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31  Media / Anime, TV, and Movies / Re: Anime/Manga Journal on: March 17, 2016, 03:26:25 AM
I watched episodes 2 and 3 of Psycho Pass. Episode 2 definitely gave me a better impression of the show than Episode 1 did- would've liked if they just made this the first episode personally.

I've also watched some Jetman. It's not anime, but it might as well be. Never watched a Sentai show before, but this one was always one I was curious about because I owned the Famicom game as a kid and played it all the time. I'm surprised how much I'm actually enjoying it.
32  Media / Game Journals / Re: A Game Journal Reborn on: March 17, 2016, 02:51:31 AM
I don't think I can recall anyone around here doing a game journal of a game they don't like to feed any schadenfreude. Of course, I only suggest that if you are also in a love-to-hate mood.

I've been kicking around the idea of doing one where I ruin Final Fantasy VI for everyone do a natural magic FF VI playthrough.  But that game has been done to death here and elsewhere.

image



You're not up-to-date on your meme-ing, Dice.
33  The Rest / General Discussions / Re: The "I WANT TO LOVE YOU BUT I HATE YOU" Thread on: March 13, 2016, 02:15:52 PM
especially with respect to all that "MGTOW" bullshit which is seems to be dying (fortunately).

I know you guys are probably [always] ready to move on from this topic, but I can't help myself from chiming in.

I watched about 5 minutes of that video before I had to close it, I'll spend my precious time more wisely waste my free time on video games instead. I have no fucking clue what the hell that guy is even trying to prove. I mean, I have had a rough idea of what MRA and MGTOW are for a while now, but holy shit, for people who, to my understanding, generally classify themselves as skeptical/scientific-minded folk they sure to seem to love engaging in garbage pseudoscience. I wonder how he'd react to the fact that there's a correlation found between physical attractiveness with both intelligence and financial success.

I don't get how someone who apparently doesn't care much about getting laid can spend what was probably hours editing a video to say they'd rather spend their free time playing video games than get laid. I straight up say that out loud all the fucking time. =P
34  Media / General Games / Re: Misc. Gaming News Topic on: March 12, 2016, 01:06:04 PM
This news definitely makes me really happy, though the fact that the 3DS is region locked kind of makes it a lot less exciting for me, especially considering how Last Window only had a European release.

Hope they'll find more success this time around with digital distribution.
35  Media / Single-Player RPGs / Re: New 3DS Fire Emblem Fates on: March 11, 2016, 02:22:26 PM
It's childish for me to gloat I guess. =P

Also I guess it's the fact that I'm happy for the silence despite the fact I actually agree in principle with a lot of what was said (like I noted earlier, I'm probably [unreasonably] picky about translations a lot of the time). I just found a great deal of people saying said things annoying, and I question the motives of a lot of them considering how long massive changes during localization have been a fixture of video games.
36  Media / Game Journals / Re: A Game Journal Reborn on: March 11, 2016, 02:17:09 PM
I'm one of the suckers who bought a Virtual Console release of Gen 1 Pokemon.

Decided to get Yellow version, but part of me wishes I had gotten Red for the nostalgia trip instead. Gotta love those awful gen 1 battle sprites.

This game has aged pretty well IMO, it's probably still the best RPG on the original Game Boy (outside of the sequels of course). People complain a lot about the glitches the game had but really, a lot of them were things you almost never run into during normal play. The most annoying thing is the limited inventory space if anything.
37  Media / Single-Player RPGs / Re: New 3DS Fire Emblem Fates on: March 11, 2016, 07:33:16 AM
I think regardless of whatever my feelings on the game itself I find it incredibly gratifying to see loudmouths who were making discussions of the game very unpleasant suddenly fall mysteriously silent a few weeks after launch when the game is declared a financial success.

I know that's a bit of a childish sentiment, but I don't care.
38  Media / Game Journals / Re: FFXI Journal: Help Name the Airship Edition on: March 09, 2016, 09:33:14 PM
Guess the forum crash earlier this week kinda screwed up a couple of the posts. I'll go back and fix them later.

