Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Hypershell

Pages: 1 ... 43 44 [45] 46 47 ... 192
1101
The problem with Capcom is that "Mega Man" is related to "Mega Man Legends" without actually being "Mega Man Legends".  Ergo, any announcement of "Mega Man" will drudge up the memories of "Mega Man Legends", and at the same time remind us that the promises of "Mega Man Legends" are unfulfilled.

Seriously, the longer the news sinks in, the longer I look at the e-Shop and see that there *STILL* isn't any native-3DS game on the damn thing, the more angry I get with Capcom.  I know they're not doomed or anything, I'm not that naive, but they pulled one hell of a dick move, and forgetting about it is far easier said than done.



The second circle pad I honestly don't care about.  I'm one of those rebels who barely touched an FPS outside of Metroid (which many call an "FPA" since it handles so differently), and dual-analogue control has never felt natural to me.  As someone who lived and died by Mega Man X for two console generations, my right thumb needs to be doing more than just camera control.

1102
Gaming / Re: I did it once and I'll never do it again!
« on: September 07, 2011, 01:09:32 AM »
Doing 100% and sub-2-hours at the same time on Metroid Zero Mission, while at the same time stocking items to max capacity prior to any boss fights, and again prior to Mother Brain.

It's not that I don't WANT to do it again, but for the life of me I don't remember how.

1103
Gaming / Re: 3DS Pricedrop. Early Adopters gets free NES+GBA VC games
« on: September 02, 2011, 03:35:04 AM »
Had my NES numbers backwards, sorry.

Guess they're trying to replicate the TV screen stretching.  Kinda messes with me on a handheld after playing/adjusting to so many GBC/GBA Mario ports, though.

Tried playing the golf game, and holy [parasitic bomb] do I suck.
Same.  The meter returns for accuracy faster than it leaves for power, so it's very, very easy to send your ball flying into the woods. :|

1104
Gaming / Re: How to access your free 3DS ambassador program games!
« on: September 01, 2011, 02:44:29 AM »
Fun fact: The Zelda rom on there is the original engrish-intro version and not the updated Wii VC game.

That golf game any good?
"Good" in the context of golf games during that era, yes.  I never tried a golf game before the N64, though, so I'm pretty spoiled.

Very noticeable that this is a beta release for the NES games, there's hardly a manual (Not like you'd need it for most of these games) and no Restore Point Function (If they are planning on including one anyway).
I'm sure they will, since the GB has it.  Nintendo's already stated that these games will be updated before they go public.

There seems to be some SLIGHT scaling going on.  The NES's vertical resolution is 256 while the 3DS's is 240.  I hope the final games have an option for an unscaled display as with GB/DS games.  I'd appreciate the sharper image, and 8 pixels off top and bottom would be pretty comparable to a box TV's overscan anyway.

1105
Gaming / Re: Legend of Zelda - The official Zelda thread
« on: August 31, 2011, 12:43:44 AM »

And that answers the question: Why buy a fifth Wii remote? 8)

I gotta remember to pre-order that sucker.

1106
Gaming / Re: (Rumor) Complete list of free NES and GBA games on 3DS
« on: August 31, 2011, 12:40:48 AM »
(EDITS: Darn Vixy's ninja-posting)

Looks like the rumor mill got 2 out of 5 (Metroid and Zelda II; lucky guesses I'd say).

Can't really argue with listening to
Yoshi Star music
wherever I want. 8)

1107
the main problem being that both classic characters and X-series characters are somewhat shallow. they operate on very few character traits (hero, aloof, evil, smart, etc). it doesn't make them completely non-functional as characters, considering we're all still attached to them after so many years. to make it work they would need a hardcore rewrite, which i would welcome with open arms.
I doubt it would require a rewrite, though it may very well be perceived as one.  See, many times, with games that focus more on action than story, fans tend to read the characters as being even more shallow than they actually are.  Case in point: Samus Aran.

I look at Zero and I see the potential for the same thing.  There's plenty we don't know.  What's he like socially, when he's not on the job?  Loner?  Popular?  Serious?  Laid back?  Then we have what we do know, the obvious ruthless exterior.  Then we have the less obvious but equally canonical insecurities underneath the surface.  Zero has a lot of issues with his past, and with innocent casualties (particularly in X4/X5).  And even he gets sick of fighting (X8, Z1 drama tracks, Z3 drama tracks).  These are issues we usually associate with X, the simple naive hero.  Zero feels them as well, to some degree, but he doesn't let those feelings out the way that X does.  The first anime to explore that, which TDoS did not, could very easily get castrated by the masses for being an alleged betrayal of Zero's character.

