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Messages - Hypershell

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1426
Gaming / Re: The "What are you currently playing?" Thread
« on: March 20, 2011, 11:08:27 PM »
They might, but seeings how Wii doesn't officially support patching/updating the actual games, games with Mii support released before the update (of which there are tons) still wouldn't work with the new Miis, even if those Miis could reside on the Wii console.

1427
Holding the tradition that every DS system must have some tie to breasts, I see.  XD

Thing is, TvsC was essencially attempting to be a serious fighter, while Brawl is a fun party game that people [sonic slicer] about not being able to play seriously.
Bitching about a game not being what it's not even trying to be is not something that makes a lot of sense to me.  Same applies to offline Brawl discussions.

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And in terms of Mario Kart, you and other people may not know this, but it was the first Wii game that got to the point of having... well, a mediocre online system which every single XBox/360/PS3 game had so far. The normal required options, the modes, and the necessary speed to play. At this time, anyone else used to regular online gameplay wasn't pleasantly surprised. I just went "Really? Oh, that's cool, I guess". Identities are really important in online games these days. Having a profile, having an actual way to see what kind of games you play, to be able to play with that person again...
See, I wasn't clear on what you meant by "identity".  The whole game-specific-code-crap, not knowing what your friends are playing, and all?  There's a club for complaining about that.  It's called Everybody, they meet at the bar.  The 3DS is taking steps to rectify that, though IMHO there is absolutely no reason they shouldn't have had their act together with the Wii.

Communication ain't Nintendo's forte, either.  I've been as frustrated by that as anyone else and I haven't even played an X-Box Live game.  You don't have to run XBL comparisons to see the problem, by any means.  The simple feeling of being cut off from your fellow players when online versus sitting down for a good local multiplayer session is pretty self-evident.  But those are complaints against basically the entire Nintendo WFC service, not of any particular game.  In that sense, Brawl is superior to Kart in that you at least get some personality in your customizable taunts.  But it is just that, customization, not communication.

Ah well, one more reason I like Monster Hunter Tri.

Seriously? Every single one of my experiences made TvC look like GGPO in comparison to Brawl =/
Not me, man.  I don't very often see Brawl screw up in a one-on-one (I'm not saying never, I'm just saying 2-3 players is usually stable).  And even when Brawl does turn south, the gameplay style in itself tolerates lag better than a traditional fighter does.

Crash Team Racing and Sonic & Sega All-Star Racing are both the superior MASTER RACE KARTERS. =P
Crash, I haven't played.  Sonic is fun, though the courses seem somewhat less interesting and less well-marked.  But the balance is better, gotta give it that.

1428
Gaming / Re: Your Fondest Splitscreen Memories
« on: March 19, 2011, 01:06:17 AM »
Toejam & Earl is one of those "split-screen when the players move away" games.  Had lots of fun with that one.  My brother and I obsessively read every elevator line out-loud when we play together.  And the schoolbook yell.

Another of my favorites, which I sadly don't get to play often, is Star Wars Rebel Strike.  Whenever possible, big bro takes X-Wing and I take B-Wing.  I remember the first time we blew up the Death Star, we celebrated with the wiggly-hands thing from the Super Mario Bros. movie.

I love those nerdy moments. >w<

And yeah, Mario Kart 64.  'nuff said.

1429
Touche.  I hadn't researched the previous DSi-enhanced games, hence I didn't reference them.  Regardless, I still think it's worth noting that whatever rationale was behind forgoing the region-lock on Black/White might not (and probably won't, knowing corporate mentality and all) carry over into many other titles.

Yeah, too bad brawlers had one of the worst online services I've EVER seen in a game, and karters, although having the basis of a decent online, without identities, made most of it irrelevant.
TvC was MUCH worse than Brawl, service-wise.  You don't have to be a tournament-level fighter to realize that lag and Shoryuken command inputs don't mix.  Plus it's a LOT harder to excuse in one-on-one connections.  In my experience Brawl usually holds up well until the fourth person enters.

