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Messages - HokutoNoBen

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601
Gaming / Re: Metroid Discussion Thread
« on: January 05, 2010, 11:52:29 PM »
I still want a game after Fusion. After all, Samus just blew a federation conspiracy and space station sky high, with the help of a military mind which knows many secrets of the federation, They arent going to be exactly happy with her. Actually, they are most likely going to try to kill her.

Some would, some wouldn't.

Assuming the likes of Keaton (read the manga, boys and girls, its canon) are still in charge, Samus still would likely have more than a couple of people who would be ready to be at her aid, even if some generic, "corrupted military personnel" are after her hide. Probably in interest of keeping her alive, because of the Metroid in DNA, if nothing else.

What I think would be interesting to see, though, is if she may be forced to make some rather interesting partners as a result of her being forced on the run. Imagine if things worked out, such that she and Ridley are forced to work together, for instance!  8D

602
Gaming / Re: Future Possibility of a PS3/360 Guilty Gear Release
« on: January 05, 2010, 11:48:15 PM »
Overture....is definitely an acquired taste, to say the least. 8D

It tries to be a RTS, a Dynasty Warriors style hack-n-slash, and even a bit of a DMC-like, all in one. It doesn't really do any of those 3 that well, and the controls are crazy. I salute Ishiwatari for trying, but his ideas were all over the place, and nothing really serves to bring it all together.

It's got potential, to be something interesting, if they REALLY want to revisit it some time soon. But...would need a LOT of work. And Daisuke needs to go back to friggin' voicing his own damn character, as he wasn't Sol in the game, for whatever reason. 

603
Gaming / Re: Sega to Announce a New Shinobi game in 2010?
« on: January 05, 2010, 11:42:21 PM »
If the rumours are true, an action game like the PS2 one. If they're actually making one, here's to hoping they've learned from their mistakes on the PS2 one.

Nightshade, its sequel, says "holla at yer gurl".  8)

Seriously, most of the quirks that people had a problem with in Shinobi were fixed in Kunoichi. There were checkpoints, and it overall was an easier game. Especially since you didn't HAVE to play as Hotsuma and his nifty-peachy sword that would suck up your soul, if you didn't feed its needs.  8D

Beyond that, reviewers liked to complain about how you had to learn air combos and proper usage of the air dash, in order to progress in the game. Please...just learn your combos, and you LIVE. That's all there is to it! 8D

604
Gaming / Re: Future Possibility of a PS3/360 Guilty Gear Release
« on: January 05, 2010, 11:30:54 PM »
I'll grant you that much.

But again, I think those who are expecting a "traditional" GG are probably going to be left cold (again).

Especially if neither Ohno or Ishiwatari said any thing to the effect of desiring to make a game for the arcades...just PS3/360 is mentioned and that you could be able to "have fun in that world".  8D


605
Gaming / Re: Future Possibility of a PS3/360 Guilty Gear Release
« on: January 05, 2010, 12:48:15 PM »
There's nothing "wrong" with making it 2D, beyond the notion of (assuming it would be HD)

a) It costs money
b) It costs time
c) It would require a lot of manpower
d) They've already invested such a great amount of resources to market ONE game, which they're going to be investing in for the long haul

2D HD graphics can't be popped up over night. Again, it took ASW upwards of 5 years to make BB the way it is. You really think they're not going to be focused on getting back what they spent on THAT project first, before initializing and marketing another one?

If Ishiwatari is seriously thinking about having another GG game out this year, then it's pretty much illogical to think that they some how had another 2D HD game, a GG of some sort, working along side it. And trying to utilize the XX graphics set is probably out of the question, considering they're old, and not HD quality.

606
Gaming / Sega to Announce a New Shinobi game in 2010?
« on: January 05, 2010, 03:10:09 AM »
Alright, so this here is an interesting little story in itself.

Around this time last month, the Hip Hop Gamer Show had an episode where the guy claimed that Sega was going to announce a new Shinobi game, using an "improved version" of the Bayonetta engine. (My mind tries to even wrap around that kind of possibility....  8B 8B)

But hey, what does that guy know, right? He hasn't always been a reliable source of information, if nothing else.



