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Messages - Nexus

Pages: 1 2 3 ... 39
1
News and Announcements / Re: Mega Man 11 OFFICIAL TRAILER Announcement
« on: December 05, 2017, 04:24:57 AM »
Clearly we just mod Protoman into the PC version  XD

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News and Announcements / Re: Mega Man 11 OFFICIAL TRAILER Announcement
« on: December 05, 2017, 01:40:49 AM »
Judging by leaked Gameinformer pages
[spoiler]
Starforce costume?[/spoiler]

Edit: A .rar file of said pages that I found on an imageboard.

3
News and Announcements / Re: Mega Man 11 OFFICIAL TRAILER Announcement
« on: December 04, 2017, 10:12:06 PM »
My biggest beef back then was the fact that they went for a low-hanging fruit and stripped down the gameplay to the basics, not that 9 and 10 were bad. The return of the Charge and Slide combined with the new super gear mode indicates to me that alongside the visual presentation, they're wanting to expand and build on what came before this go around. From another perspective, this is also finally the first true HD Mega Man game, and the 4th wholly 2.5D title (or 2nd, if you discount the remakes).

Just wonder what took them seven years to get around to it.

4
News and Announcements / Re: Mega Man 11 OFFICIAL TRAILER Announcement
« on: December 04, 2017, 09:43:13 PM »
To me it's a mix of 30FPS footage and Mega's walking animation. The game's got some cel-shading going on for sure, here's hoping the music lives up to the pedigree too.

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News and Announcements / Re: Mega Man 11 OFFICIAL TRAILER Announcement
« on: December 04, 2017, 09:01:29 PM »
Welcome back, Mega Man. It's been too long.
Also I missed the stream, what info was there about that Mega Man X collection?

6
Gaming / Re: [sonic slicer] about Sonic
« on: April 05, 2017, 06:39:12 PM »

The fact that Colors' story does not acknowledge Super Sonic is irrelevant.  Nobody plays Sonic because of its deep narrative.  Every Sonic fan had been bitching ever since the turn of the millennium for Super Sonic to return to stages.  Colors was the first time that ever happened, it was kind of a big deal, not exactly a minor skill bonus like in Generations.  So they locked it behind the most ridiculously tedious requirement imaginable, that forces you to replay and scour EVERY STAGE IN THE GODDAMN GAME until you're sick of seeing a single one of the game's polygons...and then keep playing because you still didn't find them all.  THE ENTIRE POINT TO SUPER SONIC IN STAGES IS REPLAY VALUE, and it should never ever have been locked behind the most replay-killing requirement imaginable.
To be honest, besides a few fiendish ones like the infamous Red Ring right behind the goal or the ones that are super incredibly easy to miss and not get a second shot at without a restart, the problem with Red Rings in Colors if you think about it that way is the excess filler stages that all have 5 rings to gain as well. It's not that they're usually hard to find, odds are if a Wisp power-up's in a larger-than-normal area or completely unnecessary to progression there may be an extra route or a secret to uncover; but the sheer number of stages compared to a normal Sonic game is what really makes it tedious. It's actually fun to discover hidden routes in Generations for the Red Rings - not so much when there's like six acts of Asteroid Coaster with 5 rings each resulting in 30 rings overall just for one zone.

Besides, my point was moreso that SP Rings in Advance 2 were especially fiendish compared to the Red Rings since if you want to reap their rewards, you have to basically throw Advance 2's entire mentality and design out the window and get every single one in a run with meticulous planning and precision while still being fast enough at certain points for tricky jumps. And worse yet, it was required. If Red Rings had to be recollected on each run for them to 'count', i'm pretty sure we'd all resent them from the bottoms of our hearts. And Lost World pretty much turns them into another Super Sonic reward like Colors, but while having less to collect overall due to 4 acts a zone, throws all logic into a blender by having so many you only have one shot at grabbing per stage run or having ridiculously lethal circumstances around them that turn Lost World into one of the hardest Sonic games in years with how dickish the level design can be.

Compared to that malarkey, Colors is just tiresome.