Good Deeds

Rapifafa went home to Windurst. Only a few in the world had known of the plot involving Zilart, and only those few knew of Lion's sacrifice. Aside from the news that the Archduke was afflicted by a sudden mysterious "illness", the world continued as it did before. A few days after returning, Rapifafa gets a request from the local Fisherman's Guild.



The guild needs assistance settling a land dispute. Off the coast of Bibiki Bay by the Buburimu Peninsula was a place known as the Purgonorgo Isle. The islands in that bay belong to the Fisherman’s Guild, but recently a strange character has appeared there and insists that that island is his.

Rapifafa travels to the Bibiki Bay, where she takes the Manaclipper ferry towards the island that the Fisherman’s Guild pointed out to her.



The area is quite beautiful, and Rapifafa spends some time enjoying the scenery all the while looking for the strange man who has occupied the island.



She eventually finds some strange markings on the ground- it’s a trap.



Rapifafa fends off the Mandragoras, and afterwards notices something she did not expect to see- an Orcish Warmachine.



She prepares to give chase, until she notices that the warmachine left behind a piece of paper- a deed to the island. Given the way the warmachine was moving, Rapifafa concluded that whatever man had occupied the island was inside it- whoever he was, he was clearly paranoid about something.



Rapifafa takes the deed back to the Fisherman’s Guild, but Chipmy-Popmy isn’t too convinced. He notices that the deed is written using the Mithran style- as in, the homeland Mithran style, so it would probably be hard for anyone in Windurst to verify its authenticity, even if she was Mithra. However, Chipmy-Popmy has heard that a Sin Hunter from the Southern continent was currently visiting the Attohwa Chasm, so he gives Rapifafa directions to find this woman.

Rapifafa’s travels past the Maze of Shakhrami under the Tahrongi Canyon, and follows the directions Chipmy-Popmy gave her through the Attohwa Chasm. At the Boneyard Gully north of Attohwa, Rapifafa runs into who see is looking for.

Upon seeing Rapifafa, the woman begins babbling about things she cannot understand a word of.



When the woman sees Rapifafa’s confused expression, she changes the subject to what Rapifafa is seeking her for. Upon handing over the deed, the Mithran Tracker concludes that the deed was written up by Mithran pirates not simply through the writing, but also the scent- the scent spoke eloquently of the deal that took place, and that secrets should be kept on both sides. The deed was authentic, and would take precedence in Mithran law. The strange man in the Orcish warmachine paid an incredibly large sum to acquire the land, so the Fisherman’s Guild were not the only ones who had something to lose in this dispute. The woman takes the deed for herself, saying that in order to properly address the grievance, the judgment of several Mithra would be required.

Rapifafa turns to take the news back to the Fisherman’s Guild, and she is stopped by the sudden appearance of a great beast.



This was the first time Rapifafa had seen one of the Wyrms of legend, but she was not interested in staying around to see more of it.



Upon taking the deed back to the Fisherman’s Guild, they’re a bit more hesitant to act hastily due to the involvement of Mithran Pirates. Aside from the danger involves, the dispute could open up all kinds of old wounds between Windurst and Kazham, so it would be best if they left the judgment to the Mithra of the Far Southern Continent for now.

Rapifafa thought it odd that a Mithran Tracker was running around the central lands again, but Rapifafa wasn't really interested in knowing right now- she was still thinking about Lion. To take her mind off her troubles, so she decides to pay a visit to Cid.



Rapifafa helps Cid on a number of tasks, bringing him lots of materials. Apparently, he was working on a large-scale project- a special airship of some kind. Jeuno has had a monopoly on airships for a long time now, and as always Cid wishes to bring Bastok to the forefront of technology.

After all the technical jargon Cid spits at Rapifafa and his assistant Raibaht, he finally says something Rapifafa can understand- he wishes for her to help name the airship, with a note that “C.I.D.” needed to be in the name. After Rapifafa makes a couple suggestions along the lines of “The Acc-C.I.D.-Ent”, “The C.I.D.enburg” and “C.I.D.’s Oversized Dentures”, Cid instead just handed Rapifafa a list of words she was allowed to use.



Cid allowed Rapifafa some time to think before making her decision.

Gameplay Comments

Might be a few weeks or so before I post the next entry, I'm going to handle the next part of the story a bit differently so I need to finish writing it up first. Naming the airship only changes a couple parts of the story's dialogue but I figured it'd be fun to have readers pick out that name. Unfortunately they didn't allow for name entry for whatever reason, instead giving this 3-part name thing.