However, then the most recent "Four Guys - 1up" podcast had an interview with Constantine Hantzopoulos of Sega of America. The question of this supposed Shinobi game came up again. When queried, Hantzopoulous said..... "No comment".  8D


...And then, at the dawn of the new year - Platinum Games has now put a new countdown on their site.
http://www.platinumgames.co.jp/ (Go take a look! It's PRETTY!  XD)

A lot of people have been thinking that this could be related to Shinji Mikami's game, which has yet to be unveiled. But what if it's this Shinobi game instead? Or maybe... Mikami DIRECTING a Shinobi-Bayonetta love-child?  8B 8B 8B


As some one who loved the 16bit classic Shinobis, as well as the PS2 game...such a thing like this stands to make very happy. Especially if it's true! Stay tuned.




Also, while I'm at it, Bayonetta should be arriving in your neck of the woods by tomorrow, depending upon where you live.

If you have a 360, you already know what it is. GET IT! If you only have a PS3? Well, sure, it's a rather shoddy port, but even in spite of that much, the game is still amazing. STILL GET IT!  XD

607
Gaming / Re: Metroid Discussion Thread
« on: January 05, 2010, 01:01:06 AM »
Looking VERY forward to Other M.

I could never get into the Prime games. If nothing else, they, along with pretty much every other FPS now-a-days, only succeed in making me sick.

Hopefully, Sakamoto, his dudes and Team Ninja can stand to deliver. Been far too long since Samus and I got together.  8)

608
Gaming / Re: Future Possibility of a PS3/360 Guilty Gear Release
« on: January 05, 2010, 12:58:24 AM »
Nuh uh, Guilty Gear has to stay a 2D fighter. It's the only way it can be good.

And it's way too early for BB to be the new poster child. It just friggin came out, man. It's popular, but it's not that popular yet. It's still very niche.

BB is what they've been working on for the last 5 years (at the least), while the various GGXX updates during that time were serving to give them some nice capital all the while. They're DAMN sure going to make BB the new flagship, for all that work and money they've poured into it. Expect BB to be rocking it by itself in that avenue for quite a while.

Besides, like I said, it's highly improbable to expect ASW to market two different 2D HD fighting games within the same time frame. They're not going to want to market two similar games against each other, one being even MORE niche than the other. And that's actually GG, right there. Because, for all that it's more well known, only the hardcore have the stomach for its gameplay; BB is much more "casual-friendly", for that reason.


So, really, there's only 3 ways that are probably ideal at this time. Either

a) GG goes 3D with the same 2D style game play (largely) intact. Could be possible, given Battle Fantasia proving that ASW at least is capable of such a thing. It'd be cheaper/easier to construct, and the pressure would be eased a bit on two similar games, from the same company, being marketed against one another.

b) Moar Overture. However, giving that the original 360 game didn't exactly ring any bells (and didn't get a PS3 port), it makes me doubt we'll get where that came from. It could be something entirely different (all over again).

c) Something else completely unexpected (probably 3D). Ishiwatari is certainly capable of such. And if it's going to be predominantly console-only affair, this is his big chance to do as such.


609
Gaming / Re: Future Possibility of a PS3/360 Guilty Gear Release
« on: January 04, 2010, 05:45:24 AM »
Wait, what? what happened to BlazBlue? Sheesh.  :o

Again, I wouldn't worry so much. BB is the new "flagship" franchise for ASW. That just means that ol boy Daisuke gets to the opportunity to do more with his "baby", in other facets beyond the fighting game scope that people most know it for.

But I'm thinking, the very fact that there's no arcade plans listed for this new GG game (or at least, not made evident), means it may not be something most people expect it to be. Besides, it'd be too much to ask for two 2D HD fighting games to be marketed at the same time any way, this isn't the 90s any more.


For example, I wouldn't mind a 3D Guilty Gear, in the style of a Gundam vs. Gundam fighter. That could easily be another "Overture", if they got rid of that hackneyed RTS/Dynasty Warriors-wanna be gameplay, for starters...   

610
Gaming / Re: Future Possibility of a PS3/360 Guilty Gear Release
« on: January 01, 2010, 08:52:00 AM »
I dunno.

At this rate, it's safe to presume that BB is now the flagship 2D fighter franchise. Guilty Gear, which Ishikawa has always wanted to do more with the series beyond the fighting game scope, is probably more prone to become something weird like "Overture" again, at this rate. Especially since the rights situation with Sega still exists, as far as I know.

But, we shall see... 