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Gaming / Re: [sonic slicer] about Sonic
« on: March 25, 2017, 08:00:39 AM »
Advance 2 had the evil SP Rings, which you had to collect in one go. Colors had Red Star Rings that you could collect at any time (and often couldn't even get on first-time runs of stages). The thing is that Colors' Red Rings were entirely optional and only worked towards getting you the Super Sonic reward that was never necessary, though stage tweaks to accommodate were neat. If you wanted the true ending of Advance 2, you had to get those damnable SP Rings and complete the crappy yet pathetically easy special stages.

If you were going out of your way to be pretty completionist for Red Rings in Colors without just getting them more passively on spare time, I can see why they'd be pretty souring though. And that's not getting into how sadistically dumb 100%'ing the Red Rings were for Lost World.

8
People are already calling it Sonic Boom: Mega Man edition, but let's be honest; at least even with how much the characters got flanderized to fit a group dynamic, Sonic Boom doesn't [tornado fang] with the characters enough to make everything unrecognizable, and any fan could jump into any episode and still see it as Sonic. Mega-Mini looks like a forced gag character inserted for merchandise intents and Mega Man- oh i'm sorry, Aki Light doesn't.. doesn't really seem to evoke 'Mega Man' to me with his strange noodleboy tron redesign. It feels more like a chinese ripoff.

Maybe i'm being too harsh but with how they're butchering Ben 10 now, I don't really expect this to break trending expectations with these kinds of shows.

9
Gaming / Re: Marvel vs Capcom Infinite
« on: December 14, 2016, 12:24:56 AM »
Surprised that the rumors of a 'reboot' were true given that the game's back to 2 vs 2 and while carrying over movesets and assets from UMvC3, it's definitely going its own direction so far.

10
Gaming / Re: The Kingdom Hearts Thread
« on: October 28, 2016, 11:00:37 AM »
Surprised it wasn't posted that the PS4's getting a 1.5 + 2.5 combo release with all their content packaged together ontop of a claim on their Japanese twitter that the games will be in full 60 FPS like Dream Drop Distance in the 2.8 release.

11
Gaming / Re: Nintendo NX coming in March 2017
« on: October 23, 2016, 10:44:27 AM »
I remember seeing a theoretical picture where a game could be bundled with its own Joy-Con attachment to allow for special controls for certain games, but I doubt a feature like that would be utilized by anyone but first-party.

12
Gaming / Re: Nintendo NX coming in March 2017
« on: October 22, 2016, 11:57:31 PM »
Also, since we know the Switch is single-screen now:
GET STAR FOX ON IT, NINTENDO
You know, thinking about it, if you strip out the motion controls from Zero then the finetuning of the gyroscope aiming would go missing..
But this is a system with a right analog stick and no obvious reason to actually have independent camera control usually. Hell, the only Star Fox games to have a whole stick for camera control were Adventures and Assault. They could totally fit some aim tuning onto the right stick, it wouldn't be as inherently accurate but these games are all about mastery more than anything.

13
Gaming / Re: [sonic slicer] about Sonic
« on: July 23, 2016, 06:56:18 AM »
[youtube]https://youtu.be/gCh9--2xcKk[/youtube]

That's not to say that 3D Sonic is completely out of the picture. They said it's not Generations 2, so it seems it'll be a non-anniversary title that just uses time stuff as an excuse to have multiple playstyle Sonics again.

14
Gaming / Re: Mighty No. 9
« on: July 11, 2016, 02:19:34 AM »
I still have to wonder what the hell they were really doing between 2015 and 2016, especially such a late release in 2016? I get that Red Ash, Recore and other stuff like the Deep Silver publishing deal probably tied their hands in various ways, but it's like they 'finished' MN9 and then just said "okay everyone drop what you're doing and let's work everything else out." That extra year's worth of time could've easily been spent fixing bugs, improving the various ports, and other things.

