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Next Quiz Date: January 11, 2014
Subject: 999 (Nintendo DS)
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GrimReality
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« Reply #6450 on: December 05, 2013, 11:31:22 AM »

Yeah, I really need to get back to playing 999. I got distracted by some other game, and never went back. I have a hard time focusing on handheld games.

While I was downloading Dragons Dogma the other day Nan came downstairs, saw what I was doing , then sat down to check her phone. Then she yelled at me for screwing things up! She had checked my wish list the day before and ordered the game for me from Amazon! I told her I couldn't pass up the PSN deal, but still apologized for throwing a wrench in things. I guess she'll return it and order me a different game now.
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« Reply #6451 on: December 05, 2013, 12:46:59 PM »

That same thing happened one Christmas with my bf.  We had both ordered from amazon except I had to cancel my order.   I got mad since canceling dropped the price below free shipping for my other items.  I'm kinda crazy about saving money when I can.


DD:DA - I am playing on easy and I died twice.  There are places I obviously shouldn't explore yet.  Also I really have to stay on top of rotating out my pawns.  The city is not a good place to hire pawns.  Most of the pawns I see are in the teen levels yet they are still running around in shabby clothes.  Why are the pawns still running around with their beginning gear?  Come on people!  Make an effort!

So I finally discovered you can look for  pawns in the rift by level.  I just thought it was where psn friends' pawns hang out.  I have to say I am really impressed with some of your pawns.  I can tell who beat the game and I am guessing some others gave up or don't play often.    At least none of your pawns are in shabby clothes. 
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« Reply #6452 on: December 05, 2013, 01:10:11 PM »

^ Yeah, when I bought it I only played for a couple of hours before going back to what I was originally working on. It's on the list for after I beat Kingdoms of Amalur.
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« Reply #6453 on: December 05, 2013, 04:08:27 PM »

Takin my time with GTA V, because it's just too much fun. If memory serves (and it usually doesn't), I'm a little more than halfway done with the story line. I think it's a fantastic entry in the series. It has improved on everything that sucked about GTA IV: uninteresting characters ('cept that excellent fella Brucie); bad driving mechanics; small environment; lack of vehicles; boring and repetitive missions; etc.
I usually don't do a lot of the repetitive extra activity crap in sandbox games, but some of that stuff is actually fun here. This game is simply the shit. Goes very well with 420.

I was also hoping to get back to Kingdoms of Amalur after this, but I have Assassin's Creed IV coming in today, so that will probably get sandwiched in after GTA. Dang interruptions!
« Last Edit: December 05, 2013, 04:10:25 PM by natros » Logged
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« Reply #6454 on: December 05, 2013, 07:45:16 PM »

Link Between Worlds - Not being able to save in dungeons sure is fun.

Also fun is having to make sure you remembered to buy a 50 rupee fruit to escape from a dungeon now instead of whipping out your Magic Mirror. Fortunately, dungeons are short enough, shortcuts tend to open up after completing a puzzle, and you're provided with a mid-point warp to make it almost convenient to leave mid-dungeon. There's also a hidden fairy fountain in each one to make stocking up less of a pain.

Yeah my immediate impression is that I like the dungeons a lot more than LttP, but the...

The combination of the save points, rental system, scoot fruit, and bell leads to something that feels really... time wastey. You can only save at save points, and it's not hard to get back to one but it takes an unnecessary amount of time. Everything I touch is spilling rupees so money isn't an issue yet, but I still have to pay to rent stuff, and if you die in a dungeon you basically have to go back to your hours to re-rent stuff, but then you can warp back to the weathercock immediately afterwards anyway, so I mean...

Why not just take away 20% of your money every time you die or something, and just start you back at the beginning of the dungeon? It would accomplish literally the /exact same thing/ without having a million steps involved.

--- edit ---

I would like to qualify this by saying that I am really enjoying ALBW so far.
« Last Edit: December 05, 2013, 10:25:49 PM by MeshGearFox » Logged

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« Reply #6455 on: December 05, 2013, 07:57:46 PM »

Got Atelier Totori a few days ago. The game is great so far. The gameplay is better than Rorona but nowhere near Meruru. I also prefer the characters in Totori over Meruru but Rorona had my favourite out of the Arland trilogy. Mainly for introducing Hagel in all his splendor.

