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Messages - HokutoNoBen

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701
Gaming / Re: Sonic Returns In New 2D, HD Game
« on: September 14, 2009, 07:01:01 PM »
Some people will say the game is garbage regardless. It's just easy to rag on the franchise, especially when it hasn't really done much in terms of trying to rebuild itself.

Pretty much.

But if this game, some how, beats the odds, and at least does something to please 7-9 out of 10 "old heads" and critics, then it has to be doing something right.

Still, even if this game tanks, I don't see Sega abandoning Sonic. If nothing else, they know that Sonic is a franchise that kids (or rather, their parents) and suckers will continue to buy, regardless of the quality. 

702
Gaming / Re: Castlevania
« on: September 14, 2009, 06:58:43 PM »
and yet he's not a part of the Greatest Five, but Juste is.

Hey, I ain't exactly saying Chris' situation is perfect, either. 8D

I'm just saying, compared to some (re: Soleil, Sonia, whomever was that loser in that cellphone game), he's been better treated than others.

And if this game is indeed a remake of one of his adventures, then that will only serve to make his outlook even better.

703
Gaming / Re: Castlevania
« on: September 14, 2009, 03:49:30 AM »
oohohohoho. i was so giddy when i read this news.

it's especially nice that it's (supposedly) a remake of the first Game Boy game. Christopher gets NO love.

Hey, at least the guy got two games to his name, and even that comic book adaptation a few years back.

If there's anybody in the Belmont family who got the [sonic slicer] hat? It was his son, Soleil/Soleiyu. He ended up having to get bailed out by his Dad, after Drac brain-washed him, and turned him into a boss. He never got a game of his own, and the only thing that seemingly is worthy of mention is that he was one half of the equation that brought us Simon years later. Poor guy...even if he doesn't to fight Drac for himself, it would have been nice to see what he could really do.




704
Gaming / Re: Castlevania
« on: September 14, 2009, 12:39:03 AM »
Most sexcellent news.  owob

It really is good to see that more and more, Konami is willing to take the Castlevania brand seriously again, after so many years of being relegated to "niche" status. They keep this up, and both this and LoS are successes, then I probably won't care if IGA is truly "taken off" the series or not. ^_^

705
Gaming / Re: Tatsunoko vs. Capcom (the sequel topic)
« on: September 14, 2009, 12:36:09 AM »
You can call it what you want, but it invites confusion and is unnecessarily vague, and in this particular case due to common X/Street Fighter linkage it's actually misleading.  There are a considerable number of players who believe Shun Goku Satsu to actually be an attack name for Omega.  If your adjective is in and of itself actually a proper noun, why not use the correct proper noun?

For the same reason I think it's just fine to call any of Zero's "rising slashes" what they really are, in the end. SRKs. To that end, if one of them pops in this game, they'll be just considered SRKs, by association of what the move properties have in common with a base-line thing that most people can identify with. The proper attack names are really only for the sticklers/geeks who really care about such things (re: like you and me, on that respective level reserved for it 8D).

But, if you REALLY want to avoid confusion? Again, keeping it simple, for the sake of this PARTICULAR arena. Most people are probably willing to indulge the notion of associating the Ranbu with a "Shun Goku Satsu" type of attack, more than any thing else (assuming it gets in). So, for the sake of KISS, I say humor that indulgence. If they really want to learn that much more (like say, what it's proper name is), they have the opportunity to do so on other topics on this very web site, alone.


To further illustrate my point, let's flip and reverse it, for the other side of the fence, in the Tatsunoko camp.

If I or some one like Taiyouh really wanted to, we could probably display how versed we each are in the Tatsunoko area, as well. For example, we both know that both Tekkamen have super laser attacks called: "VOL TEKKA". Now, should we be so presumptuous, that we could roll off "VOL TEKKA", and expect people to know exactly what we speak of? I'm willing to bet the case would STILL be "No", even after a whole year's of time since this game first appeared on the scene.

However, for the sake of keeping it simple, it would probably be more "on point" to either a) describe the attack by the motions used (like say: QCF + 2 attacks), or b) describe it as the "Tekkaman version of the Shinkuu Hadouken" (or "Make it Rain", for Tekkaman's SRK+ Attacks). 8D

Again, KISS method at work. If they really wanted to know more in the way of what boils down to trivia relating to the subject matter, I'm sure I, Taiyouh, or some body else would be willing to enlighten them. But, at the same time, it ain't necessary for what boils down to a Fighting Game, specifically.