15
Gaming / Re: Mighty No. 9
« on: July 10, 2016, 10:52:16 PM »
Yeah, this game is just missing weird little things or focused on odd stuff that the average MM game knew not to screw up (albeit through some trial and error, but that was almost 30 years ago). Especially the power-up buff system, which sure as heck isn't random as it's always specific enemies giving specific buffs. It's like they wanted to keep the enemy mini-transformations from early concepts but went about it in a very questionable fashion. Tight platforming becomes worse when an enemy right before a precise section suddenly speeds up your normal movement, and entire sections immediately become a huge slog if you screw up or take too long with a piercing shot buff - especially if the enemy patterns are practically designed around the usage of the power-up, meaning you have no choice but to acutely dash cancel before you ram into that second or third enemy behind the one you destabilized first.

I was expecting the stumble to only be a little story-telling mechanic to tell me that Beck wasn't exactly an experienced fighter, but it stays the whole game and can unexpectedly slip you up at the worst times, like landing on a ledge with any amount of forward momentum causing you to stumble off by accident. When the core game you're ripping off is designed around tight, responsive controls, taking control from the player as an inherent game element sucks.

16
Gaming / Re: Dragonball Xenoverse 2
« on: July 04, 2016, 06:35:31 PM »
I really need to learn how mods work, I am such a computer illiterate person when it comes to gaming.  That and I really should learn how to edit videos for the future.

There is a steam_api setup out there I grabbed which essentially lets you pack in mods via creating a data folder, putting the mods in correctly inside, and the game loads it that way. DBXV Mod Loader or something like that. I backed up my steam_api.dll just incase, though.

I feel this is how the game should've looked rather than that weird vaseline shine everyone has, but unfortunately this doesn't carry to the custom characters since it was never completed and 'finished' all non-custom characters just over a year ago.  :\

17
Gaming / Re: Mighty No. 9
« on: June 30, 2016, 10:53:06 PM »
Maybe i'm being overly harsh, but I didn't back it and only looked forward to it as a fan. I am a bit of a harsh critic at first until I soften up to something, if I ever do, though.

Also i'm sure anything can be made better by just playing it enough to memorize and perfect it. Those who play past their anger and annoyance to actually start score attacking the stages for A and S ranks or speedruns will probably better appreciate it than those who just play these games through and are done with it for a bit.

18
Gaming / Re: Mighty No. 9
« on: June 30, 2016, 07:47:00 PM »
Well I've reached the end game but put the game down for now after realizing just how obnoxiously drawn out the final boss is going to be. I have seen the ending, though, so I know what goes down.
Honestly? The presentation and graphics don't bother me that much, though at the very least they could've drawn animated mouths for when people speak - and they wouldn't even have to be lip-synched. My opinion from before still stands that the level designers decided to be a bunch of lazy asses when it came to punishing the player, because instant death is just way too frequent. I never died by normal enemy damage once, although I've come close. The weapons suffer from the old Mega Man effect of 'a couple are really good (Brandish, Battalion), the rest are situational'. The Dash mechanic was still poorly thought out.

More particularly, the bosses are also really annoying. It's one thing to learn their patterns, took me a bit with Pyrogen, but it's another when most of them come down to either finding the right circumstances to avoid almost all damage, or trading hits back and forth until you die or they go down. I brute-forced several of the bosses by just finding a good weapon and spamming it (aka the two I mentioned above, though ice on Batt was.. unintuitive). If I hadn't, no pattern mastery would've saved me from a lot of pain, especially when they start throwing out the instant kills. Even Pyrogen and I came down to the wire since I didn't have his weakness yet, so I had to buster-only him.

What puzzles me is the multiplayer inclusion, they scapegoated it last year as being part of the reason for delays (though really it was probably just Deep Silver's awful publishing and Red Ash) yet it doesn't seem to have any worth at all. No one's obviously going to be playing Mighty No. 9 for its multiplayer. And the co-op is apparently designed in a way that Call has to be on-screen to be controlled or else she'll go into an off-camera autofollow mode, and can die and be revived freely, but.. it's not local, it's online-only, which means having two people on two consoles and TVs/monitors means jackshit. And no one will be playing Race Battle either. So that's an entire pair of modes down the drain.

This game wasn't terrible. But it was frustrating, and less fun than any mainline Mega Man game I've ever played besides Mega Man & Bass, and that's a hell of a statement.