And I don't have a problem with lacking identity in karts, I'm content to simply be that random Yoshi/Daisy player with an obscure Saturday Night Live name reference.  I have a problem with the grand item farking, which is not a complaint one would expect an all-Bob-omb Brawler to make, but in kart every damn time you turn around someone hit a POW block/Blooper/Lightning/any of the two-dozen ways to make you drop your items.  There's a ludicrously excessive amount of "hit everyone" and "disarm" going on, which I sincerely hope they cut down on for Kart 3DS.

1430
RM3CW added to PSN about a week ago.  Updated, of course. 8)

1431
...seriously? That might be the one thing I'd point out that the company's VERY lacking and behind others.
I think you misunderstood me, because in most ways I will tell you that Nintendo's online tactics are shot to hell.  What I meant is that they're good about keeping it worldwide, as in, not region-locked (the one area where Capcom faltered in Monster Hunter Tri).  I'd have been very surprised if Japanese, EU, and US 3DS Miis were unable to mingle with each other.

Speaking of that, Pokemon BW (well, the western versions) show us that DSi games, maybe 3DS games too, don't need to be region locked, so lets hope that Nintendo actually thinks about it and doesn't use it in their games at least.
Black/White is DSi-enhanced, not DSi-exclusive.  To region-lock it would be to punish users for playing the game on the more advanced hardware (the original/Lite could play Black/White of any region, regardless).  So it'd have been rather senseless, not that region-locking makes a lot of sense to me to begin with.  It's just bullshit market control to make fiscal reports look better, with absolutely no practical benefit; not to mention it legitimizes the console hacking that Nintendo hates so much.

1432
It does sound a bit more up my alley than Cappy's fighters, which I can at least play, well, semi-competently. -u-'  Guess I'll have to take a look at what other games are coming out May-ish and try to work out a plan.

By the way, I was able to get 11 Miis on the Mii Plaza with Street Pass, so that means all regions of the 3DS can connect with each other and share data and friend codes without any problems. ^^
I'd have been disappointed otherwise.  Despite regional lockout in games, Nintendo's been pretty good about worldwide network connectivity.  Thanks for the confirmation.

1433
Also, I think the first game I truly want from this is DOA. I always found it was the one fighting franchise which was really easy to learn and have fun with friends. Man, I miss the times on DOA Ultimate. I might just go play it.
Hm, interesting recommendation.  I'm not really familiar with DOA, but it looks pretty and has Ridley raking the walls with my enemy's face, so I had intended to pick it up.

That was, however, when I thought it'd be a launch title. -_- These days I'm leaning towards Pilotwings and SSF4 to kick things off, and not being much of a fan of traditional fighters, it's a tough question as to whether or not I really want both SSF4 and DOA.

Argh, decisions, decisions...

http://www.siliconera.com/2011/03/15/marvelous-are-working-on-a-game-with-2d-artwork-for-nintendo-3ds/

Waaaaaaaaaaaant D:
Awesome.  Muramasa was a-freaking-mazing, so it'll be great to see what they come up with on the 3DS.

1434
Kid Icarus isn't an N64 game.  Not that I won't love playing SF64 again, I will, but I am still playing it again.

The thing is, i find many people who say that the touch screen can remedy the lack of the second analog quite well, if not better. Though at the same time, i can't imagine myself playing the entire game, only to wear my wrist out using the touch screen (happened when playing PH). This is a tricky situation.
Everything I've heard says that Prime Hunters is the best litmus test as to how one will handle Kid Icarus's controls.  Hunters wasn't my favorite setup, but it worked, and it admittedly beat the hell out of attempting an all-button setup (glad they provided the option, if only to ween yourself off at your own pace).

Basically, if you hated Hunters' controls, I wouldn't expect to get used to Kid Icarus.  But if you worked with it, then I don't think you'll have a problem.

If the battery hooks directly to the 3DS's battery slot thingy, then I assume the 3DS's charging port would work to charge it. The Voltage isn't any different, just the mAh
Yeah, but...the dock is cooler. >U<

For the purpose of practicality, touche.

