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Messages - Hypershell

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1751
DASH / Re: Will DASH 3 have a theme like Another Sun in the first?
« on: October 15, 2010, 06:49:38 PM »
Indeed.  Forcibly removing them while the player already has the ability to do so on their own doesn't accomplish anything.

Kieran, I recall the quote you're talking about, it's from an MMN article released shortly after X Collection.  And yeah, they did comment that they knew fans would complain either way on the topic of X6's voices, but that doesn't say that nothing else was at play in the decision.  To merely force what is already within the player's power will not reduce complaining.

Further, I know for a fact the author of that article was either misinformed or speculating on a few points.  They sited Sentsuizan's description as evidence that its input had been changed during development and later changed back, but in truth the X Collection description is identical to the PS1 description.

Actually, I prefer all the Japanese version stuff over the US version
I'd agree with that as a rule of thumb, but there are always exceptions.  And for me, X5 is it.  But generally speaking, I enjoy the US intros, while preferring the Japanese ones.

Going the opposite way, however, I despise XCM's US intro.  Go figure.

Then there's MHX, which is pretty much just a matter of context.  I actually prefer Don't Wanna Be as general listening, but believe the US theme is better fitting for the intro video.

1752
DASH / Re: Will DASH 3 have a theme like Another Sun in the first?
« on: October 15, 2010, 04:24:10 AM »
Re-using a track already in the game would be considerably lazier, and quite possibly cheaper.  Again, X5 did it.  Twice.  No reason X6 couldn't have.  So since they had to redo the audio one way or the other, "rushed localization" doesn't really apply to the intro.

I'm pretty sure instrumental swaps are a simple matter of the guy in charge enforcing their opinion of what will best match the audience.  It's true that Japanese audio in US games isn't unheard of outside of MegaMan (TvC and Muramasa come to mind).

1753
DASH / Re: Will DASH 3 have a theme like Another Sun in the first?
« on: October 15, 2010, 04:09:17 AM »
yet that is attributed to X6's rushed localization. They rushed so much they just could not make replacement themes, so they just kept them there. Like the voices. (which were removed from X Collection) and the spelling errors

Gotta stop you there.  Rockman X6's opening is not the same audio as MegaMan X6's opening.  The
RMX6 opening
has a Japanese narrator reading the story bits.

Re-using Japanese themes isn't just a matter of whether or not they want to take extra time; Capcom's license agreement has to permit them to use it in all regions (you could very well argue X5's approach as the lazier/cheaper one; reusing and extending the pre-existing themes).  Given that they took that step, how much more time does it take to ask an artist for an instrumental version?

PS1 MMX6 does have the option to turn the voices off.  X Collection most likely removed the voices for file size concerns, since the Collection obviously needed a good deal of data compression already (especially for GCN).

And while X6's localization is bad, it's nowhere near as bad as either of the Xtremes, and the fact that they at least kept the names straight keeps it well ahead of the X/Legends instruction manuals of that generation, as well.  Not as if X5 didn't have a mountain of spelling errors, either.

1754
Off The Wall / Re: Post Pictures Of Yourself
« on: October 15, 2010, 03:46:30 AM »
Ask and ye shall receive.


1755
Off The Wall / Re: Post Pictures Of Yourself
« on: October 15, 2010, 03:35:29 AM »
This is the first time I have EVER seen a picture of you.
I'm usually camera-shy on the internet, but I did break that habit twice here.  Once for my honeymoon and once to show off my Yoshi figure/Club Nintendo hat.

1756
DASH / Re: Will DASH 3 have a theme like Another Sun in the first?
« on: October 15, 2010, 03:31:50 AM »
The flagus Opening theme was the flagjp Title theme. ;3
Actually I believe the title theme is the same across both regions.  And US opening adds an extra loop. :P

Yeah, I'm aware of that.  I still think it's superior, not only for the video sequence, but for general listening as well.  What can I say, I'm just not a fan of Monkey.

1757
Gaming / Re: Sonic the Hedgehog 4 (Wii, PS3, 360, iPhone)
« on: October 14, 2010, 11:52:46 PM »
Ben has ABSOLUTELY ZERO faith in new-age Sonic.  Frankly if he had liked it I'd have been very surprised.