19
Gaming / Re: Mighty No. 9
« on: June 28, 2016, 08:00:34 PM »
Well I hate to say I turned up the Normal difficulty lives count to 9, but it's becoming necessary with how much instant death there is in this game. I beat Avi after five deaths, if only because I finally figured out how to avoid all of his attacks but one consistently and his second phase speeds him up so that double-damage ram hurts like hell. I then took on Brandish, beat him after two deaths. Now i've figured out Countershade's level gimmick but those goddamn electric wires get me every time.

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Gaming / Re: Mighty No. 9
« on: June 28, 2016, 03:17:51 PM »
Honestly a lot of the main game feels like it was developed by assholes who don't understand Mega Man level design, and didn't design the stages around the dash either besides those lazy moments of infinite air dashes.
There's Classics hard, Mega Man Zero hard, and Mega Man & Bass hard. This feels like somewhere closer to MM&B in that you'll be thrown into a room with an instant death obstacle, and you'll probably die the first time inevitably if you don't catch onto the trick and it's still obnoxious enough to probably kill you multiple times after that too. Meanwhile damage and enemy positions go in tandem with screwing you up. And then you'll hit a moment, a flow, where the game doesn't seem all that hard, only to get stopped in place because another instant death obstacle pops up.

Am I really supposed to crouch dash precisely under these two giant purple death generators in a row? The game tells me to crouch dash (which in and of itself is arguably a bad game design choice if you have to tell a player to use a certain function just to continue), but I always seem to come up way too early and die as a result.

EDIT: And apparently Countershade's stage has no checkpoints. Wonderful.

21
Gaming / Re: Bloodstained: Ritual of the Night - The New Igavania
« on: June 27, 2016, 10:04:03 PM »
I assume the lighting on the ship is the way it is because there's a port in the castle art stuff, so this is probably early game if not almost the beginning before we really get into the trippy and more accentuated lighting of the castle and such.

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Gaming / Re: Mighty No. 9
« on: June 27, 2016, 09:54:38 PM »
So I downloaded the game via my brother's PS4 account (he's an $80 backer) and decided to beat Ray's stage immediately after passing the intro. Not too hard, but it was a little obnoxious with some of the enemy placement, and I can see why Beck's dash is a pain in the ass considering it's all too easy to dash through one enemy and slam your face into the one behind it.

Then I played Pyrogen's stage and lost all my lives to spikes, constant damage around every corner and death pits. I didn't even get to the later parts where I know it gets even more hectic. Whoever designed that level can go [tornado fang] themselves, this is the first stage in the order that most people are probably likely to play and the difficulty spike is so massive. At least Guts Man's stage in MM1 only really screwed you at the very beginning, not midway to the end constantly.

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Gaming / Re: Legend of Zelda - The official Zelda thread
« on: June 25, 2016, 01:55:11 AM »
to me it felt like they wanted to essentially do an aerial version of Wind Waker's sea but forgot to do anything interesting that actually makes the air interesting - especially since being in the air adds verticality to the mix, a problem WW didn't really have. too much space for the sake of technical ambition, too little of anything in it that makes it worth all that design effort. for all the criticism the sailing of WW gets nowadays, half the fun was the random treasures, secrets, encounters and little isles you discover along the way as a way of immersing you into the flooded lands.

the fact that it took until Breath of the Wild for there to be a dense Hyrule with detail everywhere and more than just enemies bundled in mob encounters bothers me. Twilight Princess had size, but no real oomph to the attempts to make itself bigger than Ocarina of Time since that bigger Hyrule was filled with a lot of nothing.

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Gaming / Re: Mighty No. 9
« on: June 25, 2016, 01:36:46 AM »
in a game filled with bizarre decisions, it doesn't really surprise me

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Gaming / Re: Bloodstained: Ritual of the Night - The New Igavania
« on: June 24, 2016, 01:39:02 PM »
The central complaint right now isn't about any of its game mechanics or gameplay, amusingly, but the fact that the ship looks boring and more people complaining that it isn't the concept art like with Mighty No. 9.
[spoiler]Also goddammit Iga, couldn't resist water balloon sea kraken tits, could you?[/spoiler]

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