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Messages - Hypershell

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1726
Gaming / Re: Sonic the Hedgehog 4 (Wii, PS3, 360, iPhone)
« on: October 21, 2010, 03:28:18 AM »
Very, very true.  I've said it before and I'll say it again: there is no consensus whatsoever in the Sonic fanbase on what constitutes a "good" Sonic game.

1727
X / Re: Why does everyone hate Mega Man X6?
« on: October 21, 2010, 03:07:41 AM »
That's not really true.  X spazzes out a bit after the first Maverick in X8, and suffers a serious loss of resolve both during and after the Lumine battle.  It's just that Zero and Axl are working to keep X's head on straight.

Yes, they are Rockman Model ZX, but no, they are not Rockman ZX, much like Zero isn't Rockman Zero.  Besides, the second title in the ZX-series is named Advent for a reason: it is not ZX2 and was never advertised as such. It is simply another title in the setting established in ZX; therefore it can take a different route and exclude Rockman Model ZX from the role of main character.
I disagree.

You are being overly literal on the title.  There is no "Live Metal Model ZX", there is only "Rockman Model ZX".  So "ZX" in and of itself, can refer only to that.

The second game is not "Rockman Advent", it is "Rockman ZX Advent".  Whether or not the game is titled "ZX 2" is irrelevant; no matter what you call it, it is the second game of the ZX series.  And it was always advertised as that.

This is why I said, IMO. It just my own personal opinion. I think it's worse to do it with established characters in a long running series with many, many games, rather than characters only one game in. Like I've said before, to me, it's the equivalent of doing it with Samus in the Metroid series.
I dunno, I think a game where you start as Rundas and unlock a Hyper Beam wielding engine of destruction Samus would be pretty damn badass.

Could've sworn I already admitted my error with ZXA... LOL, and as for what you're hearing, I have NO idea, cause judging by the Cyber Mission post, you're not listening at all. You brought up the title thing with ZX. I have CLEARLY stated time and time again that I find it unacceptable for X, the main character of his series, having to be unlocked in his own series. So why you would think I'd find it acceptable in Rockman X Cyber Mission is mindboggling, title or not.
Because you claimed that tacking on an additional label, "Advent" justifies ignoring previous character references in the title.

You admitted your error but the lengths to which those implications extend were not specified, plus I prefer to add my own input on a discussion I'm already part of, rather than rely solely on Flame (not to discourage others jumping in; this is a community after all).  However, since you and Flame already dove into that (which I acknowledged in my previous post, mind you), I kept that segment short.

LoL, I'm adding ambiguity? NOW you've specified this fact with the characters. Before you didn't, and just said that one thing.
...
My previous post read, "...you cannot, ever, play as MegaMan Model ZX."
You are either unfamiliar with ZX series terminology or you are not paying attention.

Zero doesnt own the X series
Considering that Inafune's idea of "finality" in the X-series is to simply kill Zero, that is HIGHLY debatable.  The game outright states that a still-off-screen character wants X dead, for crying out loud.

1728
I believe it's supposed to be the total of both.  Sensei is still leading on Unity, yes.

1729
Gaming / Re: Sonic the Hedgehog 4 (Wii, PS3, 360, iPhone)
« on: October 20, 2010, 03:23:51 AM »
(click to show/hide)
So just when we thought Tails couldn't get screwed over any further, he gets demoted from cheerleader to Gareth's lion.

1730
Gaming / Re: Metroid Discussion Thread
« on: October 20, 2010, 03:21:46 AM »
Wouldn't that just mean that prior to Super Metroid, the pirates were simply practically wiped out, only having a stronghold at Zebes remaining? Things like the Pirate Home World being struck by a Leviathan would surely leave a mark, not to mention continuous conflicts with Samus' and the Federation.
The scenario itself is possible I guess, but as a matter of presentation it's exceptionally hard to swallow when one amends the canon established 16 years ago, even more so when it's direct sequel has been established for nearly 8 with no issues.