611
Gaming / Re: Hokuto Musou
« on: December 24, 2009, 09:31:43 PM »
Well, for those who care...

Preorders are up on Play-asia now.

http://www.play-asia.com/SOap-23-83-tw6-71-bp-49-en-84-j-70-3nyu.html - PS3
http://www.play-asia.com/SOap-23-83-tw6-71-br-49-en-84-j-70-3nyt.html - 360

Posted on: December 18, 2009, 04:17:59
http://www.gamecity.ne.jp/hokuto/

Site update~! And it's a doozy too!

Also comes with more details.

Story mode is confirmed to go all the way to the final fight with Raoh.
Stages confirmed thus far
- Southern Cross (Shin)
- The Holy Mausoleum (Souther)
- Cassandra Prison (....Weigel/Uighur?)
- Hokuto Dojo (Raoh vs. Ryuuken...?)

March can't come soon enough...!

612
Gaming / Re: Card Sagas Wars
« on: December 18, 2009, 04:16:29 AM »
ALRIGHT!

Indeed, this game vindicates Mugen's creation. Red Arremer even stopped by to help Bowser out....

613
Gaming / Re: Tatsunoko vs. Capcom (the sequel topic)
« on: December 17, 2009, 12:19:26 AM »
Well, unless the director recanted, or found another way to implement Phoenix Wright/Naruhodo, it's not likely. After all, there's still the thing of how "OBJECTION!" and its JP equivalent are different.

Hope so though...  8B

After all, they did state that what we've seen thus far is STILL not the final list. We still have yet to see Ai-chan, at least, and she was the other leaked character from moons ago...  8B

614
News and Announcements / Re: Mega Man 10 to be released on March 2010
« on: December 16, 2009, 03:28:08 AM »


Famitsu delivers!

And for all those worrying about multiplatform status? You can stop now. Confirmed for all 3 again.

615
Original / Re: MegaMan 10 - More Playable Blues
« on: December 12, 2009, 04:55:19 AM »
ANOTHER game in March?!  As if that month wasn't packed enough for me already~! 8D

Ah well.... *adds another one to the list*

616
Original / Re: MegaMan 10 - More Playable Blues
« on: December 12, 2009, 12:57:08 AM »
I just pray that the differences between Mega and Proto aren't that big, and that the weapons don't do different things for them ala X and Zero (it'd be even worse with Bass if he actually is a legit confirmed DLC).

Why would you actually desire that?

To me, the point of having 2+ characters, is to make for as many different playstyles. Rock could do more to play as he did MM5-6, while Blues could get something more original, thus making his appearance worthwhile beyond just having be a palette swap of Rock.

In other words, it only does more to give free replay value, as you'll have reason to go through the game at least twice over. Again, why say no to that?

617
News and Announcements / Re: Nintendo Power announces Mega Man 10
« on: December 10, 2009, 02:44:18 AM »
What a PERFECT way to end a day like this, for me. A busy day to the end of the semester, and I get rewarded FINALLY with a new entrant to my all time fave video game series.

So "Gooooooooooooooooooooooooooooood." [/Palpatine]


618
Gaming / Re: Sonic Classic Collection
« on: December 08, 2009, 03:06:51 AM »
Well, then it sucks to be you, Ben.   But I think it'd be foolish to prioritize one misstep over any future attempts at correcting it.  Not unless there is some other reason to return to that version when given the choice.

"One" misstep?

But....isn't that we've gotten? Every 3D Sonic game, in essence, has done more to basically cite Sonic Adventure, and then, some how, foul it up even more, instead of doing more to fix the issues at hand. 06 being the worst of the lot, and Unleashed being possibly the least offensive since the first Adventure (for what it's worth).

I mean, tell me why they focused on gimmicky things like adding more characters, a Tamagotchi-like diversion, weapons and playstyles, but a lot of the fundamental flaws that have plagued the Sonic 3D gameplay formula since at least Adventure-US, have still remained in even Unleashed, a game released just this last year? That just shows a disturbing thing of how Sega doesn't "get it". It goes even beyond how "returning to roots" is a meaningless tagline.  


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Lost Levels is one game made in the image of its predecessor.  I meant more long-term.  NSMBW is pretty much is a hats-off to every Mario game from arcade Mario Bros. up to SM64, plus the DS NSMB.