1108
DASH / Re: It's dead, Jim.
« on: August 28, 2011, 08:46:26 PM »
Next big project, for those not keeping up, is an international Servbot collaboration.  Started by Japanese fan O.S., spread to the english-speaking internet thanks to Dashe and Amunshen.

Deadline is September 10.  Details here: http://legendsneverdieproject.wordpress.com/

I just wrapped up my submission.


1109
I dunno, I think X and co. have plenty enough character depth to drive an anime.  God knows there's a lot more than TDoS that's been left unsaid in the games.  

I wouldn't say that Classic is lacking, more like it's already been done.  We have RS, we have Upon A Star, we have Archie's comics, and there's tons more out there.

The source story being limited means nothing; if anything it creates an opportunity.  Any decent game adaptation needs to stand on its own rather than remain strictly within the confines of the game story, or else it's just redundant.  As an example, just look at Sonic SatAM.  The games, in terms of storyline, offered jack squat other than the robot theme to the villain.  The show took the games as an inspiration, and from there succeeded by its own merits.

Granted, Ruby Spears wasn't horrible. It could have been much worse (Captain N). It was a pretty good show for what it was and what little source material the people had to go on at the time; however, we don't live in the early 90's anymore.  What they produced is understandable once you put it in the context of the era it was produced in, but such a thing won't fly anymore. We know what the source material is now.
The character design of the show was perfectly fine.  Roll is the only real offender in terms of anyone not bearing a reasonable likeness to the source (by "reasonable", I mean within the same margins that the entirety of the fanbase accepts between Ariga and Rockman Online), and I'm sure getting her a new outfit could be easily arranged.  Yeah, ProtoMan needs to stop working for Wily (that's a result of the show pre-dating Bass, and we all know it), and the general atmosphere could be a little less cheesy, but all of that is a pretty simple batch of adjustments.

Not that I believe anyone would pick up RS, it's just too old.  I'm just saying, if someone did, there's no reason it couldn't work.

1110
Original / Re: No Charge Shot.....Why?
« on: August 25, 2011, 02:32:23 AM »
What about X4?
One reason among several that I love X6 and TvC. :P

That said, I am referring more to play style than I am to character identity (if you want to talk Zero and signature abilities, that's a WHOLE OTHER discussion with what Inticreates was doing).  Referencing X3, Zero's saber was the only thing to differentiate him from X.  Further, to not nerf Zero would be next to impossible; the guy could kill any boss in two hits.

In X4, Zero's play style abandons a single-game presentation, which is not much of a precedent, and more importantly, the buster continued to exist in X with no real drawbacks.  9 and 10 do not have such a luxury, as selecting ProtoMan punishes you with double damage and knockback.

1111
Original / Re: Did they ever explain the Wild Coil thing?
« on: August 25, 2011, 02:15:01 AM »
But what is Spiked Wall Man's weakness?  8D
Going by X6 logic, I'd bank on either Shadow Blade, or Barrier Man's weapon.

Wily's robots are equipped with safeguards against FlashMan's weapon. It so happens to be defected inside Quick Man.
Too bad Albert didn't think to do the same with his Pseudoroids.

1112
Original / Re: Did they ever explain the Wild Coil thing?
« on: August 24, 2011, 03:22:24 AM »
It certainly sounds a lot cooler than some guy trying to float you into a spiked ceiling...

1113
Original / Re: Did they ever explain the Wild Coil thing?
« on: August 24, 2011, 01:22:39 AM »
Mother [tornado fang]er, have you seen the damage Battle Tops can cause?!
The strongest tops I've seen involve fox magic.

1114
Original / Re: No Charge Shot.....Why?
« on: August 24, 2011, 01:16:55 AM »
Is this before or after you add the Blues factor? :V
Who do you think PB is?  He'd have paid for Blues in 9 immediately.

9 had a female robot master, and revisited the concept of Light-bot Robot Masters.  That was it.  10 did everything else better.

I don't think you quite realize what I'm saying. I'm saying that MM2 gameplay, without charge and slide, puts an additional emphasis on special weapons that later classic games do not.
Creating emphasis by removing abilities has been my biggest complaint with Inticreates ever since Zero1.