And it still strikes me as unlikely, that a force as widespread as theirs, even if backed into a corner, would then put all of their eggs into one basket.  To leave NO ships whatsoever off of Zebes?

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One has to wonder how the Federation captured Ridley in Metroid Fusion relates to pirate resurrection habits.
I would presume that prior to Other M the Ridley corpse that the Federation recovered was simply one other than Super's.  As of Fusion's development there's still the original Metroid and Prime 1 to choose from.

1731
Holy [parasitic bomb].

Man, 3DS awesomeness just keeps on coming. :o

Only thing I don't like so far is Layton being prosecutor instead of partnering with Phoenix, but well, the VS part of the title has to go somewhere.
It'll probably wind up being a "friendly rival" kind of thing like with Edgeworth.

1732
X / Re: Why does everyone hate Mega Man X6?
« on: October 20, 2010, 02:47:36 AM »


Double-check your sheets, Objection Man.  While the shots themselves are unique, the "discharge" effect is very much copy/pasted from the Stock Charge.  In the X5 Z-Buster sheet, compare the first five frames, as well as the rings on the sixth (that's actually two objects overlapping, I believe), to X's equivalents; they're identical.

Same thing happens across a great many of X's armors (pretty much all but Blade and the aforementioned Stock Charge), but we expect that from him since it's the same character merely using different upgrades.

1733
X / Re: Why does everyone hate Mega Man X6?
« on: October 20, 2010, 02:37:38 AM »
The second game is called ZXA, not ZX2. With the A there, it still works, if you are going by title.
So what I'm hearing then is that such a maneuver would have been perfectly acceptable in Rockman X Cyber Mission?

Nope, not buying that.  "Advent" in "ZX Advent" has no character ties (Flame beat me to that particular punch).

And besides, "ZXA" over "ZX2" means one thing and one thing only: Marketing.  Somebody at Capcom thought that forgoing the numbered sequel would make the game less intimidating to newbies; that's pretty much it.

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Also, there's a total difference. X is the main character of the series. He is the main protagonist. Model ZX is not to the ZX series as X is to the X series, because Model ZX is not the protagonist. Vent & Aile are, and in ZXA, Grey & Ashe are.


You're adding ambiguity where I specified otherwise.  "Model" can refer to a character or a Biometal, but "MegaMan" specifically denotes the character.  My previous post read, "...you cannot, ever, play as MegaMan Model ZX."

"Vent and Aile *ARE* "MegaMan Model ZX", term coined by Prometheus.  He continues to refer to them as such throughout ZX's lategame as well as the Gigamix drama.  In light of that fact, Vent and Aile remain the title protagonists.  The name could be passed on, yes, but that's an irrelevant hypothetical scenario; it never actually happened.  Grey and Ashe never adopted that title.

1734
X / Re: Why does everyone hate Mega Man X6?
« on: October 19, 2010, 02:08:55 AM »
I'm partial to
The Answer
myself.  Actually, I like both of the X6 openers, but Soul Eraser commercials may have swayed me a bit. 8)

X isn't the main character in the ZX series, from my understanding. Vent & Aile are, followed by Grey & Ashe.
Point missed.

I was referring to the title character.  X is to the X-series as Model ZX is to the ZX series.  And we have a ZX game in which you cannot, EVER, play as MegaMan Model ZX.  You can only A-Trans it.  Not acceptable.

I think Advent's a great game, but I'm just saying, the title/player conflict is a lot worse there than in X7.

1735
X / Re: Why does everyone hate Mega Man X6?
« on: October 19, 2010, 01:36:38 AM »
I honestly found the dive to not be a problem. I rarely NEED it anyway, what with Zero's broken Buster and his saber doing a good chunk of damage too.
It's less a matter of needing it and more a matter of activating it when you don't want to, particularly when trying to do battle from wires.  But yeah, you can just skip Skaravich if you're not as obsessive-compulsive as me; it's not as if his weapon is particularly useful.