^THAT is what I was planning to do. Keep it simple, for the sake of making sure that we have even ground for BOTH sides of the playing field, with respect to the specific, FG matter at hand.

But hey, tell me how ya want it, Shelly! If you want to keep it on the level you're most comfortable with, then fine. But you open the playing field for exactly what was I referring earlier. That will probably do more to contribute to "confusion" much more so than what I proposing... 8D

706
Gaming / Re: The Official Pokemon Heart Gold & Soul Silver Discussion Thread
« on: September 13, 2009, 07:45:36 AM »
(click to show/hide)

Well, this much shouldn't be a surprise. It was hinted in the last generation of games, and the PokeSpecial Manga has been using this plot point for itself for a minute. I doubt that Tajiri and Game Freak would have allowed them to get that far with such a "creative liberty", if they had no intentions of using it themselves.

707
Gaming / Re: Tatsunoko vs. Capcom (the sequel topic)
« on: September 13, 2009, 07:39:23 AM »
This has got to be the longest and stupidest "tomayto, tomahto" discussion I ever got into.  

Haaaaahn~? And here I was, thinking the "re: dash canceling" dialogue we had so many months ago was much more involved than this.  8D


But seriously, all things aside...the basic thing should be that: since, in this here topic, we're basically doing more to specifically talk about a Fighting Game, as opposed to the individual series where some of those characters may have come from?

Real talk, relating to FGs/FG-related conventions = Top tier
Everything else = Mid - Low

Armament, and any trivia associated with it, may be important to you, as a platformer gamer, and as a MegaMan gamer. That's perfectly fine.

But in the end, how relevant is ANY of that, to a topic about a Fighting Game? The answer? Not that much, really. I dunno how much more can be said in this arena.

708
Gaming / Re: Super Smash Bros. Bitchslap: What Do You Want To See In It?
« on: September 12, 2009, 11:34:16 PM »
Heh heh! Two very nice concepts, Blues!

Now, let's see...

Metal's Side+B sounds ok, but a bit in the way of boring, in my eyes. Another "Robot-style" laser could work, but I would rather Metal have access to a "Smash-ified" version of that "yellow glowing dash" attack of his (as seen in CD and Triple Trouble, at least).

Functionally, it could serve a similar means to Sonic's own Side+B: it's speedy and it's nice escape/clear-out mechanism. The main difference would be that it could serve as more of a decent "Psycho Crusher" style attack. Unlike similar attacks (like Pikachu's and Weegee's), it would actually go through opposition, so that Metal would end up on the other side of them.

Scan also sounds VERY nice, but it also sounds like the beginnings of being a highly unbalanced character. 8D At the least, maybe like Kirby, he can have the "new moveset" knocked out of him, if he's hit enough.

Final Smash - Metal Overlord sounds fine, even I think it should be possibly utilized in a different way. I was thinking more along the lines of something like Snake's Final, except that maybe Metal Overlord could be to the side of the screen, and rain destruction down that way!



Now, Bub and Bob! Bubble Dragons, go! I really can't find any fault with the concept and movelist, it's practically perfect. One thing I would recommend? The Down+B. Power Bubbles sounds like a great thing, which could only be added to with an extra twist. EXTEND. Every so often (like maybe 1/100 chance), one of those damn bubbles should appear. If Bub and Bob can get all of those bubbles, AWESOME THINGS SHOULD HAPPEN.

I'm thinking like the various, over the top effects that could happen in the games. Giant Bolts of Lightning! Flash Flooding! Etc., etc.! In short, everyone else dying, and Bub and Bob get food to eat to replinish their precious energy.

In short, it would be basically the equivalent of a "free Final Smash". But considering that the Extend Bubbles would only appear once every so often (and even there, I could be crueler, and make it so multiples of the same bubble may appear), you really would EARN it, if you got it. Just like in the games! 8D

709
Gaming / Re: Tatsunoko vs. Capcom (the sequel topic)
« on: September 12, 2009, 11:14:56 PM »
No, not a Shun Goku Satsu "type" attack.  I could name Smash Bros. attacks that qualify as that.  I mean an attack that is either named Shun Goku Satsu or a derivative thereof.  Some factual, Capcom-approved relation.  You're going much more generalized than I am.