1435
Gaming / Re: The "What are you currently playing?" Thread
« on: March 12, 2011, 05:17:17 PM »
Pokemon White occupies my time when I have no access to my Wii, but I'm *STILL* having a hard time putting down Monster Hunter Tri.

After many days of camping I *FINALLY* got a frikkin Rathian Ruby (after four Plates...).

Whores. Why don't us DPP players get special events, HUH?  >8|
As I recall, because the biggest of the DP special events was revealed early due to an in-game glitch in Japan.

1436
Now you're playing with (double battery) power! (Cubed3)



Thoughts?
Nyko's been good with well-thought-out peripheral concepts, IMHO, but I wonder.  $50 extra for double battery and a dock that actually fits it? :\  Unfortunate.  I'm going to see how the 3DS's battery flies with me before investing, that's for sure.  I got used to my PSP, but then I don't take it out of the house often due to lacking a case.



Minor point, but I'm glad somebody actually took a moment to address 3DS backwards compatibility controls, from engadget:
"...if you prefer you can now use the analog stick in classic DS games -- without the use of its analogue sensitivity, naturally."

Many thanks.  As a matter of comfort I prefer to keep my thumbs high for primary control.  Though, using an analogue stick as a "joystick" for a game whose primary drawback is lack of analogue control (Super Mario 64 DS), will probably feel a bit weird.

1437
Zero / Re: What if Mega Man X was the bad guy?
« on: March 12, 2011, 04:49:09 PM »
The "Fallen Hero" thing only works, IMHO, if the hero in question is no longer being used.  The fact that the X-series was ongoing throws quite a monkey wrench into that, which is one point Inti actually brought up in the "X changed to Copy X" discussion.  It makes any chronologically previous character development, which is still being worked on, absolutely meaningless if you already know that it's all going to end in a 180 turn during the series-gap.

Copy X MK1 is himself a character that I grew rather fond of, because he's the kind of villain I love to hate.  He's not just evil, his powers of suggestion are among the most dangerous we've seen.  Most serious villains believe that they're doing the right thing, but to turn previous heroes (the Big Four) to your cause, not through coersion or infection, but through name recognition and rationalization?  That's when you know you're dealing with somebody sick; his methods to corrupt others is something unique to what we usually see in the MegaMan story.

It also really does fly in the face of X's purpose, the whole theme of viewing human and robotic life equally.  It's something they made a point of emphasizing in later X-series games, in Inti's own Zero-series concepts (the infamous Three Keys, for example), and which also eases the inevitable tie-in to Legends, where we find artificial beings virtually indistinguishable from the real thing.  The effects of making X the villain would cause ripples well beyond the Zero-series alone.  Good or bad, it's something to consider.

Heck, if you really want to, you don't even have to make X that much of a bad guy. You can make him even more tragic, by making him a character who created that horrible policy of Repliroid disposal, because he simply had no other choice, and was forced into it by the bad situation Neo Arcadia and humanity in general was in. In other words, make him do something he clearly hates. He's fighting for it, even though he knows it's wrong.
They basically did that with Harpuia, making him the most "X-like" of the Big Four across Z2 and Z3.

Also, I stand by what I said earlier; review the entire ZERO-series, see how much of it relies on Cyber Elf X. The entire foundation of the series' greatest moments comes crumbling down without Zero's undying devotion toward X's cause.

So be it... But that's why we are the best partners... I'll do what you want... Rest for a while. I will handle it, you can count on me. I won't stop! When an enemy appears... I'll terminate it..
I have to agree.  X himself is a tremendous part of Zero's motivation, reiterated throughout the X-series all the way up until Zero4.  Their bond is a pretty heavy foundation for both characters, across both series.  Had X truly flipped, then combined with Zero's amnesia, it would cause Zero's own character to warp.  His future character developments would be difficult if not impossible to tie back to the Zero we're familiar with from XXX years ago.