But this is true: The Z-Buster and the Ensuizan are both freaking awesome.  Those two weapons alone can annihilate near anything.

Unlocking the main character in his own series... such shenanigans.
Tell that to ZX Advent.  At least in X7 you actually do get to play as X, as opposed to having Axl transform into X.

He's also insanely powerful, so there is some justification to his delayed entry.  Being unavoidable and carrying over into New Game Plus, I consider the whole thing a nonissue.  X's dialogue in X7 disturbs me far more than his availability could ever hope to.

A couple of X6 flaws:

Necroposting Sigma  8D (sorry I just had to)
Zero's ultra cheap Z Buster
Blizard Wolfang's stage is icy hell
Heat Pheonix's stage is a survival course (literally)
Gate's weakness is stupid
Heat Pheonix's weakness is stupid
Ground Scravich is easy to kill
Level designs are ridicously hard
Shield shelldon's stage is fairly easy
Nightmare Zero is hard to kill with armor less X
Rock beats Fire for some reason  o~O
X's gate stage has the "leap of faith"
"leap of faith" is impossible with shadow and armor less X
I find it refreshing to kick the baddie while he's down.
This is a bad thing?
You're surprised to see ice in an ice boss's stage?
Stop sucking.
Stop sucking.
And a scissors/boomerang combo defeating electricity makes any more sense?
Many games have their Top Man.
Stop sucking.
There is no pleasing you.
You have redefined "suck." (Seriously, NIGHTMARE ZERO?!!)
Redundant.
Stop sucking.

1736
Gaming / Re: Metroid Discussion Thread
« on: October 19, 2010, 01:18:51 AM »
The way I see it, the all-too-easily-dismissed element of surprise is key in the Ridley encounter.  Even though I don't particularly buy the premise of the Space Pirates having been annihilated, that premise is there all the same.  And under that premise, nobody is left to revive Ridley, so Samus would believe she'd put him behind her.  The worst possible time to face your fear is when it's by surprise.

Why wouldn't Samus get equally upset the first time he's revived - Metroid Prime 1, I think? - when she's bound to be just as unprepared for his return?
In Prime 1, Samus witnessed Ridley on board the Frigate Orpheon (and again in Phendrana, IIRC) long before ever doing battle with him.  So, yeah, cat was out of the bag.  There's also no telling how familiar she is with Pirate habits in regards to resurrecting defeated leaders.

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And, are we dismissing Prime 3's Pirate Home World canonicity? I mean, they weren't Zebesians, but Ridley was a Space Pirate leader, wasn't he?
Other M seems to refuse to acknowledge the Primes, although quite frankly with or without the Primes I have a few issues with their canon as to how they depict the Space Pirates.

Whether you're acknowledging Prime 3's Pirate Home World or not, the Pirates as a whole AREN'T Zebesian.  Zebes was a Chozo Colony as well as Samus's childhood home after K-2L.  Presumably Other M is using the term as short-hand for "Zebesian Space Pirate", as in those which were bred there, but that only further emphasizes the oddity in an interplanetary race being destroyed as the result of losing one planet.

Then again the Pirates work [tornado fang]ing fast. In Zero Mission he lands like 4 hours in, then you kill him shortly after, then some 2-4 hours later you fight MECHA RIDLEY!!!
I think that's less speed and more vanity.  "Mecha Ridley" having no organic components, I see it as a part of the mothership, which Ridley commands, that was designed in his image.

The wiki claims that the Pirates that conquered Zebes (and altered themselves to live on it, according to the manga) renamed themselves Zebesians and considered it their home world, though they were still basically Space Pirates.
Again, Pirates being bred on/modified for/otherwise tied to Zebes is not the problem.  The problem is how exactly does Zebes' loss equal the death of ALL Space Pirates?  It makes absolutely no sense because Zebes was lost twice, once in the original and once in Super.  Granted in the original, the entire planet didn't explode, but having bombed their base and their mothership I think it's a safe bet that they were routed from the planet.  So the fact that they survived its loss once but couldn't survive the same loss again is exceptionally hard to swallow.