Well, honestly, again, that's how I, and I would wager, most FG fans would look at things, as such. Because after all, by the time you get to where some where around the level of a "seasoned veteran", it gets even more generalized. "Frames and Hit-boxes"!  8D

Quote
Shun Goku Satsu is a name, not an adjective.  If you're going to say "Omega's variation of Shun Goku Satsu", it implies some connection between the two beyond the mere concept of an inescapable combo move.  Especially since Street Fighter moves have been known to appear within MegaMan games.  If the attack had no proper name, that'd be one thing, but thanks to Marshmallow and the japanese ZX guide, that's not true anymore.

Again..."a rose by any other name..."  8D

But in any case, you just performed a service for me, by helping me illustrate the point I was trying to convey.

For example, you can go ahead and call even the likes of Zero's various "rising slash" attacks whatever you want, or by their in-game/canon names. Still doesn't take away that they're "Shoryuken" type attacks. And if any one of them were going to be used in this particular game (assuming the pretty much 99.9% assurance that this is some type of MM-related Zero), then you could expect that most in the FG arena would just call them SRKs. KISS - "Keeps it simple, shelly"!   8D

And that's the bottom line I'm working with. In a case like this, I'm willing to do more to "call a spade a spade", in the colloquial way that does more to promote the intent I was trying to make. Yes, I know what Omega's attack's "official name" is, but going more along the lines of calling it a "SGS" type of attack makes sense, especially in the context I was referring to (traditional) fighting game notation.

710
Gaming / Re: Tatsunoko vs. Capcom (the sequel topic)
« on: September 12, 2009, 01:58:52 AM »
"Wailing on them" isn't enough of a similarity to be considered related attacks.

Well, really, how in-depth of a similarity do you desire?

Again, the fundamental thing they have in common, is that they're both basically "canned animation" attacks. They both make it so that upon connecting, the opposition can't do anything to escape the attack, forcing them deal with it in its entirety.

On that basic level, yes, they have more in common with one another, then they do not. Overtly similar concept, different means to an end. Parlance for most FGs goes that, the only thing that really separates the two is that one registers as a "(unblockable) throw" [SGS], the other as a "(blockable) hit" [Ranbu].

Quote
Besides, what version of Shun Goku Satsu scores only 7 hits?

If you're simply looking for a Shun Goku Satsu "type" of attack? Hanzo's "Weapon Flipping Technique" in Samurai Shodown 5 Special (where he basically punches you quickly, breaks your arm using Koppo and then Izuna Otoshi for the finish) does only like 5-6 hits, at most. 8D


But in any case...how does that factor into the equation, exactly?

I mean, the definitive first example of a "Ranbu", the Sakazaki-style Ryuuko Ranbu from Art of Fighting 1, did easily around the 10-20+ hit range (no hit counter existed in that game, so an approximation was used on my part). And of course, variants have appeared in the years and games to follow, which have usually only added more hits, or "worse" (especially if you're a SNK boss). 8D

Meanwhile, the Shun Goku Satsu, and the various similar attacks it has spawned (like Morrigan's Darkness Illusion, and the WFT attacks in the Samurai Shodown series) have ranged any where from like 6-30+ hits, depending on the version of the attack and the game it's in. 

Some fighting games have even gone forth to incorporate both "schools of thought" into one game, further blurring the thin line that separates the two. Capcom's own "Jojo's Bizarre Adventure" fighter is an excellent example of this type of thing in action, and it certainly is not the only one to do as such.


So, again...what does the fact that Omega's version only does 7 hits have to do with anything, really? Omega's attack is an undeniable, direct homage to what could be considered one basic concept, that's been in fighting games for many years before Z3 and ZX were released. Omega's version just does it in its own "way", suitable for the game's means. It's both unblockable like Akuma's Shun Goku Satsu (and has its trailing shadows on start-up), yet it also has a lil "hop" upon activation like Ryo's Ryuuko Ranbu. Omega's version freely invokes both, as part of its presentation.

So, far as most in my ilk are concerned, the SGS and Ranbu are, as suggested above, little more than slightly different approaches to the same/similar end. Y'know, kinda like how projectile attacks, whether they be executed like "Hadoukens" (thrown in the air in front of you), "Power Waves" (thrust along the ground)  or through some other type of means, are both considered the same thing, just executed in differing styles.

711
Gaming / Re: Castlevania
« on: September 11, 2009, 10:48:11 PM »
If there's one thing I could see them directly llift from the DMC/GoW-genre, it's the way that genre handles "leveling".

In other words, you don't get "level-ups". You instead save up "points" from killing enemies, that you use to buy new abilities, items and such.

It may not be perfect, and I could always stand to see more done to keep it fresh, but it's definitely a much better means to keep things in the game balanced, as opposed to a more traditional, EXP-based system, that the modern CVs used.