I think there are some fans for whom Sega is simply beyond redemption.

Platformers these days seem to do that a lot.

New Super Mario Bros., both DS and Wii, are especially guilty of this.
As was said above SMB has been doing it since 3.

Further, Sonic did this in STH3 as well, even more so in S3&K.  Glowing sphere bonus stage is ludicrously broken.

I have no real desire nor aversion to seeing the game's Game Over screen.  To me there is little relation between challenge and fun, and when you're reasonably good at most platformers, extra lives basically become collector's items anyway.  For a Sonic/Mario game, I just see it as a matter of how many bones they want to throw you while you're still learning.

I'm glad to see that it's getting better reception over here, as opposed to Sonic Retro. Someone please tell me that it's possible to diagnose Sonic fans with a severe case of bipolar disorder. (Case and point: saying Sonic 2006 is better than Sonic 4) Sonic fans are crazy!  o-O
I've long subscribed to that ever since Heroes, frankly, although that was more a few game reviewers than the fans in general.

Secret Rings/Black Knight is another one that mystifies me.  Okay, you don't like BK's concept, fine, but technically speaking its controls are in nearly every way superior to its predecessor.  Thrusting homing attacks were about all Secret Rings offered that didn't at some point feel awkward; backwards movement, brake button, near every jump requiring charging, and the opposite movement sensitivity extremes presented in your Skill list, it all took a bit of getting used to.

1758
DASH / Re: Will DASH 3 have a theme like Another Sun in the first?
« on: October 14, 2010, 11:46:00 PM »
Even getting a true instrumental of the Japanese theme is fairly rare; IIRC only Z4 and ZXA did that (though in all fairness I'm not that familiar with BN/SF).

Of course, X6 offered us Moonlight, The Answer, and IDEA in all their glory, so you never know.  Maybe the L3 dev room will touch on that topic?  I certainly wouldn't mind such an option; rarely do I prefer the localized themes over the Japanese ones (X5, and maybe MHX).

ZXA had "A Wind Continuing towards the Future" as the main theme. It was even in the credits. >.>
Rather surprising that one can remember the ZX theme, which never appeared in-game, and forget the ZXA theme, which did.  *shrugs*

1759
General / Re: Legends 3 job.
« on: October 14, 2010, 11:33:05 PM »
What I wouldn't give for knowledge of Japanese and a home in California...


1760
General / Re: Capcom in NYC
« on: October 13, 2010, 01:59:02 AM »
*gives DeGamer ZEE UPPERCUT!!*

It's no trace; my big brother was the one who got that pic signed.  And it's hanging on my wall at this very second.

I heard a rep say "one thing" when I was in line (pretty far back; a handfull of people behind Sato) and I took that to mean "one thing of ours".  Nobody said anything about the posters, so that was actually a surprise, and I saw the folks ahead of me getting a poster along with whatever they brought.  I got MMXOCW and an L3 poster.  My brother got the Trigger fanart but opted to not take a poster home.  And we both got pictures.

So apparently either they did change their mind or there was some miscommunication.  Either way, I think if they were THAT desperate for time, a better idea would have been to kill the photo ops.  Posing for a pic takes longer than an extra Inafune sig; the man signs fast (out of necessity I suppose).

1761
I think Atlas's hair was a bit whackier than that.

Current poll is in the dev room, not the Unity blog (Unity blog's poll had Sensei's name in it twice for some reason, so I'm guessing they started over?).  Second to newest post.

you think they're accepting designs for like, every aspect of the game? Because a friend of mine and I are working together on some Bonne machines th at we hope will fit. o3o
It's funnnn.
I recall them SPECIFICALLY mentioning boss character submissions at Comic Con, so assuming Trigger at some point goes toe-to-toe with the Bonnes again, that would be a definite yes.

And even if he doesn't (they WERE trying to walk the straight-and-narrow in L2, they just sucked at it), they're sure to be in the game on some level, and "general ideas" were encouraged as well.  So I'd say keep a hopeful eye on the Unity dev room page for right now; I'm sure the opportunity to make your submission will come up.