1737
Gaming / Re: Sonic the Hedgehog 4 (Wii, PS3, 360, iPhone)
« on: October 19, 2010, 12:58:05 AM »
Grass, casino, ruins, machine base.  That's it.

(click to show/hide)
Must've been half-asleep.  Still doesn't explain it popping up from out of nowhere, though.

1738
Gaming / Re: Sonic the Hedgehog 4 (Wii, PS3, 360, iPhone)
« on: October 18, 2010, 04:28:14 AM »
So, with this game continuing where Sonic3 & Knuckles left off, how does its story relate to the Adventure games and beyond?
"Story".   XD

There's considerably LESS story in this game than STH2/S3&K, which is saying a lot.  Sonic runs, collects Emeralds, and blows up Eggman's nostalgic crap.  That's it.

The biggest spoiler of the game is probably that
(click to show/hide)

1739
Gaming / Re: Metroid Discussion Thread
« on: October 18, 2010, 04:23:47 AM »
Get equipped with Ace Attorney.  It's the general "interrupt for more details" phrase.  If I believed you to be flat-out wrong, you'd have gotten the OBJECTION! instead.

Also, "although I could buy" implies that you believed that to be a hypothetical scenario, whereas I very much believe that to truly be what was going on.

1740
X / Re: Why does everyone hate Mega Man X6?
« on: October 18, 2010, 04:21:01 AM »
"One of" his favorites, yes (MMXOCW, page 57).

Of course, that is another thing X6 could have specified better.
Perhaps, but Capcom's guilty of the same thing when it comes to explaining Sigma's demise.  In both X5 and X8 they failed to do so properly.  For that matter they also failed to kill Zero properly in X5.  Boss explosion?  Seriously?  In general I'll take X-series over Zero-series any day, but Inticreates DEFINITELY one-upped them on that one.

X6 is my favorite main-series X game, no doubt.  It fixed a great deal of what was wrong with X5 (parts system, ranking system, player-specific availability of power-ups, linear armor setup, Zero's moronic boss AI), and its core level design is among the deepest the series has seen.  There's a slight touch of "Metroidvania" in it as nearly every stage forks and near every impass has multiple solutions, allowing greater leeway for individual play style.  There's an insane level of power-ups to collect, and at the same time, an equally insane number of enemy mobs to plow through, providing a greater sense of scope to the fight through each stage than any other MegaMan game.  You're powerful enough to take on gigantic masses without having to tip-toe through them, but at the same time can't afford to get too careless, an excellent balance.

At the same time, I can see why the game isn't a crowd-pleaser.  The enemies and levels provide a far more head-scratching experience than MegaMan is known for, and the series in general is already considered difficult by non-fans.  When players are greeted by shoddy localization and some admittedly low-grade boss sprite work, it's easier for them to simply dismiss the game as broken and give up.  The Nightmare System is more often than not an annoyance, particularly in regards to the complete inability to return a stage to its neutral state.

I often refer to X6 as being to Mega Man what the Lost Levels are to Mario.  They reek of low development time, they're tough as nails, they're exceptionally rewarding for those players who are up to the challenge, but they're also not the best way to win over new or less dedicated fans.

I love X6 to death, and I maintain that the majority of players who complain about its allegedly "impossible" segments simply gave up too easily.  I have completely lost count of the number of times I've had to correct people on what the bare minimum requirements are for any given obstacle.  I can see why its not a very approachable game, but at the same time, I'm glad that Capcom threw the (for lack of a better term) "hardcore" fans a bone, because it was freaking awesome.

1741
Gaming / Re: Sonic the Hedgehog 4 (Wii, PS3, 360, iPhone)
« on: October 17, 2010, 06:28:02 AM »
Well, maybe.  I didn't actually get all of those rings yet; only beat the final boss once.

1742
Gaming / Re: Sonic the Hedgehog 4 (Wii, PS3, 360, iPhone)
« on: October 17, 2010, 04:07:33 AM »
I maintain that I had no such issues half-piping in STH4.  I really, truly, have no idea what STM is talking about on that one.