Since I started doing it I guess I'll finish talking about the three jobs I haven't covered yet, all of which are the pet jobs.

For a while, Beastmaster was the job of choice for loners. Early years of XI required partying to complete almost anything meaningful, so there was something cool about seeing a Beastmaster running around in the wilderness fighting monsters just by himself with a monster at his side. Beastmaster has varied wildly in role over the course of the game, because even if the Beastmaster himself is limited in what they can do, their pets can do anything from tanking to healing and magic damage. But generally it was pretty consistent for Beastmasters to work either alone or only with other Beastmasters.

Dragoons can do their franchise signature of jump attacks, but in XI their most unique abilities are related to them being a weird hybrid pet job. Their Wyverns behave based on what subjob the Dragoon has, so for example a Dragoon subbing White Mage could get their Wyverns to do a healing breath. Despite being a very flexible job that was probably a lot stronger than people gave it credit for, for a long time Dragoons were the butt of jokes in the XI community. If you play FFXIV and heard the term "lolDRG" early in ARR's metagame, it was likely that originated from XI's community. For a long time, the Dragoon's SP ability was Call Wyvern, which severely limited what the job could do, because it meant if your Wyvern died, you'd have to wait up to 2 hours before being able to call it again. After a long while SE realized that was a terrible idea, put Call Wyvern as a 20-minute recast ability, and gave Dragoons a real SP ability. Dragoons have been a pretty good class for a long while now, but no matter how good they get, the "lolDRG" meme will last forever.

Summons in FFXI function more like they do in something like Final Fantasy X than they do in the older games. Instead of just being beefed up elemental damage spells, summons in XI act as pets, each with their own set of attacks, though generally speaking, the Summoner's SP Ability was what gave them access to the "signature" moves the summons are well-known for, such as Shiva's Diamond Dust or Leviathan's Tidal Wave. Funny thing is though, even though summons in XI act as pets, Summoners rarely kept them out for long periods of time, because having them out constantly drained MP. They ended up functioning a lot like they do in the older FF games anyway- The Summoner would call out a summon, have it do a special move, and then dismiss it while they waited for their timer to reset. In between calling out Avatars, Summoners were usually asked to set their subjob as White Mage so they could be a low-rent healer. These days though, Summoners generally find themselves in pet groups, so they'll have their summons out for longer periods of time.

Summoners were an odd job to play as because the majority of the summons were available to the job right from level 1, but in order to unlock them you had to go do a quest where you fight the summon in question, which required a party of approximately level 60 or higher. Because of this, Summoner was seen as a "prestige" class of sorts, since running around with only Carbuncle at your disposal was a really bad idea. It wouldn't be until several years later that SE would add a lower level version of the quest that made the job more accessible.
39  Media / Game Journals / Re: A Game Journal Reborn on: March 07, 2016, 07:08:01 AM
Re: dot Hack talk

I haven't watched a great deal of these "trapped in MMO" anime shows, but from the ones I have watched, I would never group dot Hack with the majority of those. Unlike a lot of the modern iterations of the same idea I've seen the setting was actually used properly.

.Hack//SIGN is one of my favorite anime shows because it deals with some pretty heavy themes of escapism- each character has something they're running away from in real life (except maybe Mimiru because she's the everyman character), the fact that one of the characters is stuck in the game was just something to drive the story forward. A lot of the shows I've watched about getting trapped in a game barely use this aspect of the concept, even though not doing so would lead to the question, "why use this setting at all?"

I played .Hack//G.U. less than a year ago so its relatively fresh in my mind still. I was really impressed by all the small hints the game gives you as to the identities of each character, it allowed people who had watched/played major iterations of the franchise before the game to get so much more out of the character emails, but not in a way that alienates newcomers to the franchise.

As for Alkaid, I can understand why people into shipping would love to pair characters up with her, but thematically it made a lot more sense for the story to be centered around Haseo and Atoli. I will admit that realistically, it seems more likely someone would date Alkaid because she isn't a total goddamn downer all the time like Atoli is.

