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Messages - Zan

Pages: 1 ... 17 18 [19] 20 21 ... 79
451
X / Re: Why does everyone hate Mega Man X6?
« on: October 20, 2010, 10:34:57 PM »
X6 was simply the first game in which you had to unlock the main character in his own series.

452
X / Re: Why does everyone hate Mega Man X6?
« on: October 20, 2010, 08:03:13 PM »
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"Vent and Aile *ARE* "MegaMan Model ZX"

Yes, they are Rockman Model ZX, but no, they are not Rockman ZX, much like Zero isn't Rockman Zero. Besides, the second title in the ZX-series is named Advent for a reason: it is not ZX2 and was never advertised as such. It is simply another title in the setting established in ZX; therefore it can take a different route and exclude Rockman Model ZX from the role of main character.

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in which it's already been clearly established early on that X is the main character.

Since when have you been under the mistaken assumption that X is the main character and Zero isn't?

453
Gaming / Re: Metroid Discussion Thread
« on: October 19, 2010, 10:19:01 PM »
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Whether you're acknowledging Prime 3's Pirate Home World or not, the Pirates as a whole AREN'T Zebesian.  Zebes was a Chozo Colony as well as Samus's childhood home after K-2L.  Presumably Other M is using the term as short-hand for "Zebesian Space Pirate", as in those which were bred there, but that only further emphasizes the oddity in an interplanetary race being destroyed as the result of losing one planet.

Again, Pirates being bred on/modified for/otherwise tied to Zebes is not the problem.  The problem is how exactly does Zebes' loss equal the death of ALL Space Pirates?  It makes absolutely no sense because Zebes was lost twice, once in the original and once in Super.  Granted in the original, the entire planet didn't explode, but having bombed their base and their mothership I think it's a safe bet that they were routed from the planet.  So the fact that they survived its loss once but couldn't survive the same loss again is exceptionally hard to swallow.

Wouldn't that just mean that prior to Super Metroid, the pirates were simply practically wiped out, only having a stronghold at Zebes remaining? Things like the Pirate Home World being struck by a Leviathan would surely leave a mark, not to mention continuous conflicts with Samus' and the Federation.

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There's also no telling how familiar she is with Pirate habits in regards to resurrecting defeated leaders.

One has to wonder how the Federation captured Ridley in Metroid Fusion relates to pirate resurrection habits.

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X / Re: Why does everyone hate Mega Man X6?
« on: October 18, 2010, 11:32:12 PM »
Why are we making up names for the Irregulars?

455
Gaming / Re: Sonic the Hedgehog 4 (Wii, PS3, 360, iPhone)
« on: October 18, 2010, 09:14:14 PM »
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There's considerably LESS story in this game than STH2/S3&K, which is saying a lot.  Sonic runs, collects Emeralds, and blows up Eggman's nostalgic crap.  That's it.

Sounds good to me. So I don't suppose there'll be any "city" zones in this game?

456
Gaming / Re: Sonic the Hedgehog 4 (Wii, PS3, 360, iPhone)
« on: October 17, 2010, 08:57:41 PM »
So, with this game continuing where Sonic3 & Knuckles left off, how does its story relate to the Adventure games and beyond?

457
X / Re: Why does everyone hate Mega Man X6?
« on: October 17, 2010, 08:31:24 PM »
Anybody that thinks X6's story sucks needs to get over the shoddy translation; X6 has what is probably the best story in the series.

458
Original / Re: Rockman 7/8 FC (Spoilers)
« on: October 16, 2010, 02:00:06 PM »
I can't understand why you would think that was unhelpful. His message was clear: the sprite is far too tall because it abides more by the proportions of Rockman & Forte, than it does NES Rockman. If you would look instead at classic Rockman, you'd realize that boots are more often than not are a certain size even for the biggest of characters, and you'd realize that there's no reason for Burnerman to be bigger than say Gutsman.

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My biggest gripe with this "fan input" is the possibility of it waltzing all over DASH3 as they planned it 10 years, and as it has been forming in the staff's imagination since that day. Things like including Rockman Trigger's original design come to mind.

460
Anime & Manga / Re: Bleach (Manga Discussion Mainly)
« on: October 14, 2010, 06:53:06 PM »
I'm loving the new anime intro and its prospect of moving forward into the Deicide Arc instead of taking another break in the middle.

461
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No clue what you're talking about there... Huh
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I saw no way whatsoever that crouching was more difficult in any one game than another.  Of course, in X7 you can only crouch in 2D, but it's hardly ever necessary.

You should have gotten the hint at the very mention of Metalshark Prayer and suicidal button input. It's not so much the crouching itself as what happens when you release crouch, try to dash, or try to attack, with one of those dreaded garbage compressors right on top of you. That wasn't exactly well thought out.

462
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Air-dashing is an exceedingly weak argument to bring against X5/X6.  First of all it's just as applicable to X4 as to the others (in fact X5 is the strongest of the PS1 trio in terms of aerial maneuverability).