Beat the game today.  Final boss is annoying as hell in FIGURING OUT what to do, but easy once you know how.

Ring collection in the ending jog could not possibly be more pointless.  Seriously, I nabbed all the Chaos Emeralds, blew up all the machines, and Eggman is laughing at me because I had less than perfect jumps in an auto-run devoid of enemies or hazards?  Riiiight.

The one stunt which I didn't feel worked well was the vine-swinging, but thankfully that was limited to a single Act (and in most cases you can find an alternate path).  Timing on the jumps from a swing just felt too strict, or maybe it has something to do with how you hold the D-Pad, I dunno.

Every example in that video I can attribute to either You're Doing it Wrong or You're Doing it on Purpose.
Obviously true on the incline deceleration.  ANY seasoned Sonic player, when they see they are not clearing an incline (and yes that can happen a plenty) will either turn around or jump, and jumping off of an incline was never smooth in the Genesis games to begin with (if anything Homing Attack gives you more of a fighting chance in those situations).

Air physics were done on purpose to demonstrate the point, and while 3D Sonic has gotten me in the habit of holding forward, you do have to get VERY strict about it in STH4.  And, obviously, it throws off your ability to land until you process how it works.  It doesn't take long, but that particular bump is simply inevitable.  It's just not the way any previous 2D Sonic ever handled.

And maybe it's just me, but even in the Genesis days I held forward after a spin dash, or most anything that requires me going forward at all, so the air momentum thing is not a problem to me. Hell, stopping in mid air could actually be very helpful when platforming. You can fall at the precise spot and not worry about overshooting.
I actually notice it more when trying to brake from a spin-dash, particularly during the final boss fight, so yeah it can be useful once you adjust.  But really, a Homing Attack/Jump Dash in the opposite direction ought to be able to cancel momentum just as well without screwing with the default movement.  Further, if we're open to incorporating 3D Sonic abilities into 2D (and I must admit they handled that pretty well; felt a lot more natural than midair boosting in Rush, and the range was short enough that it didn't break the game), I think a MANUAL Jump Cancel such as used in Secret Rings/Black Knight wouldn't have been a bad idea.  Heck, there were a few areas in the final Act where I would have killed for such an ability, what with how fast those freaking gates close.  Come at one too high in the air and you're dead.

1743
Gaming / Re: Metroid Discussion Thread
« on: October 17, 2010, 04:01:42 AM »
Well, since they were clearly going for a cinematic presentation, that's not too surprising.  I will admit, though, the fact that very near the entire soundtrack is atmospheric leaves little memorable themes besides those which are remixed from/inspired by past ones (title theme, Ridley, and "the story thus far" screens).

Ridley scene could've been a flashback to the first time they fought and it would've made perfect sense to me since they already demonstrated that Samus was entirely human when she was younger (which we wouldn't know from previous games), but this is like the 5th time he gets revived and she has to put him down, and only now do the symptoms manifest? ...It may be psychologically accurate, but in video games you're supposed to go with what feels realistic, not what actually is.
What part of "Samus thought she put Ridley behind her" do people not understand?  We expect him to be there by "it's a game" logic simply because he's the next most recurring enemy after the title creatures, but the in-story rationale is that the Space Pirates are toast and as such nobody is around who would WANT to revive him.

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But I actually had a bigger problem with the Sector Zero cutscene. It was rather unclear why Adam shot Samus - his explanation made no sense, he shot her so she wouldn't shoot the infant with her superior weaponry that would work wherever his did and then some - although I could buy that it was just an excuse and actually meant to stop her from going into S0 instead of him.

Well, good, because that's EXACTLY why he did it.  Adam decided ahead of time what he was going to do, and he knew Samus would never go along with it.  Heck, Samus said so herself earlier with Anthony, if another allegedly no-win situation would arise, she would still take her chances because it's "who she is."  Adam knows that.  Samus will not make the same compromises that he would.  And if for any reason the player didn't get that, her mirroring her words from Ian's sacrifice should have beat them over the head with it.

