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 11 
 on: Today at 03:33:52 PM 
Started by Kevadu - Last post by Annubis
I'm pretty sure I'm allowed to not like a character. I never liked Sully. So what? I don't get what this has to do with my liking movies, though. Yowza.

Well, if you can't figure out then I'll drop this.


I don't get it, why NOT explain it?  Like, to all of us who can't make rhyme or riddle out of the things you choose to say (please, and seeing as how you're so frequently 'misunderstood' here).

Because it's a discussion forum.

oh wait!

 12 
 on: Today at 03:09:01 PM 
Started by Kevadu - Last post by Dice
I'm pretty sure I'm allowed to not like a character. I never liked Sully. So what? I don't get what this has to do with my liking movies, though. Yowza.

Well, if you can't figure out then I'll drop this.


I don't get it, why NOT explain it?  Like, to all of us who can't make rhyme or riddle out of the things you choose to say (please, and seeing as how you're so frequently 'misunderstood' here).


 13 
 on: Today at 01:47:44 PM 
Started by Kevadu - Last post by Yggdrasil
Wait, wha? Kinda mean, don't ya think?

No. I can assure you that I wasn't being hostile when I said that.

I'm pretty sure I'm allowed to not like a character. I never liked Sully. So what? I don't get what this has to do with my liking movies, though. Yowza.

Well, if you can't figure out then I'll drop this.

I liked the first three Uncharted games, but the firefights are maybe my least favorite parts of them.  The characters and dialog were pretty good, and Uncharted 2 had one of the better love triangles of last generation (really).  I liked the environments and Prince of Persia-esque climbing segments a LOT, and would probably prefer more of that and less shooting out of cover in Uncharted 4, but I'm probably not getting it.

While UC3 has lots of shooting it didn't made it it's #1 priority like UC2 did. I felt it mixed everything the previous games did and tries to offer as much variety as possible outside and inside shooting sections.

 14 
 on: Today at 01:40:12 PM 
Started by Eusis - Last post by Dice
Playing KH 2.5 and talking a lot about the plot of Kingdom Hearts has gotten me eager to play through Dream Drop Distance, and so I started it yesterday. I'm already further than I got last time I tried to play through the game, but I'm still not a huge fan of it. I just feel like there are way too many mechanics and ideas fighting to be the main "gimmick" of the game. Is it supposed to be Spirits? Is it supposed to be Flow-Motion? Is it supposed to be the Drop mechanic? Is it supposed to be Reality Shifting? And as each feature tries to draw attention away from the other features, they each break down into comprehensive systems and it just ends up making the game feel overburdened and complicated.

I like that all the mechanics mean you're not just 'waiting' for your magic/attack abilities to charge up again.  Indeed, BBS better balanced this and did it with a lot less flash (D-linking was useless for like 80% of the game though, and made me pause the high-action for silly loading).

Anyways.  Flow Motion is great -- use that.  It's probably one of the rare times in the series where gameplay matches the cinematics too.
The monsters are really there for skills.  Very rarely (unless it's like the last and best tiered monsters) do they really seem to make that much of a difference.  The problem with them obviously being that changing monsters gets rid of certain abilities (IIRC).  Granted, this is probably what made BBS too easy was that all abilities were permanent and making all 3 plots a small race to maxing the best abilities super early on.
Reality Shifting is kaka, I didn't like using it unless I had to.

 15 
 on: Today at 01:34:49 PM 
Started by Ivalice Alliance - Last post by Dice
It seems to have sold okay so far, sales-wise. I don't usually put much stock in Famitsu, but it scored okay there. 8's and 9's. I want to get excited to see what new gameplay features they come up with, but that pop-up environment still bugs the hell out of me, I can't even watch the trailers.

I'm more shocked how many people actually like the pop-in.  I too found it very distracting.

I agree with Ayreos; I really don't think this game would have existed or looked the way it does if Bravely Default didn't do it first.  That said, I have no problem with that provided the game is good.... but SaGa-style is really hit or miss with me to begin with.  Nevertheless, if it saw Stateside release and didn't get a bomb dropped on it by critics, I'd probably buy it.  3DS games don't have that PS3/4/Bone pricetag and are pretty good with grabbing my attentions.  And yeah, I agree with Aeolus (as usual) in that even if it is a sort of 'mirage' of BravelyD, then I guess it can't be that bad a thing; and SquareEnix has a long-ass way to go before I think "they're back" in any capacity.... but hell, if Disney could get out of the slog of shit they were in (hitting brand new lows with 'Home on the Range' and 'Chicken Little' then coming back and out of it with Tangled and Frozen), I'm sure a few good/better decisions will redeem Square Enix.....  it'd certainly be nice to see a remake/remaster of a PSX FF title, but, nah, with 'treasures' like FF6 iOS kicking around....

 16 
 on: Today at 10:25:50 AM 
Started by Eusis - Last post by Annubis
I really love it when the adc understands that Leona means killing lane.
Just had a game with a Tristana that was pushing the kills as much as me.
We ate the enemy bot alive.

