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16  Media / Single-Player RPGs / Re: Unannounced ps4 jrpg coming soon?? on: July 03, 2014, 09:43:56 PM
Game coming out soon? Results say... MAYBE! Stay tuned, kids.
17  Media / Single-Player RPGs / Re: Van Buren: A Fallout Adventure on: July 03, 2014, 09:42:38 PM
Can't wait to play this alongside Tamriel Rebuilt.
18  Media / Brush and Quill / Re: Book Thread Continued on: June 30, 2014, 01:54:28 AM
Snow Crash - I can't tell if this is a parody of bad sci-fi or just legit bad sci-fi.

It was written in 1992.
19  Media / Single-Player RPGs / Re: Zelda for the Wii U on: June 23, 2014, 03:04:34 AM

I agree that variations in storyline outcome probably isn't ever going to happen. I wouldn't mind another Clock Town though.

I've pushed enough digital blocks and and lit enough digital torches in my life, haha. The idea of such boring puzzles turns me off from playing the game entirely.


The Zelda formula has always been one that changes or evolves. There's no real standard formula to follow. Arguably, ever since Twilight Princess, the series' growth has hit a bit of a standstill, replaced with new control mechanics which primarily interacted with dungeons, rather than staggering design changes of the overall game.

If we look strictly at the first six games of the console series:
Zelda 1
Zelda 2
Majora's Mask
Wind Waker

Each one is magnificently different from one another.

For some more perspective, it took 11 years to go from Zelda 1 to Ocarina of Time. Thirteen years after that, we ended up at Skyward Sword.

Older Zelda games were the platform that Nintendo used to hammer out brand new ideas we didn't even know we wanted. Of those first six console games, not one of them was in response to desires of series fans. Twilight Princess was made to appease the OoT fans that were pining for a more realistic Zelda game, and honestly I can barely remember anything about that game. What makes me apprehensive about this new Zelda game is that Nintendo seems to be clearly giving us what we want, rather than what we don't know we want yet.

When Aonuma said, “No one explicitly said that that was Link," in response to the Zelda Wii U trailer, I was stunned and interested. I'm the last person who enjoys feminism-driven female protagonists shoved into games for the sake of it, but the thought having a female Link or Zelda as a protagonist genuinely excited me.

At least Aonuma has promised less tutorials, thank god.
20  Media / Single-Player RPGs / Re: Dragon Age 3 on: June 22, 2014, 08:33:38 PM
Inon Zur was replaced by a new composer for DA3.
21  Media / Single-Player RPGs / Re: Transistor on: June 22, 2014, 08:32:56 PM
I think the combat works, but it isn't quite as accurate or precise as advertised.  Lots of times I knew exactly what I wanted to do and planned it out, only to have something weird happen where the enemy bounced around completely differently from what was described. 

Glad people are enjoying the game, though.  Wasn't my cup of tea, but I would never begrudge someone's enjoyment. 

I think that level of unpredicability was intended with the enemies having slight amount of movement during the execute phase.

My personal complaint with the combat was how it didn't really pan out in the long term. Late game gets pretty repetitive with enemy types. Had the game been an hour longer it would have really dragged.

Also the menu juggling becomes a bit much.

Huh, a reviewer on nother site I go to said the plot was hard to comprehend, too, but most of the people I know who played it didn't seem to have a problem understanding it, though the ending caused some discussion. I'm personally looking forward to it more than any retail game on the PS4.

Without giving anything away, I think most people won't quite understand the openness of interpretation behind the ending. The game's setting and place is rooted in posthumanism/simulation genre sci-fi, which is very rarely touched upon within films, comics, and games. I think going into Transistor with that this is a society in a pseudo-digital world makes everything easier to swallow. Rather, the fictional world should be accepted for it's strictly fictional, ambiguously digital state, to best be enjoyed.
22  Media / Single-Player RPGs / Re: Transistor on: June 22, 2014, 10:19:28 AM
Huh. I'm surprised both reviewers had trouble comprehending the plot. Other than the ending, which was intentionally open-ended, the story is fairly straightforward. I'd argue the pacing was weak rather than the overall story being difficult to understand.