Only real complaints with it are things like weapon synthesis not teling you the required items and they really drag out the Sterk looks scary and your father lacks presence scenes. I was pleasantly surprised by the lack of fan service compared to Meruru too. I also prefer Totori's design over Meruru's look. The game is a lot more free with its time too. There is still a time limit but it is nowhere near as strict as Rorona was. Definitely going to try Ayesha after I am done with Totori.



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« Reply #6456 on: December 05, 2013, 09:24:37 PM »

I was going to ask if Totori was worth playing for someone who hated Rorona, but I ended up just oing on a huge rant about every little thing I didn't like about a game I only managed to play 5 hours of before giving up entirely, and besides I'm pretty sure the answer is pretty well documented thanks to other users asking similar questions at other points in time.

Perhaps I'll just ask two very specific questions:

1) How is the pacing in Totori? Is the story introduced in a timely manner? Is there a proportionate sense of urgency compared to what you're required to do? In the time spent with Rorona, I couldn't even recite a single plotpoint other than "Rorona has to fulfill a quota or she has to find a new job", which felt almost almost inconsequential because of the general lack of any sense of urgency within the story itself. Only through gameplay did it become apparent that you really did have a strict time limit.

2) Did they fix the strange time allotments? There was nothing quite as baffling as going out to the woods right outside town, like right outside the door, and losing over an entire week going there and back, despite the entire adventure lasting under a half an hour. I think that alone turned me off the game the hardest. I'm only given a certain amount of time to do a job, yet the time it takes to collect the ingredients and make the stuff you're requested just doesn't feel correctly proportioned to what you're trying to do. After an in-game month, I was barely able to raise the collection meter one star. What the hell?

If anybody would like to answer those questions, I'd much appreciate it. I already own all 3 games, in fact I practically bought the PS3 just to play them, and I've been incredibly tempted to just sell them off, seeing as they're half the PS3 RPGs I still own and it would make my PS3 backlog a lot quicker to get through without those looming over my head.
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« Reply #6457 on: December 05, 2013, 09:37:28 PM »

Haven't played #1, but #2 is still pretty much the same. It's the reason I find the entire series so stressful. Sure, it works out they give you plenty of extra time, but watching the days fly by just makes me feel like I'm doing something wrong no matter how much I play.
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Darilon
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« Reply #6458 on: December 05, 2013, 09:42:10 PM »

I was going to ask if Totori was worth playing for someone who hated Rorona, but I ended up just oing on a huge rant about every little thing I didn't like about a game I only managed to play 5 hours of before giving up entirely, and besides I'm pretty sure the answer is pretty well documented thanks to other users asking similar questions at other points in time.

Perhaps I'll just ask two very specific questions:

1) How is the pacing in Totori? Is the story introduced in a timely manner? Is there a proportionate sense of urgency compared to what you're required to do? In the time spent with Rorona, I couldn't even recite a single plotpoint other than "Rorona has to fulfill a quota or she has to find a new job", which felt almost almost inconsequential because of the general lack of any sense of urgency within the story itself. Only through gameplay did it become apparent that you really did have a strict time limit.

2) Did they fix the strange time allotments? There was nothing quite as baffling as going out to the woods right outside town, like right outside the door, and losing over an entire week going there and back, despite the entire adventure lasting under a half an hour. I think that alone turned me off the game the hardest. I'm only given a certain amount of time to do a job, yet the time it takes to collect the ingredients and make the stuff you're requested just doesn't feel correctly proportioned to what you're trying to do. After an in-game month, I was barely able to raise the collection meter one star. What the hell?

If anybody would like to answer those questions, I'd much appreciate it. I already own all 3 games, in fact I practically bought the PS3 just to play them, and I've been incredibly tempted to just sell them off, seeing as they're half the PS3 RPGs I still own and it would make my PS3 backlog a lot quicker to get through without those looming over my head.