 17 
 on: Today at 09:47:30 AM 
Started by Tomara - Last post by Tomara
1. Long Live the Queen
2. A Bird Story
3. Choice of the Deathless
4. Child of Light
5. The Sacred Tears TRUE
6. Reccetear
7. Fairune

8. Black Sigil
I don't get it. This game has so much potential, but it's nearly ruined by that stupidly high encounter rate. I really don't get it. This is obviously a labour of love, why get something so basic as this wrong? Sure, I get that the game is trying very hard to win the hearts of retro lovers and some older SNES games such as Breath of Fire had similar high encounter rates, but those games didn't feature puzzle dungeons. Besides, those encounter rates were never a good thing. At best they were something we put up with because there weren't that many other RPGs out there. High encounter rate are what we erase from a memories to make room for warm fuzzy nostalgic feelings. Some of the shoddy programming I can forgive (I got two copies of a legendary unique item and the game accidently skipped the first part of the final boss fight), but the developers clearly skipped Gamedesign 101 and now they need to pay by brushing their teeth and drink a whole glass of orange juice right after.

 18 
 on: Today at 09:17:08 AM 
Started by Eusis - Last post by Klutz64
Playing KH 2.5 and talking a lot about the plot of Kingdom Hearts has gotten me eager to play through Dream Drop Distance, and so I started it yesterday. I'm already further than I got last time I tried to play through the game, but I'm still not a huge fan of it. I just feel like there are way too many mechanics and ideas fighting to be the main "gimmick" of the game. Is it supposed to be Spirits? Is it supposed to be Flow-Motion? Is it supposed to be the Drop mechanic? Is it supposed to be Reality Shifting? And as each feature tries to draw attention away from the other features, they each break down into comprehensive systems and it just ends up making the game feel overburdened and complicated.

 19 
 on: Today at 03:05:43 AM 
Started by Eusis - Last post by Aeolus
Little Paper Mario, little Fire Emblem: Awakening, and a little Super Mario World.  Yup. 

I never owned a ton of SNES games (unlike my terrifying PS1 and PS2 collections), topping out at maybe 8 or 9 games over the years, before selling all of it after getting a PlayStation.  I rented games quite often, though, and as a result I played a lot of SNES games 70% of the way through and then had to return them.  Mario World and Super Metroid were two of those games; I've invested some time into both of those, but never beaten either one.  Yes, I know, I should be ashamed of myself.  That's why I impulse-bought some Wii points and now I have both of those on the Wii.  I want to try and beat both in the first half of 2015. 

If you know what you are doing, you can beat Super Mario World in as little as 13 stages, and Super Metroid will take maybe up to 10-15 hours on a first, blind playthrough, as its not a terribly long game. Now 100%-ing SMW is the real trick, as you will know why the word 'Tubular' can set off a nervous twinge in other SMW players.


Anyways, I've spent some time playing through the Code Name S.T.E.A.M. Demo recently. I'll post a trip report once I get past Chapter 1.

 20 
 on: Today at 02:55:02 AM 
Started by Ivalice Alliance - Last post by Aeolus
http://www.siliconera.com/2015/01/30/mission-accomplished-the-legend-of-legacy-sold-to-saga-fans/

It did really well for its first week, all things considered. If it can keep up the momentum, then yes, it will have sold well.


As usual, if the game sells well in Japan, it will be ported over. That said, it looks pretty bad to me. That team sounds like a group of SE leftovers trying to ride the Bravely Default deranged bandwagon, with uninspired graphics(1999's Threads of Fate still looks better), characters (generic chibis) and plot(that writer...). "Avalon", really? Is there really nothing more creative than what is virtually the dictionary term for "Mystical Island"? That said, again, we can't really tell much from a few trailers. I'm just conveying my impressions. That said, for the final time, i expect nothing from these guys, other than a good OST to add to my collection.

Honestly, I'd much rather have a game from 'SE leftovers' over a game from SE these days. Although, granted Squeenix has begun turning it around with FFXIV mk2 and the way they've been treating FFXV recently, they still have a long ways to go to convince me that they've made their rebound. Besides, Bravely Default was on the right track, it just fumbled the ball hard during the second half. With a new writer (and a new composer for good or ill), Bravely Second might just be able to fix the most glaring issues with BD. As for graphics, most RPGs on the 3DS look like that. Even Atelier Rorona had to downgrade to chibli models to cope with the 3DS's lack of horsepower. Besides, if the DS taught me anything, its that the best games tended to have the worst looks; not that this looks too bad. As for the terminology, most RPGs either borrow liberally from mythology or sends you to its datalog for some kind of explanation as to what the fuck everyone is saying (and even then, it usually just amounts to simply borrowing from some of the more obscure myths and legends).

That said, I'm not the best defender of this game's plot or writing or whatever since I haven't played it yet, and I'm going to hold off on scouring the Internet until I can play it.

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