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Messages - Nexus

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51
Gaming / Re: Mighty No. 9
« on: May 28, 2016, 06:43:21 AM »
I think that was mostly because despite being accompanied by veterans and getting help from IntiCreates, most of the team is still new faces to the industry and they're not used to UE3 (nor getting direct aid on UE3 from Epic Games, like Square-Enix is with Kingdom Hearts 3 and UE4). But that was still netcode for multiplayer features that didn't necessarily have to be in the game at launch, and judging by a trailer from last year compared to now, the game didn't exactly get some extra polishing on the surface level during that downtime either. This whole thing was a lot of hype, and I should know I was on the hype train especially since I created the thread 3 years ago (feels so long ago yet not at the same time!), that got eaten away by mismanagement, people losing trust in Inafune, and the hype giving way to bitter cynicism on many sides for the aforementioned reasons. At best, the game will be an average clone with dashing and absorption as a primary gimmick focus.

It says something when people are way more hyped for Azure Striker Gunvolt 2, especially with Copen mode essentially being Mega Man mode. But then not only is that announcement still a little fresh, but ASG1 was pretty good and thus they have a respectable basis to work from, compared to Mighty No. 9 which had concept art. Some people still felt suckered in by that, despite the fact that right there on the kickstarter page they stated the game would be in 3D, but I can still see why there'd be disappointment since the actual game graphics look like slightly higher-res PSP models at best with none of the lighting style or artistic detail the concept art promoted. Infact it's almost like lighting was barely even handled beyond stock UE3 factors and some basic dynamics on explosions.

52
Gaming / Re: Mighty No. 9
« on: May 28, 2016, 03:17:35 AM »

53
I'm being a cynic too, but mostly because the concept for the cartoon reeks of modern CN trends and a new continuity/reboot on Mega Man's 30th anniversary is way too coincidental. Out with the old, besides familiar characters and elements, in with the new and an attempt to start Mega Man a-new with a Sonic Boom style of comedy and light-hearted action.

And after Sonic Boom, which I really didn't mind much but didn't like much either, I can't see this as rising above anything more than average at best.

54
literally the exact same deviantart-tier cgi image and pose but with this little bastard photoshopped into Mega's head
[tornado fang]ing hell

55
Judging by this and another press release I saw, it's pretty much the situation I feared if i'm gauging this correctly; their own continuity take, more of a comedy / slice of life focus with the action being something that's just expected (like the new Powerpuff Girls or Sonic Boom), and new things like the 'Mega-Mini' character that sound like toyline advertisements.

56
Gaming / Re: Why do fans hate Fire Emlbem Awakening?
« on: February 11, 2016, 12:33:18 AM »
They didn't play on Lunatic+ and instead looked at "Normal Casual" and said DIS FIER EMBLUM EEZ FOUR bABEEZ

And as I said, the game isn't "hated" so please stop saying that. It's overwhelmingly loved except by some vets who want to feel better than other people.
Funny thing, Awakening didn't even introduce Casual to the series. Phoenix mode for Fates is [tornado fang]ing ridiculous, but New Mystery, a remake of Mystery of the Emblem as the third game in the series and direct sequel to first (and its remake of course), actually introduced both a customizable protagonist My Unit who can support with everyone and the Casual mode where no player unit perma-dies. The game directly preceded Awakening, but it was Japan-only (with a fan translation) so that probably explains why those who [sonic slicer] about Casual heap its existence onto Awakening's shoulders to blame.

But then Awakening also made it so your Avatar could marry and then forced the generation mechanics in a lot more liberally than Genealogies did, so..

57
Gaming / Re: Why do fans hate Fire Emlbem Awakening?
« on: February 05, 2016, 11:19:08 AM »
So it was removed, but in a really [tornado fang]ing weird way akin to how a lot of bad localizations tend to create implications that shouldn't be there.

If you don't like Polygon, essentially you invite a person to your room, the 'pet them to fill up the meter' minigame starts and then immediately ends with the finishing dialogue from that character before it can even do anything, and then the screen fades to white and your support goes up. Again, while the minigame was kind of a pointless addition in the first place, their method of trying to censor it essentially makes it seem like your avatar is pretty much bedding everyone near-instantaneously.

58
Gaming / Re: Mighty No. 9
« on: January 25, 2016, 10:57:47 PM »
I'm not sure what's worse, the fact that it's giving them this much trouble (understandable as said before, these aren't exactly big development teams at IntiCreates or Comcept), or the fact that part of the problem is due to Unreal Engine 3 not being updated anymore. You know, because Epic Games has Unreal Engine 4 out, which even came out at a time relatively early in MN9's development. I think everyone could've understood a delay if they swapped over, but now they're in too deep, and getting stonewalled by an engine that a lot of developers were moving on from anyway.