Robert says combat doesn't work as advertised, but I'm pretty sure what he complains about is working exactly as it's intended.

23  Media / Single-Player RPGs / Re: Zelda for the Wii U on: June 22, 2014, 02:55:25 AM
Disagree. Not having multi-item usage in dungeons due to its non-linear progression was a big demerit to the series.

Very interesting point. Though Twilight Princess has garnered some love recently, it seems one of its main criticisms even still is that, with very few exceptions, most items were relatively useless outside of the dungeon in which they were found. I think that Skyward Sword remedied this somewhat, though that may be due to the fact Skyward Sword placed a heavy emphasis on the sword mechanic. And much as I loved playing ALBW, you're assessment is very accurate.

That being said, I wonder how they could remedy this situation? I would think maybe using fewer, quality items (such as the hook/clawshot, bow, and etc.) could work. Shadow of the Colossus used a minimalist design style, and look at how well it did. However, most of the items players most frequently use in the Zelda series have been series staples for a long time now, and Zelda is known for introducing new and interesting items no matter how little they may be used. Hopefully they can overcome this design obstacle with the tech arrows that were introduced in the demo.

EDIT: That being said, I still think ALBW was a step in the right direction. It was fun without being bogged down by series conventions.

I think there are compromises to be found between some sort of linear item progression simultaneous to the non-linear dungeon and non-linear item progression. I think most of us want a less-linear Zelda. I'd be very interested in playing a Zelda game where dungeons and their puzzles had multiple solutions, and perhaps even greater rewards/meta-rewards depending on how the dungeon was solved. Using item progression to create a sort of choice and consequence system in Zelda would be incredible... of course I'm just dreaming here.

For Twilight Princess, the game was heavily re-worked and included dungeons removed from Wind Waker. To take advantage of the Wii's IR sensor and pointing mechanic, several items were completely swapped out for projectiles, and thus the dungeons had to change as well. I think that's a big reason the dungeon items don't have much synergy.
24  Media / Single-Player RPGs / Re: Transistor on: June 22, 2014, 02:40:33 AM
It's a pretty good game, guys. Pretty cool battle system that focuses on real-time combat mixed with pause & execute strategy gameplay.
25  Media / Single-Player RPGs / Transistor on: June 20, 2014, 08:08:38 PM
Anyone play this game?
26  Media / Single-Player RPGs / Re: Zelda for the Wii U on: June 19, 2014, 09:33:07 PM
Disagree. Not having multi-item usage in dungeons due to its non-linear progression was a big demerit to the series.

Zelda design needs to evolve dramatically for me to be interested in the series again. The paint looks nice, but I want to know what's different about the structure.
27  Media / Single-Player RPGs / Re: New Sakaguchi RPG teased for Xbox One on: February 27, 2014, 06:43:00 AM
I agree; those short stories changed my life.

Kaim is such an incredible character in them.

Like that one story where he realizes the people in some mountain village are poisoning themselves with this ice candy stuff they eat for energy. And he has to decide whether or not to tell them. In the end he realizes the strange sort of happiness they have isn't something he has the right to take away.

It's just so cool, that holistic 'leave things be' way of thinking that an immortal person would have. Not apathetic, not neutral, not even passive. It felt complex. The thematic is strong in most of the shorts, like when he pushes a woman towards romance with his friend instead of himself.

28  Media / Single-Player RPGs / Re: One Of The Greatest RPGs Of All Time :Baldur's Gate! on: February 27, 2014, 06:38:31 AM
no I still have to decide whether I want to play the original with mods or enhanced edition.

I've literally been contemplating this for years.
29  Media / Single-Player RPGs / Re: Underrated Classic!: Gothic 1 on: February 23, 2014, 09:36:57 PM
I still remember downloading Gothic 3. It was perhaps the most disappointing game in my life. Encountering a simple boar that stunlocked my character due to the poor animations at the time was awful. The only way to kill it was to stand on a rock and shoot arrows, and of course the animal's AI was so dumb it just stood there and died.

The game ran like shit too.
30  Media / Single-Player RPGs / Re: New Sakaguchi RPG teased for Xbox One on: February 23, 2014, 09:28:58 PM
Lost Odyssey was good.
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