In itself, this wouldn't necessarily be bad, but it does pose quite a risk of alienation when Inti has already screwed with Zero's design to the furthest degree that Inafune would let them get away with, and wiped his memory on top of that, meaning the changes to his personality would tie in no way whatsoever to his past experiences.  And that's the problem.  There's a difference between character growth and character reboot.  Zero's look and memory are screwed to hell; it's his motivations that keep his identity intact throughout the Zero series.  Otherwise we're left with "Mega Man Red Guy With A Sword".

Also, on great moments:
I appreciate Copy-X existence since it prevented that real X got killed by Zero.
"...the original X was mightier than you!"
I can't tell you how much I love that line.  Taking someone who got on top of the world by abusing a true hero's name, and putting him in his place. 8)

1438
Original / Re: King Stages: It only exists to torment the player
« on: March 07, 2011, 01:06:35 AM »
Zelda CDi music is surprisingly catchy...  I never saw gameplay vids before.

I'm not sure if anyone else has watched HideofBeast's commentated speedruns, but he tends to have some of the most insightful stuff about the X series that I've ever heard.  Specifically he's talked about the issue of
memorization
(right down to the Contra example) "When you get massacred in a properly intense game, you don't feel cheated, you feel the need to improve".
You nailed it.  Thanks.

And 9 isn't even that hard.  3 is about the only Classic-series game that I'd call definitely easier, and that's because I play the ever-loving hell out of it.  But when 9 does get hard, it's a cheap kind of hard.  10, by contrast, is a bit tougher, but it feels more legitimate.

1439
Vixy has me unable to think of anything but a 3D Hammer Suit since that last page.  God, I hope so... >w<

But they already announced 3D How to Train Your Dragon for the system didn't they?
Announced?  No.  It was one of their demos to show the 3D-movie capabilities back when the system was first unveiled.  Netflix is the only movie provider that was "announced" for the 3DS, and they haven't confirmed if they'll be providing 3D movies or not.

Speaking of dragons~ Guess who I drew~
0v0  Mech Dragon!  Awesome, Vix!

1440
Original / Re: King Stages: It only exists to torment the player
« on: March 05, 2011, 03:24:25 PM »
Contra is all about memorization. Learn where the blimps are, what they have, and where the death traps are, or you'll never beat the game. And they're fun as hell games. So you three can get the [tornado fang] off my internet.

Memorization assists in any game; what I'm talking about is when it's the sole focus due to lack of any possible reaction time.  IE: You lack the ability to learn without death.  That's not the same thing as just being hard, and Contra is certainly not such an example.  Just because you're dead in one hit doesn't mean you don't have time to react and respond to what's happening around you.  Contra happens to kick ass.

The closest I've seen Contra come to that was in 4 on the DS, when enemies spawn directly next to you, but I think that was most likely a development oversight.

That game blows because the memorization thing is all it has in terms of gameplay. If it weren't for the mishmosh of game references, not nearly as many people would give a damn. MM9, in contrast, has old fashioned Mega Man gameplay to back it up. And the noobtraps are so few and far in between.
All agreed, I meant that comparison in relation to a few specific traps, certainly not to MM9 as a whole (though, really, putting one such trap in Endless Attack was freaking evil; I'd rather take on Rock3's 4-phase Yellow Devil any day).

It's not my only issue with 9, BTW, but that's another discussion.  Again, memorization helps in pretty much any game,  and MegaMan was certainly no exception.  But almost never in the NES was it was outright required with no opportunity save extra lives to learn, in the same manner as some of 9's lesser moments (I say "almost" because of how strict Quick Man's beams can be, but even those give you an "introduction" in a fairly-difficult-to-fail screen so that you know what you're getting into).

Take the "blind spike drop" phenomenon.  Look at how the NES does this, such as Wily Stage 3 in MM2, or in MM3, the Doc Robot stages for either Spark Man or Shadow Man.  First of all, you're clearly presented with spikes in the stage before the drop, so you know to be alert.  Second, whatever death trap you're falling on is only a block or two wide, giving you a realistic chance to dodge in on the fly if you're quick.  Now look at Splash Woman's drop.  There is absolutely no presence of spikes in the stage, you drop down a pit, still nothing as the screen scrolls, then at the VERY BOTTOM OF THE SCREEN, a 4-block-wide trap.  You can't possibly see it until the screen is finished scrolling and you're already falling, by then it's too late.