There is no real sense of urgency in Totori. You have three years to earn enough adventure points by doing random things like synthesizing 25 items or beating 15 puni monsters. Then you have another two years to beat the games primary goal. They are really generous with the time so I don't see it being a problem. You can also fight bosses but I think that only the final boss is mandatory. The rest seem to be optional although they give loads of adventure points. The time chunks will probably be worse for you though. It now takes time to gather items in the wild and to battle enemies. That said, Roroma is by far the strictest of the three when it comes to time management.

It might be best just trying Totori as you already own it. Meruru is also an option but the gameplay kind of makes it harder to get into Totori due to the improvements. It also really spoils Totori's plot.
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Aeolus
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« Reply #6459 on: December 06, 2013, 12:47:40 AM »

Link Between Worlds - Not being able to save in dungeons sure is fun.

Also fun is having to make sure you remembered to buy a 50 rupee fruit to escape from a dungeon now instead of whipping out your Magic Mirror. Fortunately, dungeons are short enough, shortcuts tend to open up after completing a puzzle, and you're provided with a mid-point warp to make it almost convenient to leave mid-dungeon. There's also a hidden fairy fountain in each one to make stocking up less of a pain.

Yeah my immediate impression is that I like the dungeons a lot more than LttP, but the...

The combination of the save points, rental system, scoot fruit, and bell leads to something that feels really... time wastey. You can only save at save points, and it's not hard to get back to one but it takes an unnecessary amount of time. Everything I touch is spilling rupees so money isn't an issue yet, but I still have to pay to rent stuff, and if you die in a dungeon you basically have to go back to your hours to re-rent stuff, but then you can warp back to the weathercock immediately afterwards anyway, so I mean...

Why not just take away 20% of your money every time you die or something, and just start you back at the beginning of the dungeon? It would accomplish literally the /exact same thing/ without having a million steps involved.

--- edit ---

I would like to qualify this by saying that I am really enjoying ALBW so far.

To be fair, you don't have to rent most of the items when they first become available. You're given the Bow and you only need to rent the Tornado Rod and the Hammer, which make their importance obvious by being super cheap to rent, after that you can hold off until the option to buy them outright comes up (which occurs somewhere around the point where you either obtain the Master Sword or your first visit to Lolrule). And after you buy up all the items you don't have to worry about losing your gear as soon as you start eating dirt, whereas a flat 20% hit to your rupees starts to pinch a whole lot more.

That said, I found that ALBW is a much better successor to the 2D Zeldas than Minish Cap was.
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« Reply #6460 on: December 06, 2013, 05:48:12 AM »


2) Did they fix the strange time allotments? There was nothing quite as baffling as going out to the woods right outside town, like right outside the door, and losing over an entire week going there and back, despite the entire adventure lasting under a half an hour. I think that alone turned me off the game the hardest. I'm only given a certain amount of time to do a job, yet the time it takes to collect the ingredients and make the stuff you're requested just doesn't feel correctly proportioned to what you're trying to do. After an in-game month, I was barely able to raise the collection meter one star. What the hell?

If anybody would like to answer those questions, I'd much appreciate it. I already own all 3 games, in fact I practically bought the PS3 just to play them, and I've been incredibly tempted to just sell them off, seeing as they're half the PS3 RPGs I still own and it would make my PS3 backlog a lot quicker to get through without those looming over my head.

People have already answered your questions pretty well, but I figured I'd add my two cents. Neither Totori nor Meruru have a strong sense of urgency or a tight connection between the dead-lines and their story-justifications, so I would think that might still bother you.
I recently started playing Ayesha, though, and I think that has made massive improvements in that regard. There is a closer connection between the places you are exploring and the main plot and the story pacing seems to be a lot better handled, making it feel like you are making clear progress when you have finished exploring an area. It feels a bit more organic than the make 10 barrels (or whatever) before x-date that the previous games used a lot. One of my problems with Totori is that though it has the strongest main story arch of the arland-trilogy, you basically just mess around for the first half of the game, and the story barely progresses at all until you "get informed" of the main-quest you need to complete. In Ayesha, by contrast, they have been pretty good about keeping that carrot in front of your face from the start.
The adventure points that other people mentioned also make it feel less like you are wasting time in the post-rorona games. You get rewarded (with stat bonuses etc.) for clearing out all the enemies/gathering an entire area, so it doesn't feel like you are wasting time when you are exploring, even though it still takes up a good chunk of days.

so to conclude, I would say: if you dabble with Totori and the issues still bother you, then I don't think you are going to like meruru any more (the dead-line aspect feels pretty arbitrary in that story-line), but if you already own ayesha, I'd suggest that you should give it a shot, as it does seem like it might allieviate some of your concerns.
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Dice
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« Reply #6461 on: December 06, 2013, 08:57:44 PM »

Wind Waker HD - beat that shizz.