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And probably most irritating, Samus reacting exactly like she did when she was an emotional teenager suggests she hasn't matured at all - meaning she's a girl, not a woman.
That was already addressed in her monologue after flashing back with Anthony.  She's matured in that she better understands why Adam did what he did, even why he was right to do so, and how difficult it must have been even if he wouldn't show it.  But that still doesn't mean she'd act as he would.  She already stated directly, to herself at least (Anthony let it go) that she wouldn't.

1744
Gaming / Re: The Official Pokémon Black & White Discussion Thread
« on: October 17, 2010, 03:38:38 AM »
I thought getting Rayquaza in HG/SS required having both a Kyogre and Groudon native to those two versions?

Admittedly I haven't had much of a desire to reset-hound Legendary Pokemon.  I *STILL* have an unused Enigma Stone.  I'm just really, completely satisfied with my team.  And the amount of dedication it takes to raise the critters doesn't make Pokemon an experimenting-friendly game (post-3rd gen IV system doesn't help any).

Between that and the Dream World Abilities, I'll probably want to minimize the amount of cross-gen trading I do once Black and White roll around (I'll certainly take a OHKO-resistant Dragonite over a flinch-immune Dragonite).

Mew is nice and all, but are we EVER going to get the Azure Flute in our lifetime? I mean seriously, it's ridiculous, not even Japan has it and they have 5th gen already.
Probably not.  I'm betting somebody at Nintendo realized how game-breaking Arceus would be if it were released with the full IV/Nature manipulation afforded by an actual encounter.  Plus the cat was out of the bag in Japan due to a game glitch in early versions anyway.

1745
Gaming / Re: The Official Pokémon Black & White Discussion Thread
« on: October 16, 2010, 03:47:36 PM »
Yay, a Mew! 8)

Well, no need to hack the Emerald event for Pokedex completion now.  Although, if I ever intend to use the guy in battle, being able to pick a Nature would be worth it.

1746
Gaming / Re: Sonic the Hedgehog 4 (Wii, PS3, 360, iPhone)
« on: October 16, 2010, 03:27:14 PM »
The video is basically a few dozen different ways of showing the same two issues: incline acceleration/deceleration, and aerial momentum.  Both of which we've addressed, and both I can confirm are present in the Wii version.

I see no issues with spin-dashing.  Spin-dashing off of a ledge as the video demonstrates puts you in the air, thus we're actually looking at the same aerial momentum oddities again; that is what's triggering the speed loss.  Rolling/spin-dashing has nothing to do with it; the exact same thing would happen if you were running down a hill/shot over by a spring and had released the D-Pad to try to "coast" over the ledge.

If you haven't figured it out by now: You *MUST* hold forward if you go off the ground for any reason and intend to not stop.  It's not game-breaking but it is awkward as hell.  Basically, momentum seems to only exist on the ground.



On inclines, yes, their speed-up/slow-down effects can zero-balance with the player's movement, leaving Sonic sliding/jogging in place.  But that's a purely aesthetic issue.  It's the same thing as when you don't have enough speed in the Genesis games, except that the Genesis games didn't have the two forces cancel each other out so precisely, so instead of jogging in place you would slide/run back and forth on the same half-inch or so of the hill.  In either case, the end result is the same: If you continue to hold the D-pad in a direction which you do not have enough speed to go in, you won't get there.

1747
Gaming / Re: Sonic the Hedgehog 4 (Wii, PS3, 360, iPhone)
« on: October 16, 2010, 05:51:38 AM »
Caved in and downloaded this for Wii.  Cleared Splash Hill, working on second zone.