1762
Gaming / Re: Sonic the Hedgehog 4 (Wii, PS3, 360, iPhone)
« on: October 12, 2010, 02:50:17 AM »
Got other Wii games on my radar right now.  But I guess I'll have to file STH4 away in the back of my head for future reference.  Even if $15 per part is ridiculous, it's still the first playable Super Sonic in stages since forever.

1763
Well, I'm DEFINITELY routing for Sensei now.  My personal runners-up have barely hit the 10% mark.

I admit Komaki's design is pretty cool.  Though, it looks a little Pokemon-ish.  Is anyone besides me having a hard time not seeing a young Flannery?

You should have gotten the hint at the very mention of Metalshark Prayer and suicidal button input. It's not so much the crouching itself as what happens when you release crouch, try to dash, or try to attack, with one of those dreaded garbage compressors right on top of you. That wasn't exactly well thought out.
You can attack while crouching.

Forcing crouching rather than dying would have been more convenient, I suppose, but I hate the garbage compressors for reasons other than button inputs.  Namely, I just don't like the pacing of MSP making a whole freaking stage out of them.

1764
Entertainment / Re: The 2010 New York Comic Con Experience
« on: October 11, 2010, 02:39:31 AM »
I just wish I'd thought to get a group shot of all of us after the Capcom panel... O:<

1765
Entertainment / Re: The 2010 New York Comic Con Experience
« on: October 11, 2010, 02:27:51 AM »
It was AWESOME meeting you all!  Sad we couldn't hang out longer, but my brother needed to get started on the trip home early (he's a trucker).  After meeting Inafune, we pretty much just went to the BanDai booth and that was it.

Copy/paste from the "Post Pictures Of Yourself" thread:



Myself and thy sexcellent PB at ComicCon.



It was funny watching everyone react to how large my hands are.  I'm not kidding when I talk about B button woes in MM10, folks. :P

Next, me hunching down with Mr. Inafune himself.



Figured he was probably sick of all us weirdos touching him, though I had to at least shake his hand before I left.

Lastly, besides the inflatable MMU lance and expected signatured items (MMXOCW, L3 poster, and thanks to PB, RPM's current front-page pic), I also picked up a few souvenirs at the BanDai booth:



Figures are random, and though boxed as "MegaMan" and not "Rockman", nearly all other text on the packaging appears Japanese.  Bass and the E-Tank are awesomeness, although to be honest I'd have traded X for a Roll if I could (I have a few X armor kits, but no toys of Roll).

Ah well, all the more reason for me to keep an eye on the Kotobukiya Roll.

1766
Think I'll cave and vote Sensei, since his character appears the most unique.  But if either Higurashi or Kaji win, I can't say I'd be disappointed. 8)

So tell me, Shell, what was Inafune's reaction when he saw that image?
My brother had him sign that one, actually (we were each only allowed to give him one item).  He did seem to like it, though.

I was shocked that nobody else (that I saw, anyway) brought any of the art books for signing, I'd figured those would have been the most common items.  But apparently Inafune hadn't seen many of them either; he seemed surprised when I handed XOCW to him for his sig.

1767
Off The Wall / Re: Post Pictures Of Yourself
« on: October 11, 2010, 01:53:17 AM »
Myself and thy sexcellent PB at ComicCon.



It was funny watching everyone react to how large my hands are.  I'm not kidding when I talk about B button woes in MM10, folks. :P

Next, me hunching down with Mr. Inafune himself.



Figured he was probably sick of all us weirdos touching him, though I had to at least shake his hand before I left.

Lastly, besides the inflatable MMU lance and expected signatured items (MMXOCW, L3 poster, and thanks to PB, RPM's current front-page pic), I also picked up a few souvenirs at the BanDai booth:



Figures are random, and though boxed as "MegaMan" and not "Rockman", nearly all other text on the packaging appears Japanese.  Bass and the E-Tank are awesomeness, although to be honest I'd have traded X for a Roll if I could (I have a few X armor kits, but no toys of Roll).

Ah well, all the more reason for me to keep an eye on the Kotobukiya Roll.

1768
I saw no way whatsoever that crouching was more difficult in any one game than another.  Of course, in X7 you can only crouch in 2D, but it's hardly ever necessary.

