sure if it was explained, and shame on me if it was.  After looking through the manual and my in-game journal the game does say that moon phase and alignment are important.  I get that.  However, you did a better job of explaining the mechanics than the game did.  After reading your post I have a better understanding of how to win these conversations and recruit new demons.  It doesn't take away the fact that there is still a level of randomness in the instances that can (at least for me) prove annoying.  I'm glad you like the feature, but I don't.  We're allowed to disagree on a game, man. 
477  Media / Single-Player RPGs / Re: Just started Strange Journey... on: July 21, 2010, 07:22:12 PM
@Fei - I haven't experienced the mudo death thing in many other RPGs, but it would piss me off in any of those.  DQ9 started piling on cheesy attacks in the last two dungeons.  Random critical hits would kill nearly any character outright, sending you back to the beginning of the dungeon to heal and prepare again.  This annoyance was compounded by the fact that the enemies weren't hard in and of themselves.  The game just started giving out a higher critical chance. 

I think you missed the point of my movie argument.  Sure, that type of mudo thing won't happen again if I take the proper precautions, but now I'm fucking paranoid because something else could happen in a similar fashion and set me back again.  It's the loss of progress that bothers me.  That and the fact that I didn't see it coming, and the game teaches me a lesson by sending me back to the title screen. 

Similar thing happened in Persona 4 one time.  My main character had a persona equipped that was weak to ice.  I run into a battle with three new enemies I've never seen before.  They each cast ice and attack the main character when he's down and kill him outright in one turn.  Loss of progress, no way to know it was coming, shame on me for not being clairvoyant to see that coming. 
478  Media / Single-Player RPGs / Re: Just started Strange Journey... on: July 21, 2010, 05:18:21 PM
@Eusis -  See, there's a great idea that would make the game a tad bit more forgiving.  It would also keep me from feeling like I wasted my time since I would still have the map to show for all my work.

@Mesh - Not trying to be a prick, but was all that conversation explanation anywhere in the game?  I mean, maybe I missed a journal entry on it, in which case shame on me.  But if I had to look that up online to figure out the moon phases and all that crap then we would have another issue to add to the list for this game.  Again, if it's in the game then I'm an idiot and will gladly wear that moniker.  Most of your other complaints I can't really comment on because I haven't gotten too far in SJ just yet. 
479  Media / Single-Player RPGs / Re: Just started Strange Journey... on: July 21, 2010, 04:01:37 PM
@Fei - I wasn't trying to imply a complete design overhaul.  I'm actually having a good deal of fun with the game, but I do think some things could be changed to make the game even better.  Sure, there is a great deal of satisfaction in equipping armor that will stop that type of attack.  Totally understand where you are coming from on that.  I just wish the game didn't have to kill me in order to teach me that mechanic.  Having to die to figure out how to beat a boss (a'la Castlevania Order of Ecclesia) is super frustrating.  Having to kill me with mudo in order to teach me to avoid it just makes me roll my eyes and wonder why I'm playing.

@Gen - There are general outlines but I'm noticing that certain responses that seem right aren't necessarily correct.  Sure, this adds a layer of intensity and randomness to the encounters, but along with that comes annoyance and tedium.  Completely agree that there are different types of games for different people.  I'm sure some people would consider my "improvements" completely detrimental to the SMT experience.  I get that. 

I think people are missing the point I'm trying to make, which means I'm probably not expressing it correctly.  I'm annoyed at the anachronistic fail state design in video games today.  I have a full time job, and precious free time to play games.  When I die in a game and am forced to replay certain sections I feel like I'm wasting my time.  Imagine if you were watching a movie, and then every ten or so minutes someone asked you to rewind five minutes to recap what just happened.  Wouldn't that drive you a little mad?  I understand that some people really want a challenge, as Gen pointed out, and that's perfectly fine and awesome.  But you can have challenge in a game without throwing me backwards in terms of progress. 

Strange Journey is a fun game, and I'll probably go back to it after a couple days away from it.  I'm glad other people are enjoying it, but I do think that some little changes here and there could have made this game even better. 

480  Media / Single-Player RPGs / Re: Just started Strange Journey... on: July 21, 2010, 03:28:23 PM
I mentioned in my post that it actually makes sense in terms of the narrative that the game ends if the main character falls, but it's still very frustrating.

And see, I don't like the whole "What else can you do" argument for fail states.  There are options, like the previous mentioned Demon's Souls or Dragon Quest games.  I just hate the fact that developers are still using thirty year old gameplay mechanics when they could be trying new and innovative things.  Hell, even if they try and fail I'm still happy to see developers taking chances and trying new things.  

Think about the demon conversation system, for example.  I find it very frustrating and tedious because the answers feel arbitrary at times and you can end up losing a conversation even if you seem to pick the right answers.  Why not outline some of the demon's likes and dislikes on the bottom screen of the DS and expand on them the more you interact with them?  This would enable a player who pays attention to succeed, but also help out others who can't remember all of the correct responses for each individual demon in the game.  You could still be cryptic in the descriptions (say, this type of demon is very vain) in order to keep the conversation interesting.  

I'm sure some people will just accuse me of bitching needlessly, but the fact of the matter is that I am very critical of games because of how great they can be.  Saying that it's the gamer's fault doesn't really get us anywhere, though.  It's a cyclic argument.  I blame the game, someone blames me, I blame the developer, and we go round and round.  Rather than just saying "this sucks!" I try to outline what could improve the game slightly.  I don't have all the answers when it comes to fail states, but I do think that we can add penalties to death in games without simply making me waste half an hour of time because of a miscalculation.  
Pages: 1 ... 30 31 [32] 33 34


Powered by MySQL Powered by PHP Powered by SMF 1.1.19 | SMF © 2013, Simple Machines Valid XHTML 1.0! Valid CSS!