Besides Arc System Works, but they managed a damn miracle with UE3 in their own right.

59
Gaming / Re: Why do fans hate Fire Emlbem Awakening?
« on: January 24, 2016, 04:36:37 AM »
Still not as bad as the less wholesome parts of the Sonic fanbase, but that's for another topic entirely.
The next new controversy with Fire Emblem for a while is probably going to be the translation of Fates since there's claims, rumors and fears of it getting butchered all over, and other elements I won't even get into - both due to spoilers and due to the fact that the topic would head into very unsavory territory if it got brought up.

60
Gaming / Re: Why do fans hate Fire Emlbem Awakening?
« on: January 22, 2016, 06:42:34 AM »
Some people didn't like it because the game had the easier difficulties added, and that the writing wasn't as strong. The first is easily ignored since you can play it like the older ones, and the second one is people having rose-tinted glasses about the older ones (some weren't that strong in the writing department either).

Still fun, at any rate.

The primary reason I see people hate Awakening (and Fates by association) is that it turned the series into 'waifu simulator'. Pairings via Supports aren't exactly new, but it solidified the mechanic and created a whole new generation of FE players that wouldn't shut up about shipping and waifus. And now Fates pretty much has the pokemon-amie, so it seems that's practically a selling point now.

61
Gaming / Re: [sonic slicer] about Sonic
« on: January 13, 2016, 04:50:31 AM »
The problem is that the concept of Super Sonic in stages exists to enhance replay value: It should never be locked behind some unrealistic requirement that involves repeated visits to every freaking stage in the game anyway.  You don't WANT to replay the game after all of that.  Generations had the right idea, they just botched the mechanics.

True. I guess it's more annoying than special stages, but I never was a fan of plot-only or easily-granted Super Sonic either. But i'd rather take the Red Ring hunts of Colors which promotes exploration, over.. Lost World 3DS' special stages. I'd even take Heroes' special stages over those, good god.

62
Gaming / Re: [sonic slicer] about Sonic
« on: January 12, 2016, 09:48:44 AM »
I've surprisingly seen little about this anywhere.
Classic Sonic is now 'Pixel Sonic', Archie Sonic is now 'Comic Book Sonic', a celebration of the franchise throughout the year, a 'new style guide' for marketing consistency across products. There's also a loose reference of new games, which could just be Fire & Ice and Rio 2016, but SEGA's not let an anniversary escape this series yet - even if a decade ago we got what most consider to be the worst Sonic game ever until Rise of Lyric.

63
Gaming / Re: [sonic slicer] about Sonic
« on: January 11, 2016, 06:02:51 AM »
To be fair Colors was the first Sonic game since the Genesis days as far as I know that had Super Sonic as a complete bonus feature unnecessary to the rest of the game and not brought out solely as part of the plot either. Generations just gives you Super Sonic once you beat the game, albeit with an abnormally fast ring loss count, and Lost World also brought the Red Rings back for Super but focused on using Wisps or the parkour usually to get them if they weren't just right there off the beaten path (and significantly raised the difficulty from 'okay' to '[tornado fang] this game').

It's not the greatest decision ever, but at least it gives you reason to replay the stages that aren't hunting for Sun and Moon Medals like Unleashed or getting S Ranks like every Sonic game from Adventure 2 to Lost World 3DS.

64
Gaming / Re: [sonic slicer] about Sonic
« on: January 09, 2016, 09:48:35 PM »
I mean, for all intents and purposes modders managed to get the majority of Unleashed, the entirety of Planet Wisp, and even some SA stages into Generations' engine. That's impressive.

Yeah, but with the Unleashed mod in mind, a lot of it was the stage routes pre-existing, and from there with objects like those launchers dependent on button inputs or the QTE segments it got simplified (albeit not a real problem there), and other things like the falling ice blocks were improvised from other objects in the game itself. It took a bit of creativity and improvisation to re-create everything but it was a damn good effort. And one of the project leads dug into Generations' code, found remnants of Unleashed's shaders (they got simplified between the two games), fixed up what he could while getting things from Unleashed itself and attempted to inject them back into Generations. Not 1:1 but considering it was the same guy who made modding and mapping so heavily possible in the first place, you don't get in the way of the Sonic community when they find modding potential.

It's more so that I hope there's just more content or assets in general to create more with, even if it's not specifically for the modders in general.  :P

65
Gaming / Re: [sonic slicer] about Sonic
« on: January 09, 2016, 07:08:31 PM »
If they really do go down the Generations 2 route, i'll be blunt; i'd rather they don't rely on fan votes after what happened for the first game as a result, and I can only hope that it isn't rushed to heck considering the first game felt like there were just so many little things absent. Like supposedly pieces of the story at large getting cut out altogether due to the rushed release (according to claims that Classic Tails would've been properly introduced and that more cutscenes like the end of Chemical Plant would've been present throughout the game).