1115
Gaming / Re: Sonic Generations (360, PS3, 3DS) - Holiday 2011
« on: August 24, 2011, 01:01:39 AM »
He's probably not the final boss anymore, so it'd be kinda expected that he's not as tough.  Sonic to me is more about the rush than the actual challenge, anyway.  How many other games are so damn fun to just blaze through the first few levels while invulnerable?

[youtube]http://www.youtube.com/watch?v=s_tRYc-gRcA[/youtube]
Hope the Console version (it better be there) is as awesome sounding.
That...was like an orgasm in my ears.  And just when I thought Sonic soundtracks were getting weaker.  No stopping me from buying that now!

Now I'm curious: Mushroom Hill is in this, so I wonder if there's any chance of hearing an S&K Act 1 boss remix?

1116
Rockman Series / Re: Mega Man Archie Comics
« on: August 24, 2011, 12:53:47 AM »
Well, titles often have more than one meaning.  But it may just be one of those things that's so simple that it's easily missed.

A pathetic, selfish hack of a writer who played a huge part in ruining the entire Sonic the Hedgehog comic.
http://www.sonicstadium.org/2010/02/ken-penders-speaks-his-mind-on-ian-flynns-performance-on-the-sonic-comic/
Read this... read it whole. DO YOU SEE IT? DO YOU SEE WHAT KIND OF DICK HE IS?!
I find it funny that Ken criticizes his successors for being unoriginal when his own litmus tests for their alleged failure are well over 100 issues prior to his leaving.  In other words, his last eight years on the comic didn't measure up to his own standards.

"They stole my idea when Bunny and Antoine got married".  Priceless.  They were an item (from out of nowhere) since #46.  Taking a long-established relationship to the logical next step is not the property of any individual.

Quote
There's also that court case... google "Ken Penders court case".
I don't want to talk about this filth.
Anyone besides me find it disturbing that Ken is in court trying to do exactly what many fans wished Inafune would do?

1117
Original / Re: Did they ever explain the Wild Coil thing?
« on: August 22, 2011, 03:10:33 AM »
All depends on the strength/quantity of the fire and ice involved, I'd say.

Everyone has to be weak to something, whether expected or not, and that certainly didn't start with 7.  What advantage does a top have over a ninja, again?

1118
Original / Re: No Charge Shot.....Why?
« on: August 22, 2011, 02:59:55 AM »
It's the charge that overshadows the special weapons
There's no charge in 2, and MHX definitely wants a word with you.

1119
Original / Re: No Charge Shot.....Why?
« on: August 21, 2011, 08:53:51 PM »
Not to mention, it has nothing to do with slide and charge being excluded.
Maybe not "difficulty" in the sense of getting you killed, but the absence of the slide coupled with the type of enemies introduced definitely increases the frustration level.  Those potted plant missiles never cease to annoy me, a seeker-enemy should not be moving that fast in a game that has no slide.

The upshot of Powered Up being so claustrophobic is that you don't really feel the need to move quickly the way you do in 9.

Quote
Fact of the matter is that previous games in the series often had only a sole weapon stand out, and had an otherwise useless arsenal overshadowed by the buster. Rockman9 is different in that literally every single weapon is a great weapon to use in stages, further emphasized by the low mobility and low offensive of MM2 gameplay.
Very few of the weapons in 2 or X1 would fall into the category of being overshadowed by the buster.  Maybe Rolling Shield if you disregard the charge.

1120
Rockman Series / Re: Mega Man Archie Comics
« on: August 21, 2011, 08:45:57 PM »
Coby Robot is where you have a problem with false expectations on the cover?  I'm considerably more concerned with Rush being on the cover of #1.

1121
Original / Re: No Charge Shot.....Why?
« on: August 21, 2011, 04:32:54 PM »
Just because it's not your cup of tea, doesn't mean the game is bad. The lack of charge and slide in itself was a novel idea to recapture the retro gameplay that made Rockman famous. For all the complaints about cheap difficulty, we were given a special weapon arsenal of unprecedented usefulness, and an actual incentive to go about and use them. The next game simply took the same premise and re-balanced it to further suit their fancy.
I don't think anyone in their right mind objected to "recapturing the retro", it's just that MM9 laid it on way too thick.  There is an extreme difference between going back to form and outright ignoring the contributions of later titles.