Or, of course, they could just say "screw you" that type of dynamic altogether. I certainly wouldn't mind. A more "true-to-form" Metroid way of doing things would be fine by me, where in that you had to earn your power-ups by finding them. And if this game was going to be more like CV2, where you're free to wander about the countryside prior to reaching Drac's turf, so much would be fine in my eyes.

712
Gaming / Re: The Official Pokemon Heart Gold & Soul Silver Discussion Thread
« on: September 11, 2009, 10:40:00 PM »
Seriously, do these games have any flaw?

They have YET to make a sequel to Pulseman.

That's about it, though!  8D

713
Gaming / Re: Tatsunoko vs. Capcom (the sequel topic)
« on: September 11, 2009, 10:39:09 PM »
Sorry Blues. You're just going to have to pretend the generic synth in the new release is the generic synth from G-Force. 8D

714
Gaming / Re: The Official Pokemon Heart Gold & Soul Silver Discussion Thread
« on: September 11, 2009, 10:24:37 PM »
Gyat damn, GameFreak REALLY outdid themselves this time.

And my copy shipped today, too! ^___^ Can not wait to tear into this one...

715
Gaming / Re: Tatsunoko vs. Capcom (the sequel topic)
« on: September 11, 2009, 10:16:06 PM »
I count Mega Man's Zero as one Zero. What I meant was... "Are there any other Zeros in Capcom's history other than the red, spotlight stealing saber swinging, blond, maverick hunting maverick from the Mega Man franchise?"

Again...

EDIT: ON THE OTHER HAND!

...As people on the SRK post have put up as a suggestion, it may NOT be Zero we're thinkg about, but instead "Zero Gouki", the Giant Akuma robot from Cyberbots.

He WAS on the proposed character lists, right along side some of these other picks, like Joe the Condor and Ai-chan/Yatter 2. So, it may be too early to celebrate just yet...

So, in short, there's still a good element of doubt, which may make it so that this isn't the Zero that 99% of us are thinking about. We can only wait and see. Personally, since we already have two giant characters, I don't see the reason to add a 3rd (and a Capcom originating one, at that).

I DO like that idea of it being an "all new Zero that serves as a preview for X9" angle, though, immensely.  owob

I'm never going to understand what connection people draw between Ranbu (thank you, Marshmallow Man) and Shun Goku Satsu...

Well, it's relatively simple. What do they have in common?

In both cases, upon a successful connect, the user basically opens up a can of free whup-ass on the opposition, in the form of an "auto-combo". The only real difference between the two is that you can see everything going on in one, and the other usually has things hidden by darkness. 8D

Coincidentally, in Zero Gouki's version of the Shun Goku Satsu in Cyberbots, you actually COULD see everything going in the move, basically making it more of a Ranbu, any way. 8D

716
Gaming / Re: Castlevania
« on: September 10, 2009, 07:57:25 PM »
interesting that they studied C1 and SC4 when making the game. there better be a lot of swinging off hooks.

I'm just glad that they're doing more to pay attention to the classics.

The first trilogy of games are still among the best in the series, in my eyes. And this game, which basically looks a lot like the CV1 cover art come to life, only makes me happier, the more I hear of it!

717
Gaming / Re: Tatsunoko vs. Capcom (the sequel topic)
« on: September 10, 2009, 07:40:25 PM »
While I personally would have preferred X, a Zero, is fine too.

Though, if it was up to me, it would be RMZ-style. RMZ-style Zero could basically roll right along with Cassharn, since they're both fairly sleek, smooth killers.

Plus, maybe they could have him channel a little bit of Omega into his Level 3, and make him do Omega's version of the Shun Goku Satsu. 8D

EDIT: ON THE OTHER HAND!

...As people on the SRK post have put up as a suggestion, it may NOT be Zero we're thinkg about, but instead "Zero Gouki", the Giant Akuma robot from Cyberbots.

He WAS on the proposed character lists, right along side some of these other picks, like Joe the Condor and Ai-chan/Yatter 2. So, it may be too early to celebrate just yet...

718
Gaming / Re: Sonic Returns In New 2D, HD Game
« on: September 09, 2009, 05:48:53 AM »
Can you imagine though? If it's some sort of other character, there's a chance tons of people won't try this game.
Then again, if it's good, well then, let's hope they don't mess it up.

If it was some "new" character, then maybe that might be the best way to try and market the damn game to guys like me. Because guys like me have gotten to the point where we are "sick and tired, of being sick and tired".