It can be denied though, that theme-wise, NSMBW is basically an expansion of NSMB. NSMB was very much a homage to a lot of what classic Mario was about, it was all there. Its successor just does it better in every way possible.

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What Sonic 2 were you playing?  Or are you referring to the fact that the Death Egg doesn't have enough rings to activate Super Sonic?

That's the one.  

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Maybe in STH2, but in S3&K that's not entirely true.  The higher jump gives Sonic an easier time accessing branches that would normally require Tails's help.  Super Sonic also breaks walls automatically akin to Knuckles (with the exception of Knuckles' character-exclusive routes, of course), which makes finding hidden paths easier.  You could easily stumble into something you had previously missed.

As far as "meta game" thing went, it still was pretty thin. I guess I can only critique it so much since it was among the first of its kind, but again, I can't stress enough how they would need to give it some serious thought before ever implementing such a feature again.

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1. As you mentioned, Yoshi.  Not only is he available by fetch-quest only, but he's impossible to take between stage entrances/exits, and he EVAPORATES ON CONTACT WITH WATER (you also lose him if he goes hungry long enough, but it takes a long time for that to happen so it's not much of an issue; still stupid).  It's atrocious.  As big a fan as I am of the super dragon, even I would be tempted to ignore him completely if not for the fact that his fruit juice is required to get past certain blocks.
2. Speaking of Yoshi's fate during stage entrances/exits, a fundamental flaw in *ALL* 3D Mario's is the inability to carry anything between stages.  In 64 nobody cared because the game had no permanent power-ups anyway.  Nozzles in Sunshine?  Forget it.  This is the one thing Galaxy did nothing to fix, although it's less noticeable since nearly all of its power-ups are either timed or designed for specific obstacles.  Still, I don't know many who would call a timed Fire Flower a good thing.
3. There is a severe lack of variety in the scenery.  Not since Lost Levels has a Mario game focused on a single visual motiff.  In Sunshine, EVERYTHING is the damn island paradise theme.  It gets old.
4. Going with the lack of variety, and perhaps most detrimental of all, you have the same number of stars as SM64 crammed into fewer stages.  Which means even more repetition in an environment already lacking variety, and a general lack of feeling of "progress" as you strive to collect more Shine Sprites for whatever unknown benchmark is next (Sunshine is the only 3D Mario to not bother telling you what your next collection goal is).

While valid complaints, there's one big thing to note here: they're all aesthetic, in scope. None of these quirks, of which some I agree with, in the end, do anything to actually hamper the actual way the game plays. None of these things do anything to showcase truly BAD coding and play-testing at work. It'd be the same thing as me attacking a modern day Sonic game for its terrible storylines. It may be valid, but it has no bearing on the gameplay itself.

There lies the difference between the complaints that you could have with Sunshine, as compared to what I have with 95% of the Sonic games made in the last few years. There's the aesthetic, and then there's actually things relating to the actual game engine itself.  

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I'm sorry, but the Adventures beat that in my book.  I don't care if the occasional glitch sends you falling through the floor, it's worth it.

....



...Yeah, nothing more to talk about in this particular argument. 8D


Just to kinda chime in on something that Hyper brought up, I actually did understand the reason for timing the items one used in Galaxy. The Fire Flower was too damn broken in that it killed most everything that moved (all at the cost of losing the momentum stalling that the standard spin allowed) and Ice Mario's design was created for making creative platform challenges that usually revolved around getting from point A on a water front to point B -- a hidden away area or lesser used shortcut. If these powers were standard fare that could be moved about the levels, it'd certainly be a bit more to the gamebreaking side of things, and on top of that there's also the issue of losing the spin maneuver which really supplemented a good portion of the platforming.

Honestly, I don't really see it as a negative that the 3D games have focused less on keeping items and abilities between levels. I see it more as a change in design focus and as such, I can understand why certain things act differently in one set of games rather than the other. It'd be cool though if there came a game built with deeper 2D Mario routes that would allow for this, but for what the current 3d games are, I enjoy em lots.

Yeah, this.

Honestly, you could say that it's just another one of the design philosophy that was inherited by Yoshi's Island. Temporary power-ups. Hip Drop. Red Coins. Spherical Worlds (for Galaxy). And I'm sure there's others from whence that came...

619
Gaming / Re: Sonic Classic Collection
« on: December 08, 2009, 12:17:16 AM »
Whoa, back the heck up.
Let's get one thing straight.