But then i'd also hope that this time they acknowledge DLC as more than just one pinball table, and that the game mechanics are actually fairly expansive to accommodate for all the potential content, seeing as modders who tried to map in content from other games have to struggle with the limitations Generations has hard-coded for its somewhat-limited enemies and objects.

66
Gaming / Re: The Kingdom Hearts Thread
« on: December 31, 2015, 03:30:13 AM »
Obviously Mickey got into the drawers full of botox

67
Gaming / Re: The Final Fantasy Thread ~ For all your Chocobo Needs!
« on: December 06, 2015, 04:24:19 AM »
I'm surprised no one's posted this.
[youtube]! No longer available[/youtube]

Things of note:
Versus XIII/XV-style gameplay and exploration, at least in cities. Shows bits and pieces of the bombing mission and aftermath, nothing up to Tifa of course. Voice acting is a bit questionable for Wedge, definitely. Not a lot of gameplay shown overall, but the combat system seems to have a 'special gauge' that allows for more powerful attacks when filled without distinctly being Limit Breaks. Cutscenes are being completely reworked and the game won't be 1:1 to the original if the Midgar plate surface redesigns are anything to go by.

68
[yt]http://youtu.be/tfoeasCeh44[/yt]

I looked around and couldn't find anyone posting or talking about this, so maybe I just didn't search enough. But it seems that the Mega Man Ruby Spears cartoon sales pitch was genuinely found on its original VHS format just about two weeks ago, and Protodude over at the Rockman Corner did a digital restoration to make it as clear as possible. Four more years and maybe this would've actually remained this way rather than get screwed by focus groups and the western animation trends of the time..

(Amusingly the tape comes with two promotion commercials for The Wily Wars and Mega Man V for the Game Boy. Apparently ol' Rock didn't even have a jumping animation in Wily Wars at the time. :P)

69
News and Announcements / Re: The UNTHINKABLE: Legends 1 on PSN
« on: October 05, 2015, 01:24:19 AM »
You guys... didn't know that? I've been doing it for years.

It's one of those features that weren't exactly readily apparent. Somehow the PS2 compatibility removal had everyone presume it couldn't play PS1 games either, at least no one I know realized it.

70
Gaming / Re: Mighty No. 9
« on: October 03, 2015, 11:44:43 AM »
Kind of wish they'd of done it on UE4 since that was an up and rising thing two years ago and now is open to all (to the point that Kingdom Hearts III is running on it as of last year with direct tech support from Epic themselves), but I suppose it would've limited porting in the long run to a degree. Just the natural capabilities of UE4 alone tend to make UE3 look ugly as sin in some situations without some real serious effort put into the visuals.

And Mighty No. 9 is definitely a game suffering from that department.

71
News and Announcements / Re: The UNTHINKABLE: Legends 1 on PSN
« on: October 03, 2015, 11:37:54 AM »
Only on old model PS3s like mine though, no?

Not slims?

All PS3s can, although there's region locking so PAL PS3s can only play PAL PS1 games, etc. They removed the parts for PS2 backwards compatibility with later models, but they're explicit that all models can play PS1 games otherwise.

72
News and Announcements / Re: The UNTHINKABLE: Legends 1 on PSN
« on: October 03, 2015, 09:41:22 AM »
Might end up getting it if it's as good as the original. Then I don't have to mess around with capturing the PSX with my shitty capture device. If Legends 2 comes out it's a 100% buy though.

For future note you can play PS1 discs on the PS3 natively, unless you're talking about getting this release on Vita.
[spoiler]I didn't realize you could do this until like, July of this year[/spoiler]  :V

73
News and Announcements / Re: The UNTHINKABLE: Legends 1 on PSN
« on: October 01, 2015, 11:05:17 PM »
Not expecting any differences at all really, considering how Sony is about PSN classics, but was that one art studio in the uptown censored / altered after all? Or, any other noticeable differences really

74
Eh I'm thinking maybe it was just early concept art myself, it would be stupid to have Call with a different skin tone.

I dunno, I think the theories are onto something. Beck's left arm is a robotic limb that can be interchanged like Mega's in Legends for the game art, but the animation art has him with two completely normal arms. Same for Tyger's legs being human for the animation and robotic for the game. Maybe the animation's just early concept art like you say, though.

75
I wonder why the anime art style is so different from the video game art style with Call in particular.

Some are theorizing that the trio gets injured severely in the animation so they end up with robotic parts for the game, Call especially.

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