Point of the matter is that X5 and X6 feel very slow where they shouldn't. Maybe it's a trend that started in X4, but there's definitely a certain something that made it worse in X5 and X6. X5 of course being beyond salvation until someone shuts off Alia. Inti by comparison always had an extremely solid and fast core gameplay engine.

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X7's triangular kick may feel awkward but it is functional.  Apparently less so if one attempts to dash-kick, but that's something I never considered to be a deal-breaker

The game's intro stage is the perfect example of what is wrong with the (dashing) triangular kick. For a stage design that should be extraordinarily easy in any other 2D title, it just doesn't work well there.

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Nobody can really defend Sentsuizan, but it's not exactly a core mechanic.

Not just Sentsuizan, though. The crouching has ironically seen finer days in X5. Though arguably that's solely Metalshark Prayer's fault.

463
X / Re: X and Marty (Mermaid from the Manga) Pic
« on: October 10, 2010, 11:21:47 AM »
I have a Japanese Roommate and I asked him to spell it out in english from the Japanese text.

He said it reads "M-A-R-T-Y"

マーメイド
meido
Mermaid

マー
ティ
ti
Merty

464
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Paradox? You mean the X thing?

I meant the 2D and 3D merger.

465
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In 9, nothing looks remotely unusual, and all of a sudden an off-screen helicopter claw rams you into a spike wall.

To be fair, in Galaxy's stage the trap is shown to you beforehand without any consequence. They did warn you to thread carefully.

In Endless it's just plain mean.

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But really, if you're going to star Zero in his own series, his signature moves should make SOME appearance besides the evil-twin boss.  It didn't even have to be every game, but somewhere in there, it should have been in the player's hands.  At least ZX pulled it off (even if Rekkoha was a bit impractical).

Fanservice isn't quality.

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If I read that as "X5", I'll agree.  I hold X6 in higher standing than the Zero series, as "balance issues" in that game are more a matter of style than fairness (players generally give up at problem-solving too easily and are unwilling to assume responsibility for exploration in a game which allows you to skip all 8 Mavericks without the loss of a player, not to mention they can't seem to find "Use Current Data" in the menu screen), and it actually did fix a lot of what was wrong with X5's items, ranking, and boss pacing/AI.


X7 I simply see as failure to commit to a new play style (we know from Legends that 3D MegaMan works, but the 3D/2D merger that X7 attempted is a train wreck) aggravated by lousy voices/script-writing.  The 2D design outside of Stonekong was half-assed and wound up detracting from the experience rather than adding to it, and numerous mechanics (auto-lock, Zero's attack reach) do not translate well from one style into the other.  With the possible exception of voices, I don't see those as the kind of mistakes one would make twice, much less in a 6-7 game stretch.

I was moreso referring to well-established core mechanics being broken. X5 and X6 are extraordinarily slow in its airdashing, whereas X7 completely trashed the triangular kick. Things that certainly break those titles further are X5's complete and utterly stopping of gameplay at every screen, X6's suicidally backwards controller inputs, and the paradox of X7's premise.

466
EVERYBODY has to buy a 3DS, it's a NEW system.

467
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Sera and Geetz claimed to be the Carbon ancestors which is a load of crock; Carbons were created artificially per the Master's recollection.

Since it were the Ancients that created the robotic Decoys, and Sera is both a robot and an Ancient herself. I'd say the term "ancestors" is pretty fitting. Also recall Rock's original configuration being similar to a Decoy.

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They also lied as to the Keys being related to Refractor production.

To be fair there's a great deal of confusion with the "Great Legacy" which the Decoys refer to as the "Mother Lode." Both the Mother Lode and the Great Legacy would be Heaven's library, which could truthfully contain the knowledge of the Ancients to even create Deflectors. However, since it more importantly hold the Ancient's genetic information, the "Mankind Playback Plan" much more holds the Ancient's personal interest.

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There are personal preference issues (four games and no Earth Gaizer variant is simply wrong), but it's more than that.  Their buster charge mechanics are more extreme than other games, undermining the value of rapid-fire attacks and rendering them all but worthless against bosses.  They have a severe inability to vary saber skills between games (ZX's Arc Blade excepted).  When they finally introduced weapon energy to ZX they offered absolutely no restore points for it (Classic/X recharge it after every non-castle stage, as Zero/ZX do with health).  And in both ZX games, they leave valuable power-ups in the post-game with no New Game Plus to take full advantage of them.  It's especially offensive in Advent, given how nearly all of the Chip upgrades are in that boat.

I rather despise MM9's stage layout, as well.  Too often the game blindsides you in ways that no X game can compete with.  At least in an X-series game you have aerial maneuvers in case you're dropped directly onto a spike pit with no prior warning that spikes are even in the stage (Splash Woman), and you will not be grabbed by completely off-screen enemies with literally no reaction time while they threaten to ram you into a spike wall/pit (Galaxy Man, Wily Fortress, ENDLESS ATTACK).  Further, 9 makes frequent use of enemies who chase you very nearly as fast as you can run (potted plant missiles), which is a terrible time to decide that you're no longer allowed to slide.

For the most part, I see the above complaints as the very minor balance issues between different Rockman titles. Much like Special Weapons being useless in one game, and being epic in the the next. For other parts, it's the ever important need for a series to have its own identity, not becoming a mere copy of its predecessor and thus threading new ground.