1769
Damn.  I visited the Archie booth and saw absolutely nothing MM-related; didn't think you could get a drawing.

I happen to actually like the Sonic comics, at least since issue 170 or so (for a couple years before that they were getting pretty lousy).  So, I'm hopeful.  Also, Spaz has worked with MegaMan already, IIRC, and his cover art for issue 1 of the Archie series looks damn awesome.

1770
Signed pic is on the wall right next to my L3 poster. 8)  Also got him to sign my MMXOCW (by brother had nothing for him to sign, so I "cheated").

I kinda felt bad for Kazushi Itou at the panel.  His design was the only one that didn't get an applause.

Inafune's had a nice buildup as they initially left the implication of there being only 8.  It looks like a great character, but I don't think it's the best fit for Legends.  Red clothed girl with huge blonde hair is too much up Roll Caskett's alley.

Even though I am a HUGE, HUGE, HUGE fan of Sensei, I'm having a hard time turning away from Hayato Kaji's Met-girl.  Higurashi's isn't half bad, either...  This is a touch choice!

Not just Sentsuizan, though. The crouching has ironically seen finer days in X5. Though arguably that's solely Metalshark Prayer's fault.
No clue what you're talking about there... o-O

1771
To be fair, in Galaxy's stage the trap is shown to you beforehand without any consequence. They did warn you to thread carefully.
There's a difference between being careful and having to tip-toe pixel by pixel.  When a claw drops, there's not enough time to react if you're already running.  Whether you know they're in the stage or not, you can't dodge them without prior knowledge of their actual location.

Quote
Fanservice isn't quality.
I think that's debatable when said fanservice is very gameplay-relevant.

To me, Zero without a Messenko-esque attack is like X without armor.  Sure, it works, but if you can't be assed to even provide an option which is considered standard for the character, that doesn't say much for the effort.  By no means does it have to be implemented in the same manner as previous titles either (again, see ZX; or for X's armor, Command Mission).

Quote
I was moreso referring to well-established core mechanics being broken. X5 and X6 are extraordinarily slow in its airdashing, whereas X7 completely trashed the triangular kick. Things that certainly break those titles further are X5's complete and utterly stopping of gameplay at every screen, X6's suicidally backwards controller inputs, and the paradox of X7's premise.
Air-dashing is an exceedingly weak argument to bring against X5/X6.  First of all it's just as applicable to X4 as to the others (in fact X5 is the strongest of the PS1 trio in terms of aerial maneuverability).  Secondly there are several titles which butchered it even worse.  Zero's "scoot" in X8 is atrocious, even more so in the air.  It makes the PS1 games look like Model HX by comparison.  And of course, there *IS* no air-dash in the entire Zero series, so I'd say that counts more against Inti than for them.

X7's triangular kick may feel awkward but it is functional.  Apparently less so if one attempts to dash-kick, but that's something I never considered to be a deal-breaker (you learn to use regular wall-climbing in X5/X6 if you have any desire to equip the Hyper Dash).

Nobody can really defend Sentsuizan, but it's not exactly a core mechanic.  It's technically optional (although my completionist nature gets the better of me every time), and unlike other craptacular "upgrades" the series has seen (X3's buster, anyone?), is something you can train yourself to avoid even if you do obtain it.

1772
X / Re: X and Marty (Mermaid from the Manga) Pic
« on: October 09, 2010, 05:17:57 PM »
Many thanks!!

I seem to recall a giant version of the picture. Do we have access to that one?
The forum automatically resizes large images.  Try viewing the image by itself.

1773
Indeed.  The system won't even be out for another 4 or 5 months and L3 most likely longer, so you've got plenty of time to save up, beg your parents for work, ask for cash on Christmas, whatever.

-In Mega Man 9's Defense=  I'm pretty sure they were trying to simulate the whole "Difficulty with old games" feeling, as well as give a new challenge to people who beat Mega Man 1 through 8.
10 did it better.  Hell, I'd even say the "MegaMan a" minigame did it better.  I know MM1-3 like the back of my hand, and played 4-6 on MMAC knowing near nothing about them. While you would die many times learning a Classic-series game, you generally had decent reaction time, or at the very least something looking out of place near a death-trap.  In 9, nothing looks remotely unusual, and all of a sudden an off-screen helicopter claw rams you into a spike wall.  That's not Classic MegaMan, that's I Wanna Be The Guy.