There aren't many such instances, true, but there are more in 9 than there are in 1-3, if not the entire NES library (4-6 are a blur in my head), put together.  It's something that happens when people try to reproduce "oldschool difficulty" when they don't really "get" it.  And I certainly did not expect that to come from Inticreates, given the much better job they did with the style both before (MegaMan a) and after (MegaMan 10).

1441
Oops, my bad.  I was still in the mindset of his first paragraph.

Well...could always be a translation error?  Not to be a kill-joy, but this would be far from the first time pre-release mistranslations got one's hopes up regarding players (co-op rumors of both X7 and X8).

Still, we might be surprised.  Maybe Aero will be paired with another newbie?

1442
The first 3DS code has been added!  
Cue the epic victory jingle!

1443
Gaming / Re: Legend of Zelda - The official Zelda thread
« on: March 03, 2011, 11:55:51 PM »
it apparently is being based off the very first build of the game
That would be the *BEST* thing they can do, if they maintain the absence of political correctness.  Which they probably won't.

Seriously, I hate the later builds of OoT.  "Oh, the CRESCENT MOON IN THE MIRROR SHIELD is offensive, we'd better fix it."

If a glitch has a realistic chance of getting in the way of the game, then by all means remove it, but if it's something that 99% only occurs when attempting it deliberately, I don't care.  Heck, those kinds of glitches can be lots of fun; it's why I prefer to keep the NES version of Super Mario Bros. on-hand (small fire FTW).

Quote
At least Mario 64 DS had the decency to add 30 extra stars to hunt down, and three (questionable) characters.
*gives him ZEE UPPERCUT!!*
NEVER question Yoshi in a 3D platformer while in my presence.
(unless he evaporates on contact with water)

1444
If they get 3D How To Train Your Dragon, I'm in.

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-OoT 3D release date
Missed that.  All I'd caught was the new screens (which are GORGEOUS).

1445
Original / Re: King Stages: It only exists to torment the player
« on: March 03, 2011, 11:40:15 PM »
I've said this in many MegaMan 9 discussions, but I don't consider I Wanna Be The Guy to be legitimate difficulty, simply because it's all trial-and-error in the absence of warning.  There is virtually no element of reaction or coordination, it's just burning through extra lives in order to memorize where the invisible crap is.

MM9 takes a page out of that book in a few areas, most notably Splash Woman's first vertical drop, and those damn helicopter claws in Galaxy/Wily/Endless stages.

1446
Careful, Vix.  At "Hammer Bros", you stepped into PB's schtick of bringing up ideas too damn orgasmically awesome to imagine.

1447
Seconded.  It's also encouraging to see Eguchi trying to get the Devroomers a bit more involved with the retrospective.  Not that we're doing anything, just that we're a bit more "in the loop" than we were before.

Also... why say "they hadn't finished the playable characters for Legends 3" when I thought Trigger was the only playable character in the entire series outside of Misadventures?
They probably meant that, seeings how there hasn't been a non-cel-phone Legends game in a decade, a "scrap" Classic model was easier to come across than a Trigger model.  I'm betting the Rock we see there is some previous developer content that never saw public release.

In a way, it's beneficial for them to be using characters who are obviously not going to be in the final build: It lessens the chance of misunderstandings as to what the final build will look like.  No sense in having them show an early Trigger model, and have us go to town on how badly it sucks when they're not even intending to use it in the final game anyway.

1448
As expected.  Nice to see confirmation, at least.

1449
Yeah, considering Udon's track record with MegaMan deadlines, I'd hold off on abondoning hope until they've actually announced something.

Not as if the Devroom events aren't doing enough damage to my ego.

1450
I'm jealous, Vix.  Ah well, March 27th will get here soon enough...

Still debating what launch titles I'm going to pick up; currently leaning towards Pilotwings and SSF4 (even though I'm not much of a fighting gamer, I played some SF2 back in the day).

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