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Fan Creations / Re: Itoshi no JJP's Hand Sketches
« on: January 05, 2009, 12:49:58 AM »
See? RPM is good luck. stick around moar. you might win the lottery.
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Sure. Define WHY it is inexorably stupid first, maybe then we'll agree or not.actually it is broken without Sigma as the final boss. its like, WTF O.o
I think you give him a good mythological motif or whatever, just for starters, you already have boss material.
To me that's like saying "Without Sigma as the final boss the X series is broken".
Yeah, like having a non-animaloid boss for a change would BREAK the game.well yeah, thats what I meant.
As in "supposed", "Inafune wanted it to". X6 was in production just as X5 was finishing up. If he sticked around he could have prevented all that.
Gone fishin. Then deerhunting. Then he was game over.He died the same way as Megaman.
Boy, I take some downtime from the internet and look at what I miss?exactly. in fact, the SNES's ability graphically wise has been proven before by Megaman and Bass.
On the original topic, no matter how many magic fish smacks and boots to the head I bequeath, the fanboy favoritism will never die. The NES style, despite being technically limited, is still a worthwhile format in that they actually present a nice level of detail considering the technical limitations they're adhering to (that and the whole thing is cheap and easy, so it helps minimize development costs). The Classic series also contains relatively simple designs no matter what technical limits are applied, simply because that's the atmosphere they built it on.
The SNES X-series style, on the other hand, is a different story. It was made for the relatively simple armor designs of X1, and two sequels later it was all too obvious that the series character design had outgrown the visual style. Zero's revised armor was never displayed properly on the SNES, and the X3 capsule upgrades were a complete mess of pixels. I could accept this if it were a technological limitation, but it's not, it's a style flaw. The SNES is capable of better. The style chosen for X on the SNES was adequate for its conception but is too lacking in detail for the later evolutions of the series. As the designs have grown even more complex since the series left the SNES, these issues have only been magnified further (how in any way do you expect an SNES-style Axl to be done well?). Also, from a production standpoint, the relative complexity of the SNES as compared to NES lessens the development cost benefits. Hell, it's the same number of colors to a character on the SNES as on PS1 or NDS, the extra processing power of later systems were merely used to add bells and whistles: more/larger objects, faster framerate, recorded audio clips, and a few spiffy effects like transparent dash shadows. Take that away, and the only difference is that the SNES uses an inferior drawing style. There's no reason to return to those shackles.
Agreed, but for another reason. In an X-series RPG the party mechanic throws a monkey wrench into the story: You need something to tip the scales in order to justify single boss so blatantly overpowering X or Zero on their own, something which post-X1 always has fans raising eyebrows. In XCM, it was Force Metal. For Elf Wars, a possible factor such as that has already been established: Cyber-Elf abuse.makes sense. Id also like to see them make Cyber elves something more than little balls of light. the GBA was limited, they couldnt make sproites for something so small which also glowed, so they made them little glowing balls of light. the exeption being X, who actually IS a little ball of light. if they made it 3D, then they could possibly do a bit more with that. Especially Mother/Dark Elf. with her sheer size alone she could have her own model. it was a pity she was just a big purple ball in Z2 and 3. her design is rather interesting, as she is actually spherical, unlike other elves, who have actual humanoit(or animaloid) bodies.
I'd still kill for a Command Mission 2 with better cel shading and design and a more refined turn based battle system or even more awesome real time battle system.command mission was INCREDIBLE.
Let's face it, Command Mission was a great change of pace.
Alright, i'll admit CM was a very, *cough*Rough*cough*, game. Despite some interesting stuff, the game just didn't feel like it was trying very hard, especially with the graphics. Then again, I didn't progress much into it after spending half-a-day dealing with that second form of that weird Doctor guy when you're retrieving Cinnamon, with no success.devfend and attack when the bulknhead opens and reveals the green core. otherwise, your attacks will be wasted. defend in your regular form, then when he uses mad ecstasy (I THINK that was the name...)(Brilliant use of the awesome title music, though)
I guess we'll just know what the next X game will be when it's announced, and all we can possibly do is hope that it comes soon.