Surely they could have done better at that time, but given the natural time constraints of game production, it's not something I would fault them or the game for. Also remember that they are always still learning, as evident from the difference of Rockman10 and Rockman9. In general, I'd say these issues aren't just Inti's, they are shared by even Capcom's NES and SNES greats, and cannot at all compare the problems that plagued the aforementioned three X-series titles.

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-Seeing Inti not being involved might be a good thing=

Inti made decent games (I'm not to particularly fond of the Z series all that much, I did like ZX a lot, ZX advent has been if-y) 

Inti makes a lot of Anime2D/Side-Scrollers stuff, were-as Mega Man Legends is Anime3d/Cell-Shaded.  Its not too far 'out of their league', but a good example is with Earthbound and Earthbound 64.  The Earthbound (MOTHER) team wasn't used to making 3D games on the 64, so the Earthbound 64(MOTHER3) was actually almost done (with many bugs and errors being corrected left and right) and they took too long.  With many things not finished and unpolished, they canceled the project when the announcement of the GC raised hype.

So, they eventually made (After a long time, with little hope) a MOTHER3 for the GBA. 

When Legends gets the old team back, as well as others used to new-gen stuff as well, tackling a new project of 3D head-on with less to hold them back (severe handicap of lack of 3D games developed frequently), I'd say it was a really smart move on CAPCOM's part.

No offense Inti.

(I always saw MML1 being like a 'test-run' for MML2.  Kind of "Make the engine, and get used to this, because we're going to do MUCH better on the next one" type of thing)

Speed Power Gunbike begs to differ.

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(I've had people object to my referring to units as ancients already)

That's quite a silly objection when the game outright refers to Sera and Geetz as Ancients.

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I can name quite a few trends and oversights that I wasn't happy with.

Nevertheless, Inti's oversights have never been of the same kind that broke X5, X6 and X7. They're more of a personal preference thing than anything else.

469
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Still, it's nice to hear they've got talent working on the game, and they're not just passing it off to Inti like the last half-dozen Megaman games.

I sincerely dislike how that implicates IntiCreates isn't talented.

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Anthro Units

Like we actually know what those are. We've only heard of the "prototype"/"original" Hito Units. We cannot say the term applies the Rockmen, the Mother Units and their manservants.

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I recall some japanese interview unearthed which confirmed that previous characters such as X were not the Master, but would not comment as to whether or not they were among the Elders.  Unfortunately I don't remember the specifics, but I think it's something that Marshmallow Man dug up...

Maybe Zan remembers that better than I do...?

I recall it as X being neither Trigger nor the Master, but possibly being an Elder God, they wouldn't say.

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Didnt the master base him off of a friend of his? (or so i heard) Id sure like to know more of that.

To my recollection, no such statement exists.

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Pretty positive that Trigger was created with the Master's DNA.

The Master's DNA was given to Trigger in the form of the "good luck charm". By having that, others of the system would be reluctant to fight him at full force; they couldn't risk destroying the Master's genetic sample.

471
Servbot41. Support Car ~Dancing Data Frenzy~ (Mega Man Legends) -Bonus Track- (GIF/Flash Animation)



<3 >U<

"Ki!  Ki ki ki ki!  Ki!"


472
DASH / Re: Disappointments with Legends 3? Here.
« on: October 01, 2010, 07:30:19 PM »
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If it's not going to use the function it's sold for than why buy it?

The SOLE reason to buy a new console is because it is more powerful and replaces the preceding one for all newer game releases. Gimmicks like touch screen and 3D are just additional selling points. So why can't people just want the 3DS because it's a more powerful DS that will be having all new games on it?

473
X / Re: Why hasn't technology caught up to X?
« on: September 27, 2010, 11:12:04 PM »
So would the random enemies you fight in a stage (e.g. Mettaur) be Mechaniroids then?

With exceptions such as the Pantheon (mass produced mentally degraded Repliroids), yes.

474
X / Re: Why hasn't technology caught up to X?
« on: September 27, 2010, 10:55:53 PM »
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I thought that they were Repliroids were the robots created by Cain from X's design. And thus X and Zero wouldn't qualify since obviously Zero wasn't based off of X's design and X is... well, X.

The only absolute requirement for a Repliroid is to have near human mental capabilities.

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Wait, now "robots" is on par with "Robot Master" in canon terms? Agh. D:

Robot Master never was a canon term. It's a US-only term for what should instead be "boss robot", the boss you fight at the one of the stage that is a robot.

From Blues to X to Trigger, they are all near-human robots who are classified as "Repliroids". Different from the other robots, who are classified as "Mechaniroid".

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X / Re: Why hasn't technology caught up to X?
« on: September 27, 2010, 09:29:47 PM »
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(he's actually an advanced robot)

Repliroids are near-human robots.

X is a Repliroid. Just as Roll is a Repliroid.

Sigma is the first Repliroid created since the term was coined by Cain. X and Zero are the only existing robots from before the term was coined.

They are all Repliroids nonetheless.

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