Code:
In the end, the biggest mystery felt like The King of Red Lions himself.  I thought it was a bit of a cop-out for him to inexplicably appear out of FAT AIR to touch the Triforce and make his own fucking wish like he's the boss.... well.  Anyways... Was he real?  Was he a ghost?  How the fuck did he haul his 300lbs self to the top of Ganon's Tower to steal the real final boss' final moment?  I really hate that he sacrificed himself more on principle than good sense, but I did love the subtle emotion and, what felt like, mixed desires to stay behind instead.  I actually almost sympathized with Ganon this time; he's right, the gods did flood the world so it now looks like those fish food flakes floating on top of a giant aquarium (complete with decorative castle below) and all he wanted was some fucking rolling green hills because his people are damned[?] to the desert where it's ass-sweat hot in the day, or nipple-numbingly cold at night.

Anyways, loved the look of the final battle -- what a damn fine way for it to end!

...Puppet Ganon's final form is a real dick face.

Also, a major kudos to both WW and TP for ending with a "grander narrative" in mind, where both Links in these games leave their homes because there is more out there and more to the sheltered life.  ..also, you're a hero and stuff now, YOU CAN GET THE PUSSEH OF,LIKE, ONE OF NINE WOMEN THAT SEEM TO HAVE AMBIGUOUS FEELINGS FOR LINK.... OoT, I'M LOOKING AT YOU AS THE BIGGEST OFFENDER HERE.

I loved the Wind Temple's theme....but then again I think it was the only one that had some sort of instruments (and part of the ongoing discourse that Zelda dungeons by and large have pretty weak music except for, most surprisingly, A Link Between Worlds).  And I like that having Medli and Makar wasn't too troublesome in these dungeons; there was no terribly obnoxious "escort mission" obstacles that can't be easily avoided.

Anyways.  THIS IS HOW REMAKES SHOULD BE DONE.  They should come with fixes, changes, and general improvements or additions.  Well, "should" is a strong word; but I definitely think this is a damn fine example of how to do one.  And while I don't care that it didn't come with an extra dungeon, I do wish there was an extra one even since its Gamecube debut... I just hated visiting the Forsaken Fortress twice; and I almost felt weird and icky that there was ONLY Medli and Makar, and ONLY two pearls to get... breaking the (more or less) conventional 3 number seen often in the series.

Sick o' my typing yet?  I think Zelda was one of the few titles that got me into games, so bear with me.

I didn't appreciate the game as much as a kid... I'm sad to say I found it tricky and confusing (ironically, now I found it perhaps even easier that Twilight Princess).  But I think it was a damn great experience, ahead of its time, and a step in the right direction for the series.  I hope all who hated its cell-shaded style when it was first revealed should hit themselves with their shoe.

This comes in good time too.  Allegedly Nintendo is making some fancy announcement tomorrow?
« Last Edit: December 06, 2013, 09:52:07 PM by Dice » Logged

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MeshGearFox
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« Reply #6462 on: December 06, 2013, 10:24:21 PM »

A Link Between Worlds - I think I'm supposed to be doing some dungeon but instead of doing that I wandered into a volcano, found a heart piece, and OH MY GOD WHAT IS HAPPENING DEAR GOD GET ME OUT OF HERE.

Recca - I have a vague idea how to beat the first boss but /jesus/ -- I'm trying to use the charge blob to block the bullets but the boss also spews little... missiles or drones or something, which I can't block at all.
« Last Edit: December 06, 2013, 10:28:41 PM by MeshGearFox » Logged

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« Reply #6463 on: December 08, 2013, 03:55:08 AM »

Started playing Akiba's Trip 2.  Yup, you head me.