Other 3D Marios > Super Mario Sunshine >>>>>> >>>>>>>>>>> Sonic Adventure 1 >>>>>>>>>>>>>>>>>>>>>>>> Other 3D Sonics


Nah, still don't buy it. That's why I had to go ahead and "fix" it., in my case. 8D

The most I can say about Sonic Adventure 1, is that, by the time the US version rolled around, it fixed up some of the issues that were REALLY detrimental to the original JP Dreamcast build (which was my first experience with the game). As much was wrong with the US version, it's on a whole new level back in the JP original; framerate was all over the damn place, and the camera/controls were even worse. Homing Dash, a lot of the time, refused to work correctly, and the Light Speed Dash was the cause of so many inadvertent deaths. And a number of other things that aren't worthy of mention.

With Adventure being Sonic's relaunch, as well as one of the leading causes to try and sell the Dreamcast in Japan (and a last effort to save the Sega brand over there as well), they really did a lot to drop the ball with the initial release of the game quite a bit. Little wonder why the Japanese never changed their largely indifferent disposition towards Sonic.

And hell, it certainly soured my overall attitude towards Sonic from that point on. 

620
Gaming / UIRE
« on: December 06, 2009, 09:44:24 PM »
You can press P,P,P,K,P too fast and the combo doesn't activate. Does that in training, does that in combat.

That sounds more like you're just not doing your inputs correctly. The game, to many ends, resembles a Vs. fighter, when it comes to how it will not register your inputs if you do them too slow, or too fast.

Once you get the correct muscle memory down though, you're good. But again, it requires training, and a sizable investment of your time, assuming you want to see just how far the rabbit hole goes in this area.

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Developers don't seem to get that the only people that care about Ranking, Difficulty, and Combos are a very niche group of nerds with nothing better to do. The larger group really doesn't care, want a powerful and competent main hero without feeling like you've SNOBBED US LIKE WE'RE SOMEHOW INFERIOR FOR PREFERRING SOMEONE WITH SOME ACTUAL POWER, and enjoy the settings and story since the devs hide secret missions and areas and spend a lot of time making you watch cutscenes and travel.

Again, don't see really what's the problem. Bayonetta has PLENTY of power, even without the additional stuff I speak of. The additional stuff just makes you better. You just need to learn how to properly hone it all. For all the options that the game gives you, there's plenty of stuff that's available for those who "just want to make it to the end", as well as those who are willing to explore the engine further.  

Just because Bayonetta doesn't do more to hand it to you on a silver platter, like say, how it was done with Nero in DMC4, or the entirety that describes a certain other franchise, doesn't mean it's not there.

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And you still really can't dodge while you're trying to input these long combos, and if an enemy decides to go nuts on you while you're putting it in and it's wanting a certain timing, well you're just SOL.

Actually, again, yes you can. When you start a combo, and then go into a dodge, the combo you started is "stored" (for lack of a better term), and can then be resumed after you finished the dodge animation (or cancelled out of it). This "Roll Cancel" is really how you can start doing some nice damage, dodge to avoid an enemy's attack (Activating Witch Time in the process, if you're good), and then continue the combo.

But the basic thing that can be stressed? This game REQUIRES you to learn the importance of dodging, not unlike Viewtiful Joe and God Hand before it. You have to learn what your enemy capable of, and how to best dodge it, if not counter it out right. In short, yes, home slice, you need to actually LEARN this game, in order to get good at it. The game makes for a lot of ways in order to help you along, but it's still on you the user, to get the most out of it.

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Brutal Legend had longer combos, but they weren't necessary. In addition, it had an all-range, damage stopping Guard. This made you focus on knowing when to pull off combos instead of going in headlong. And in the meantime, you had plenty of shorter inputs that, though not as powerful, had effect. Stop an enemy in its tracks, daze them, set them on fire, etc. Brutal Legend would have been the best Action game if it had some more of the genre's traditional elements (like a freakin' lifebar) and the RTS hadn't gotten in the way.

And in some ways, Bayo is the same way. For the most part, you don't go in head first in Bayonetta, you wait for the right opportunity to severely mess them up. Also, there are a good number of combos that exist that are shorter, but no less useful and advantageous.