I mean, my thinking is...if it was a new character and a new game, then it would have a chance of being free from ALL OF THE BULLSHIT that the Sonic franchise has accumulated over the years, and could be something unto itself, to say the least. And by freeing itself from the bullshit, I'm talking about the post Genesis era games, the fanbase....EVERYTHING associated with the brand, now-a-days.

For all I care, it could be a new 2D "Sonic game", that plays EXACTLY like the 3&K/CD games I desire so much....but stars Mighty the Armadillo (the runner-up to the original character design), instead, and gives him a new villain to fill the Eggman role. I wouldn't care that much, really. Something like this would be a nice "compromise", such that older fans can have what we want, and Sega can continue to market their....*ahem* "wares" to the current Sonic audience.

719
Gaming / Re: Tatsunoko vs. Capcom (the sequel topic)
« on: September 09, 2009, 05:41:05 AM »
Prolly not so much a re-color, as he'll more than likely get "Luigification", plus maybe get some exclusive normal attacks, and execute his moves in a different way.

Tekkaman OG executes the majority of his moves (sans Supers) with Charge motions. Maybe this guy will get more traditional, "Shoto/Uppercut Brother" like inputs...

720
Gaming / Re: Tatsunoko vs. Capcom (the sequel topic)
« on: September 09, 2009, 05:31:58 AM »
FRIGGIN TEKKAMAN BLADE?!!?!

 >0< >0< >0< >0< >0< >0< >0<

YES! YES! YESSSSSSSSSSSSSSSSSSSSSSSSSSSS!!!! ALL IN MY FACE, CAPCOM!!

721
Gaming / Re: Sonic Returns In New 2D, HD Game
« on: September 09, 2009, 05:31:09 AM »
No. NO!

Dammit, Sega, NO! NO! NO! NO!

You can't keep throwing "...Returning back to his roots" in my face! It's lost all meaning years ago, and it's not going to work! Especially when you keep adding in "speed-based gameplay" along with it!

It hasn't worked on me since Sonic Rush, and you're not going to sucker this guy, again.


The only, and I repeat, ONLY way you're going to get me to look so much at another Sonic game again, is through these things being promised:

a) Actual Momentum-based gameplay, like the older titles
b) Non-realistic Earth setting
c) limiting of "friends" (talking like no more than like Sonic, Tails, Knux and Vector, at most). Or hell, no friends at all, would be fine, too.
d) Eggman/Robotnik, along with Metal Sonic, are the main bad guys, and ONLY bad-guys. No more "evil demons" that are randomly found for some reason.
e) Super Sonic is available for casual, in-level play, after you collect all those damn emeralds.
f) Imaginative level design

If you can't promise me that, then, sorry, you're not getting my money for a Sonic game. Ever again. You leave that to your gullible fans and children's parents.

722
Gaming / Re: The Ninja Warriors by TAITO
« on: August 28, 2009, 10:19:04 PM »
One of my favorite games. "Ninja Warriors Again" being probably my favorite version of the game.

723
Gaming / Re: New Bayonetta Trailer
« on: August 22, 2009, 11:03:27 PM »
Probably would rely heavily on if Sega thinks it's worth the time and money to do as such.

I mean, sure, Sega's got as many good people who can do a good PS3 port as well as a PC port, but they probably haven't let the fact that the PC port of DMC4 didn't do so hotly slip by them. That could be a possible deterrent, especially for such a "new IP" like Bayonetta.

724
Gaming / Re: Capcom's Sengoku Basara (sequel) confirmed for the Wii
« on: August 22, 2009, 01:09:30 AM »
Well, in any case.....

Direct-feed pictures.







Also, the newest scuttlebutt, if it couldn't be possibly told already, to the notion that the Wii version is looking to be the lead SKU (or the "base version", in other words), with the PS3 version possibly being more along the lines of an upscaled port in higher resolution, not unlike what occurred for Tekken 5: DR.

So, if so much is the case....then that should do a lot to cull the notion of the Wii being a "gimped" port. The two versions are likely going to be the same thing, plus or minus the PS3 version maybe having a better draw distance and being HD.

So much doesn't matter to me, though...it does make me happy to think that everybody stands to play the same game.

725
Gaming / Re: Capcom's Sengoku Basara (sequel) confirmed for the Wii
« on: August 21, 2009, 12:18:28 AM »
Oh, yeah....  >0<

'Course, as I pretty much expected, I guess I'm alone, for right now.  -u-'

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