Wish CC2 would make another big .hack project, but I guess they're busy with that FF7 remake right now. I didn't care much for the amount I played of LINK and all the other spinoffs after G.U. didn't seem any better.
40  Media / Game Journals / Re: FFXI Journal: We Took This Ending From Independence Day on: March 06, 2016, 09:32:52 AM
Rise of the Zilart Epilogue: A Whisper

Rapifafa returns to the island of Elshimo and travels back to the hidden city of Norg.





Music: One Last Time





After all that’s happened, Rapifafa wishes to go back home to rest for a while. She bids farewell to Gilgamesh and travels to Kazham to begin the airship trip home. Between flights, she stops in Jeuno to visit the Tenshodo to see if Aldo has returned.















If it was from anyone else perhaps it would simply be a way of coping, but Verena has demonstrated amazing abilities before- Rapifafa, too, chose to believe that perhaps Lion was still alive somewhere out there.



41  Media / Game Journals / Re: FFXI Journal: We Took This Ending From Independence Day on: March 06, 2016, 09:27:13 AM
Rise of the Zilart Part 8: Awakening

Rapifafa makes her way towards the core of Tu’lia via the Shrine of Ru’Avitau.











Music: Eald’narche



Much like what happened at Delkfutt’s Tower, the rest of the group went ahead of Rapifafa, and again they underestimated their opponent.



Eald’narche had been waiting for the group to arrive, to act as witnesses to the beginning of a new era in Vana’diel. After he opens the Gate of the Gods, the world will forever be changed.



It was up to Rapifafa now, and she’s had about enough of Eald’narche’s narcissistic monologues.























When Eald'narche touched the crystal many millennia ago, it gave him everlasting life, but also simultaneously scarred him.

Music: Belief









Despite his powerful magical abilities, Eald'narche's falls to the sword like any other living creature can.



















None of the group had any understanding of the machine which was beginning to awaken before them. They were to bear witness to the end of their civilization.

Music: End Theme























The battle was over, and the shard of the great crystal at the heart of Tu’lia seems have returned to rest. Rapifafa is still puzzled as to how exactly Lion was able to stop the gate from opening, but for the moment that felt like it mattered very little.



With their journey over, the group say their goodbyes and go their separate ways. Aldo would likely be returning to his role as leader of the Tenshodo, and Zeid back to wondering the land.

As for Rapifafa, she decided she would take the hardest task ahead- bringing the news of Lion's fate to Gilgamesh.











Gameplay Comments

Eald'narche is actually a pretty disappointing boss, gameplay-wise. He's not too tough once you figure out that you're supposed to hit his plate armor thingies and not him, which you should probably gather from the fact that hitting him does 0 damage. People who go in a group might get caught off guard on his second form though, since even if you don't run up to him he'll eventually just teleport over to you, so sometimes you heard stories of parties sitting around resting up before they go up to him, only for him to appear out of nowhere, cast sleep on everyone and then pick off everyone one-by-one.
42  Media / Single-Player RPGs / Re: Bravely Second on: March 05, 2016, 07:18:14 AM
But also apparently sidequest outcomes.  At first I thought this was absolutely baffling; but I'm also seeing this apparently cuts out a TON of the padding that made the first game infamous (I know it's a hot button issue, but if this is true I'm ashamed to admit I'd actually be slightly MORE interested in the game if it gets rid of "bravely default style replay-ability").

It sounds like the way they handled Asterik sidequests was kinda crappy to begin with. If they were smart they would've done something like Radiant Historia where it isn't a complete pain in the ass to go back and see a different result. Just up and removing it entirely just seems lazy to me, though.

To be fair, Bravely Default does allow you to set random encounters to 0, so I think they should've just left them in. I didn't mind getting a bad ending my first run through, say, a Suikoden game, and those are like 30 hour games, so I doubt I would've minded it here. Especially considering how these are side quests- the biggest problem with it in the first game was that it was forced onto the player if they wanted to progress the game.
43  Media / General Games / Re: Misc. Gaming News Topic on: March 04, 2016, 11:52:42 PM
I'm confident I'm going to have way more fun playing as not-X in Gunvolt 2 due to the boss weapons thing. I still wish we could have a straight MM clone somewhere, because Gunvolt's emphasis on tagging and homing attacks really makes it so that it's largely only superficially similar.
44  The Rest / General Discussions / Re: 大家好呀! on: March 04, 2016, 08:16:03 AM
there may be some Chinese speaking folks as well

INDEED

我是美國華人
歡迎來到RPGFan
45  Media / Game Journals / Re: FFXI Journal: Zeid Actually Helps For Once on: March 03, 2016, 01:53:18 PM
Rise of the Zilart Part 7: Divine Might

With her preparations complete, Rapifafa returns to the floating island of Tu’lia, where she is greeted by an aurora, an incredibly rare phenomenon in any part of the world.