One good example? A nice BnB such a "PKP". It's short, sweet, and the third hit summons a forward hitting Wicked Weave Punch that will knock enemies away from you, which could give you some nice elbow room. Then by the time you get the special attacks such as Tetsuzanko, you'll get a nice "Hip Check" maneuver that's pretty much guaranteed to knock all but the toughest opposition back, plus can summon a Wicked Weave punch if you have 3 stocks worth of magic to spare.

Again, the basic thing is that the game has plenty in the way of depth and options, to help many different playstyles and users out. It's not unlike how most competent Vs. Fighters do it, like Street Fighter and etc. And like with SF, you really do have to know what you're doing, and what options are present to you, in order to get the most out of it and really "bring the potential out". That's pretty much all that can be said here.

If it's not for you...then that's nothing more than can be said here either. But there's nothing wrong with the game itself, either.


621
Gaming / Re: Sonic Classic Collection
« on: December 06, 2009, 09:58:20 AM »
Nintendo actually proved that they're quite capable of the "MegaMan" approach with NSMBWii.

Technically, you can say that they did that much earlier, with SMB2-JP/Lost Levels. And they'll likely do it again with Galaxy 2.

But overall, what can be stated is that Nintendo has done a lot more to push Mario in new fundamental directions more often than they have given us "expansions". And hell, going by how much NSMB Wii utterly wipes the floor with the original DS game, maybe the original efforts were more along the lines of "dry runs" for the real deals we stand to get later...

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They also proved they were capable of handling Sonic in Brawl.  So......why not? :P

Wouldn't mind as such at all. The least of what Nintendo's EAD teams could probably make for a better Sonic game than whatever Sonic Team has done in the last decade. That much would go without saying.

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Different strokes for different folks.  To me, that's half the replay value right there.

What I'm saying is it *SHOULD* be available for the entirety of replays.  There's no reason the game HAS to be designed around it.  The whole idea is you need to control your speed while at the same time maintaining your ring count.  Normal stages work for that perfectly fine.  You move faster, you jump higher, you break stuff quicker, but you still fit the basic character type.  It's a bonus to encourage replays.  By making you WANT to, not by giving you a reason you HAVE to. That's where Sonic Team fouled up quite a few times.

Meh, honestly, I've preferred it the way it was done in games like DMC, Viewtiful Joe and etc, which have also done a lot to mimic this same aspect. In those games, by the time you completed the hardest mode/hardest challenges in the game, you get rewarded with an item/power-up/option that basically makes you invincible, with all of the advantages in the game at your disposal. The game does a lot to tell you "Alright, you've truly mastered me, and I could honestly not challenge you any further. Enjoy your Bruce Leeroy Glow(tm)!" 8D

Super Sonic was basically the predecessor to that, in that, likewise, by the time you earned it, there really is no more challenge the game could offer you. You've surmounted the collect-a-thon/scavenger hunt/bonus stage relay challenges, and there's nothing more for you than just mess around with the new status you have with "the glow".  

There's nothing wrong with that, but it would have to be a thing that, to make it more worth the while, either a) the challenges to get the glow need to be steeper or b) they need to do more with making the glow part of the gameplay. Because what the MD Sonics did with this aspect was inherently flawed. You could earn the glow before the game was over, and neutralize any remaining challenge away before the game was "finished" (except for Sonic 2). There's no other perks to being Super Sonic, like being able to find new things in levels, old bosses having new battle patterns or the like.  

That be like if Dante, in DMC, could earn Unlimited Devil Trigger before even finishing Normal mode, and yet, the game doesn't do anything otherwise to account for that.

It's just spells bad balancing and lack of deeper thought on the part of the devs. And I wouldn't want such an aspect returned UNTIL such details are addressed.  

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That ship has sailed.  Ages ago.

It's never to late to do the right thing! It at least would stop the possible stream of any more bad ideas being made into Sonic games! 8D

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I've not yet bought Black Knight due to it being on my Christmas list, but I'll be able to comment on that in a matter of weeks.  As for Secret Rings, works perfectly fine, as long as you're moving forward.  And not on rails.  Okay, so it could have been better, but the bulk of the game is smooth.  Which is more than I can say for JoD.

The worse I can say for JoD is that the 3D "platforming" sections, where you're NOT flying as Nights and playing as those brats? Those were definitely the pitfalls in the game.

But turning around for Sonic in SR? I think pulling my own teeth out would be the only thing that would exceed how much of a painful experience that was.
 