Actually, I got it some time ago but decided not to play it until now what with the whole trying to graduate thing.  So far it's...not bad.  Fun little game that doesn't take itself too seriously.  One thing I am annoyed by is how many little zones the town of Akihabara is split into.  I mean, the loading times are pretty quick (though that's just the map...it continues to load people and stuff while you're playing, which can be pretty annoying when you're looking for a particular person for a quest or something and you actually already ran past the spot where he was supposed to be but he wasn't loaded yet...), but most regions are pretty small and only sparsely populated.  If you compare it to what western devs are doing with open worlds it's honestly a little sad.  But then, this game was probably made with a tiny fraction of the budget of those games.

I do kind of regret playing it on hard.  I chose that because they didn't call it hard...normal was labeled 'casual' or something like that and hard was labeled as for gamers.  And of course I didn't want to be treated like a filthy casual ;)  So yeah, it's one of these things where the AI doesn't get any smarter or anything and I don't think you fight more enemies at a time or anything like that, but what does change is just the amount of damage you do vs. the amount of damage enemies do to you.  On hard it's massively in the enemy's favor.  Expect even regular mooks to do 5-8 times as much damage with every hit as you do.  A single combo is all it takes for them to take a piece of your clothing from full to zero health.  You basically have to learn how to not be hit.  Which isn't that hard because the game kind of takes the Dynasty Warriors approach to enemy behavior design where they mostly just stand around and occasionally attack.  But you definitely can't win with just button mashing on hard because even if you only get hit occasionally it will hurt when you do.
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« Reply #6464 on: December 08, 2013, 05:39:04 PM »


2) Did they fix the strange time allotments? There was nothing quite as baffling as going out to the woods right outside town, like right outside the door, and losing over an entire week going there and back, despite the entire adventure lasting under a half an hour. I think that alone turned me off the game the hardest. I'm only given a certain amount of time to do a job, yet the time it takes to collect the ingredients and make the stuff you're requested just doesn't feel correctly proportioned to what you're trying to do. After an in-game month, I was barely able to raise the collection meter one star. What the hell?

If anybody would like to answer those questions, I'd much appreciate it. I already own all 3 games, in fact I practically bought the PS3 just to play them, and I've been incredibly tempted to just sell them off, seeing as they're half the PS3 RPGs I still own and it would make my PS3 backlog a lot quicker to get through without those looming over my head.

People have already answered your questions pretty well, but I figured I'd add my two cents. Neither Totori nor Meruru have a strong sense of urgency or a tight connection between the dead-lines and their story-justifications, so I would think that might still bother you.
I recently started playing Ayesha, though, and I think that has made massive improvements in that regard. There is a closer connection between the places you are exploring and the main plot and the story pacing seems to be a lot better handled, making it feel like you are making clear progress when you have finished exploring an area. It feels a bit more organic than the make 10 barrels (or whatever) before x-date that the previous games used a lot. One of my problems with Totori is that though it has the strongest main story arch of the arland-trilogy, you basically just mess around for the first half of the game, and the story barely progresses at all until you "get informed" of the main-quest you need to complete. In Ayesha, by contrast, they have been pretty good about keeping that carrot in front of your face from the start.
The adventure points that other people mentioned also make it feel less like you are wasting time in the post-rorona games. You get rewarded (with stat bonuses etc.) for clearing out all the enemies/gathering an entire area, so it doesn't feel like you are wasting time when you are exploring, even though it still takes up a good chunk of days.

so to conclude, I would say: if you dabble with Totori and the issues still bother you, then I don't think you are going to like meruru any more (the dead-line aspect feels pretty arbitrary in that story-line), but if you already own ayesha, I'd suggest that you should give it a shot, as it does seem like it might allieviate some of your concerns.

Thank you. The story feeling like a waste of time was actually a big part of my rant before I scrapped it. I'll have to keep my eye out for Ayesha, then. As for Totori, I guess I'll leave it on my list to give a shot someday. It can't hurt, because even if they're bad that just means I get to sell them.


Anyways, I've been playing Demon's Souls, and I just beat the first level (1-1). I can't seem to figure out which one to go to next, though...they all sound brutal judging from the descriptions...I did try World 2-1, but I didn't make it far because of some fat official guy who spits fire...anybody have any recommendations on which level order a Knight should proceed through?
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