Rapifafa makes her way to the La’Loff Amphitheater within the island’s cermet walls.









There, she meets up with her companions, Zeid and Aldo, and together they enter to face the Warriors of the Crystal.

Music: Fighters of the Crystal

















































With the Ark Angels of Tu’lia defeated, the Dawnmaiden Yve’noile appears before Rapifafa once again, using the leftover shards to create an earring for her,  in the hopes it will assist her in stopping Eald’narche’s plan.



The group finds that the way to the Celestial Nexus in the center of the island is still sealed, so they travel back to Norg to meet with Gilgamesh again.



Gilgamesh believes that the way to the core will open when Eald’narche begins his attempt to open the Gate of the Gods, so it was best if the group returned to the sealed entrance and awaited the moment to come.

Rapifafa, Zeid and Aldo each travel back to the floating island after making their own preparations. Upon arriving, Rapifafa makes her way to the Shrine of Ru’Avitau in the middle of the island.











Music: Ve’Lugannon Palace













Rapifafa follows Lion’s descent into the core of Tu’lia, where the Zilartan Prince awaits them.

Gameplay Comments

I actually didn't plan on running into an aurora in Tu'lia. In the 10+ years I played the game on and off, I think I ran into that weather effect in Tu'lia like 3 or 4 times total. It just happened to be there when I got there, so screenshots ahoy.

Anyway, whenever anybody thinks of Rise of Zilart, it's probably this battle right here. To progress the story, you need to fight the Crystal Warriors, one by one. Unlike any other Mission in FFXI though, there was option for players to fight all five of them at once, as you saw above. The reward for this is one of five very powerful earrings, so of course most people opted to take the harder route. The other reward is that its way cooler to fight all of them at once anyway. Luckily for audiophiles, they got that cool tune for the fight regardless of which path they chose. It's a real popular song amongst XI fans, though personally even though I like it as well, I feel Mizuta goes on to outdo himself many times in the future.

Obviously Rapifafa had no trouble winning since she's like 40 levels higher than the original intended level, but originally this fight was very difficult, generally requiring a whole alliance (18) of players, or close to that. Probably not too big of a surprise given that each Ark Angel was meant as a boss for a 6-person party, so fighting all 5 at once with only 3 times the members meant you couldn't just stick to the same strategy.

All five of the Ark Angels are considered two jobs simultaneously, being able to use the SP abilities of the two jobs, plus a bunch of unique abilities. The Tarutaru is a Black Mage + Dark Knight, using powerful spells and the ability to petrify people with an area with his Scythe. Since he's also a massive wuss HP-wise, he was usually the first target for any group. The Mithra is a Beastmaster + Thief, having lots and lots of evasion and the ability to charm your party members, which can get ugly if you don't control it properly. The Hume is a Ninja + Warrior, hitting players hard and fast. The Galka is a Samurai + Dragoon, using Weapon Skills back-to-back and performing skillchains on players (yep, enemies can make skillchains too). The Elvaan, a Paladin + White Mage, was probably the most annoying, because aside from having the White Mage SP ability to completely heal everyone in range, she has access to a Weapon Skill called Spirits Within (cute reference). It's a Weapon Skill that's also available to players, but since it does damage based on your current HP, and enemies always have inflated HP values compared to players...well, do the math, heh.

The flexibility of having such a large group for the fight gave birth to all kinds of different strategies, but most famous was one where someone decided to get about 15 Black Mages to all simultaneously cast Thundaga III (at the time the strongest AoE spell in the game), resulting in a victory in about 5 seconds. Of course, actually finding that many Black Mages was a different issue altogether.
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