For other parts, it's the ever important need for a series to have its own identity, not becoming a mere copy of its predecessor and thus threading new ground.
That's why I didn't bring up the 3-element system or the weapon upgrades, those are more personal preference than they are quality.  But really, if you're going to star Zero in his own series, his signature moves should make SOME appearance besides the evil-twin boss.  It didn't even have to be every game, but somewhere in there, it should have been in the player's hands.  At least ZX pulled it off (even if Rekkoha was a bit impractical).

Quote
In general, I'd say these issues aren't just Inti's, they are shared by even Capcom's NES and SNES greats, and cannot at all compare the problems that plagued the aforementioned three X-series titles.
If I read that as "X5", I'll agree.  I hold X6 in higher standing than the Zero series, as "balance issues" in that game are more a matter of style than fairness (players generally give up at problem-solving too easily and are unwilling to assume responsibility for exploration in a game which allows you to skip all 8 Mavericks without the loss of a player, not to mention they can't seem to find "Use Current Data" in the menu screen), and it actually did fix a lot of what was wrong with X5's items, ranking, and boss pacing/AI.

X7 I simply see as failure to commit to a new play style (we know from Legends that 3D MegaMan works, but the 3D/2D merger that X7 attempted is a train wreck) aggravated by lousy voices/script-writing.  The 2D design outside of Stonekong was half-assed and wound up detracting from the experience rather than adding to it, and numerous mechanics (auto-lock, Zero's attack reach) do not translate well from one style into the other.  With the possible exception of voices, I don't see those as the kind of mistakes one would make twice, much less in a 6-7 game stretch.

1774
That's quite a silly objection when the game outright refers to Sera and Geetz as Ancients.
I agree, although you could really pick it apart in several different ways.  Sera and Geetz claimed to be the Carbon ancestors which is a load of crock; Carbons were created artificially per the Master's recollection.  They also lied as to the Keys being related to Refractor production.

I think said weirdo believed that "Ancients" should refer solely to "true humans", as in Yuna referring to the CRP restoring them.  I could be wrong, it was a long time ago.  But I don't buy it, since no context has implied that the term refers to race rather than timeframe.

Quote
Nevertheless, Inti's oversights have never been of the same kind that broke X5, X6 and X7. They're more of a personal preference thing than anything else.
There are personal preference issues (four games and no Earth Gaizer variant is simply wrong), but it's more than that.  Their buster charge mechanics are more extreme than other games, undermining the value of rapid-fire attacks and rendering them all but worthless against bosses.  They have a severe inability to vary saber skills between games (ZX's Arc Blade excepted).  When they finally introduced weapon energy to ZX they offered absolutely no restore points for it (Classic/X recharge it after every non-castle stage, as Zero/ZX do with health).  And in both ZX games, they leave valuable power-ups in the post-game with no New Game Plus to take full advantage of them.  It's especially offensive in Advent, given how nearly all of the Chip upgrades are in that boat.

I rather despise MM9's stage layout, as well.  Too often the game blindsides you in ways that no X game can compete with.  At least in an X-series game you have aerial maneuvers in case you're dropped directly onto a spike pit with no prior warning that spikes are even in the stage (Splash Woman), and you will not be grabbed by completely off-screen enemies with literally no reaction time while they threaten to ram you into a spike wall/pit (Galaxy Man, Wily Fortress, ENDLESS ATTACK).  Further, 9 makes frequent use of enemies who chase you very nearly as fast as you can run (potted plant missiles), which is a terrible time to decide that you're no longer allowed to slide.

1775
I noticed the Prototype Anthro Unit thing, but I figured that since there is a lot of ambiguity/confusion in Elysium vocabulary (I've had people object to my referring to units as ancients already), that might be splitting hairs.  Nevertheless, you're right.

I sincerely dislike how that implicates IntiCreates isn't talented.
They're talented, for sure, but they have their hiccups as well.  As big a fan as I am of Zero/ZX, I can name quite a few trends and oversights that I wasn't happy with.  Same for MM9, although I will say that they came a long way with MM10 (if only it wasn't for that damn B trigger being used for weapon-switching).  All the same, I am happy that the non-card-trading half of the franchise is not being left solely up to them.

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