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The Adventures may have some elements that weren't really necessary (Tails's mech and Big's fishing), but for the most part I think they were as much "true arrivals" of Sonic in 3D as anything Mario ever did.  Considerably better than Sunshine, I have to say.


....

...Seriously?

I'll definitely admit that Mario Sunshine was probably the "worst" of the 3D Marios. But I'll be damned if I consider ANYTHING that Sonic has done in the 3D realm as worthy of even being COMPARED to Sunshine, much less being better than it.

The worst you can say about Sunshine is that it felt too gimmicky because of FLUDD and tacked-on Yoshi, and lacked the polish that either 64 or Galaxy possessed. But there was never anything truly detrimental about the game, itself.  

The worst you can say about pretty much any given 3D Sonic is a truly bad camera, questionable hit/collision detection and borderline game breaking glitches. And that's not to say some of the issues that were mutually exclusive to any one entrant of the franchise.

The Adventure games were "decent", at best, if we were willing to look past their inherent faults. But that's about that could be said about those games, gameplay-wise.

622
Gaming / Re: Sonic Classic Collection
« on: December 06, 2009, 03:56:34 AM »
There are those devs who would like to see decent Sonic games, though.  The Rush games are proof positive of that to me.  Rush Adventure stepped up the level design, but at the same time, bogged the game down with extra mission and collection crap.

I dunno how much the Rush games count in this light though. Dimps handled the majority of the development, and Sonic Team was in a more advisory role.

That's nothing bad to say about that arrangement, barring the fact that the main games in the series that could be construed as good in the last few years, have only been with Dimps' involvement. That much extends to the Advance games, too.  

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What Sega has consistently forgotten is replay value.  They bog the games down with extra menial tasks/game modes thinking it'll extend the play time, which it does, but it also kills your desire to replay it.  Super forms are part of replay value which is one reason I make a big stink over it.  Another is how to properly handle alternate characters (see S3&K).  Character abilities which are different and useful, but do not mandate a separate stage type.

Extra characters I may agree on, but I still think that Super Forms are just a novelty, at best. You get the ability that pretty much proves your mastery of the game as a bonus, allowing you to plow through the game even faster than before. It's cute, that much goes without saying, but that's about it. The game itself doesn't change up any to respond to your new plateau of power, and so it does more to me to be a bit redundant.

If they're going to bring such a thing back, then I would really hope they do more to make it worth the while. Make a separate play mode that can be truly built around the new power you possess, or something. Or maybe make it like in DMC, VJ and Bayonetta, where you TRULY had to do the damn thing to earn that power, and by that point, there's nothing left for you to accomplish any way.

Definitely agreed that Sonic needs more in the way of replay value, to stay relevant though. A level creator, like the Flash thing that's been making the rounds on the net? That'd be a nice start...

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The problem with the whole sale-motivation mentality, though, that they'll keep doing what they're doing as long as it sells, is that you don't know how they'll respond when it doesn't.  As long as it sells, they keep trying, and with little exception the soundtrack at least usually justifies a Sonic purchase.  It stops selling, they might not redouble their efforts.  They might just figure, "people don't like Sonic anymore" and let him die.  See ZX.

Well, I think of it like this: If they don't read into what is the basis beyond public outcries, then Sega's marketing team is more incompetent than what even I would be willing to give credence to. And it would just prove more that they don't know what's really best for the franchise, and maybe an "honorable death" is for the better.

There have been far more deserving franchises that have gotten the ax, instead of a sequel. And maybe, in some form of poetic justice, it may be that better that way. As far as I and many others are concerned, Sonic might as well be dead. And unless Needlemouse sincerely turns the page, I can predict only more joining that number. That's how bad of a position Sonic is in, and as a (largely estranged) fan, it saddens me.

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Although I will attach the disclaimer that I have not been, nor will be in the foreseeable future, able to play Sonic '06, I must strenuously disagree with that statement.  JoD is worse than Heroes, worse than Shadow, worse than any new-age Sonic game I have ever played.  At least the Sonic games look good.  At least they sound good.  And at least their control inputs have a tendency to actually work.  JoD couldn't even get the damn Wii remote pointer right.  The SYSTEM MENU outperforms it in control, that is damn sadder than any Sonic I have played.  The only thing that even competes with that is Sonic Genesis, which is a port quality issue and not a game design issue.