I'm not noticing this rolling speed-cap everyone's talking about, wondering if it's a version-specific thing?  Rolling speed handles fine for me.  And I had absolutely no trouble rolling up the walls of Casino Street half-pipes as STM described.  Music is growing on me.  Levels are cool.  Hey, it's 2D Sonic, and it's not *NEARLY* as God-awful broken as Rivals.  And it does feel a bit more "classic" than Rush, even with the homing attack.  So I'm thankful.

I HAVE seen Sonic walking in place on inclines as in the video Ben linked.  Happens when you jump and land on 'em, and it happened to me about three times in my first stage.  That said, it's *EASY* to jump out of.  It doesn't "trap" you, or break the gameplay, it doesn't even stall you nearly as badly as trying to jump off a hill in the Genesis games.  It's just an oddity that's sad to watch.  But I'm not going to lose sleep over such things, since even the Genesis games were not exactly shining examples of platform physics (got stuck in a wall many times, I did).

So far I like the game, but, I do have a few gripes:

1. Whose bright idea was it completely kill the force of momentum while you're in mid-air?  If you release the D-pad in the air, Sonic stops almost instantly.  It's awkward and it makes precision movements difficult.  You can adjust, but it's definitely not the way Sonic should feel.

2. The screen is zoomed in too far.  Genesis games were really pushing it with how much viewing area you need to react when Sonic's running as fast as he does.  Maybe widescreen mode has it better (and if it does, somebody should have brought up the "letterbox" approach), but for those of us on a 4:3, STH4 does not give you enough visibility.

3. By the third Special Stage, words could not possibly describe how much I loathe them.  Whether by tilt or by D-Pad, they control horribly.  You feel completely helpless in the face of bumpers, and when they are positioned THREE [tornado fang]ing INCHES away from exit-spheres, one can't help but rage a little.  Timer sucks, but at least you have Retry abuse for that.

4. I still think $15 is too expensive for a "license to play" a 4-Zone fraction of a game.  If Sega hadn't embargoed Super Sonic in stages for the last 16 freaking years, I probably wouldn't have gotten this.

1748
Am I the only one NOT happy about the massive fan input on this project?

There is a very good reason designers don't do this, and one look at fan games and fanfics is enough to show why.
The thought crossed my mind, I'll admit.  But it's not as if they're giving the fans completely free reign.  Capcom's still providing the general direction, they're just opening up some of the decision-making to the rest of the world.  And besides, they've been taking boss/enemy submissions ever since MegaMan 2.  This is a bit deeper, yes, but Capcom's presence certainly ought to prevent the anarchy of fangames.

Heck, it pretty much has to for the game to be developed at all.  Fangames are done often by a lone individual or a small handfull, not reflecting the fanbase as a whole.  This, on the other hand, is meant to connect to the fanbase as a whole.  For taking suggestions from such a large mass to be at all practical, some level of structure has to be maintained by Capcom, otherwise no work would get done.  Look at our new heroine, whatever her design may be, Capcom clearly has some outline for what her role in the game will be and they're being very tight-lipped about it.  Which is necessary.  Can't have the ENTIRE game known to the general public ahead of release, or what's the point of playing it?

And I hate to say this, but I don't see Inafune's heroine design submission as much better than most fan-characters.  Judging by the "father of MegaMan" carrying only 6% of the poll, I don't believe I'm the only one who thinks so.  Goes to show how little time he has, I guess.

Both fans and professionals come up with their fair share of dud ideas.  The difference is, fangames answer to nobody, while professional companies have groups, supervisors, etc. to weed them out.  All Capcom is doing here is including the fans as part of that group, but they themselves are still maintaining their presence.  So I think it'll work.

1749
Off The Wall / Re: Post Pictures Of Yourself
« on: October 15, 2010, 07:17:11 PM »
Sadly, I don't.  The plunger gun is my only Rabbids merchandise at the moment.

I made sure to buy rechargable AA batteries the split-second I got my Wii remote, so the 3rd party chargers are of little value to me.

1750
General / Re: Capcom in NYC
« on: October 15, 2010, 07:04:28 PM »
Your punches are soft, just like your heart.

PB only gave me one copy, so blame him for that.  :P

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