Making such heavy attempts while at the same time failing to achieve the gameplay balance of the games they're tributing only serves to make the differences stand out like a sore thumb.  There's a difference between a retro can of paint and retro game balance.  The earlier says that you're probably intending the latter, and 9, while a solid game in its own right, failed in that regard.  When people say that 9 has "cheap difficulty", they're not saying that the game is itself hard.  Quite the opposite, it is easily broken with the combination of Jewel Satellite and a Tellybomb spawn point.  What they're saying is that, when they do die, too often it is some cheap stunt from off-screen with no warning.

Overcoming the challenges of a game such as MegaMan comes from a balance of experience and reaction time.  9's biggest problem is that too often it almost entirely forsakes the latter.  Beating it is a simple matter of knowing what it's going to throw at you.  To hard for the first time, too easy for replays, all depends on how you look at it.  It's not that the game's challenge is too hard, or not hard enough.  It's that the game's challenge is shallow and unsatisfying.



Oh, and I must object to the phrase "special weapon arsenal of unprecedented usefulness".  That is an extremely lofty claim for a series that includes Metal Blade and Storm Tornado.  I will grant that 9 probably has the best shield in the series, but I don't think that going for shopping sprees with Auto as opposed to actually finding crap that you need is the best incentive.

1122
Rockman Series / Re: Mega Man Archie Comics
« on: August 21, 2011, 04:01:55 PM »
There's already a fairly unexpected and well-fitting twist in issue 4, but I won't spoil.  I'll just say that the fortress battles aren't as redundant as you might expect.  Between that and some solid early characterization of Roll in 2/3 (who is all too easy to shove off-screen, as the NES games did), I'm pretty confident in Ian's writing.

Almost none of the people I see talking about the comic's style seem to like it on its own merits. It's always "Yay, it looks like the games!" or "Boo, Chad Thomas has his own style!" (The latter became the former recently) Urgh.

I mean, I like Spaz's style just fine. But a lot of those comments feel like purist bullshit.
You know, when you consider the number of artists who have worked on Mega Man games, and the differences between NES art, Super NES art, PS1 art, MMPU's art, and MMU's art, I think we can safely say that "like the games" is an extremely ambiguous term.

Yes I disliked Chad's early lineart, but it was less because it was its own style and more because it somehow reminded me of Universe.  Seeings how he is now changing things up, I am certainly curious as to what a full comic by him will look like (and I can't really not love his Rush in #4's Short Circuits; that expression is priceless).

That being said, I've been a fan of Spaz ever since 1996, long before he ever started work on MegaMan.  Yes, I'm glad that he chose a style similar to "the games" (by which I mean Hideki Ishikawa), but it's not as if his own flair doesn't show through.

The "purist bullshit" refers less to current MegaMan and more to the PS1-era.  But considering the radically different art directions that Japan has taken MegaMan over the last few years, I really can't say that I blame the fans for wanting a little consistency.

1123
Any excuse to throw Iris into a game of poker is fine by me.  That said, I'm kinda well stocked on playing cards...

1124
Gaming / Re: Sonic Generations (360, PS3, 3DS) - Holiday 2011
« on: August 19, 2011, 02:38:06 AM »
I'll be getting this game for 3DS, for sure, but I really wish we could see Tails playable, instead of the freaking cheerleader that he's been since Rush.

Only thing i dislike about the 3DS version is that well, there really is little difference. its just Sonic WITH boost, and Sonic without boost. :/

Those images are beautiful though. Im going to bee too busy admiring the scenery to play the game XD
Agreed on both points.  Sidescrolling with boost, sidescrolling without boost, pretty pointless.  On the other hand, Mushroom Hill and Launch Base look freaking awesome.

I wouldn't get too excited about that.  I just watched a gameplay video of Classic Mushroom Hill and the stage layout is exactly the same as in Sonic & Knuckles.

Dimps is just copy/pasting the Genesis stages and prettying up the graphics.
Well, seeings how they're making two different sidescrolling modes instead of a sidescrolling/3D selection, it makes sense.

Although, to me, the 3DS approach feels a little more honest.  From the PS3/360 gameplay footage I've seen, Modern Sonic spends half his time sidescrolling anyway, ala Colors.

1125
DASH / Re: It's dead, Jim.
« on: August 19, 2011, 02:27:44 AM »
Indeed.

I'm also quite certain that releasing the Prototype as an e-Shop launch title, as originally planned, would have generated a fair amount of buzz.  Hell, they could release it today it'd STILL be the only e-Shop game to not be a port.  Admist the current software drought, the Prototype would have been impossible to NOT notice, had it been released.

Pages: 1 ... 43 44 [45] 46 47 ... 192