Aesthetics-wise, is a difference of opinion. For example, I thought JoD had a charming OST, even if it wasn't as godly as the original's. To say the least, it's done more for me than any recent Sonic game's OST, short of Rush's. But again, that's a matter of opinion. 8D

And while I'll give you that the Wii-mote control interface wasn't kosher, hey, that's what I thought the GC/CC controller options were for. Hell, everybody who was raised on the Saturn classic, and wanted to make sure they got fitting, "proper" controls, wouldn't accept anything else.

To say the least, JoD at least GAVE you the option to play the game the way you felt best. That's more than can be said for either Secret Rings or Black Knight. You want a true example of questionable controls? These games possess such in spades. I like how BK has input-lag on sword swings; that's a very BAD thing to have on what is basically the entire premise you're building a game around.

Thus being a similar issue with Unleashed. The Day levels were vibrant, fun and very well put together, but when it came around to the Werehog stages it became slow and all too unappealing. And i fear Sonic Team will make the same mistakes with "Project Needlemouse". They try too hard, which ends up hurting instead of helping. Sonic games are straight-forward for the most part, and that is what Sonic Team has to understand.

Agreed.

If ST were to just get the point that "less is more", we likely would have had a decent successor to the 2D games, and likely a "true arrival" of Sonic in 3D as well, YEARS ago.

And so, thus, we're truly at a crossroads. Either Sega has to be able to see the reason to just "return Sonic to his roots" (and actually MEAN it this time, with no unnecessary gimmicks!), or they're going to have to take Sonic in such a new, outright radical direction, effectively re-building the franchise from the ground up, so that they can actually have something solid to build on.

The former, is akin to why Rockman has done a lot to stay strong all these years. The Rockman franchise has offered numerous adaptations and changes over the years, and many, many sequels, but a lot of the base things that have made the games what they are since the NES days, have stayed the same. And for the most part, people have loved the series for that.

The latter, is why franchises like Mario have done a lot to stay fresh and relevant to this day. By and large, Mario has always done something to change things up and reinvent itself throughout the years. And usually, with a more fundamental focus in mind. 

Either of these directions could benefit Sonic, at this point. Going back to the MD days would at least showcase that they really want to take it back to the roots, and all that they have to offer. We could even get nice, Rockman Zero like evolution that could really make for some nice level designs and gameplay aspects. Going Mario's route could also be nice, as perhaps Sonic is due for a true formula change beyond just relying on speed-based platforming.

Whichever the case...I just hope for the best. Maybe the fact that Sonic himself might be getting a re-design (that silhouette points to such a possibility) could showcase just what might be in store.

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Gaming / Re: Official Bayonetta Thread (Now with Copious Amounts of Action)
« on: December 06, 2009, 02:46:06 AM »
Give me the upgrade where I turn into King Bowser and Haymaker everything!

Get through the highest difficulty, Non-Stop Climax. If that ain't basically it, I don't know what is. 8D

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Just not a big fan of slow-to-activate, multi-button press combos. 3 or 4 button presses, max. EVER.

Slow-to-activate?

Really and truly, the combos are only as "slow" as your hand-eye coordination allows you to have. Want the combos to come out faster, then your fingers may need to get a bit more training in their reflexes. 8D

But then again, if you do want something a bit more deliberate and powerful, the game's got you covered. How do Fire Claws and Tonfa Bazookas sound to you? 

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It's certainly possible. If they could get a "sequel" to Okami to work on the DS, then SURELY a game based off of the PSX era could likely work on the DS.

Of course, it would probably disappoint those who were expecting a game with full voice, plenty of FMVs, and a game that may actually take DASH's game play and art style to a new level.

To me, a DASH game could stand to benefit much from the best that this new generation has to offer. In other words, Rockman [tornado fang]ing Trigger should NOT control like a tank. In my eyes, the only acceptable means would be to make him a character that's much more mobile...some where between Dante and Mario is the kind of mobility I would like him to have. After all, this is guy is supposed to be the latest, and arguably, most powerful guy who inherited the Rockman moniker. Shouldn't he be privy to plenty of combat and movement options that allow him to realize that potential?  :3

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Fan Creations / Re: The RPM Lantern Corps
« on: December 05, 2009, 10:47:15 PM »
Now that my semester is coming to an end, I may have time for more things like this!  8D

I'll post something up later!

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